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  1. To me, TGM shines in different aspects.
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  3. - Consistency. You have to play in a constantly high speed or the piece is going to lock on their own. This means that you should actually control your speed rather than stacking in small bursts. I think this kind of play is the most impressive, because everyone can train for playing a set sequence fast, but reacting to incoming pieces and placing them during the whole game takes time, possibly years, to master.
  4. - Compromises. You have to cover up wells and make imperfect placements for the sake of the whole run. This means you will have to decide what to cover up, and how to fix them. A game is fascinating when it is extremely hard, or even impossible to play perfectly. That's why clutch wins are always the highlights. Escaping from dangerous moments is the best things to accomplish, rather than doing a perfect run.
  5. - Control. You are given different tools to place pieces but you also have restrictions. And these are usually restrictions people are able to overcome. You can often get stuck pieces in 20G, but you are given IRS, synchro, ARE, and stuff to respond to that. It feels like a super hard, but beatable game, just like Celeste or Super Meat Boy. It is hard, but you are given all the tools to beat them, which I think is a perfect balance between forgiveness and strictness.