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Tetris: The Grand Master 3 - Terror Instinct

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Title Screen

Tetris: The Grand Master 3 - Terror Instinct

Also known as: The Grand Master 3 - Tetris: Terror-Instinct
Developer: Arika
Publisher: Taito
Platform: Arcade (Taito Type X)
Released in JP: February 2005

SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.

PrereleaseIcon.png This game has a prerelease article

Tetris: The Grand Master 3 - Terror Instinct edges closer to the Tetris guidelines than previous games in the Grand Master series, while still proving to be brutally difficult in the endgame.

let's go better
next time


Read about prerelease information and/or media for this game.
Prerelease Info

Mihara's Debug Code

To do:
investigate other directions and buttons when selecting mode, if they do something it's not immediately obvious.

Much like in the previous entry in the series, there is a debug code that was left in the release. In free play mode, you must hold A and B at the title screen, press Start, log into a profile named MII with the password ABABDC, and hold the D+C inputs until the OK appears. The following effects are now active for the player:

  • Saving for any account and creation of new accounts are disabled until the machine is rebooted.
  • Holding Start when a tetromino locks clears the bottom four lines regardless of their composition.
  • Pressing the C button jumps to the end of the current section (99, 199, 299, etc.).
  • Holding Up in the pause after selecting a mode forces a promotion exam one higher than your current qualified rank.
  • Holding Down in the pause after selecting a mode forces a demotion exam.

Unused Sound Effects

All of TGM3's sound effects are stored as .wav files in the SE subdirectory under the data folder.


One of the hallmarks of every TGM installment is the robotic announcer that says "Ready, go!" before every single game. This unused version of the "Ready.." sound is higher quality and has a noticeable echo, but the final game uses a lower quality version named ready.wav.


Same as above, but for the "go!" sound effect - the final game uses go.wav.


An unused, higher quality version of the siren sound that plays when you're in danger of topping out that doesn't quite loop properly. The final game uses the wonderfully named file silen.wav instead.


A slightly lower pitched version of the game over sound from the previous game in the series.


Hold sound plays only in IHS (SEB_prehold).


Grades are hidden in this game, therefore this goes unused.

Unused Music


A drum and bass & dance fusion track without a specified loop point. Sakura mode's extra stages use BGM_sakura2b.wav instead.

Unused Modes

20G Mode

The drop speed is always 20G i.e. instant.

TLS Mode

TLS stands for Temporary Landing System, responsible for the ghost piece indicating where the current piece will land. This mode keeps the system active throughout the game.

Kamui Mode

The objective is to achieve as high of a score as possible within a 5-minute time limit. Gravity is fixed at 20G, the piece sequence is predetermined and the level counter stops at 998. This is an unfinished mode: after the game ends, the "GAME OVER" screen immediately displays without displaying the score nor leaderboard results.