cambridge/docs/new_modes/marathon_2020.md

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Marathon 2020

To celebrate the coming of the year 2020, I've created a new "extended Tetris the Grand Master" mode where the level counter goes up twice as far as normal, all the way up to 2020.

Gameplay

The goal of this game is to reach the end at level 2020.

Every piece placed increases the level by 1, and every line cleared also increases the level by 1, with bonuses for large numbers of lines:

Lines cleared Levels advanced
1 1
2 2
3 4
4 6

When the current level reaches one less than the level at the bottom of the display (usually a multiple of 100), the level will not advance until a line is cleared.

Levels

Each section is 100 levels long, except for the last section, whose levels go from 1900 all the way to 2020.

However, it is possible to be stopped early on if you do not play fast enough.

Torikans

There are certain checkpoints at which your current time will be checked and you will be stopped if your time is over a set objective time.

Level Time limit
500 6:00.00
900 8:30.00
1000 8:45.00
1500 11:30.00
1900 13:15.00

At levels 500, 1000, and 1500, you will be stopped immediately if your time is not under the objective.

At levels 900 and 1900, the next section will be capped at 999 or 1999 respectively, and you will get a short credit roll when the section is over.

Speed

Marathon 2020 gets faster in two different, independent ways, the gravity curve and the delay curve.

The gravity curve is always the same at a particular level, while the delay curve can vary based on your previous section time.

Gravity Curve

The gravity curve is the same as it is in the original TGM and TAP.

Delay Curve

The delay curve is shown as in the following table. Line ARE is always equal to ARE.

If your time in a particular section from 0 to 70 is smaller than the "cool" requirement at that level, your delay curve will be bumped up an extra level at the end of the section.

The delay curve always advances at least 1 level past level 500, and if you get a section cool when the level is past 500, it will advance 2 levels instead.

Level ARE Lock DAS Line Cool
0 27 30 15 40 45.00
100 24 30 12 25 41.50
200 21 30 12 25 38.50
300 18 30 9 20 35.00
400 16 30 9 15 32.50
500 14 30 8 12 29.20
600 12 26 8 12 27.20
700 10 22 8 8 24.80
800 8 19 7 8 22.80
900 6 17 7 6 20.60
1000 6 15 6 6 19.60
1100 6 15 6 4 19.40
1200 6 15 6 4 19.40
1300 5 15 5 4 18.40
1400 5 15 5 2 18.20
1500 4 15 4 2 16.20
1600 4 13 4 2 16.20
1700 4 11 4 2 16.20
1800 4 10 4 2 16.20
1900 4 9 4 2 16.20
2000 4 8 3 2 15.20

In order to get a section cool, your 0-70 section time must be below the cutoff and no more than 2 seconds slower than your previous 0-70 time.

Grading

Basic grades

Internally, the grade counter is a number that can range from 0 to 30.

At the beginning of the game, it starts at 0. To increase it, you must bring an internal grade point counter past a certain threshold.

The threshold is set at 50 points for the first grade, then 100 more points for the next grade, then 150 points for the grade after that, and so on. You reach the maximum level of 30 at a total of 23,250 points.

A table of the thresholds in grade points required to reach each level is provided below:

Grade Threshold
0 0
1 50
2 150
3 300
4 500
5 750
6 1050
7 1400
8 1800
9 2250
10 2750
11 3300
12 3900
13 4550
14 5250
15 6000
16 6800
17 7650
18 8550
19 9500
20 10500
21 11550
22 12650
23 13800
24 15000
25 16250
26 17550
27 18900
28 20300
29 21750
30 23250

Points are given according to a different scale, the point level. The point level is calculated by taking your current actual level, and adding (100 * the delay level) to it.

The points given for clearing certain amounts of lines is given as follows:

Level x1 x2 x3 x4
0 10 20 30 40
100 10 20 30 40
200 10 20 30 48
300 10 20 30 60
400 10 20 36 72
500 10 21 42 84
600 10 24 48 96
700 10 27 54 108
800 10 30 60 120
900 11 33 66 140
1000 12 36 72 160
1100 13 39 81 180
1200 14 42 90 200
1300 15 45 99 220
1400 16 48 108 240
1500 17 52 117 260
1600 18 56 126 280
1700 19 60 135 300
1800 20 64 144 320
1900 21 68 153 340
2000 22 72 162 360
2100 23 76 171 380
2200 24 80 180 400
2300 25 84 189 420
2400 26 88 198 440
2500 27 92 207 460
2600 28 96 216 480
2700 29 100 225 500
2800 30 104 234 520
2900 31 108 243 540
3000 32 112 252 560
3100 33 116 261 580
3200 34 120 270 600
3300 35 124 279 620
3400 36 128 288 640
3500 37 132 297 660
3600 38 136 306 680
3700 39 140 315 700
3800 40 144 324 720
3900 41 148 333 740

Past level 1000, a 4-line clear will always give (30 * current grade), regardless of point level.

The remaining 20 grades come from section cools. Every section cool you get boosts your score by one grade. There are no regrets.

Points are also taken away with the time it takes to lock down a piece. The delay counter starts at 0, and increases by (current grade + 2) every frame. When the counter reaches or exceeds 240, it resets to 0, and 1 grade point is taken away.

Grades are based on the maximum grade points achieved. Once a grade has been attained, it cannot be lost even if grade points drop below the threshold for that grade.

Stats

  • Fewest number of lines/pieces to reach 2020: 1263 pieces / 505 lines [all Tetrises]

  • Most number of lines/pieces to reach 2020: 1448 pieces / 572 lines [all singles / doubles, full board]