TETRIS® THE GRAND MASTER 4 -ABSOLUTE EYE-

TETRIS® THE GRAND MASTER 4 -ABSOLUTE EYE-

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Konoha Easy Guide
By colour_thief
Learn how to make all clears in Konoha Easy! A simple way to unlock the first 37 girls. Patterns are TGM style but are also compatible with Standard style.
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How to use this guide
Want quick help unlock the 37 Konoha Easy girls?
-> Jump to the balanced sequences section and learn those 2 patterns.

Want to make the mode approachable?
-> Read as far as the section on freestyling.

Want to clear the mode?
-> Learn the dozen or so most common patterns and get decent at freestyling.

Want a consistent clear?
-> Learn all the patterns and/or get fast at execution.
Basics
The basic concept of the mode is you have limited time to do as many 5-wide perfect clears as possible using only the pieces LJOTI. Getting the perfect clear with singles, doubles, triples and tetrises will give you time extensions of 5, 8, 11 and 15 seconds respectively, so you're heavily incentivized to place pieces in an order that will end with a larger clear.

The in-game guide will help you get up to 25 perfect clears before it gets turned off. Your timer can increase to as much as 5 minutes. After level 1000, perfect clears stop giving you time extensions (except tetrises which seem to still give a mere 1 second).

This mode is intimidating but learning patterns one by one builds your confidence and it becomes quite satisfying to play.
Balanced Sequences
Very often you will get a sequence that has 1 of all 5 piece types. There are 120 possible sequences like this. ~97% of these sequences are solvable using just 2 patterns.

LJ Core


This pattern is useful for 100/120 possible balanced sequences so you get a lot of mileage out of it.

  • Must have 5 distinct pieces.
  • Needs an early L or J.
  • Branch depending on which you get first, placing the L or J flat on the ground.

ITO Core


This pattern is useful for an additional 16/120 sequences.

  • Must have 5 distinct pieces.
  • Needs an early IOT.
  • You're hoping for an early I because placing the I flat on the ground will set up a triple.
  • There is nuanced branching to play this optimally:
    • Did you get I first? Then make the I and O touch the wall the next L/J is pointing to.
    • Did you get OT first? Then make the I and O touch the wall opposite the one the next L/J is pointing to.

Unsolvable Sequences

In this guide, when I say unsolvable it is shorthand for unsolvable (in 5 pieces). 5 piece solutions are preferable because you don't have to read as much of the piece queue. In theory this lets you react more efficiently. The unsolvable sequences require looking to the 6th piece, which is accessible with Hold, in order to find a solution.

There are 4 balanced sequences that are covered by the above patterns:

  • OTJLI
  • OTLJI
  • TOJLI
  • TOLJI

Standard players can actually solve these with ITO patterns by carefully using the I piece's 4 rotation states.

For TGM rules, they are unsolvable. I recommend learning the basics of freestyling before you learn how to rescue these sequences, as that is the more fundamental skill. You can always come back and learn rescues later.

Here are the patterns to rescue the unsolvable sequences.

Condition
Save
Example
More Info
  • 6th piece L or J
Cup
LL no I Sequences
  • 6th piece O
Rock On
OO Sequences
  • 6th piece T
Pong
TT no L/J Sequences
  • 6th piece I
II no T Tetris
II no T Sequences
Freestyling
Perfect clears are only possible with every 5th piece you drop. This also means they can only happen multiples of 4 lines high. You should visualise this line, which I will refer to as a "finish line".

It is extremely important to remember the next finish line.
It may feel bad to fall off your patterns, but the real danger is losing sight of the finish line.

Beginners will "just play big mode" until the next perfect clear comes randomly. But if you're not paying attention to the finish line, you only have a 25% chance of randomly lining things up correctly. Those are really terrible odds! If you can keep it in mind at all times, you will surprise yourself with how easy it can be to get back into things.

Reset your finish line

When you miss a perfect clear, make an effort to stack exactly 4 rows above your failed clear. If you go any higher, then your next perfect clear will instead be 8 lines high (ie. +5 pieces further away). The easiest way to do this is to place a vertical I piece against the wall on top of your failed pattern, though situationally all sorts of placements are viable.



The J piece did not come, but now there's a reasonable plan towards a freestyle perfect clear.

What to do when you're completely lost

Never ever lose track of the finish line! But if you do lose track of it, it's possible to read the residue left on the screen to know where the next finish line is. But you'll need to count the units on screen, mod 4.

As a general rule, the finish line will be 4 + (number of units mod 4) rows above the floor.

Units mod 4
Finish Line Height
0
4, 8, etc.
1
1, 5, etc.
2
2, 6, etc.
3
3, 7, etc.



In this example, there are 3 units on screen. If you got a really lucky sequence, you could perfect clear in 3 lines. But if you weren't planning towards a pattern, you're probably going to need 7 lines. So while it "feels" close to a perfect clear, that's 8 pieces away! The previews don't even go that far. This is the danger of "just playing big mode". Make an effort to track the finish line and your performance will improve dramatically.
The Meta
There are minutes of slack in the time limit, so a consistent mode clear (110 perfect clears) is absolutely a realistic goal and it shouldn't take special strategy.

But if you're looking to edge out a PB or your first clear, it can't hurt to stack things in your favor yeah? This section is for you.

The most important consideration is the transition at level 1000. At this point, you stop earning more time (except a small 1 second for tetris perfect clears, which are too rare to meaningfully rely on). The timer will max out at 5 minutes and it should be very common to max it out pre-1000 once you get the hang of things.

  • Before the transition, time is "cheap" since you can refill the timer.
  • After the transition time is valuable since it's (effectively) irreplaceable.
  • Every perfect clear you miss pre-1000 is another one you'll have to squeeze into your fixed ~5 minutes post-1000.

Before 1000, it's worth slowing down and solving things, especially because you can probably regain that time and max out your 5 minutes again anyways. So don't feel bad taking your time, slowing down and learning those patterns!
Unbalanced Sequences
The rest of the guide is more of an info dump to be used as a reference. For brevity's sake I did not make JJ sections that mirror the LL sections, so you might have to swap the L and J in your sequence when you look up a solution.

If you've read this far, you should know enough to approach playing the game normally. I recommend trying your best, and if you get stumped and the sequence is bothering you then pause and look up the solution. And then go back and build the pattern.

If you want to read through the guide cover-to-cover anyways, I've taken care to mention how common or rare a pattern is. Try to focus more attention on the common stuff!

Nobody knows exactly how the IRM piece randomizer works yet, but most of the time you get balanced sequences or at most 1 duplicate. This guide currently only shows these patterns, even though stuff like 3 in a row is technically possible. Some of the unsolvable 5-sequences make use of even less balanced sequences to save the perfect clear.
II Sequences
II sequences are very easy to learn quickly. All of them have a "corner" pattern with the I pieces and then you can probably improvise the remaining 3x4 area with 3 other non-duplicate pieces.

II Corner


Covers 180/240 of the II sequences. Note that the "corner" has some flexibility. If you place the first I piece vertically, then you can drop the horizontal I piece at any point in the sequence.

II no T Tetris


Covers the remaining 60/240 II sequences. The no T variation deserves a special call out as it is the most common sequence that can be turned into a tetris perfect clear. It's also very flexible, letting you situationally choose to place both I pieces vertically.
OO Sequences
OO sequences are also straightforward to pick up.

3 Stripes


Covers 180/240 of the OO sequences. You reduce the problem to a small 4x2 stripe, which has many solutions.

  • Must have 2 O and an I.
  • Must have 2 other distinct pieces.

JLT Box


Covers an additional 58/240 OO sequences. Once you build the 4x2 of O pieces, the order you drop the JLT does not matter. With TGM rules you can drop the JLT part without even needing any rotations.

  • Must have 2 O and no I.
  • Must have JLT.
  • Must be able to place at least one O pieces before JL.

Rock On


This pattern is not useful to solve OO sequences. However, it can be used to rescue an unsolvable balanced pattern that is followed by an O. Mnemonic is that the first 4 piece drops resemble the horn gesture common in rock music culture.

  • Must be unsolvable balanced sequence followed by O.
  • To avoid soft drops, place the O to allow a single with L or J (whichever comes first).

Unsolvable Sequences

This leaves two OO sequences that are not possible to perfect clear:

  • JLTOO
  • LJTOO

These are universally unsolvable because there are no solutions where the first piece dropped is J or L.

Here are the patterns to rescue these unsolvable sequences.

Condition
Save
Example
More Info
  • 6th piece I
Bridge
N/A
  • 6th piece L or J
Cup
LL no I Sequences
  • 6th piece T
LTT Box
N/A
  • 6th piece O
Cup
N/A
TT no L/J Sequences
Coast


Covers 100/120 of the TT no L/J sequences. Always has 2 line clears. Mnemonic is that both T are against the edge of the screen, similar to a coastline.

  • Must have two T pieces and only one of L or J.
  • Needs a T before the O.
  • Branch depending on which of L or J is in the sequences, stacking the T against the wall the J or L is pointing to.

Pong


Covers an additional 20/120 of the TT no L/J sequences. Less desirable because it sometimes needs 3 line clears. Also useful to rescue unsolvable balanced sequences followed by a T. Mnemonic is the early O is like a Pong ball, with the I piece as the paddle.

  • Must have two T pieces and only one of L or J.
  • Needs an early O.
  • Branch depending on which of L or J is in the sequences, stacking the O against the wall the J or L is pointing to.
TT no I Sequences
The Wave


Covers 42/60 of the TT no I sequences. Always has 2 line clears. Mnemonic is that the bold T placements remind me of the famous painting The Great Wave off Kanagawa by Katsushika Hokusai.

  • Must have two T and no I.
  • Needs an early T.
  • Branch on which of L or J is coming first, with the first T piece touching the wall opposite the one the L or J is pointing to.

Caress


Covers the remaining 18/60 TT no I sequences. Less desirable as it sometimes has 3 line clears. Mnemonic is that the L and J, which you can place early, are hugging the T piece that your drop.

  • Must have 2 T and no I.
  • Needs an early J or L.
  • Must branch on which of L or J comes first, placing that piece flush in the corner.
TT no O Sequences
Stream


Covers 50/60 of the TT no O sequences. Always has 2 line clears. Mnemonic is the diagonal pattern of the T pieces looks like a river flowing down a hill.

  • Must have two T and no O.
  • Must place a T before L or J.
  • Branch on L or J, placing the first T in the direction the L or J is pointing.

Dreamer


Covers a pathetic 4/60 of the remaining TT no O sequences. Mnemonic is the early IL or IJ placement is kind of like a person laying on a bed.

  • Must have two T and no O.
  • Must have early I and L or J.
  • Branch on which of L or J is first, placing the I against the wall the L or J is pointing towards.

Unsolvable Sequences

This leaves 6 TT no O sequences that are not possible to perfect clear (the ones starting LJ):

  • LJTTI
  • LJTIT
  • LJITT
  • JLTTI
  • JLTIT
  • JLITT

These are universally unsolvable because there are no solutions where the first piece dropped is J or L.

Here are the patterns to rescue these unsolvable sequences.

Condition
Save
Example
More Info
  • 6th piece O
  • 5th piece not I
LJ Core
Balanced Sequences
  • 6th piece O
  • 5th piece I
Coast Guard
N/A
  • 6th piece L or J
Coast Guard
N/A
  • 6th piece I
LTT Box
N/A
  • 6th piece T
  • 5th piece not I
Canal
N/A
  • 6th piece T
  • 5th piece I
LTT Box
N/A
LL no O Sequences
This pattern is really easy, it's only split out because the rest of the LL patterns are kind of rough.

3 Stripes


Covers 60/60 of the LL no O sequences.
LL no I Sequences
These 2 patterns are very similar, splitting the board into separate 4x2 and 4x3 sections. Don't overly rely on just 1 pattern, switch between the two depending on the order of the L and J pieces.

Cup


Covers 30/60 of the LL no I sequences. Also useful to save unsolvable balanced sequences followed by an L or J. Mnemonic focuses on the O piece and how you need to build a cup shape with L and J to hold it.

Letter


Covers the other 30/60 LL no I sequences. Mnemonic focuses on how the O is used, with it fitting into the corner of an LLO box similar to a stamp on a letter.
LL no J Sequences
Hook


Covers 45/60 of the LL no J sequences. Mnemonic is the bold L placements looks kind of like a pirate hook grabbing a gold nugget.

  • Must have two L and no J.
  • Needs early O.

Chair


Covers a mere 8/60 additional LL no J sequences. Mnemonic is the IT placement looking like a crude chair.

  • Must have two L and no J.
  • Needs early T.

Key


Covers a pathetic 4/60 more LL no J sequences. Mnemonic is the LLI pattern that is sort of key-like if you squint.

  • Must have two L and no J.
  • Needs early LLI.

Unsolvable Sequences

This leaves 3 LL no J sequences that are not possible to perfect clear:

  • LLTOI
  • LTLOI
  • TLLOI

These are universally unsolvable because there are no solutions that place both L pieces without needing at least one of O or I first.

Here are the patterns to rescue these unsolvable sequences.

Condition
Save
Example
More Info
  • 6th piece J
3 Stripes
LL no O Sequences
  • 6th piece T
Pond
N/A
  • 6th piece L
Letter
N/A
  • 6th piece O
3 Stripes
N/A
  • 6th piece I
Letter
N/A
LL no T Sequences
As will soon become clear, this is truly the final boss of Konoha Easy patterns.

I regret to inform you that all 60 LL no T sequences are universally unsolvable. :(

This can be shown using a parity argument. I won't list them all out, but this is literally every sequence with two L, no other duplicates, and no T.

Using the 6th piece it's possible to handle most sequences:

Condition
Save
Example
More Info
  • 6th piece I
II no T Tetris
II no T Sequences
  • 6th piece L
3 Stripes
N/A
  • 6th piece O
3 Stripes
N/A
  • 6th piece J
3 Stripes
N/A
  • 6th piece T
  • At least one L or J comes after the O
Hook
LL no J Sequences
  • 6th piece T
  • 5th piece O
Didgeridoo
Consider the mirror image and burning the I single with only one of L or J in play.
  • 6th piece T
  • 4th and 5th pieces are OI
........
........
........

If that last entry didn't give it away... The following 6-sequences are not only unsolvable, they are unrecoverable:

  • LLJOIT
  • LJLOIT
  • JLLOIT

These sequences will force you to freestyle for a bit.

These are the only sequences like this in the game (considering unbalanced sequences up to 1 duplicate, and without counting L J mirrors). Since it is necessary to start the sequence with an L or J, you may want to avoid keeping those pieces in hold if you have the choice.
Final Advice
This guide is a lot to take in. If you want something resembling a learning curriculum, I think something like this roughly matches my progression:

Skill Level
New Pattern Knowledge
Number of Patterns Total
Milestone
1
  • LJ Core
  • IOT Core
2
Can chain a few perfect clears, and unlock all 37 girls efficiently.
2
  • 3 Stripes
  • JLT Box
  • LTT Box
  • Letter
  • Cup
  • II Corner
  • II no T Tetris
9
Familiar with a wide range of simple patterns. Experimenting with freestyle.
3
  • Wave
  • Coast
  • Stream
  • Hook
13
Has a response to all the common duplicates. Can probably clear.
4
  • Caress
  • Pong
  • Dreamer
  • Chair
  • Key
18
Has a response to all solvable duplicates. Can adapt to some unsolvable sequences and comfortably clear.
5
  • Rock On
  • Coast Guard
  • Pond
21
Can adapt to many unsolvable sequences.
6
  • Canal
  • Bridge
  • Didgeridoo
24
Is there anything left that can surprise you, master? See you in Hard mode!

Good luck with your Konoha journey! I hope you clear and have fun with TGM4!
17 Comments
colour_thief  [author] 8 Sep @ 8:12pm 
When I am counting 5 pieces for a balanced sequence (or other patterns), I am including the held piece as well as the next 4 pieces. So it's only literally the 5 next pieces if you have not used Hold yet.

Because of this every sequence ABXXX or BAXXX are solvable by the same patterns. But you might need to be deliberate about holding or not holding the first piece!
Kumubou 6 Sep @ 1:25am 
This guide has been great for understanding how to play and approach the mode, but there's something that I feel like that I'm not getting, specifically with how some of these sequences interact with the hold box.

For example, every balanced pattern starting with a L or J is listed as solvable, and for most of those patterns you can play them in sequence without issue. The problem is when the I piece is the last piece in the sequence, you can't get the line clear seemingly required to get the rest of the pattern to fit. If the hold box is empty, you can just hold whatever of L or J comes second and then play it after the I piece. The problem is that the hold box is only ever empty at the very start of the game, and unless there's an I in there, you're now on an unbalanced sequence (OO/TT/LL No I, depending on what's in the box). Which is generally fine as those are all solvable, but that's not immediately obvious from the guide. Or is there something I'm missing here?
colour_thief  [author] 3 Sep @ 9:13pm 
That's great I'm glad you find it useful!
saibartend 2 Sep @ 3:50am 
This guide is fantastic. Thank you for your time and dedication, it is very much appreciated.
Nelle 7 May @ 10:04pm 
I tried to depend on my memory from the beginning and my progress for a game was still fluctuating, then I decided, I can just follow the assistant till the 24th perfect clear and then start depending on my memory which depends on this guide. Finally I got all the characters. Thank you.
colour_thief  [author] 5 May @ 8:23pm 
That's good enough to unlock all 37, but it'll take several tries to get them all. They come somewhat randomly (first few are more common) so you should see new ones even if your progress is stalled.
Nelle 3 May @ 10:56pm 
How am I supposed to unlock the 37 characters with just the 2 patterns for the balanced sequences? The sequence will inevitably get out of the balance.

I tried to just apply the 2 patterns when possible, and if not then pause the game to refer to this guide then get back to the game to commit to a pattern, but I am barely getting over 20, and under 10 most of the time.
Drugo aka Cool Fresh™ 23 Apr @ 7:46am 
hooooly thank you so much! I'm gonna study this tomorrow, the initial guide you made helped me so much, I can't wait to learn all this! :p2cube:
colour_thief  [author] 22 Apr @ 11:53am 
By all means adapt the patterns in a way that's comfortable to you.
zaphod 22 Apr @ 10:32am 
sonic drop and twist is pretty darn fast. So i think it's faster overall to not need to think about which version of the wave to do with TGM rotation. I can see both needing to be learned for standard rotation, though, because then you do have to soft drop if you pick the wrong one.

Inverted wave is doable some of the time if you can't put the first t before first L/J, but it is more picky than normal wave, which is highly tolerant of any order of the middle three, and i'm not sure if that is worth learning because it can dodge needing Caress some of the time. caress and Pong suck, and Caress is not needed for any rescues, just Pong. That said, I think sometimes Caress is the only option.