I think the system in TwCCS could have more interplay... but honestly, from the time I spent playing the game it was nearly impossible to read what abilities someone had in the field on the fly. You could tell by the gem and block color but a) you would have to memorize all of block color/special ability combinations and b) at game speed that shit looked nearly identical. I had enough trouble remembering my character's gems and what the hell they did. I think if the specials were more readable (somehow), it would be more practical for more players to make adjustments. Or maybe I just suck. Then again, the last time I played this game was about a decade ago... am I really going to have dig my copy out?You know, I'm typing all this shit out, describing a system that has more interplay than Puyo Puyo, but it's not getting acknowledged.
Also, Tetris as a game fundamentally changes when gravity speed hits 20 rows per frame and lock delay does not reset on rotation. Try it sometime! You'd also be surprised how much it carries back into the regular game. In Sakura VS I'm holding down up half the time.
I have played enough TGM to know what 20G is about, and I have gotten to level 999 in Master on TGM2 before (but not the extra stage where the blocks fade out or are completely invisible... fuck that) so I'm not completely free.
You're right about the stack invert/stack flip being two different skills, I'm an idiot (or just really tired). The stack invert special was just gross (to the point where I wonder why the hell they added it).