Taito's TETRIS TERROR INSTINCT! Arcade Coin Op!
This is one hardcore Tetris game! Check out my lack of skills in Tetris Terror Instinct: The Grand Master 3 coin op! What a mouthful!
Game Modes
Easy
Easy mode has a number of similarities with Normal mode in 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 mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.
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The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, and the express goal of the player is to attain the highest number of fireworks possible. The number of fireworks increase depending on numerous factors, including but not limited to higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown. Fireworks during the credit roll still count toward the player's total.
The exact formula for determining number of fireworks is somewhat complex. A thorough documentation of firework calculation behavior can be found here.
Sakura
Sakura mode replicates the gameplay of Tetris with Cardcaptor Sakura Eternal Heart. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature Items to handicap the player, such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, thus it is not possible to hold a desired tetromino for the following stage. However, during the Ready! GO! sequence, the player may press Hold to move the next piece into the hold box; this may be done repeatedly to clobber the previous piece being held and force advancement of the piece sequence to a more desired position. The piece sequence in this mode is always predetermined, thus strategies can be formed ahead of time to aim for the fastest possible time.
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage and for each jewel cleared. Each stage has its own further timer which is reset for each stage. If the stage time runs out, the player fails the stage but will be allowed to play the next one. If the main game time runs out, the game ends immediately. Topping out also ends the game.
The EX stages have no stage time; each must be completed in full to advance using the main game time. The number of EX stages offered after completing the 20 normal stages varies by the number of normal stages completed and time to completion. To be offered all 7 EX stages the main stages must all be completed (none failed) within less than 5 minutes.
Master
Master in TGM3 behaves very much like its predecessor in TGM2. Notable differences include the addition of a hold piece, a 3 piece preview. While these features aid the player, the increase in speed over TGM2 makes this game far more challenging. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).