TGM legend

From TetrisWiki
Jump to navigation Jump to search

Wiki Animated Gif Template File:25%.png

To give you a quick and Easy way to understand the behavior of TGM, an application have been developed by Jagorochi for fast and easy production of animated gif. The output animation can really look's like the original game, but due to the TTC agressive copyright policies we are not using original game graphics, but a standardized set instead.

Also we notice that there is some "display and animation timing problem" with Internet Explorer, so we encourage you to migrate to a more reliable solution like Firefoxfor example.

There is several Rotation System in TGM, and since we can't produce animated gif for all Systems, by default the template will use the ARS, except in particulars cases.

File:Red Blue Pills.jpg
Choose your fate...











Standard and usual acronyms File:50%.png

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:75%.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 (commonly used is Japan)
  • Tetromino (mathematical term)
  • Tetrimino (TTC term)

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. TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris. But with the release of Ti and ACE, SRS has been added, witch mean different initial orientation and block color shape. To avoid confusion we are always refering to them by a single letter instead of color :

I, L, J, S, Z, T and O Tetra from the ARS.
I, L, J, S, Z, T and O Tetra from the SRS.








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 designation from TTC. You will also never use it but i just mension it for avoiding confusion between game part description and for example, the next definition.















PlayField File:25%.png


The playfield is surrounded by the tetrion. The standard size is fixed to a grid of 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.

...

















Initial Holding System (IHS)File:25%.png


IHS definition.


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


TLS definition.

...

















Level File:25%.png


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


Level Step 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.