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Added more detail to "Fission mailed".


* FissionMailed: In [=TGM3=], after a promotional exam, the result is shown on a roulette with "pass" and "fail". The results screen cycles them and stops on "fail," and if you actually passed it will replace it with "pass" and celebratory fireworks. The effect is stronger the higher the grade you were testing for.

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* FissionMailed: In [=TGM3=], after a promotional exam, the result is shown on a roulette with "pass" and "fail". The results screen cycles them and stops on "fail," and if you actually passed it passed, a giant O piece will smash the "fail" to replace it with "pass" and celebratory fireworks.fireworks will launch. The effect is stronger the higher the grade you were testing for.
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** Trying to use [=TGM3=]'s World Rule (based on the more commonly-used Super Rotation System)--the rotation buttons are reversed.

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** Trying to use [=TGM3=]'s World Rule (based on the more commonly-used Super Rotation System)--the modern Tetris Guideline)--the rotation buttons are reversed.



* DifficultyByAcceleration: ''TGM'' does this in a manner different from most other ''Tetris'' games. Your level increases just from dropping pieces and clearing lines, instead of having to clear a set number of lines. To offset this, the game doesn't increase drop speed at ''every'' level, only at set thresholds, and in fact there's two points in most games where the drop speed temporarily decreases. Then the game takes this trope to its logical conclusion: Piece speeds will eventually reach the point where pieces drop instantly upon spawning; this would go on to appear in a few "guideline" ''Tetris'' games, such as ''Tetris DS''. Subsequent games in the ''TGM'' series further make things even faster by hastening several aspects of the game, such as the time before a piece locks down and how fast the line clear animation plays.
* DifficultButAwesome: Firm drop/sonic drop, which drops the current piece to bottom immediately like the hard drop in SRS-based games like ''Tetris DS'', but doesn't lock the piece down. Newer players think it's pointless, but once you get the hang of it, it makes overhangs much less of a time-waster.

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* DifficultyByAcceleration: ''TGM'' does this in a manner different from most other ''Tetris'' games. Your level increases just from dropping pieces and clearing lines, instead of having to clear a set number of lines. To offset this, the game doesn't increase drop speed at ''every'' level, only at set thresholds, and in fact there's two points in most games where the drop speed temporarily decreases. Then the game takes this trope to its logical conclusion: Piece speeds will eventually reach the point where pieces drop instantly upon spawning; this would go on to appear in a few "guideline" ''Tetris'' games, such as ''Tetris DS''.games. Subsequent games in the ''TGM'' series further make things even faster by hastening several aspects of the game, such as the time before a piece locks down and how fast the line clear animation plays.
* DifficultButAwesome: Firm drop/sonic drop, which drops the current piece to bottom immediately like the hard drop in SRS-based games like ''Tetris DS'', Guideline games, but doesn't lock the piece down. Newer players think it's pointless, but once you get the hang of it, it makes overhangs much less of a time-waster.



* NintendoHard: On top of the difficult learning curve, getting GM in any of the games (other than [=TGM1=]) is a feat that takes many months, if not years, to attain. As of this update, there are maybe about 100 or so players with a GM rank in TAP Master (a mere three of which come from outside of Japan), and ''six'' Ti [=GMs=], with only one from outside Japan. [[note]]jin8, [=KAN=], [=DIS=], [=SKH=], [=KFC=], and [=KevinDDR=].[[/note]] That said, the series is actually some of the fairest games in the ''Tetris'' franchise.

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* NintendoHard: On top of the difficult learning curve, getting GM in any of the games (other than [=TGM1=]) is a feat that takes many months, if not years, to attain. As of this update, there are maybe about 100 or so players with a GM rank in TAP Master (a mere three of which come from outside of Japan), and ''six'' ''sixteen'' Ti [=GMs=], with only one four from outside Japan. [[note]]jin8, [=KAN=], [=DIS=], [=SKH=], [=KFC=], and [=KevinDDR=].[[/note]] [[note]]a total of 5 on Classic Rule; 3 on World Rule; 8 on both rules[[/note]] That said, the series is actually some of the fairest games in the ''Tetris'' franchise.



* SequelDifficultySpike: Each succcessive game (except ''ACE'') gets faster and faster, and the GM rank more difficult to get. While the first game is comparatively easy to get a GM grade in, in the 10 years since ''Terror-Instinct'' was released, only '''six''' people have managed to get a GM grade.

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* SequelDifficultySpike: Each succcessive game (except ''ACE'') gets faster and faster, and the GM rank more difficult to get. While the first game is comparatively easy to get a GM grade in, in the 10 15 years since ''Terror-Instinct'' was released, only '''six''' '''sixteen''' people have managed to get a GM grade.



** In ''TGM2+''[='=]s Doubles mode, if one player completes Level 300 before the other, they keep playing, but they will be locked into [=20G=] fall speed until the other player finishes.

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** In ''TGM2+''[='=]s ''[=TGM2+=]''[='=]s Doubles mode, if one player completes Level 300 before the other, they keep playing, but they will be locked into [=20G=] fall speed until the other player finishes.
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Crosswicking new trope


* ChallengeRun: The game recognizes [[https://www.youtube.com/watch?v=0K4RxUpZ9Ss the infamous "form a '>' sign in the playing field" challenge]] and gives you a secret grade for doing so.



* SelfImposedChallenge: A handful, from playing one-handed, to playing TAP's normally 2-player Doubles mode by yourself, to [[https://www.youtube.com/watch?v=0K4RxUpZ9Ss the infamous "form a '>' sign in the playing field" challenge]] (which the game recognizes, and will give you a secret grade for doing so).
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In 2019, Arika would return to ''Tetris'' games with ''Tetris 99'', a ''Tetris'' game with a 99-player battle mode. However, it is not connected to the ''TGM'' series.

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In 2019, Arika would return to ''Tetris'' games with ''Tetris 99'', a ''Tetris'' game with a 99-player battle mode. However, Although it is not connected contains references to the ''TGM'' series.series, it is not connected to its predecessor.
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** In ''[=TGM3=]'' Master mode, if you are doing bad compared to your qualified rank, the game will quietly hand out a "demotional exam", in which you must meet or exceed your qualified rank or it will be decreased by one level; this is indicated by the playfield, pieces and all, occasionally shaking as you play.
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* ''[[http://code.google.com/p/nullpomino/ NullpoMino]]'' -- A Java-based open-source clone with a wide variety of modes (not just TGM) and customization, as well as online multiplayer.

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* ''[[http://code.google.com/p/nullpomino/ NullpoMino]]'' ''VideoGame/NullpoMino'' -- A Java-based open-source clone with a wide variety of modes (not just TGM) and customization, as well as online multiplayer.

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** RE (Recovery): Having a alarge number of blocks on the playing field, and then clearing out most of those blocks. Not available in ''Terror-Instinct''.

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** RE (Recovery): Having a alarge large number of blocks on the playing field, and then clearing out most of those blocks. Not available in ''Terror-Instinct''.



* DamnYouMuscleMemory: Trying to use [=TGM3=]'s World Rule (based on the more commonly-used Super Rotation System)--the rotation buttons are reversed.

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* DamnYouMuscleMemory: DamnYouMuscleMemory:
**
Trying to use [=TGM3=]'s World Rule (based on the more commonly-used Super Rotation System)--the rotation buttons are reversed.



** ''[=TGM2015=]''[='=] C button, intended as a LagCancel button, was also accidentally implemented as a clockwise rotation button.

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** ''[=TGM2015=]''[='=] ''[=TGM2015=]''[='=]s C button, intended as a LagCancel button, was also accidentally implemented as a clockwise rotation button.



* NonstandardGameOver: Certain modes have what is known as a ''torikan'', which terminates your game if you hit a specific level too slowly. TAP's T.A. Death and Ti's Master have one at level 500, and Ti's Shirase has ''two''--one at level 500, and one at level 1,000. WordOfGod has claimed that level 1,300 (the highest level reached so far) is a ''torikan'', but even the best players in the world have yet to find a way to see levels 1,301 and up.
** It's confirmed with the leaked data that this torikan doesn't exist.

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* NonstandardGameOver: Certain modes have what is known as a ''torikan'', which terminates your game if you hit a specific level too slowly. TAP's T.A. Death and Ti's Master have one at level 500, and Ti's Shirase has ''two''--one at level 500, and one at level 1,000. WordOfGod has claimed that level 1,300 (the highest level reached so far) is was also a ''torikan'', but even the best players in the world have yet to find a way to see levels 1,301 and up.
** It's confirmed with the
leaked data proved that this torikan doesn't exist.there's nothing past level 1,300.



* TrueFinalBoss (The invisible credit rolls of ''[=TGM2=]'' and ''[=TGM3=]''.)

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* TrueFinalBoss (The TrueFinalBoss: The invisible credit rolls of ''[=TGM2=]'' and ''[=TGM3=]''.)



** While [=TGM2=]'s and [=TGM3=]'s Big Block Modes correct this (movement is now 2 cells at a time), this isn't the case for [[BonusStage Stage EX3]] of TGM3's Sakura Mode, [[https://youtu.be/WPQFeMRXwmg?t=1h55m32s which goes back to TGM1's Big Mode behavior]].

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** While [=TGM2=]'s and [=TGM3=]'s Big Block Modes correct this (movement is now 2 cells at a time), this isn't the case for [[BonusStage Stage EX3]] of TGM3's [=TGM3=]'s Sakura Mode, [[https://youtu.[[http://youtu.be/WPQFeMRXwmg?t=1h55m32s which goes back to TGM1's Big Mode behavior]].
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Added DiffLines:


In 2019, Arika would return to ''Tetris'' games with ''Tetris 99'', a ''Tetris'' game with a 99-player battle mode. However, it is not connected to the ''TGM'' series.


* GoodBadTranslation: The message you get in [=TGM3=] if you take too long to pass certain levels: "EXCELLENT -- but...let's go better next time"
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* EarlyInstallmentWeirdness: The first game does not have any form of instant drop, uses your on-screen score as a basis for your grade, and only allows changing VS mode availability in an operator menu.
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* ViolationOfCommonSense: The best way to score in ''[=TGM3=]''[='=]s Easy mode is ''not'' to make Tetrises. Instead, you earn more "Hanabi" points by dropping consecutive pieces that clear lines.
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** In ''TGM 3'', if you reach Level 500 in Master mode in more than 7 minutes, the game will end early. However, in a Promotional Exam, in which you need to meet or exceed a target grade to earn it as your qualified grade, the time limit is removed, letting you reach Level 500 and beyond at your own pace.

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** In ''TGM 3'', [[TimedMission if you reach Level 500 in Master mode in more than 7 minutes, minutes]], the game will end early. However, in a Promotional Exam, in which you need to meet or exceed a target grade to earn it as your qualified grade, the time limit is removed, letting you reach Level 500 and beyond at your own pace.
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Added DiffLines:

** In ''TGM 3'', if you reach Level 500 in Master mode in more than 7 minutes, the game will end early. However, in a Promotional Exam, in which you need to meet or exceed a target grade to earn it as your qualified grade, the time limit is removed, letting you reach Level 500 and beyond at your own pace.
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** In Eternal Heart, Story Mode has a 20 minute time limit throughout the entire game that can’t be increased.
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** While [=TGM2=]'s and [=TGM3=]'s Big Block Modes correct this (movement is now 2 cells at a time), this isn't the case for [[BonusStage Stage EX3]], [[http://www.youtube.com/watch?v=Xwji8Opk-uc which goes back to TGM1's Big Mode behavior]].

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** While [=TGM2=]'s and [=TGM3=]'s Big Block Modes correct this (movement is now 2 cells at a time), this isn't the case for [[BonusStage Stage EX3]], [[http://www.youtube.com/watch?v=Xwji8Opk-uc EX3]] of TGM3's Sakura Mode, [[https://youtu.be/WPQFeMRXwmg?t=1h55m32s which goes back to TGM1's Big Mode behavior]].

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* DifficultyByAcceleration: ''TGM'' does this in a manner different from most other ''Tetris'' games. Your level increases just from dropping pieces and clearing lines, instead of having to clear a set number of lines. To offset this, the game doesn't increase drop speed at ''every'' level, only at set thresholds, and in fact there's two points in most games where the drop speed temporarily decreases.

to:

* DifficultyByAcceleration: ''TGM'' does this in a manner different from most other ''Tetris'' games. Your level increases just from dropping pieces and clearing lines, instead of having to clear a set number of lines. To offset this, the game doesn't increase drop speed at ''every'' level, only at set thresholds, and in fact there's two points in most games where the drop speed temporarily decreases. Then the game takes this trope to its logical conclusion: Piece speeds will eventually reach the point where pieces drop instantly upon spawning; this would go on to appear in a few "guideline" ''Tetris'' games, such as ''Tetris DS''. Subsequent games in the ''TGM'' series further make things even faster by hastening several aspects of the game, such as the time before a piece locks down and how fast the line clear animation plays.



* DifficultyByAcceleration: Taken to its logical conclusion: Piece speeds will eventually reach the point where pieces drop instantly upon spawning. This would go on to appear in a few "guideline" ''Tetris'' games, such as ''Tetris DS''.
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None

Added DiffLines:

* DifficultyByAcceleration: ''TGM'' does this in a manner different from most other ''Tetris'' games. Your level increases just from dropping pieces and clearing lines, instead of having to clear a set number of lines. To offset this, the game doesn't increase drop speed at ''every'' level, only at set thresholds, and in fact there's two points in most games where the drop speed temporarily decreases.
Is there an issue? Send a MessageReason:
None


** The exact workings of subsequent games' grade systems are even more obfuscated. ''TGM 2'' and ''TGM 2+'' don't show your progress towards the next grade, and ''TGM 3'' only shows your grade at the very end.

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** The exact workings of subsequent games' grade systems are even more obfuscated. ''TGM 2'' and ''TGM 2+'' don't show your progress towards the next grade, grade (your score is shown, but your score has nothing to do with your grade), and ''TGM 3'' only shows your grade at the very end.
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* GuideDangIt:
** ''TGM 1'' explicitly indicates the amount of points needed to go up a grade...but at S9, the required points is simply displayed as "??????". As it turns out, not only is there a score threshold (126,000 points), ''but'' there are also "checkpoints" throughout the game that check your current grade and time; failing any of these checkpoints' quotas means you won't get the GM rank. None of this is hinted at in-game.
** The exact workings of subsequent games' grade systems are even more obfuscated. ''TGM 2'' and ''TGM 2+'' don't show your progress towards the next grade, and ''TGM 3'' only shows your grade at the very end.
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* RecurringRiff: Several tracks throughout the series reference [[https://youtu.be/1DRW14vScUk "Hardening Drops"]], the level 0-499 BGM from the original ''TGM'', including the [[https://youtu.be/zFQChQr5_ZM Master 0-499]] and [[https://youtu.be/wf0rpeolmx0 500-699]] tracks from ''TGM 2'', as well as [[https://youtu.be/kJ4e7T2mna0?t=21s BGM 1]] and [[https://youtu.be/SqjYdF9au0s BGM 3]] from ''TGM 3''.

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* RecurringRiff: Several tracks throughout the series reference [[https://youtu.be/1DRW14vScUk "Hardening Drops"]], the level 0-499 BGM from the original ''TGM'', including the [[https://youtu.be/zFQChQr5_ZM Master 0-499]] and [[https://youtu.be/wf0rpeolmx0 500-699]] tracks from ''TGM 2'', as well as [[https://youtu.be/kJ4e7T2mna0?t=21s BGM 1]] and [[https://youtu.be/SqjYdF9au0s be/SqjYdF9au0s?t=11s BGM 3]] from ''TGM 3''. In essence, "Hardening Drops" is to ''TGM'' as "Korobeiniki" is to the ''Tetris'' franchise as a whole.
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* RecurringRiff: Several tracks throughout the series reference [[https://youtu.be/1DRW14vScUk "Hardening Drops"]], the level 0-499 BGM from the original ''TGM'', including the [[https://youtu.be/zFQChQr5_ZM Master 0-499]] and [[https://youtu.be/wf0rpeolmx0 500-699]] tracks from ''TGM 2'', as well as [[https://youtu.be/kJ4e7T2mna0?t=21s BGM 1]] and [[https://youtu.be/SqjYdF9au0s BGM 3]] from ''TGM 3''.
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* AntiRageQuitting: Aside from being an ArcadeGame and thus inherently discouraging ragequitting by charging money for each play, ''Tetris: The Grand Master 3 - Terror-Instinct'' discourages ragequitting in two of its own ways if you're logged in with an account:

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* AntiRageQuitting: Aside from being an ArcadeGame UsefulNotes/ArcadeGame and thus inherently discouraging ragequitting by charging money for each play, ''Tetris: The Grand Master 3 - Terror-Instinct'' discourages ragequitting in two of its own ways if you're logged in with an account:
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* SelfImposedChallenge: A handful, from playing one-handed, to playing TAP's normally 2-player Doubles mode by yourself, to [[http://www.youtube.com/watch?v=0K4RxUpZ9Ss the infamous "form a '>' sign in the playing field" challenge]] ([[TheDevTeamThinksOfEverything which the game recognizes, and will give you a secret grade for doing so]]).

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* SelfImposedChallenge: A handful, from playing one-handed, to playing TAP's normally 2-player Doubles mode by yourself, to [[http://www.youtube.com/watch?v=0K4RxUpZ9Ss the infamous "form a '>' sign in the playing field" challenge]] ([[TheDevTeamThinksOfEverything which (which the game recognizes, and will give you a secret grade for doing so]]).so).
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** Lock delay is present much like in SEGA and Jaleco ''Tetris'' games; it's the reason 20G is playable ''at all.''

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** Lock delay (the delay between when a piece lands on something and when it locks into place) is present much like in SEGA and Jaleco ''Tetris'' games; it's the reason 20G is playable ''at all.''
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The ''TGM'' series plays a bit similar to usual ''Tetris'' games (specifically, {{Sega}}'s versions of the game). However, there are a few mechanics that alter the game dramatically. Leveling up, for instance, is no longer just done through clearing lines; instead, ''every piece you drop'' will raise the level counter by one, as well as clearing lines (one per line clear). However, level numbers also take on a different meaning: the game speeds up only at particular levels, rather than with every level. The level stops going up at level ''n''+99, where ''n'' is a multiple of 100; at that point you must clear a line to level up.

to:

The ''TGM'' series plays a bit similar to usual ''Tetris'' games (specifically, {{Sega}}'s Creator/{{Sega}}'s versions of the game). However, there are a few mechanics that alter the game dramatically. Leveling up, for instance, is no longer just done through clearing lines; instead, ''every piece you drop'' will raise the level counter by one, as well as clearing lines (one per line clear). However, level numbers also take on a different meaning: the game speeds up only at particular levels, rather than with every level. The level stops going up at level ''n''+99, where ''n'' is a multiple of 100; at that point you must clear a line to level up.

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** In ''TAP''[='=]s T.A. Death mode, if you take more than 3 minutes and 25 seconds to reach level 500, the game will end early with no grade given.

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** In ''TAP''[='=]s T.A. Death mode, if you take more than 3 minutes and 25 seconds to reach level 500, the game will end early at level 500 with no grade given.



*** In Master mode, the game also ends early if you take more than 7 minutes to reach level 500, unless you're in a Promotional Exam, in which case the game will allow you to play all the way to level 999 regardless of speed.

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*** In Master mode, the game also ends early if you reach level 500 and take more than 7 minutes to reach level 500, do so, unless you're in a Promotional Exam, in which case the game will allow you to play all the way to level 999 regardless of speed.speed.
----> '''EXCELLENT''' \\
but... \\
let's go better next time
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* TimedMission:
** In ''TAP''[='=]s T.A. Death mode, if you take more than 3 minutes and 25 seconds to reach level 500, the game will end early with no grade given.
** In ''[=TGM3=]'':
*** In Master mode, the game also ends early if you take more than 7 minutes to reach level 500, unless you're in a Promotional Exam, in which case the game will allow you to play all the way to level 999 regardless of speed.
*** Shirase has two timed checkpoints: one at level 500 and another at level 1000 (the game has a total of 1300 levels). The checkpoints in Classic Rule require shorter times than the corresponding World Rule checkpoints.
*** Sakura mode has both a stage timer and a game timer, both of which tick concurrently. Running out of level time will advance you to the next stage, but will reduce your "stages cleared" percentage, while running the game timer out results in a GameOver. You can skip a stage, but it will take 30 seconds off the game timer. The stage timer and stage skipping are disabled during EX stages.

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* DoWellButNotPerfect: Due to a glitch in combo bonus calculation, TAP awards consecutive triple clears far better than consecutive Tetrises. This was corrected in the sequel

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* DoWellButNotPerfect: DoWellButNotPerfect:
**
Due to a glitch in combo bonus calculation, TAP awards consecutive triple clears far better than consecutive Tetrises. This was corrected in the sequelsequel.
** In ''[=TGM3=]'' Master, play too fast in one section for a COOL and you'll have to play almost just as fast for the next section's COOL, which means you can get screwed out of the invisible roll for having a strong early game only to choke later on.
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How To Create A Works Page explicitly says "No bolding is used for work titles."


'''Tetris: The Grand Master''' is a series of [[NintendoHard challenging]] ''Tetris'' games developed by Arika, intended for advanced players.

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'''Tetris: ''Tetris: The Grand Master''' Master'' is a series of [[NintendoHard challenging]] ''Tetris'' games developed by Arika, intended for advanced players.

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