TGM legend

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Standard and usual acronyms File:50%.png

  • TGM : Tetris The Grand Master (is often used to refer to the serie in general).
  • TAP : Tetris The Absolute Grand Master 2 +.
  • Ti  : Tetris The Grand Master 3 Terror Instinct.
  • ARS : Arika Rotation System.
  • SRS : Super Rotation System.
  • GRS : Grade Recognition System.
  • TLS : Temporary Landing System.
  • AT  : Active Tetra.
  • NT  : Next Tetra.
  • TTC : The Tetris Company.
  • BPS : Bullet Proof Software / Blue Planet Software (right ?).




Basic Terms File:25%.png

There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list here the basic.

Block File:25%.png


The Block is a single square grid cell.

Tetra/Tetramino/piece File:25%.png


In Japanese or even in general common usage, the word "block" can refer to both Tetra piece or single grid cell. Another annoying fact, is that there is several syntaxe for the same word :

  • Tetramino (TTC term)
  • Tetromino (mathematical term)
  • Tetrimino

To avoid confusion we will always use the short word Tetra from Greek witch mean "four".


4 blocks arranged into a shape give the tetra. There is 7 differents tetra, each one with a specific color. For concise description we are always refering to them by a single letter instead of color. TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris.

I, L, J, S, Z, T and O tetriminos.








Tetrion File:25%.png


Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never hear about this word but this is the official name given by the TTC. You will also never use it but i just mension it for avoiding confusion with the next definition.

File:TGM Tetrion 1.png
TAP Easy
File:TGM Tetrion 2.png
TAP Master
File:TGM Tetrion 3.png
TAP Death
File:TGM Tetrion 4.png
TAP TGM+















PlayField File:25%.png


The playfield is surrounded by the tetrion. The standard size is fixed to 10 blocks length and 20 blocks height.

Filling blocks example















Stack File:25%.png


Stack definition.


StackFall File:25%.png


StackFall definition.


Row File:25%.png


Row definition. do we add entry for double and triple ?


Tetris File:25%.png


Tetris definition. To erase 4 lines.


Combo File:25%.png


Combo definition. To erase 2 or more lines continuously. To erase 1 line is allowed to continue Combo, but it's not counted.


Bravo File:25%.png


Bravo definition. To clear the field. a.k.a. All clear.


Frame File:25%.png


Frame definition.


Step File:25%.png


Step definition.


Move/shift File:25%.png


Move definition.


Rotation File:25%.png


Rotation definition.


Delayed Auto Shift (DAS) File:25%.png


DAS definition.

...
...

















Gravity Unit (G)File:25%.png


Gravity definition. it shows [drop lines / frame]. TGM field's height is 20, so max is 20G.

0.0156G
1G
5G
20G















Drop File:25%.png


Drop definition.


Sonic Drop File:25%.png


Sonic Drop definition. force landing a current block.


lock Delay File:25%.png


Lock Delay definition.

...
...
...

















Initial Rotating System (IRS) File:25%.png


IRS definition.

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Temporary Landing System (TLS) File:25%.png


TLS definition.

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Level File:25%.png


Level definition. it shows game progress state. Level = Number of appeared Blocks + Number of erased Lines.


LevelStep File:25%.png


LevelStep definition. Normally the level increases by a block appearing, but if the level is x99(like 099, 199, ...) then we can increase Level only to erase lines.


Grade Recognition System (GRS) File:25%.png


GRS definition.


WallKick File:25%.png


WallKick definition.


Synchro File:25%.png


Synchro definition.


Arika Rotating System (ARS) File:25%.png


ARS definition.


Super Rotating System (SRS) File:25%.png


SRS definition.


ARE File:75%.png


ARE is the period of time between the lockdown of the previous piece and the appearance of the next piece. Depending on the level, the amount of ARE may shorten.

During ARE
During ARE, the player must wait for the next piece to appear, and cannot actively cause anything to happen. However, ARE serves as a time for the player to input DAS, IRS and IHS actions which will be processed in the moment ARE finishes and the next piece appears.

Word Origin
ARE is a word of Japanese origin, and though it looks like an acronym, it does not stand for anything. It derives from the Japanese word, "あれ (are)," pronounced "a ray" quickly. The word "あれ" is a demonstrative pronoun, literally translating to "it" or "that". Japanese players originally referred to this in-between time using the word "あれ" as there was no good word to describe it. The capital letter alphabet form "ARE" (pronounced ay arr ee) became popular when someone wrote it in that form, possibly owing to its cooler, acronym-like look.

The Existence and Lack of ARE
ARE is a vital gameplay factor in TGM, as its existence allows for many systems like 20G, DAS, IRS and IHS to exist. They do not exist, however, in popular American versions such as Tetrinet and most Tetris Worlds-compliant games. It is debated whether the lack of ARE is a requirement in the World guidelines or not; TGM3 (Ti) and TGMA in particular, do have ARE even though they seem to follow the guidelines.