

This, combined with the fact that continually spinning pieces have the ability to "climb" over obstacles (see SRS), makes the game almost insultingly easy at fast speeds.

Like in other games following the Tetris Guideline, gameplay in standard mode rapidly deviates from that of older Tetris games as the level increases because as long as a piece is kept spinning it will not lock (see Infinity). In "line clear" (called B-type in previous products), the level does not increase. For example, at level 15, clearing the 150th line changes the level to 16. Whenever the number of lines cleared reaches the level times 10, the level is increased by 1. In "marathon" (called A-type in previous products), the player can start on any level from 1 to 20 after having reached that level in a previous game. A piece has been placed and locked such that the piece is entirely above the visible playfield.The spawning piece is unable to enter the visible playfield, due to a filled cell being present in row 20 or higher which is in the path of the piece's spawning position.If 1 or both of these conditions is met on either player's screen, the game will end. However it is impossible to verify if a 44th (or higher) row is present because any piece that would reach that height would cause a "game over" when initially placed. It has been confirmed through testing that a filled cell can reach the 43rd row (with the bottom visible row being row 1) without causing a "game over." Maybe it's stored infinitely until memory runs out. After doing that, allow the CPU to send you garbage while you play as slowly as possible (allowing pieces to drop slowly, then just as they reach bottom put them in the hold box). This can be verified by starting a game against the level 4 or 5 CPU and stacking I, J, L, and T pieces high along the left wall. In standard versus mode the playfield has 20 visible rows, and at least 23 invisible rows. This mode supports up to 10 players over a WiFi network with a game card.
