Tetris The Grand Master 3 Terror-Instinct
|Tetris The Grand Master 3 Terror-Instinct|
|Release date(s)||March, 2005|
|Hold piece||Yes, with IHS|
|Hard drop||Classic rule: Sonic Drop|
World rule: Sonic Lock
Difference from past games in the series
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.
Easy mode has many similarities to the Normal mode of TGM2. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase. Easy mode is cleared simply by reaching level 200. Play continues during the credit roll as usual and the player's performance is rewarded by fireworks at the end.
blank for now
Master in TGM3 behaves very much like its predecessor in TGM2. Notable differences include the addition of a hold piece and extra wall kicks for T and I pieces in certain situations. At first, these additions may make TGM3's Master mode appear easier than in TGM2, however this illusion is soon dispelled by a huge increase in speed which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player to doing. For instance, depending on the player, the game may enter 20G as early as level 300, or as late as level 500.
As mentioned earlier, the game does not display the player's grade during the game, and it is displayed only after the game has ended. The invisible challenge during the credit roll is back in TGM3, however unlike TGM2, surviving this does not necessarily lead to a Gm (Grand Master) grade. The Gm grade has not been attained by anyone so far, and the requirements are threfore unknown. Many players believe that the explanation for this, is that no GM grade can be obtained through standard play, although this has not been officially confirmed. However the Secret Grade GM is awarded for the secret ">" stacking challenge in the same fashion as previous games in the series.
This mode follows in the footsteps of TA Death in TGM2, however the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 as in TA Death and Master mode, and play continues right through to level 1300. Shirase also has other key features:
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.
From level 1000 to 1300, every tetris piece that spawns is colourless and made up of [ ] blocks.
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown, as the 1300 barrier has not yet been broken, even at the current record clear times of 4 minutes and 33 seconds.
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. The grade will decrease by one every time a "REGRET!" text display shows up during play.
The secret ">" stacking challenge works for Shirase mode also, despite significantly increased difficulty due to its speed. Secret grades awarded in Shirase mode appear to start at m grades instead of the usual S grades.
The Shirase credit roll is a 20G, big piece challenge (all pieces are twice their normal size).
|Lines cleared||Level advance
in older games