Difference between revisions of "Tetris The Grand Master (series)"

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==TGM pages needs ==
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'''''Tetris: The Grand Master''''' is a series of Tetris games developed by [[Arika]].
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention : <br>
 
* <tt>25%  </tt>[[Image:25%.png]] : empty or simple draft.
 
* <tt>50%  </tt>[[Image:50%.png]]: outline summary.
 
* <tt>75%  </tt>[[Image:75%.png]]: good summary.
 
* <tt>100% </tt>[[Image:100%.png]]: consistent and serious summary (always perfectible).<br><br>
 
  
=== Terms/Legend [[Image:50%.png]]===
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== Gameplay ==
There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list the basics in the [[TGM legend]] page.<br>
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=== Rotation system ===
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{{main|Arika Rotation System}}
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The ''TGM'' series uses various rotation system but the primary one is the '''Arika Rotation System''' (ARS). ''TGM1'' and ''TGM2'' both use ARS. ''TGM3'' has two distinct systems used in Classic (extended ARS) and World ([[SRS]]). ''TGM ACE'' uses three systems SRS, ARS1 and ARS2.
  
=== Game mode Achievment [[Image:25%.png]]===
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ARS inherits its [[tetromino]] colors and rotation rules from [[Tetris (Sega)|Sega's 1988 arcade version of ''Tetris'']], and expands it by implementing [[wall kick]]s, which allow pieces to rotate in tight spots.
  
=== Rotation system [[Image:25%.png]]===
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=== Initial Rotation System ===
ok you certainly know the basics, but certainly it's not sufficient if you want to become a Gm Class player.
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[[Rotate#IRS|Initial rotation system]] or IRS is a ability to rotate a piece before it appears by holding a rotate button during the appearance delay.
  
I'm a Japanese TGM player. Although I'm not a Gm Class player, I write some articles.
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=== Delayed Auto Shift Delay ===
So there are not certainly. And I hope that you could understand my poor English...
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[[DAS|Delayed auto shift delay]] (横溜め時間 ''yokotame jikan'') or DAS is the number of frames of delayed auto shift. Holding left or right for the specified amount of frames, horizontal movement will be 1G.
  
Rotation system is based on [[Tetris (Sega)]].
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=== Lock Delay ===
So there are many differences from the "World Rule" of The Tetris Company.
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[[Lock delay]] (接着時間/固定時間 ''setchaku jikan'' or ''kotei jikan'') is the number of frames until a piece locks down and is no longer movable. If the altitude of the piece changes, the lock delay countdown will be reset.
I write about "Tetris the Grand Master". It is an origin of "Tetris The Grand Master Series".  
 
  
Attention: ''Block'' means tetromino.
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=== Line Clear Delay ===
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Line clear delay (消去時間 ''shoukyo jikan'') is the animation frames of line-clearing animations. During delays, the game accepts input for DAS, IRS, and IHS.
  
Re above section: This is one part where the usage of the word is different between Japanese and English. In Japanese, the word "block" can refer to a tetromino piece or a single grid cell; However, in English, the word "block" is used to refer to a grid cell while the word "piece" is used to refer to a tetromino piece. As this document is in English, the writer of this section proposes that we follow the English usage in this wiki.
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=== Appearance Delay ===
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[[ARE|Appearance delay]] (出現時間 ''shutsugen jikan'') or ARE is the number of frames between a last block locked to a new block appears. During this delay, players can input actions for DAS charging and IRS.
  
==== Basic block control flow [[Image:25%.png]]====
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=== Time attack ===
# Check the Initial Rotation
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{{Expand section}}
# A new block appears
 
# loop until a block locked.
 
## Check a block actions. (Actions effect following the below sequence in a frame.)
 
### Rotation
 
### Horizonal Move
 
### Vertical Drop
 
## Check to lock a block
 
  
==== Rotation Rules and Piece Colors====
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=== 20G build ===
TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris. It expands upon Sega's rotation rules by including compensations, allowing pieces to rotate in tight spots.
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20G is when it takes one frame for the block to hit the bottom of the play field.
{| border="1" cellspacing="0" cellpadding="5" align="center"
 
! I
 
! O
 
! T
 
! S
 
! Z
 
! J
 
! L
 
|-
 
| Red
 
| Yellow
 
| Cyan
 
| Purple
 
| Green
 
| Blue
 
| Orange
 
|}
 
 
 
{| align="right" style="padding-right:20px;"
 
|{{pos|=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | |z| |=
 
| | | | | | | | |z| |=
 
| | | | | | | | |z| |=
 
| | | | | | | | |z| |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| | | | | | | | | | |=
 
| |s| | | |t| | | | |=
 
|s|s|l|l|l|t|t| | | |=
 
|s|i|l|o|o|j|t| | | |=
 
|i|i|i|o|o|j|j|j| | |=
 
}}
 
|}
 
 
 
Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
 
 
 
==== Parameters ====
 
The speed of gameplay in TGM is basically determined by the following 4 parameters. The names given here are unofficial, as no official names are known.
 
{| border="1" cellspacing="0" cellpadding="5" align="center"
 
! Name
 
! Description
 
|-
 
! Appearance Delay (出現時間 - shutsugen jikan, ARE)
 
| The frames between a last block locked to a new block appears. Is this called for 'ARE'? while this time, players can input actions for shift / IRS.
 
|-
 
! Delayed Auto Shift Delay (横溜め時間 - yokotame jikan)
 
| The frames to delayed auto shift. If I keep to press the left or right while the specification frames, horizonal movement is faster to 1 row per frame.
 
|-
 
! Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan)
 
| The number of frames until a piece locks down and is no longer movable. If the altitude of the piece changes, the lock delay countdown will be reset.
 
|-
 
! Line Clear Delay (消去時間 - shoukyo jikan)
 
| The animation frames of line-clearing animations. during this time, the game accepts input for DAS / IRS / IHS.
 
|}
 
  
=== Time Attack ===
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See:
stuff that you MUST learn.
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* http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm
=== 20G build ===
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* http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm
see : <br>
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* http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
* http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm<br>
 
* http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm<br>
 
* http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm<br>
 
  
=== blinded challenge ===
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=== Invisible credits roll ===
see : <br>
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{{Expand section}}
* http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)<br>
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See:
 +
* http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)
  
=== Wall Kick Analysis ===
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=== Wall kick analysis ===
see :<br>
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{{Expand section}}
* http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm <br>
 
* http://www13.plala.or.jp/TETRiS_TGM/kouza/8.htm <br>
 
  
=== Synchro Analysis ===
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=== Synchro analysis ===
see middle of http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
 
  
 
In a frame, actions effect in order 'Rotation -> Move -> Drop'.
 
In a frame, actions effect in order 'Rotation -> Move -> Drop'.
  
If player rotate without DAS to left
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If player rotates without DAS to left
 
# Rotate Block
 
# Rotate Block
 
# No Move
 
# No Move
 
# Drop Block
 
# Drop Block
  
If player rotate with DAS to left
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If player rotates with DAS to left
 
# Rotate Block
 
# Rotate Block
 
# '''Move Left Block'''
 
# '''Move Left Block'''
 
# Drop Block
 
# Drop Block
  
And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
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More advanced technics are described in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
 +
 
 +
=== Miscellaneous tips ===
 +
* 4 directional Arcade Stick limitation need
 +
 
 +
=== Basic block control flow ===
 +
# Check the Initial Rotation
 +
# A new block appears
 +
# loop until a block locked.
 +
## Check a block actions. (Actions effect following the below sequence in a frame.)
 +
### Rotation
 +
### Horizontal Move
 +
### Vertical Drop
 +
## Check to lock a block
 +
 
 +
== Development ==
 +
{{expand section}}
 +
 
 +
== Games ==
 +
 
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=== ''Tetris The Grand Master'' ===
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''[[Tetris The Grand Master]]'' or ''TGM1'' was released for arcades in 1998.
 +
 
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=== ''Tetris The Absolute The Grand Master 2'' ===
 +
''[[Tetris The Absolute The Grand Master 2]]'' or ''T.A.'' was released for arcades in October of 2000. A free upgrade to the game, titled ''Tetris The Absolute The Grand Master 2 PLUS'' or ''TAP'', was released for arcades in December.
 +
 
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=== ''Tetris The Grand Master 3 Terror-Instinct'' ===
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''[[Tetris The Grand Master 3 Terror-Instinct]]'' or ''Ti'' was released for arcades in Japan in 2005.
  
=== miscanellous Tips ===
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=== ''Tetris The Grand Master Ace'' ===
* 4 directionnal Arcade Stick limitation need
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''[[Tetris The Grand Master Ace]]'' was released alongside the Xbox 360 in Japan as a launch title on December 10, 2005.
  
== Temp Idea data ==
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=== ''Tetris The Grand Master 4 The Masters of Round'' ===
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''[[Tetris The Grand Master 4 The Masters of Round]]'' or ''TMOR'' is an unreleased sequel for arcades.
  
*Japanese/French support
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== See also ==
 +
* [[Tetris The Grand Master (series)/OSSC|Open Source Scan Converter settings]]
 +
{{Arika games}}

Latest revision as of 07:13, 12 April 2020

Tetris: The Grand Master is a series of Tetris games developed by Arika.

Gameplay

Rotation system

Main article: Arika Rotation System

The TGM series uses various rotation system but the primary one is the Arika Rotation System (ARS). TGM1 and TGM2 both use ARS. TGM3 has two distinct systems used in Classic (extended ARS) and World (SRS). TGM ACE uses three systems SRS, ARS1 and ARS2.

ARS inherits its tetromino colors and rotation rules from Sega's 1988 arcade version of Tetris, and expands it by implementing wall kicks, which allow pieces to rotate in tight spots.

Initial Rotation System

Initial rotation system or IRS is a ability to rotate a piece before it appears by holding a rotate button during the appearance delay.

Delayed Auto Shift Delay

Delayed auto shift delay (横溜め時間 yokotame jikan) or DAS is the number of frames of delayed auto shift. Holding left or right for the specified amount of frames, horizontal movement will be 1G.

Lock Delay

Lock delay (接着時間/固定時間 setchaku jikan or kotei jikan) is the number of frames until a piece locks down and is no longer movable. If the altitude of the piece changes, the lock delay countdown will be reset.

Line Clear Delay

Line clear delay (消去時間 shoukyo jikan) is the animation frames of line-clearing animations. During delays, the game accepts input for DAS, IRS, and IHS.

Appearance Delay

Appearance delay (出現時間 shutsugen jikan) or ARE is the number of frames between a last block locked to a new block appears. During this delay, players can input actions for DAS charging and IRS.

Time attack

This section needs expansion. You can help TetrisWiki by expanding it.

20G build

20G is when it takes one frame for the block to hit the bottom of the play field.

See:

Invisible credits roll

This section needs expansion. You can help TetrisWiki by expanding it.

See:

Wall kick analysis

This section needs expansion. You can help TetrisWiki by expanding it.

Synchro analysis

In a frame, actions effect in order 'Rotation -> Move -> Drop'.

If player rotates without DAS to left

  1. Rotate Block
  2. No Move
  3. Drop Block

If player rotates with DAS to left

  1. Rotate Block
  2. Move Left Block
  3. Drop Block

More advanced technics are described in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm

Miscellaneous tips

  • 4 directional Arcade Stick limitation need

Basic block control flow

  1. Check the Initial Rotation
  2. A new block appears
  3. loop until a block locked.
    1. Check a block actions. (Actions effect following the below sequence in a frame.)
      1. Rotation
      2. Horizontal Move
      3. Vertical Drop
    2. Check to lock a block

Development

This section needs expansion. You can help TetrisWiki by expanding it.

Games

Tetris The Grand Master

Tetris The Grand Master or TGM1 was released for arcades in 1998.

Tetris The Absolute The Grand Master 2

Tetris The Absolute The Grand Master 2 or T.A. was released for arcades in October of 2000. A free upgrade to the game, titled Tetris The Absolute The Grand Master 2 PLUS or TAP, was released for arcades in December.

Tetris The Grand Master 3 Terror-Instinct

Tetris The Grand Master 3 Terror-Instinct or Ti was released for arcades in Japan in 2005.

Tetris The Grand Master Ace

Tetris The Grand Master Ace was released alongside the Xbox 360 in Japan as a launch title on December 10, 2005.

Tetris The Grand Master 4 The Masters of Round

Tetris The Grand Master 4 The Masters of Round or TMOR is an unreleased sequel for arcades.

See also