Great great video, it's crazy how many small details we gloss over and yet had so much thought put behind them. For instance I never noticed why the other games felt a bit "awkward" for me to play until you pointed out that the next box is right above where the piece spawns, that small detail makes a huge difference. 27:17 in my opinion, there's a 3rd point in TGM2 that promotes consistency: the invisible roll. You touched over it and maybe it's sort of implied and it flew over my head, but I believe it's also there to only award the GM grade to people who can consistently clear the pre-conditions. In TGM1 it's reasonably possible to clutch the GM grade and get it "by chance" (totally not speaking from experience here ^^). TGM2 uses a system that is more reminiscent of shmups and their 1CC hidden bosses ; if you want to actually get the GM grade, you have to be repeatedly be good enough to tackle the M-roll enough times and practice it enough to actually clear it. Of course there was a debug mode and nowadays simulators make it trivial to practice M-roll over and over, but I believe it was part of the idea back then. And then, people who are reasonably good enough to frequently get the M-Roll AND become good at surviving, get to practice enough to clear 32 lines and get the true last grade, making clutching green GM essentially impossible.
Not trying to be rude by saying this but at 8:32 you show an example that would "block the well" however this isn't true due to the fact that the line would immediately clear leaving the well open. In fact, that specific move that you recommend against I would prefer over any other example given
The well is still inaccessible for I pieces because of what's left of the T piece (remember that you're in 20G). I think it's a valid point under TGM3 ruleset though (because of floorkicks)
@@PtitPrince WOW so you can't even rotate out of that one? That's crazy, thanks for schooling me on why I was actually wrong. I think I'll just have to download 2+ on the eShop for the switch to try this rotation system out! I actually didn't know till I watched your video that TGM 1 doesn't have the invisible end credits
@@PtitPrince Just tried out TGM 2 + on the Switch. I understand now and your explanation explains it well. Thank you you're absolutely right. It's almost annoying how the I piece refuses to rotate if too close to the wall Also I apologize for my ignorance, I actually thought I commented earlier but I guess not?
Amazing video! Thank you! I always assumed it was a game made to troll players, not realizing it was in response to the question "how do we go past 20G?"
Releasing 3 games (and in the arcades no less, where the operator ROI is paramount) , just to troll players would be a pretty ballsy move :). But anyway it proves that whatever hobby you have, there's bound to be an extreme version of it somewhere.
I've practiced TGM3 a whole lot. Although I did remove the exam conditions in my clone game (not the real game) I got two GM ratings eventually. And the main part is not as hard as you think. Just score many Tetrises, follow the COOL/REGRET conditions and bam. Invisitetris.
Too bad the NES Tetris community is centered around the most mid Tetris game on the NES/Famicom. (I'm mostly poking fun, but I'm a bit confused as why that one of all versions has recently become the standard "old Tetris".) Personally I'd consider most of what's under the Nintendo branch to be the BPS branch (which eventually became modern Guideline/SRS Tetris). While the actual Nintendo branch consists of Nintendo NES Tetris, Gameboy Tetris and Dr. Mario & Tetris, and basically died out after that. Sega Tetris also split from the Spectrum Holobyte/Mirrorsoft branch (and Mirrorsofts' non-IBM versions might be considered their own branch). But that's getting a bit into the weeds. The Atari branch was also another notable branch that got killed off.
Thanks for the input. As a 90s kids I never reaaallly paid attention to the early Tetris games, and having just 2 branches was better for the narration (or really just introducing the concept of a Tetris family tree). What was special about the Atari brancv ?
...maybe ? I mean fine she's the evil persona of a normally calm and composed person (Hokuto -> Shirase, similar to Ryu -> Evil Ryu), but by no mean Master mode would be a calm and composed mode.
It could be a bit of both (Shirase's name /is/ written with the kanji for obituary after all), but I think it also makes perfect contextual sense for the sequel of the "absolute death" mode to be named that way, since it's the logical step after passing away in TGM2.
TGM has the best sound effects and Tetramino textures in my opinion. I dislike the glossy and reflective texture in the newer Tetris games. The music in TGM is really intense, it makes the game feel faster than it is
The sound gimmick is certainly an unmistakable signature of the series (see Tecnitix's TGM in the bottle). I think to glossy tetramino's in PPTis there more match Puyo Puyo's esthetics than anything else.
Excellent video. Me personally, I would have placed the J piece upside down all the way on the right to take the double at 17:44. I think that's the best play on D+. And considering you got an S piece right after the square block, it would have been the best play in my eyes. What you did is probably the best for master mode though.
I remember flying to Poland, I saw this game on the entertainment menu. God, I loved the song. At the time, no one did a rip or video of this game. But now we have this and the songs of it. Best game I've ever played on a plane.
Kanapek22 in that case they were playing on an arcade board (with a supergun, hence no cabinet). Playing with an arcade stick was pretty much mandatory.