Tetris The Grand Master (series)

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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

Main article: TGM legend

There is a lot of appellation standard on Tetris Games and TGM have interesting specification.

Game mode achievement File:25%.png

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Main article: TGM rotation

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.

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

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 affected by these other 4 parameters.

Name Description
Appearance Delay (出現時間 - shutsugen jikan, ARE) The number of frames between a last block locked to a new block appears. Is this called 'ARE'. During this delay, players can input actions for DAS charging and IRS.
Delayed Auto Shift Delay (横溜め時間 - yokotame jikan) 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 (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

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20G build File:25%.png

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

See:

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See:

Wall kick analysis File:25%.png

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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 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 File:25%.png

  • 4 directional Arcade Stick limitation need