Difference between revisions of "Tetris The Grand Master"

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|developer = [[Arika]]
 
|developer = [[Arika]]
 
|publisher = Capcom
 
|publisher = Capcom
|released = 1998 Aug
+
|released = {{release|JP|August, 1998}}
 
|platform = Arcade
 
|platform = Arcade
 
|title-scrn = Arika_tgm1_title.jpg
 
|title-scrn = Arika_tgm1_title.jpg
 
|ingame-scrn = Arika_tgm1_ingame.jpg
 
|ingame-scrn = Arika_tgm1_ingame.jpg
 
|preview = 1
 
|preview = 1
|playfield=10x20
+
|playfield=10 × 20
 +
|boxart = TGM flyer.jpg
 +
|caption = Arcade flyer for ''Tetris The Grand Master''
 
|hold = No
 
|hold = No
 
|hard = No
 
|hard = No
 
|system = [[TGM rotation]]
 
|system = [[TGM rotation]]
 
}}
 
}}
'''''Tetris The Grand Master''''' is the first arcade game in [[Arika]]'s [[TGM series]].
+
'''''Tetris The Grand Master''''' (テトリス ザ・グランドマスター ''Tetorisu: Za Gurando Masutā'') is an arcade game released exclusively in Japan. It was developed by [[Arika]] and is the first game in the [[TGM series]].
 +
 
 
== Gameplay ==
 
== Gameplay ==
  
Unlike typical tetris games where the goal is indefinite survival and a high score, TGM is a challenge where you have a finite opportunity to attain a high Grade. With the exception of the final grade of Grand Master, grade is derived from your score. This indirectly makes the grading system strongly favour survival, with a special emphasis on clearing non-singles late in the game during 20g.
+
''TGM<nowiki>'</nowiki>s'' gameplay is heavily inspired by it's arcade predecessor, [[Tetris (Sega)|''Tetris'' (Sega)]] released 10 years earlier. It uses a [[TGM rotation|modified rotation system]], color scheme, and relies heavily on mechanics such as [[lock delay]]. Another game which inspired ''TGM'' is ''[[Shimizu Tetris]]'', a fan game which was the first to introduce 20G gravity.
 +
 
 +
The main goal in ''TGM'' is to score points, awarding the player a higher grade. The game ends when a player reaches level 999. If the player scored enough points, they will be awarded with the grade S9. To achieve the grade GM, the player must also meet some time requirements during play. If the player [[top out|tops out]] before reaching level 999, the game ends, awarding the player the current grade and it's "mastering time", the time at which the grade was awarded during gameplay.
 +
 
 +
===Level===
 +
Level has a unique implementation in ''TGM''. The level counter will increase by 1 for every piece that enters the playfield. It will also increase by 1 for each line cleared.
 +
 
 +
When the player is about to increment the hundreds digit (e.g., level 399), only line clears will increase the level. Level 998 is treated similarly, with a final line clear required to reach 999 and finish.
 +
 
 +
===IRS===
 +
{{main|IRS}}
 +
Abbreviation for Initial Rotation System.
 +
 
 +
Normally a piece will appear in the rotation showed in the [[piece preview]]. With IRS, holding either the left or right rotation button will cause the piece to appear rotated 90 degrees. This allows the player a higher degree of freedom when placing pieces at higher game speeds.
 +
 
 +
===TLS===
 +
{{main|ghost piece}}
 +
Abbreviation for Temporary Landing System
 +
This system is a semi-transparent representation of where the piece will land if allowed to drop into the playfield. It is displayed up to level 100.
 +
 
 +
== Scoring ==
 +
''The Grand Master'' shares the same scoring mechanisms of many other Tetris games:
 +
* The player receive more points for clearing more lines at once.
 +
* Lines are worth more with each passing level.
 +
* The player receive points for forcing a piece down. (Although only when this results in cleared lines, unlike in some other games.)
 +
* The player receive a [[combo]] bonus for clearing lines with consecutive pieces.
 +
* The player receive a bravo bonus for clearing the entire playfield.
 +
 
 +
===Scoring formula===
 +
: <math>\text {Combo} = \text {Previous Combo Value} + (2 \times \text {Lines}) - 2</math>
 +
: <math>\text {Score} = (\left \lceil (\text {Level} + \text {Lines})/4 \right \rceil + \text {Soft}) \times \text {Lines} \times \text {Combo} \times \text {Bravo}</math>
 +
 
 +
Where:
 +
*Level is the current level the player is on (before the lines are cleared).
 +
*Lines is the number of lines the player just cleared.
 +
*<math>\left \lceil (\text {Level} + \text {Lines})/4 \right \rceil</math> is rounded up.
 +
*Soft is the cumulative number of frames during which Down was held during the piece's active time. Manually locking pieces already on the ground will increase Soft by 1.
 +
*Locking a piece without clearing lines resets Combo to 1. Otherwise, the game updates Combo as follows, ''before'' calculating Score:
 +
*:E.g., a double-triple-single combo will have combo values 3, 7, and 7 respectively.
 +
*Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.
 +
 
 +
== Grading ==
 +
In ''TGM'' grade is entirely determined by score. As the player passes certain milestones, the game will assign the player the next grade.
 +
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
 +
|+'''Grade Conditions'''
 +
! bgcolor="#66BB55"|Grade || bgcolor="#BBBBBB"|Required Score || bgcolor="#66BB55"|Grade || bgcolor="#BBBBBB"|Required Score
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 9 ||      0 || bgcolor="#D7ECC6"| S1 ||  16,000
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 8 ||    400 || bgcolor="#D7ECC6"| S2 ||  22,000
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 7 ||    800 || bgcolor="#D7ECC6"| S3 ||  30,000
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 6 ||  1,400 || bgcolor="#D7ECC6"| S4 ||  40,000
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 5 ||  2,000 || bgcolor="#D7ECC6"| S5 ||  52,000
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 4 ||  3,500 || bgcolor="#D7ECC6"| S6 ||  66,000
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 3 ||  5,500 || bgcolor="#D7ECC6"| S7 ||  82,000
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 2 ||  8,000 || bgcolor="#D7ECC6"| S8 || 100,000
 +
|- align="center"
 +
| bgcolor="#D7ECC6"| 1 || 12,000 || bgcolor="#D7ECC6"| S9 || 120,000
 +
|}
 +
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
 +
|+'''GM Grade Conditions'''
 +
|-
 +
! bgcolor="#80A3F8"|Level || colspan="1" colspan="1" bgcolor="#BBBBBB"|Required Score || colspan="1" bgcolor="#66BB55"|Time
 +
|- align="center"
 +
| bgcolor="#C4E8E8"| 300 || 12,000 (Grade 1)|| bgcolor="#D7ECC6"| =<04:15:00
 +
|- align="center"
 +
| bgcolor="#C4E8E8"| 500 || 40,000 (Grade S4)|| bgcolor="#D7ECC6"| =<07:30:00
 +
|- align="center"
 +
| bgcolor="#C4E8E8"| 999 || 126,000 <br/>(slightly higher than S9) || bgcolor="#D7ECC6"| =<13:30:00
 +
|}
 +
 
 +
===Secret grade===
 +
{{main|Secret Grade Techniques}}
 +
Secret grade is a hidden grading system that recognizes a ">" pattern in the [[playfield]] by leaving holes. The first hole becomes Secret grade 9, and each subsequent hole increasing the grade until row 19, the GM grade. The player must top out to have the Secret grade awarded. A minimum grade of 5 is needed to see the message.
 +
 
 +
==Vs. Mode==
 +
If the arcade operator has enabled Vs. mode, two players can start a Vs. game. One player must first start a game, and during any point of that game the second player may press start to challenge them, and begin a game.
 +
 
 +
When the player clears 2 or more lines at once, those lines will be sent to their opponent's playfield as [[garbage]] lines. If the match does not end within 5 minutes, the game ends in a draw.
 +
 
 +
===Item blocks===
 +
Item blocks can be used to attack or defend from the player's opponent.
 +
 
 +
Clearing lines will fill up the item meter adjacent to a player's playfield. When the meter is full an item block is dealt to the player. They may use it by clearing a line which the piece is part of.
 +
 
 +
There are 18 different item blocks.
 +
 
 +
{| class="wikitable"
 +
|+
 +
! style="background-color: #ffd3ac;" colspan="2" | Attack items
 +
|-
 +
|DEATH BLOCK
 +
|Makes the opponent's next block big.
 +
|-
 +
|NEGA FIELD
 +
|Flip the playfield's occupied cells to empty, and empty cells to occupied.
 +
|-
 +
|SPIN FIELD
 +
|Rotate the opponent's field for a short time.
 +
|-
 +
|180° FIELD
 +
|Rotate the playfield upside down and move the newly rotated cells down.
 +
|-
 +
|SHOT GUN!
 +
|Randomly shoot a group of holes in the opponent's stack.
 +
|-
 +
|HARD BLOCK
 +
|The opponent's next piece must be cleared twice to be removed from the playfield.
 +
|-
 +
|LASER BLOCK
 +
|Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right.
 +
|-
 +
|ROLL ROLL
 +
|The opponent's next 3 pieces are auto rotating by a fixed interval.
 +
|-
 +
|TRANS FORM
 +
|The opponent's next 3 pieces will change [[tetromino]] every time the piece is rotated.
 +
|-
 +
|X-RAY
 +
|A partially invisible effect is applied to the opponent's stack for a short period.
 +
|-
 +
|PRESS FIELD
 +
|Shrinks the opponent's playfield for a short period.
 +
|-
 +
! style="background-color: #c4e8e8;" colspan="2" | Defense items
 +
|-
 +
|↑ DEL FIELD
 +
|Deletes the upper half of the player's playfield.
 +
|-
 +
|↓ DEL FIELD
 +
|Deletes the lower half of the player's playfield.
 +
|-
 +
|→ MOV FIELD
 +
|Push every cell in the player's playfield to the right.
 +
|-
 +
|← MOV FIELD
 +
|Push every cell in the player's playfield to the left.
 +
|-
 +
|DEL EVEN
 +
|Deletes every 2nd row in the player's playfield.
 +
|-
 +
! style="background-color: #d7ecc6;" colspan="2" | Special items
 +
|-
 +
|FREE FALL
 +
|Forces all cells to move down in the player's playfield removing any holes.
 +
|-
 +
|EXCHG FIELD
 +
|Swaps the player's and opponent's playfield.
 +
|-
 +
|}
 +
 
 +
==Hidden modes==
 +
All codes must be entered at the title screen. Codes may be combined (i.e. Big 20G mode + Reverse Monochrome mode.) Scores achieved using codes will not be stored on the high score table.
  
With only a small number of grades, there are often ties. The highscore table ranks a tied grade higher if it was attained faster. In practice, solid play will award players the highest rank of Grand Master. As such, for adequately skilled players the game becomes a time attack to level 999.
+
Key: L = Left, D = Down, U = Up, R = Right
  
== Level ==
+
{|
Level has a unique implementation in TGM. The level counter will increase by 1 for every piece that enters the well. It will also increase by 1 for each line cleared. The game ends once level 999 is reached.
+
|
 +
{|
 +
|[[Image:TGM_20G_mode.gif|thumb|100px|none|20G mode]]
 +
|'''20G Mode'''
 +
Immediately enables maximum gravity (20G).<br>
 +
Input code: <code>DDDDDDDDCBA</code>
 +
|}
 +
|
 +
{|
 +
|[[Image:TGM_big_mode.gif|thumb|100px|none|20G mode]]
 +
|'''Big Mode'''
 +
Tetrominoes are twice normal size, simulating play in a 5x10 playfield<br>
 +
Input code: <code>LLLLDCBA</code>
 +
|}
 +
|-
 +
|
 +
{|
 +
|[[Image:TGM_rev_mode.gif|thumb|100px|none|20G mode]]
 +
|'''Rev Mode'''
 +
Play in reverse! Pieces will spawn at the bottom of the playfied and "fall" upwards<br>
 +
Input code: <code>DUUDCBA</code>
 +
|}
 +
|
 +
{|
 +
|[[Image:TGM_mono_mode.gif|thumb|100px|none|20G mode]]
 +
|'''Mono Mode'''
 +
All tetrominoes are monochrome<br>
 +
Input code: <code>RRRUCBA</code>
 +
|}
 +
|-
 +
|
 +
{|
 +
|[[Image:TGM_TLS_mode.gif|thumb|100px|none|20G mode]]
 +
|'''TLS Mode'''
 +
Shows the "Temporary Landing System" aka "ghost piece" for the entirety of the game, not just 0-100<br>
 +
Input code: <code>ABCCBAACB</code>
 +
|}
 +
|
 +
{|
 +
|[[Image:TGM_uki_mode.gif|thumb|150px|none|20G mode]]
 +
|'''Uki Mode'''
 +
Instead of line clear sound effect when clearing multiple lines, a child's voice will say "Uki" repeatedly, the japanese word for the sound a monkey makes. The child will say "Waaahhh!" instead if the player scores a Tetris.<br>
 +
Input code: <code>ABABABABABABABABB</code>
 +
|}
 +
|}
  
When you are about to increment the hundreds digit (eg. at level 399), only line clears will count towards your level. Level 998 is treated similarly, with a final line clear required to reach 999 and finish.
+
=== Other modes ===
  
== Speed Timings==
+
*'''No item VS''' (Play VS mode without item blocks): <br>Hold both player Start buttons together before the match begins.
[[drop|Gravity]] does not increase uniformly, unlike many other tetris games. It rises and falls, depending on the level as shown in the table below. The player can force constant 20G, by entering a [[Tetris_The_Grand_Master#Codes|code]] before starting the game, though this will exclude their play from the highscore list.  
+
 
 +
== Speed timings==
 +
[[drop|Gravity]] does not increase uniformly, unlike many other tetris games. It rises and falls, depending on the level as shown in the table below.
  
 
The unit for [[gravity]] is [[Glossary#G|G]] (rows per frame), as a [http://en.wikipedia.org/wiki/Fixed-point_arithmetic fraction with a constant denominator] of 256. This means '''G = Internal Gravity/256'''. For example, at levels 90 through 99, the gravity is 64/256G, or 1/4G.
 
The unit for [[gravity]] is [[Glossary#G|G]] (rows per frame), as a [http://en.wikipedia.org/wiki/Fixed-point_arithmetic fraction with a constant denominator] of 256. This means '''G = Internal Gravity/256'''. For example, at levels 90 through 99, the gravity is 64/256G, or 1/4G.
  
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Internal Gravity'''[http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130]
+
|+'''Internal Gravity'''
 
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
 
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
 
|-align = center
 
|-align = center
Line 64: Line 271:
 
|}
 
|}
  
Unlike [[TGM2]], the [[Line_clear#delay|line clear delay]], [[lock delay]], [[ARE]] and [[DAS]] do not change throughout the game.
+
Unlike ''[[TGM2]]'', the [[Line_clear#delay|line clear delay]], [[lock delay]], [[ARE]] and [[DAS]] do not change throughout the game. The following are the timing values adjusted to what a player would observe, including inclusive DAS counting.
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
 
|+'''Delays'''
 
|+'''Delays'''
Line 73: Line 280:
 
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
 
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
 
|- align = center
 
|- align = center
| bgcolor="#C4E8E8"|000 - 999 || bgcolor="#FFD3AC"|30 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|41
+
| bgcolor="#C4E8E8"|000 - 999 || bgcolor="#FFD3AC"|30 || bgcolor="#FFFF88"|16 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|41
 
|}
 
|}
 
*The player's DAS charge is unmodified during line clear delay, the first 4 frames of ARE, the last frame of ARE, and the frame on which a piece spawns.
 
*The player's DAS charge is unmodified during line clear delay, the first 4 frames of ARE, the last frame of ARE, and the frame on which a piece spawns.
  
== Scoring ==
+
== Physical scans ==
TGM shares the same scoring gimmicks of many other Tetris games, though they are not quite implemented the same way:
+
{{Scanbox
:*You receive more points for clearing more lines at once.
+
|console = Capcom Sony ZN-2
:*Lines are worth more with each passing level. (The nature of "level" in TGM, however, means the amount of points a line is worth is constantly changing, and especially in the 0-99 section, it is to the player's advantage to stack high before clearing lines.)
+
|region = JP
:*You receive points for forcing a piece down. (Though only when this results in cleared lines, unlike in some other games.)
+
|pcb = Tetris_The_Grand_Master_arcade_PCB.jpg
 +
|dimensions = 244&times;245&times;50 mm
 +
}}
  
There are a few scoring gimmicks unique to TGM:
+
==External links==
*You receive a [[combo]] bonus for clearing lines with consecutive pieces.
+
* [https://tcrf.net/Tetris:_The_Grand_Master ''Tetris: The Grand Master'' - The Cutting Room Floor]
*You receive a bravo bonus for clearing the entire screen.
 
 
 
Once one can reach the S9 rank, score becomes irrelevant and the focus changes to a time attack rather than a score attack. Nevertheless, here is the actual scoring formula:
 
 
 
:'''Score = ((Level + Lines)/4 + Soft) x Lines x Combo x Bravo'''
 
 
 
Where:
 
*Level is the current level you are on (before the lines are cleared).
 
*Lines is the number of lines you just cleared.
 
*(Level + Lines)/4 is rounded up.
 
*Soft is the cumulative number of frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.
 
*Locking a piece without clearing lines sets Combo to 1. Otherwise, the game updates Combo as follows, BEFORE calculating Score:
 
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''
 
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.
 
*Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.
 
 
 
== Grading ==
 
In TGM1 grade is entirely determined by score. As you pass certain milestones, TGM will assign you the next grade:
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
 
|+'''Grade Conditions'''
 
! bgcolor="#66BB55"|Grade || bgcolor="#BBBBBB"|Required Score || bgcolor="#66BB55"|Grade || bgcolor="#BBBBBB"|Required Score
 
|- align="center"
 
| bgcolor="#D7ECC6"| 9 ||      0 || bgcolor="#D7ECC6"| S1 ||  16,000
 
|- align="center"
 
| bgcolor="#D7ECC6"| 8 ||    400 || bgcolor="#D7ECC6"| S2 ||  22,000
 
|- align="center"
 
| bgcolor="#D7ECC6"| 7 ||    800 || bgcolor="#D7ECC6"| S3 ||  30,000
 
|- align="center"
 
| bgcolor="#D7ECC6"| 6 ||  1,400 || bgcolor="#D7ECC6"| S4 ||  40,000
 
|- align="center"
 
| bgcolor="#D7ECC6"| 5 ||  2,000 || bgcolor="#D7ECC6"| S5 ||  52,000
 
|- align="center"
 
| bgcolor="#D7ECC6"| 4 ||  3,500 || bgcolor="#D7ECC6"| S6 ||  66,000
 
|- align="center"
 
| bgcolor="#D7ECC6"| 3 ||  5,500 || bgcolor="#D7ECC6"| S7 ||  82,000
 
|- align="center"
 
| bgcolor="#D7ECC6"| 2 ||  8,000 || bgcolor="#D7ECC6"| S8 || 100,000
 
|- align="center"
 
| bgcolor="#D7ECC6"| 1 || 12,000 || bgcolor="#D7ECC6"| S9 || 120,000
 
|}
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
 
|+'''GM Grade Conditions'''
 
|-
 
! bgcolor="#80A3F8"|Level || colspan="1" colspan="1" bgcolor="#BBBBBB"|Required Score || colspan="1" bgcolor="#66BB55"|Time
 
|- align="center"
 
| bgcolor="#C4E8E8"| 300 || 12,000 (Grade 1)|| bgcolor="#D7ECC6"| =<04:15:00
 
|- align="center"
 
| bgcolor="#C4E8E8"| 500 || 40,000 (Grade S4)|| bgcolor="#D7ECC6"| =<07:30:00
 
|- align="center"
 
| bgcolor="#C4E8E8"| 999 || 126,000 <br/>(slightly higher than S9) || bgcolor="#D7ECC6"| =<13:30:00
 
|}
 
 
 
==Codes==
 
All codes should be entered at the title screen.  Codes may be combined (i.e. Big 20G mode, Reverse Monochrome mode, etc.)  Scores achieved using codes will not be stored on the highscore table.
 
 
 
Key: L = Left, D = Down, U = Up, R = Right
 
*'''TLS Mode''' (Shows the "Temporary Landing System" aka "ghost piece" for the entirety of the game, not just 0-100): <br>ABCCBAACB
 
*'''20G Mode''' (Forces constant 20G from the beginning of the game): <br>DDDDDDDDCBA
 
*'''Big Mode''' (Tetrominoes are twice normal size, simulating play in a 5x10 playfield): <br>LLLLDCBA
 
*'''Uki Mode''' (A joke mode; instead of line clear sound effect when clearing multiple lines, a child's voice will say "Uki" repeatedly, which is the japanese word for the sound a monkey makes.  This is a callback to Sega Tetris, with it's monkey.  The child will say "Waaahhh!" instead if you score a Tetris.): <br>ABABABABABABABABB
 
*'''Rev Mode''' (Play in reverse! Pieces will spawn at the bottom of the playfied and "fall" upwards): <br>DUUDCBA
 
*'''Mono Mode''' (All tetrominoes are monochrome): <br>RRRUCBA
 
 
 
=== Other Codes ===
 
 
 
*'''No item VS''' (Play VS mode without item blocks): <br>Hold both player Start buttons together before the match begins.
 
  
 
{{Arika games}}
 
{{Arika games}}
  
[[Category:Games List]]
+
[[Category:Official Tetris games]]
 +
[[Category:Arcade games]]
 +
[[Category:Arcade-only games]]

Latest revision as of 23:19, 26 October 2019

Tetris The Grand Master
TGM flyer.jpg
Arcade flyer for Tetris The Grand Master
Developer(s) Arika
Publisher(s) Capcom
Release date(s)
  • JP: August, 1998
Platform(s) Arcade
Gameplay Info
Next pieces 1
Playfield dimensions 10 × 20
Hold piece No
Hard drop No
Rotation system TGM rotation
Arika tgm1 title.jpg Arika tgm1 ingame.jpg

Tetris The Grand Master (テトリス ザ・グランドマスター Tetorisu: Za Gurando Masutā) is an arcade game released exclusively in Japan. It was developed by Arika and is the first game in the TGM series.

Gameplay

TGM's gameplay is heavily inspired by it's arcade predecessor, Tetris (Sega) released 10 years earlier. It uses a modified rotation system, color scheme, and relies heavily on mechanics such as lock delay. Another game which inspired TGM is Shimizu Tetris, a fan game which was the first to introduce 20G gravity.

The main goal in TGM is to score points, awarding the player a higher grade. The game ends when a player reaches level 999. If the player scored enough points, they will be awarded with the grade S9. To achieve the grade GM, the player must also meet some time requirements during play. If the player tops out before reaching level 999, the game ends, awarding the player the current grade and it's "mastering time", the time at which the grade was awarded during gameplay.

Level

Level has a unique implementation in TGM. The level counter will increase by 1 for every piece that enters the playfield. It will also increase by 1 for each line cleared.

When the player is about to increment the hundreds digit (e.g., level 399), only line clears will increase the level. Level 998 is treated similarly, with a final line clear required to reach 999 and finish.

IRS

Main article: IRS

Abbreviation for Initial Rotation System.

Normally a piece will appear in the rotation showed in the piece preview. With IRS, holding either the left or right rotation button will cause the piece to appear rotated 90 degrees. This allows the player a higher degree of freedom when placing pieces at higher game speeds.

TLS

Main article: ghost piece

Abbreviation for Temporary Landing System This system is a semi-transparent representation of where the piece will land if allowed to drop into the playfield. It is displayed up to level 100.

Scoring

The Grand Master shares the same scoring mechanisms of many other Tetris games:

  • The player receive more points for clearing more lines at once.
  • Lines are worth more with each passing level.
  • The player receive points for forcing a piece down. (Although only when this results in cleared lines, unlike in some other games.)
  • The player receive a combo bonus for clearing lines with consecutive pieces.
  • The player receive a bravo bonus for clearing the entire playfield.

Scoring formula

Where:

  • Level is the current level the player is on (before the lines are cleared).
  • Lines is the number of lines the player just cleared.
  • is rounded up.
  • Soft is the cumulative number of frames during which Down was held during the piece's active time. Manually locking pieces already on the ground will increase Soft by 1.
  • Locking a piece without clearing lines resets Combo to 1. Otherwise, the game updates Combo as follows, before calculating Score:
    E.g., a double-triple-single combo will have combo values 3, 7, and 7 respectively.
  • Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.

Grading

In TGM grade is entirely determined by score. As the player passes certain milestones, the game will assign the player the next grade.

Grade Conditions
Grade Required Score Grade Required Score
9 0 S1 16,000
8 400 S2 22,000
7 800 S3 30,000
6 1,400 S4 40,000
5 2,000 S5 52,000
4 3,500 S6 66,000
3 5,500 S7 82,000
2 8,000 S8 100,000
1 12,000 S9 120,000
GM Grade Conditions
Level Required Score Time
300 12,000 (Grade 1) =<04:15:00
500 40,000 (Grade S4) =<07:30:00
999 126,000
(slightly higher than S9)
=<13:30:00

Secret grade

Main article: Secret Grade Techniques

Secret grade is a hidden grading system that recognizes a ">" pattern in the playfield by leaving holes. The first hole becomes Secret grade 9, and each subsequent hole increasing the grade until row 19, the GM grade. The player must top out to have the Secret grade awarded. A minimum grade of 5 is needed to see the message.

Vs. Mode

If the arcade operator has enabled Vs. mode, two players can start a Vs. game. One player must first start a game, and during any point of that game the second player may press start to challenge them, and begin a game.

When the player clears 2 or more lines at once, those lines will be sent to their opponent's playfield as garbage lines. If the match does not end within 5 minutes, the game ends in a draw.

Item blocks

Item blocks can be used to attack or defend from the player's opponent.

Clearing lines will fill up the item meter adjacent to a player's playfield. When the meter is full an item block is dealt to the player. They may use it by clearing a line which the piece is part of.

There are 18 different item blocks.

Attack items
DEATH BLOCK Makes the opponent's next block big.
NEGA FIELD Flip the playfield's occupied cells to empty, and empty cells to occupied.
SPIN FIELD Rotate the opponent's field for a short time.
180° FIELD Rotate the playfield upside down and move the newly rotated cells down.
SHOT GUN! Randomly shoot a group of holes in the opponent's stack.
HARD BLOCK The opponent's next piece must be cleared twice to be removed from the playfield.
LASER BLOCK Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right.
ROLL ROLL The opponent's next 3 pieces are auto rotating by a fixed interval.
TRANS FORM The opponent's next 3 pieces will change tetromino every time the piece is rotated.
X-RAY A partially invisible effect is applied to the opponent's stack for a short period.
PRESS FIELD Shrinks the opponent's playfield for a short period.
Defense items
↑ DEL FIELD Deletes the upper half of the player's playfield.
↓ DEL FIELD Deletes the lower half of the player's playfield.
→ MOV FIELD Push every cell in the player's playfield to the right.
← MOV FIELD Push every cell in the player's playfield to the left.
DEL EVEN Deletes every 2nd row in the player's playfield.
Special items
FREE FALL Forces all cells to move down in the player's playfield removing any holes.
EXCHG FIELD Swaps the player's and opponent's playfield.

Hidden modes

All codes must be entered at the title screen. Codes may be combined (i.e. Big 20G mode + Reverse Monochrome mode.) Scores achieved using codes will not be stored on the high score table.

Key: L = Left, D = Down, U = Up, R = Right

20G mode
20G Mode

Immediately enables maximum gravity (20G).
Input code: DDDDDDDDCBA

20G mode
Big Mode

Tetrominoes are twice normal size, simulating play in a 5x10 playfield
Input code: LLLLDCBA

20G mode
Rev Mode

Play in reverse! Pieces will spawn at the bottom of the playfied and "fall" upwards
Input code: DUUDCBA

20G mode
Mono Mode

All tetrominoes are monochrome
Input code: RRRUCBA

20G mode
TLS Mode

Shows the "Temporary Landing System" aka "ghost piece" for the entirety of the game, not just 0-100
Input code: ABCCBAACB

20G mode
Uki Mode

Instead of line clear sound effect when clearing multiple lines, a child's voice will say "Uki" repeatedly, the japanese word for the sound a monkey makes. The child will say "Waaahhh!" instead if the player scores a Tetris.
Input code: ABABABABABABABABB

Other modes

  • No item VS (Play VS mode without item blocks):
    Hold both player Start buttons together before the match begins.

Speed timings

Gravity does not increase uniformly, unlike many other tetris games. It rises and falls, depending on the level as shown in the table below.

The unit for gravity is G (rows per frame), as a fraction with a constant denominator of 256. This means G = Internal Gravity/256. For example, at levels 90 through 99, the gravity is 64/256G, or 1/4G.

Internal Gravity
Level Internal Gravity
(1/256 G)
Level Internal Gravity
(1/256 G)
0 4 220 32
30 6 230 64
35 8 233 96
40 10 236 128
50 12 239 160
60 16 243 192
70 32 247 224
80 48 251 256 (1G)
90 64 300 512 (2G)
100 80 330 768 (3G)
120 96 360 1024 (4G)
140 112 400 1280 (5G)
160 128 420 1024 (4G)
170 144 450 768 (3G)
200 4 500 5120 (20G)

Unlike TGM2, the line clear delay, lock delay, ARE and DAS do not change throughout the game. The following are the timing values adjusted to what a player would observe, including inclusive DAS counting.

Delays
Level ARE
(frames)
DAS
(frames)
Lock
(frames)
Line clear
(frames)
000 - 999 30 16 30 41
  • The player's DAS charge is unmodified during line clear delay, the first 4 frames of ARE, the last frame of ARE, and the frame on which a piece spawns.

Physical scans

Capcom Sony ZN-2, JP
Tetris The Grand Master arcade PCB.jpg
PCB, 244×245×50 mm

External links