The Hell of Tetra Master

原始链接: https://xvw.lol/en/articles/tetra-master.html

Tetra Master in Final Fantasy IX is a complex card game with poorly explained rules and heavy reliance on hidden mechanics and randomness, frustrating many players. The article explores these rules in detail, from basic card captures to intricate battle calculations involving hexadecimal statistics and random number rolls. Card stats can be upgraded, and their type can evolve, further complicating matters. Even the Collector Level, a measure of your card collection, has a convoluted point system based on card diversity, arrow patterns, and types. The author admits that, although once understood, some parts of the game can be quite fun, the inherent obscurity and limited player feedback make Tetra Master more frustrating than engaging. Despite the initial criticism, the author developed a fondness for Tetra Master by documenting the rules, discovering how to play the game calmly.

This Hacker News thread discusses an article, "The Hell of Tetra Master," about the notoriously confusing card game in Final Fantasy IX. Commenters share their experiences and perspectives on the game. One user, musicale, appreciates the article and highlights the game's inscrutable rules, Square Enix's old online version, and a now-offline fan project to recreate it. They also compare Tetra Master to the more approachable Triple Triad from Final Fantasy VIII, featured in Final Fantasy XIV. Jokoon argues that the game's hidden rules and randomness are intentional, fostering uncertainty and preventing players from forming foolproof strategies, similar to gambling. Jasonephraim confesses to being perpetually baffled by Tetra Master despite playing much of the FF series, resonating with the article's theme.
相关文章

原文

Just to be clear, my salty critique is aimed solely at the Tetra Master card game. While I can fully understand (and even agree with) some of the criticisms directed at the ninth entry in the series, I personally enjoyed the game a lot — maybe out of nostalgia. And since the card game isn't required to progress through the main story, it's entirely possible to enjoy the game while carrying only a mild sense of frustration at not grasping the intricate — and arguably unguessable — mechanics of its ruleset.

Some people will probably find it pretty strange to revisit this game more than 22 years after its European release... and honestly, they’re not wrong! I have to admit, I find it quite amusing to try and turn this website into a sort of dusty old library, filled with useless knowledge.

Final Fantasy series through its seventh installment in the late ’90s, watching my cousin Thomas play it with rapt attention. I was deeply impressed and quickly became a big fan of the series for its atmosphere, music, and stories. That said, being very young at the time and having only played JRPGs like Pokémon Red, I didn’t care much about game mechanics — which might sound awful to you, as I was missing out on what truly makes a video game a game — so I rarely read the tutorials and just focused on progressing through the story.

Even though the Final Fantasy series — at least the entries released in Europe at that time — isn’t known for being particularly difficult, ignoring the understanding of systems like the materia system in Final Fantasy VII can make progressing through the adventure very challenging. And yes, while Final Fantasy VI, VII, VIII, and IX have a similar Skill Ceiling to Pokémon Red and Blue, I have a feeling that the Skill Floor for those three Final Fantasy games is significantly higher.

Holding a fondness for these games I had never finished, years later I decided to play them again with the goal of completing them. At that time, as a programmer, my interest was focused on the RPGMaker series — a toy software for building RPGs that offers a programming interface to create original systems and grants great customization freedom for advanced users. Playing classics from the genre seemed like a perfect way to learn!

Since JRPGs are often long games and I wasn’t playing like a hardcore gamer, nearly 10 years later, after finishing FF6, FF7, and FF8, my takeaway was clear: reading the tutorials and understanding the various game mechanics makes the experience much easier. While each of these entries has its own subtle complexities related more to the Skill Ceiling, overall the games were quite simple — which isn’t a criticism — and I was ready to dive into FF9 with confidence.

Trance system can be frustrating if you’re coming from the previous two games — it’s pretty clear how to be effective quickly. My frustration, however, comes from the card game. Like its predecessor, the game includes an ad-hoc system called Tetra Master, which is introduced fairly early in the story. As a player, I’m generally quite supportive of having multiple ad-hoc systems, especially in JRPGs, which usually have long playtimes and, at least back then, were often linear; these systems can sometimes shake up the pacing and add fun side quests. In the game, Tetra Master is presented as a simple card game, and you can quickly get your first cards and learn the supposed rules.

After more than a hundred matches, and having carefully read the various fragments of rules scattered throughout the game — especially through Jack’s tips — I came to this conclusion: I was never truly confident during a match, because even though I grasped the general idea of the game, something seemed to be missing in my understanding of the rules.

the original manual, which includes a section dedicated to Tetra Master (pages 22 and 23). Unfortunately, it doesn’t provide more information than what you learn in the game. However, the Card Ability Points box on page 22 states:

Every card has a set of numbers and letters that represents the strength of the card, which comes into play during card battles. Generally, the higher the number, the stronger the card. Try to figure out the effects of numbers and letters on each card.

Goodness, the manual taunts us! Digging deeper, I found a mysterious document, published in November 2000 and updated until June 2001, which appears to be the foundation of the collective knowledge about the game’s rules. The result of thorough investigation — including inquiries to Squaresoft and probably some reverse-engineering — this document was created to establish a comprehensive set of rules for the game to be adapted into a board game and seems to be the product of a remarkable collaboration.

Another very amusing aspect of the document, beyond explaining the rules, is that it highlights an extraordinary quote from a certain Drew Cosner, a member of the editorial team of the now-defunct The Gaming Intelligence Agency, a site that closed in 2015 and specialized in video game reviews.

Anyway, here it is: how the hell are you supposed to play Tetra Masters in FFIX? As far as I can tell, you place your cards on the board at random and your opponent randomly puts his cards down causing random cards to flip over at random, leading to the random card battle which is apparently won completely at random. In the end, one of you wins. At random.

Proving that I wasn’t the only one baffled by the rules, I’m simply joining, 20 years later, the community of players disillusioned by this strange card game — yet one so beloved by the inhabitants of the fictional world where the story of, nonetheless, the excellent Final Fantasy IX takes place.

mysterious document," there have been plenty of online resources to learn the rules of the infernal Tetra Master. So why bother writing a new one in 2023? Even though this article is mainly meant to vent about the complexity and non-discoverability of the rules, I believe documenting the full rules, in my own way — but based on the aforementioned document — will support my points and also, somewhat selfishly, add content to my site.

Bibi right from the very beginning. By the way, during the Festival of the Hunt, Bibi demands the Aerotheatre card as a reward — a card far superior to those typically acquired at this point in the adventure. Although the cards don’t affect story progression or provide any bonuses, we learn that many inhabitants of the game’s world play this card game, and there’s even a card tournament (which you can safely lose without consequences).

While these cards don’t grant any additional bonuses, they satisfy the collecting obsession of certain players. Like many ad-hoc systems in JRPGs, card matches offer a slight break from the game’s linearity, building a web of small side quests that intertwine with the main storyline and other side quests and systems.

In short, if the rules of the game had been inferable, its integration would have been, in my opinion, an excellent idea (somewhat like FF8’s Triple Triad). Unfortunately, as we’ll see... that’s absolutely not the case!

Naively looking at this list, one might quickly conclude that the most effective way to collect the maximum number of cards is to challenge as many opponents as possible. However, and this is the core of this article, since the game is very complicated, I firmly believe that to build an effective deck, it’s better to fight as many monsters as possible. Indeed, monsters encountered randomly have a chance to drop a card as a reward. Besides the card, fighting monsters also grants experience and other items, giving card collecting a concrete purpose tied to progressing through the adventure. That said, challenging opponents is also necessary, as we’ll see when we delve into the rules in detail.

the original manual devotes two pages to Tetra Master. Overall, the information provided in the manual isn’t much more detailed than what you can gather in the game. However, to help you understand my frustration, I’m going to paraphrase it here — which will make the detailed explanation following this section all the more impressive!

many mockeries. Fortunately, thanks to the internet and the patience of some enthusiasts, the rules are now known, and in the following sections, I’ll try to provide a clear description! The only two points I won’t revisit are using the square button to start a match and the rewards, mainly because these are probably the only parts thoroughly explained in the manual (thankfully).

Without further ado, let’s dive into a meticulous description of Tetra Master’s rules. You’ll see, the surprises are far from over.

open interval notation where [a, b] means x >= a && x <= b):

Stat Interval Stat Interval
0 [0, 15] A [160, 175]
1 [16, 31] B [176, 191]
2 [32, 47] C [192, 207]
3 [48, 63] D [208, 223]
4 [64, 79] E [224, 239]
5 [80, 95] F [240, 255]
6 [96, 111]
7 [112, 127]
8 [128, 143]
9 [144, 159]

Since there are always 16 possible values per statistic, we can easily describe a systematic formula to define the interval from a hexadecimal digit (in the formula, named n):

let min = to_decimal(n) *. 16.0
let max = min +. 15.0
let range = (min, max)

Indeed, some numbers should raise suspicion (for example, 32, 128, or even 255). In fact, n can be expressed as nF, meaning each stat point (offensive power, physical defense, and magical defense) ranges from 0 to 255. To illustrate my point, the card 4P0E will have:

  • an offensive power between 64 and 79;
  • a physical defense between 0 and 15;
  • a magical defense between 224 and 239.

Once you know this, it’s fairly simple; however, since there is no way to explicitly know the exact position within the interval, we will, from a practical standpoint, use the minimum value of the interval to minimize false positives. Now that we have all the keys to correctly (though unfortunately only partially) read a card’s statistics — which I believe is totally overcomplicated and, I repeat, probably impossible to deduce just by playing — we can observe how a battle unfolds, which obviously adds complexity and randomness. Lovely.

Drew Cosner, cited at the beginning of this article, about the game’s random nature.

In terms of user feedback, seeing a card display the number 40 and still lose to a card showing 3 can be completely baffling (because yes, the intermediate numbers — the roll and the subtraction — are not shown at all).

the source code on my Github page. At the time of writing this article, the program doesn’t do much, but I might spend some time in the coming days/weeks/months/years to, why not, build a real Tetra Master simulator. But let’s not dream too much — the time it took me to write this article might well discourage me from going further.

this video.

That said, don't worry, Tetra Master still has a few surprises up its sleeve that directly impact gameplay, increasing randomness and making rule inference even more challenging. While these additions likely come from good intentions (at least, I hope so), they can end up generating even more frustration. Stay tuned.

here. Given that it’s been over 20 years, and I doubt these max stats will ever change, I’m taking the liberty of reproducing the list here, in the spirit of vendorisation (I couldn’t find a better translation — apologies). Here’s how the table is structured:

  • Name: the English name of the card
  • Type: its original type (P, M, X, or A)
  • Atk: the maximum number of actual attack points the card can reach
  • Def: the maximum number of actual physical defense points
  • MDef: the maximum number of actual magical defense points
  • MStats: the highest displayable stat on the card (they’re all shown as type A, since every card can eventually reach that tier)
Card list
Id Nom Type Atk Def MDef MStats
001 Gobelin P 7 9 4 0A00
002 Fang P 9 10 4 0A00
003 Skeleton P 11 12 10 0A00
004 Flan M 13 6 19 0A01
005 Zaghnol P 15 13 13 0A00
006 Lizard Man P 17 15 8 1A00
007 Zombie P 19 19 11 1A10
008 Bomb M 21 12 21 1A01
009 Ironite P 23 23 13 1A10
010 Sahagin P 25 18 4 1A10
011 Yeti M 27 6 26 1A01
012 Mimic M 29 20 27 1A11
013 Wyerd M 31 9 33 1A02
014 Mandragora M 33 15 39 2A02
015 Crawler P 35 36 8 2A20
016 Sand Scorpion P 37 37 17 2A21
017 Nymph M 39 12 38 2A02
018 Sand Golem P 41 38 16 2A21
019 Zuu P 43 11 34 2A02
020 Dragonfly P 45 40 19 2A21
021 Carrion Worm M 47 29 25 2A11
022 Cerberus P 49 45 4 3A20
023 Antlion P 51 48 27 3A31
024 Cactuar P 53 195 4 3AC0
025 Gimme Cat M 55 33 29 3A21
026 Ragtimer M 57 34 30 3A21
027 Hedgehog Pie M 59 22 40 3A12
028 Ralvuimahgo P 61 68 12 3A40
029 Ochu P 63 37 18 3A21
030 Troll P 65 62 34 4A32
031 Blazer Beetle P 67 91 18 4A51
032 Abomination P 69 59 58 4A33
033 Zemzelett M 71 32 96 4A26
034 Stroper P 73 64 8 4A40
035 Tantarian M 75 43 39 4A22
036 Grand Dragon P 77 65 71 4A44
037 Feather Circle M 79 45 41 4A22
038 Hecteyes M 81 10 70 5A04
039 Ogre P 83 80 29 5A51
040 Armstrong M 85 36 75 5A24
041 Ash M 87 50 50 5A33
042 Wraith M 89 80 17 5A51
043 Gargoyle M 91 51 47 5A32
044 Vepal M 93 52 48 5A33
045 Grimlock M 84 37 54 5A23
046 Tonberry P 41 54 50 2A33
047 Veteran M 90 30 145 5A19
048 Garuda M 98 72 29 6A41
049 Malboro M 86 57 99 5A36
050 Mover M 102 250 8 6AF0
051 Abadon M 125 105 45 7A62
052 Behemoth P 189 71 106 BA46
053 Iron Man P 197 110 12 CA60
054 Nova Dragon P 236 125 194 EA7C
055 Ozma P 221 6 199 DA0C
056 Hades M 250 200 20 FAC1
057 Holy M 134 40 63 8A23
058 Meteor M 190 162 2 BAA0
059 Flare M 208 17 17 DA11
060 Shiva M 83 6 95 5A05
061 Ifrit M 100 150 17 6A91
062 Ramuh M 74 29 103 4A16
063 Atomos M 66 100 100 4A66
064 Odin M 205 136 72 CA84
065 Leviathan M 183 100 22 BA61
066 Bahamut M 200 145 83 CA95
067 Ark M 226 96 90 EA65
068 Fenrir M 139 36 22 8A21
069 Madeen M 162 22 100 AA16
070 Alexander M 225 183 86 EAB5
071 Excalibur II P 255 180 6 FAB0
072 Ultima Weapon P 248 24 102 FA16
073 Masamune P 202 180 56 CAB3
074 Elixir M 100 100 100 6A66
075 Dark Matter M 199 56 195 CA3C
076 Ribbon M 12 200 255 0ACF
077 Tiger Racket P 12 5 19 0A01
078 Save the Queen P 112 60 10 7A30
079 Genji P 10 105 175 0A6A
080 Mythril Sword P 32 4 6 2A00
081 Blue Narciss P 143 144 20 8A91
082 Hilda Garde 3 P 98 62 16 6A31
083 Invincible M 185 145 201 BA9C
084 Cargo Ship P 45 100 10 2A60
085 Hilda Garde 1 P 99 75 2 6A40
086 Red Rose P 143 20 144 8A19
087 Theater Ship P 33 106 19 2A61
088 Viltgance P 228 145 32 EA92
089 Chocobo P 3 5 12 0A00
090 Fat Chocobo P 25 30 30 1A11
091 Mog M 3 5 12 0A00
092 Frog P 2 2 2 0A00
093 Oglop P 40 33 6 2A20
094 Alexandria P 4 178 100 0AB6
095 Lindblum P 6 100 178 0A6B
096 Two Moons M 113 88 88 7A55
097 Gargant P 46 17 56 2A13
098 Namingway M 127 127 127 7A77
099 Boco P 128 127 127 8A77
100 Airship P 129 127 127 8A77

Now that you know how to level up a card’s stats and upgrade its type, it’s time to dive into the final layer of confusion this game has to offer... the Collector Level.

YouTube or Reddit, opinions are mixed. Some hate Tetra Master, others love it. However, without bad faith, the vast majority of people sharing their views agree on one thing: the game is too complicated and its rules are impossible to deduce. As for me, now that I believe I’ve understood all the game’s rules, I find it hard to consider it a bad game. It’s packed with clever ideas. For example, calculating the collector level based on the cards themselves rather than a simple win/loss ratio allows the score to adjust as you progress, making almost no defeat too punishing.

Another fairly common criticism of the game, as seen in this Reddit thread, is the presence of randomness. At first, I was pretty on board with the idea of bashing randomness. However, with a bit of hindsight, I’ve come to realize that randomness is present in many popular card games. For example, when a game involves a draw pile or the fact that you don’t know your opponent’s hand—and some games rely entirely on randomness (the very popular card game War, for instance).

For my part, what I truly criticize about the game is the impossibility of deducing its rules and the very limited user feedback. I firmly believe that if the game had been more explicit—whether in-game or in its manual—about its rules (and various mechanics), and if the real statistics of the cards were accessible from a menu (and explained, of course), the reception of the game wouldn’t have been so poor. Besides, I’m quite curious about how the presentation (and reception) of the Tetra Master concept went down at Squaresoft.

To conclude, I believe some rules could be simplified, and the game should provide more information and explanations. However, contrary to all expectations, once you know the rules, the game is much more enjoyable than you might imagine. And if you’ve had the courage to make it this far in the article, I’d be curious to hear your feedback on the game experience once you understand the rules!

his guide, which has become a go-to reference online for understanding Tetra Master’s rules, I would never have been able to write my own (which is admittedly more naive). The precision and thoroughness of their work sometimes made me want to give up writing this article, thinking I had nothing to add to their document. But hey, my personal site has been pretty dormant, so a bit of content can’t hurt!

Next, to cross-reference the information from Trifthen’s guide, I want to give a special thanks to Antoine for granting me access to resources I unfortunately can’t share in this article, as well as to all the ePSXe maintainers who made it possible for me to navigate internal game data.

My renewed interest in video games — especially JRPGs — was greatly sparked by Bastien, who kindly gifted me in August the excellent book A Guide to Japanese Role-Playing Games. Reading its opening pages instantly inspired me to try making an RPG again — this time giving myself more time than I did for creating Almost Heroic.

I also warmly thank Lorie, who endured my strange obsession one entire evening as I shared a mix of wonder and dread facing the cathedral of complexity that the Tetra Master rules seemed to be. Her attentive listening and questions helped clarify certain points (and some terminological choices), and she kindly offered to proofread, improving my disastrous spelling and awkward phrasing. It’s truly valuable and delightful to have people around with a natural acquaintance for written expression and a love for beautiful sentences.

After publishing this article, I received a collection of reviews and feedback from Hakim, Matthieu, the unforgettable Fenn, as well as from Maël — thank you all!

To conclude, I want to thank all the people who have praised or criticized the game across the various platforms offered by the World Wide Web, as well as the potential readers who managed to digest this very long article on such an outdated topic!