History VideoGame / TetrisTheGrandMaster

11th Apr '18 2:39:11 AM LucaEarlgrey
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* DifficultyByAcceleration: ''TGM'' does this in a manner different from most other ''Tetris'' games. Your level increases just from dropping pieces and clearing lines, instead of having to clear a set number of lines. To offset this, the game doesn't increase drop speed at ''every'' level, only at set thresholds, and in fact there's two points in most games where the drop speed temporarily decreases.

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* DifficultyByAcceleration: ''TGM'' does this in a manner different from most other ''Tetris'' games. Your level increases just from dropping pieces and clearing lines, instead of having to clear a set number of lines. To offset this, the game doesn't increase drop speed at ''every'' level, only at set thresholds, and in fact there's two points in most games where the drop speed temporarily decreases. Then the game takes this trope to its logical conclusion: Piece speeds will eventually reach the point where pieces drop instantly upon spawning; this would go on to appear in a few "guideline" ''Tetris'' games, such as ''Tetris DS''. Subsequent games in the ''TGM'' series further make things even faster by hastening several aspects of the game, such as the time before a piece locks down and how fast the line clear animation plays.



* DifficultyByAcceleration: Taken to its logical conclusion: Piece speeds will eventually reach the point where pieces drop instantly upon spawning. This would go on to appear in a few "guideline" ''Tetris'' games, such as ''Tetris DS''.
11th Apr '18 2:37:55 AM LucaEarlgrey
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Added DiffLines:

* DifficultyByAcceleration: ''TGM'' does this in a manner different from most other ''Tetris'' games. Your level increases just from dropping pieces and clearing lines, instead of having to clear a set number of lines. To offset this, the game doesn't increase drop speed at ''every'' level, only at set thresholds, and in fact there's two points in most games where the drop speed temporarily decreases.
3rd Oct '17 8:54:46 PM LucaEarlgrey
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** The exact workings of subsequent games' grade systems are even more obfuscated. ''TGM 2'' and ''TGM 2+'' don't show your progress towards the next grade, and ''TGM 3'' only shows your grade at the very end.

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** The exact workings of subsequent games' grade systems are even more obfuscated. ''TGM 2'' and ''TGM 2+'' don't show your progress towards the next grade, grade (your score is shown, but your score has nothing to do with your grade), and ''TGM 3'' only shows your grade at the very end.
3rd Oct '17 8:54:01 PM LucaEarlgrey
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* GuideDangIt:
** ''TGM 1'' explicitly indicates the amount of points needed to go up a grade...but at S9, the required points is simply displayed as "??????". As it turns out, not only is there a score threshold (126,000 points), ''but'' there are also "checkpoints" throughout the game that check your current grade and time; failing any of these checkpoints' quotas means you won't get the GM rank. None of this is hinted at in-game.
** The exact workings of subsequent games' grade systems are even more obfuscated. ''TGM 2'' and ''TGM 2+'' don't show your progress towards the next grade, and ''TGM 3'' only shows your grade at the very end.
3rd Oct '17 8:39:37 PM LucaEarlgrey
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* RecurringRiff: Several tracks throughout the series reference [[https://youtu.be/1DRW14vScUk "Hardening Drops"]], the level 0-499 BGM from the original ''TGM'', including the [[https://youtu.be/zFQChQr5_ZM Master 0-499]] and [[https://youtu.be/wf0rpeolmx0 500-699]] tracks from ''TGM 2'', as well as [[https://youtu.be/kJ4e7T2mna0?t=21s BGM 1]] and [[https://youtu.be/SqjYdF9au0s BGM 3]] from ''TGM 3''.

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* RecurringRiff: Several tracks throughout the series reference [[https://youtu.be/1DRW14vScUk "Hardening Drops"]], the level 0-499 BGM from the original ''TGM'', including the [[https://youtu.be/zFQChQr5_ZM Master 0-499]] and [[https://youtu.be/wf0rpeolmx0 500-699]] tracks from ''TGM 2'', as well as [[https://youtu.be/kJ4e7T2mna0?t=21s BGM 1]] and [[https://youtu.be/SqjYdF9au0s be/SqjYdF9au0s?t=11s BGM 3]] from ''TGM 3''. In essence, "Hardening Drops" is to ''TGM'' as "Korobeiniki" is to the ''Tetris'' franchise as a whole.
3rd Oct '17 8:38:22 PM LucaEarlgrey
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Added DiffLines:

* RecurringRiff: Several tracks throughout the series reference [[https://youtu.be/1DRW14vScUk "Hardening Drops"]], the level 0-499 BGM from the original ''TGM'', including the [[https://youtu.be/zFQChQr5_ZM Master 0-499]] and [[https://youtu.be/wf0rpeolmx0 500-699]] tracks from ''TGM 2'', as well as [[https://youtu.be/kJ4e7T2mna0?t=21s BGM 1]] and [[https://youtu.be/SqjYdF9au0s BGM 3]] from ''TGM 3''.
15th Sep '17 8:55:05 PM nombretomado
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* AntiRageQuitting: Aside from being an ArcadeGame and thus inherently discouraging ragequitting by charging money for each play, ''Tetris: The Grand Master 3 - Terror-Instinct'' discourages ragequitting in two of its own ways if you're logged in with an account:

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* AntiRageQuitting: Aside from being an ArcadeGame UsefulNotes/ArcadeGame and thus inherently discouraging ragequitting by charging money for each play, ''Tetris: The Grand Master 3 - Terror-Instinct'' discourages ragequitting in two of its own ways if you're logged in with an account:
16th Aug '17 3:56:08 PM WaterBlap
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* SelfImposedChallenge: A handful, from playing one-handed, to playing TAP's normally 2-player Doubles mode by yourself, to [[http://www.youtube.com/watch?v=0K4RxUpZ9Ss the infamous "form a '>' sign in the playing field" challenge]] ([[TheDevTeamThinksOfEverything which the game recognizes, and will give you a secret grade for doing so]]).

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* SelfImposedChallenge: A handful, from playing one-handed, to playing TAP's normally 2-player Doubles mode by yourself, to [[http://www.youtube.com/watch?v=0K4RxUpZ9Ss the infamous "form a '>' sign in the playing field" challenge]] ([[TheDevTeamThinksOfEverything which (which the game recognizes, and will give you a secret grade for doing so]]).so).
13th May '17 9:06:27 PM LucaEarlgrey
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** Lock delay is present much like in SEGA and Jaleco ''Tetris'' games; it's the reason 20G is playable ''at all.''

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** Lock delay (the delay between when a piece lands on something and when it locks into place) is present much like in SEGA and Jaleco ''Tetris'' games; it's the reason 20G is playable ''at all.''
10th Apr '17 3:07:08 PM nombretomado
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The ''TGM'' series plays a bit similar to usual ''Tetris'' games (specifically, {{Sega}}'s versions of the game). However, there are a few mechanics that alter the game dramatically. Leveling up, for instance, is no longer just done through clearing lines; instead, ''every piece you drop'' will raise the level counter by one, as well as clearing lines (one per line clear). However, level numbers also take on a different meaning: the game speeds up only at particular levels, rather than with every level. The level stops going up at level ''n''+99, where ''n'' is a multiple of 100; at that point you must clear a line to level up.

to:

The ''TGM'' series plays a bit similar to usual ''Tetris'' games (specifically, {{Sega}}'s Creator/{{Sega}}'s versions of the game). However, there are a few mechanics that alter the game dramatically. Leveling up, for instance, is no longer just done through clearing lines; instead, ''every piece you drop'' will raise the level counter by one, as well as clearing lines (one per line clear). However, level numbers also take on a different meaning: the game speeds up only at particular levels, rather than with every level. The level stops going up at level ''n''+99, where ''n'' is a multiple of 100; at that point you must clear a line to level up.
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