After discussing it a bit with @Qlex, here are some calculations and thoughts on the matter: Let's assume the game runs at 60fps and the fading roll lasts 54 seconds = 3240 frames (if anyone has got a more accurate frame count, let me know). Let x1, x2, x3, x4 be the number of singles, doubles, triples and tetrises respectively and let x5 be the number of remaining blocks at the end. Clearing a line takes 2.5 pieces, so let P := 2.5x1 + 5x2 + 7.5x3 + 10x4 + 0.25x5 be the amount of pieces used in the credit roll. Also let's define S := x1 + x2 + x3 + x4 to be the amount of line clears. Now we want to account for ARE and line clear delays. At the fastest speed (1200+) ARE and line ARE are both 4 frames and the line clear delay is 6 frames. Ignoring the fact that ARE doesn't and the line clear delay may not matter for the last piece, we get the following function to determine a piece/second value (pps): f(x1, x2, x3, x4, x5) := P / [(3240 - 4P - 6S) * 1/60] The grade point formula is 0.04x1 + 0.08x2 + 0.12x3 + 0.26x4 + 0.5 = number of grade points (the 0.5 are the clear bonus which you're obviously going to need to have a shot at 5 grade points unless you're a cyborg). It's fairly easy to see that the ideal credit roll would consist of exactly 17 tetrises, 1 double and no remaining pieces (i.e. ending it with a bravo), since that nets you exactly 5.0 grade points with the minimum amount of line clears. f(0, 1, 0, 17, 0) = 4.3174 pps So even in a perfect roll you still need to place roughly 4.3 pieces (175 in total) a second on average. In a real roll you'll usually have about 30 blocks left and have cleared maybe 3 singles and 3 doubles and at that point you still need 16 tetrises (16*0.26 + 3*0.04 + 3*0.08 + 0.5 = 5.02) which bumps you up to ~4.86pps. Now let's look at a few instances where players have gotten over 4 grade points: KAN's fading roll MV (video): 7 singles, 2 doubles, 1 triples, 12 tetrises, 34 remaining blocks => 166 pieces placed, 4.22 grade points, ~4.0753pps Kevin's fading roll MV (video): 13 singles, 2 doubles, 0 triples, 11 tetrises, 10 remaining blocks => 155 pieces placed, 4.04 grade points, ~ 3.7744 pps That means that even KAN would need to play quite a bit faster and get a bit luckier (regarding non-tetris clears and remaining blocks) or both. In addition to that the ideal roll above requires you to not lose any frames through HOLD. It's very easy to lose 50-100 frames total if you change your mind about a piece and hold it while it's active a few times. That may not sound much, but 100 frames are already over 3% of the roll. Now, I hear your counter-argument: "C'mon buddy, the top 40L players easily go over 5pps, it's not that difficult " I think there are a couple of reasons why this comparison doesn't hold up: 1. TGM3 limits you to 6 frames of DAS, whereas I assume the top 40L players have set it lower than that (I know that Microblizz uses 4 frames of DAS). Depending on how low you can go without not being able to tap anymore, that saves a few frames per piece that needs to be DAS'd which I'd wager is at least 30% of all pieces. 2. TGM3 has a less generous randomiser than bag. This one is hard to quantify, but I do think it matters. 3. The credit roll requires you to place 175+ pieces, however, 40L players aim for 100/101 pieces, which means you have to keep up the pace for a 75% longer game. Another point is that if you want to get the MO rank through the fading roll in the actual game, you have to first play a draining 5-7 minutes of master mode (and not get messed up by the short break before the credit roll). The only upside is that you can sneak an I piece into the roll thanks to the HOLD box In conclusion I strongly believe that it's not possible to get 5 grade points in the fading roll, but I'd love to be proven wrong. I'd also like to hear @Amnesia's thoughts, because as far as I know he's of the opinion that it's doable. If I messed up the formula somehow, miscounted the line clears in one of the videos or if there's some other factor I'm overlooking, let me know.