Seeing that 20G is the play mechanic that gives people new to TGM the most trouble (heck, even veterans find it hard once the speed ramps up...), I thought some sort of strategy guide would be very useful. Now, I know some of you are going to say that it's not really possible to put your 20G knowledge down in words, or even diagrams, but J.O. has done a pretty good job of it, and I'm sure we can do even better! We have an entire community of TGM players here, and some of us are actually not bad (DIGITAL, I'm looking at you, kid ). Regardless of our experience level, we can all make a contribution; either by volunteering our wisdom, or by asking the right questions. So. Fellas? Are ya with me? Good, I knew I could count on you! I've given this some thought over Christmas, and I think the biggest problem we'll face is actually keeping it stuctured, and preventing it from becoming a messy free-for-all. What I propose we do is break down the concept of 20G into its component aspects - i.e. break down 20G into 5 distinct, easy to learn "chapters". Here are my suggestions: Chapter 1 - Mobility Explaining simply how the pieces move, rather than going into detail of what constitutes a good or bad move. This will probably include a systematic coverage of wallkicks and synchros, IRS and the like. The importance of pyramid structure, with the peak at the 5th column, should also be covered. Chapter 2 - Perfect Stability This is where we cover what makes a good move, and how to play so as to maintain mobility indefinitely. I expect this will cover a lot of common patterns and themes, so we'll probably need to use either the fumen website, or jago's The TOOL, or some other alternative. Chapter 3 - Compromise This is all about knowing when to create a small hole that's easy to recover from, to save yourself from creating a much larger hole later on, that's impossible to recover from. Also knowing how to minimize damage, and take the lesser of two evils. Chapter 4 - Recovery How to regain stability after making a massive mis-drop, or playing a sub-optimal move that creates a big hole. Chapter 5 - Style, Finesse, and Hard Core Time Attack Techniques Everything you need to know about playing faster. These are only preliminary, so please suggest better Chapters if you can think of any. Perhaps Compromise and Recovery could be rolled into one, and maybe Stability needs more than just one chapter. Anyways, once we've agreed on the skeleton of the project, we'll then create a seperate thread for each Chapter, and start filling in the detail. I expect that despite our best efforts, things will inevitably get a little messy, so after we finish, the whole thing will get wiki-fied, and neatened up in the process. This could even become part of Petit's excellent TGM Guide, if he so wishes. We'll want to plan things as best we can, and I expect we'll also want to assess our progress along the way, so, we'll reserve this Chapter 0 thread for any questions/suggestions/messy discussion we want to have. So, does anybody want to start the ball rolling by asking a question or proposing different Chapters?