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

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(Game List)
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== Games ==
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*1998 [[Tetris The Grand Master]]
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*2000 [[Tetris The Absolute The Grand Master 2]]
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*2000 [[Tetris The Absolute The Grand Master 2 PLUS]]
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*2005 [[Tetris The Grand Master 3 Terror-Instinct]]
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*2005 [[Tetris The Grand Master Ace]]
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==TGM pages needs ==
 
==TGM pages needs ==
 
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention : <br>
 
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention : <br>

Revision as of 20:00, 11 September 2006

Games

TGM pages needs

Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention :

Terms/Legend File:50%.png


There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list the basics in the a specific definition page .

Game mode Achievment File:25%.png


empty for now.


Rotation system File:25%.png


I'm a Japanese TGM player. Although I'm not a Gm Class player, I write some articles. So there are not certainly. And I hope that you could understand my poor English...

TGM rotation system is based on Tetris (Sega). So there are many differences from the "World Rule" of The Tetris Company. I write about "Tetris the Grand Master". It is an origin of "Tetris The Grand Master Series".


Basic block control flow File:25%.png

  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. Horizonal Move
      3. Vertical Drop
    2. Check to lock a block

Rotation Rules and Piece Colors File:25%.png

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.

I O T S Z J L
Red Yellow Cyan Purple Green Blue Orange


Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)


Parameters File:25%.png


Aside from fall speed, 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.

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 File:25%.png


empty.


20G build File:25%.png


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

,or see :

blinded challenge File:25%.png


Empty for now,see :


Wall Kick Analysis File:25%.png


Empty for now, see :


Synchro Analysis File:25%.png


see middle of http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm

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

If player rotate without DAS to left

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

If player rotate with DAS to left

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

And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm


miscanellous Tips File:25%.png


  • 4 directionnal Arcade Stick limitation need


Temp Idea data

  • Japanese/French pages support.