Hya ! Started to play 20G mode to improve my skills. As I experience big issues adapting to the changes of speed in normal and TA.Death, I realised my games were more like survival "hell, new speed, hmmm concentrate.... HELL, new speed, hmmmm" I was wondering what was needed to get the different grades (yes, I know, grades in tgm2 is complicated ) and furthermore, how fast should I be playing to expect the invisibility challenge (in five or six months, heh !), if there would be one, of course.
In master: More tetrises in fewer seconds. To begin to train yourself for this, try playing Lockjaw with garbage set to "Home Run Derby". In death: More levels without game over. ARE and line clear delay average a total of 38 frames per tetromino, if you make all tetrises. You have to rotate, move, drop, and lock each piece within an average of 14 frames after it spawns in order to complete the first few sections under 65 seconds each. That's near-tool-assisted-speed-run caliber play.
it's easier than it sounds. and a 0-100 in under 60 seconds is a realistic goal. each successive section is easier. under 1:05 is a minimum for each section, but the early ones you'll be wanting to keep closer to 1:00. obviously as you move on you have to play a lot faster than that, to reach the 8:45 goal. don't worry so much about tetrises, clearing a triple in 0-100 does not significantly slow your game--try to build cleanly, whatever that means.
First game I played, I did the first section in 1min03, but it's not enough, if you need to do the ten sections in 8min45. As the speed does not increase, this means each section in 52 seconds from the beginning to the end Need some more training That's gonna be a way tougher challenge than I thougt !
well i would assume that the 20g cheat would simply instate constant 20g, that is adjust only the fall speed and not any of the other speed variables, but i could be wrong. still, would be bizarre for them to write an entirely new ruleset for a cheatcode. i'm voting no--but i recommend you confirm it, just so we can call it confirmed.
This is correct. The 20G code just makes the game 20G throughout but the other variables e.g. ARE, DAS and line clear remain at the same relatively slow settings in the early sections. The player's last 5 section times (900-999 in particular) should therefore be much quicker than the first 5 sections, even in 20G mode. Averaging 14 frames per piece is a demanding challenge but it isn't anywhere near TAS speed given the relatively long ARE available to plan your moves/charge DAS. This is particularly true if you start in 20G mode as you can just hold down to lock your next piece in a single frame.
I've made a couple of games to 900~ and didn't even realise anything was changing , maybe it's because I try to lock all the tetrominos ? However, it means the speed change remains smooth, ideal to increase skills
Getting under 1min 05 for first section is not that hard with few training because it is most of the time low 0G. But from section 100-500, as the gravity increase, i'm pretty sure that intermediate player will do slower time because they are under pressure of : * possibility placement gravity limitation * how to move the piece with rotation limitation * lock delay time out Unfortunately TGM technical gameplay understanding will not magically touch your mind especially if you just abord the game as standard tetris. Watch, learn and move possibilities to your mind : DRAFT for wall-kick DRAFT for synchro This is the way of maturation and experimentation for getting automatism.