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== Muf's Stuff ==
If you are looking for the internal delay values that used to be here, they can now be found [[User:Edo/Internal_Delay_Values|here]]. Note that the internal values are simply how they appear in the games' ROM, and may bear no resemblance to the delays a player would actually observe, as defined by the definition set out below.
I'm just storing this here temporarily until muf makes an account and gets his own user page/talk page. --[[User:Edo|Edo]] 09:03, 8 March 2008 (EST)


Disturbing IRC conversations somehow vaguely relating to Tetris...
If you are looking for my really old, outdated data, it can be found [[User:Edo/Outdated_Material|here]].
<pre>
== Delay Definitions ==
< hektor_> opposite sex? elaborate please
==== Lock Delay ====
< hektor_> you mean like when the I's are blue?
The number of frames a tetromino is allowed to exist in a "landed state" before the next game phase begins. This is inclusive of the frame on which the tetromino "lands", and all subsequent frames where it is theoretically possible for the tetromino to be moved, without requiring a Lock Delay reset.  
< Rosti_LFC> hmm
< Rosti_LFC> Comparing SRS with women...
< muf> i wouldn't want sex with SRS
< muf> i'd turn gay and go ARS-on-ARS
< Rosti_LFC> oh god >.<
< Rosti_LFC> that was bad pun
< Rosti_LFC> SRSly


The "landing" frame itself must be included, because depending on implementation, it is potentially valid for the next game phase to begin on the same frame that a tetromino "lands", without any discontinuity in input. The next game phase would be either ARE or Line Clear, or in the absence of ARE, the spawn and active time of the next tetromino. The definition of "Landing" is dependent on implementation: e.g. in NES and GB Tetris, the piece "lands" after an application of gravity fails because it causes an interference with the stack; in TGM, the piece "lands" after an application of gravity causes contact with the stack.
==== ARE Without Lines ====
The number of frames delay between the last frame of lock delay and the spawn frame of the next tetromino, in the absence of line clears.
==== Line Clear Delay, ARE With Lines ====
Added together, these two delays represent the total number of frames delay between the last frame of lock delay and the spawn frame of the next tetromino, when lines are cleared.


< edo_> the best time to use the S and Z moves are when you feel an L or J coming
Visually, this is usually represented by a number of frames of animation where lines break or shatter leaving a gap, followed by a number of frames where the gap has collapsed and the stack appears stable.  
< edo_> and the best time to use the O move is when you feel an I coming, and you need to get it to the right
<@muf> okay, bad visuals there
< edo_> ?
<@muf> "if you feel an L or J coming"
<@muf> i can picture you on the toilet, going "oh dear i feel an L coming.. uuurnnggghhh"
< edo_> muf, you worry me sometimes...
<@muf> lol
<@muf> actually, it's kind of fitting
<@muf> i usually play tetris DS when i've got a big delivery
< edo_> muf, seriously
< edo_> you worry me
<@muf> um edo
<@muf> if anyone should be worried:
<@muf> <edo> it's haerd tpw play tetirs and whathc a girl mssaturbate at the same teim
< edo_> hahaha
< Lardarse> what???
< edo_> that's when I was playing blocktrix with muf and rosti, and a few others, and I was a bit less than sober...
<@muf> a few too many g&ts and vodkas
< edo_> for some reason, I was in the mood for watching porn at the same time
< Lardarse> ok
< Lardarse> now i'm not so worried
< Lardarse> for a moment, i thought that the girl was actually in the same room as you...
<@muf> that would be hot
<@muf> playing tetris with a girl in the room who's warming up for you :D
< Lardarse> depends if she's warming up wit an I or not...
<@muf> not much unlike playing quake with a girl under the table giving head
< Lardarse> hhaah
< Lardarse> one day, i need to try that
</pre>


When there is no mechanical difference between the behaviour of the two delays, (e.g. 1988 SEGA Tetris allowed DAS charging at all times), ARE With Lines is often exactly the same as ARE Without Lines, as a result of the programmers using a single variable. (Therefore, the term ARE on its own can be used to describe both ARE With Lines and ARE Without Lines). This almost invariably results in the Line Clear Delay being approximately equal to the duration of the line clear animation.


When there is a clear difference between the mechanical behaviour of the two delays, (e.g. in the TGM series, the first delay does not allow DAS charging, whereas the second delay does), the ARE With Lines is the delay which behaves identically to ARE Without Lines, and the rest is Line Clear Delay. This is regardless of what occurs visually.
==== Net Delay Difference (NDD) ====
NDD = (Line Clear Delay + ARE With Lines) - ARE Without Lines
==== Delayed Auto-Shift (DAS) ====
To fully specify DAS, both the initial delay, and the auto-shift rate are required. However, for all SEGA style games, a rate of 60Hz can be assumed, unless specifically stated otherwise. Auto-Shift Delay is defined as the number of intermediate frames between the initial shift frame, and the first auto-shift frame. E.g. "shift, wait, wait, auto-shift" would be 2 frames of delay.


== Edo's Investigations ==
Similar definitions can be used for Delayed Auto-Rotate, and Delayed Drop.
After a chat with colour_thief on IRC I thought it best to describe my investigations here for you all to see:


I used framestepping (together with a few watchpoints) in TGM's 20G mode to deduce the following:
*in frame 1 (timer shows 00:00:01) the tetromino appears at the bottom of the playfield.
*frame 31 is the last possible frame that the tetromino can be moved/rotated, i.e. if it was in position A during frame 30, it can be in position B in frame 31, but will stop there. This indicates that frame 30 is the last frame for which input is accepted, and hence lock delay should be 30 frames.
*during frames 31, 32 and 33, the tetromino appears silver in colour (the "lock-flash"), and the tetromino cannot be moved, nor can DAS be charged for the next tetromino.
*in frame 34 (timer shows 00:00:56) the DAS charge will increase if left/right is held (observed using a watchpoint), and will continue increasing up to frame 58, i.e. the charge is 0 in frame 33, 1 in frame 34, 24 in frame 57, 25 in frame 58, and still 25 in frame 59. So ARE should be 25 frames.
*The next tetromino doesn't appear at the bottom of the playfield until frame 62 (timer shows 00:01:03), so there are a further 3 frames of delay (during which, among other things, the level counter increases).
*if lines were cleared then the DAS charge will not increase until frame 75 (i.e. charge is 0 in frame 74 and 1 in frame 75), and will continue to increase for 25 frames, and then there's the same 3 frames of no DAS charging before the next tetromino appears at the bottom of the playfield at frame 103 (timer shows 00:01:71). This seems to indicate that line clear delay is 41 frames. However, seeing as how the values for Lock, ARE and DAS are in agreement with the wiki values for TAP Master (which were actually extracted from the game, instead of deduced through observation like the Death values), it seems only logical that Line clear should be in agreement too at 40 frames. The frame before the line clear animation begins is not counted.


This is why I stated the values as I did in my recent edit of the TGM page.


So in summary, when no lines are cleared:
A few examples:
*30 frames lock delay
*3 frames
*25 frames ARE
*3 frames
*etc.


When lines are cleared:
[| (insert example)]
*30 frames lock delay
*3 frames
*1 frame
*40 frames line clear delay
*25 frames ARE
*3 frames
*etc.


Similarly, for the first half of TAP Master (with 20G mode enabled), when no lines are cleared:
[| (insert example)]
*30 frames lock delay
*1 frame
*25 frames ARE
*2 frames
*etc.


And for TAP Master with line clears:
*30 frames lock delay
*1 frame
*40 frames line clear delay
*25 frames ARE
*2 frames
*etc.


Following my investigations, here is how I think the TAP tables should look:


TAP Master:
== Timing Data (Observed Values) ==
These are the delays, as defined above, that a player would observe.


=== SEGA Tetris, 1988 ===
{| border="1"
{| border="1"
! Level
! width="85"|Level
! ARE w/o lines
! width="80"|DAS
! ARE with lines
! width="80"|Lock Delay
! DAS
! width="80"|ARE <br>w/o lines
! Lock delay
! width="80"|ARE <br>with lines
! Line clear
! width="80"|Line Clear<br>Delay
|- align = center
| 000 - 499 || 25 || 25 || 16 || 30 || 40
|- align = center
| 500 - 599 || 25 || <s>16</s> 25 || 10 || 30 || 25
|- align = center
|- align = center
| 600 - 699 || 25 || <s>12</s> 16 || 10 || 30 || 16
|     ?    || 19 || 30 || 30 || 30 || 42
|- align = center
| 700 - 799 || 16 || 12 || 10 || 30 || 12
|- align = center
| 800 - 899 || 12 || 6 || 10 || 30 || 6
|- align = center
| 900 - 999 || 12 || 6 || 8 || 17 || 6
|}
|}


TAP Death:


=== Flash Point ===
{| border="1"
{| border="1"
! Level
! width="85"|Level
! ARE w/o lines
! width="80"|DAS
! ARE with lines
! width="80"|Lock Delay
! DAS
! width="80"|ARE <br>w/o lines
! Lock delay
! width="80"|ARE <br>with lines
! Line clear
! width="80"|Line Clear<br>Delay
|- align = center
! width="80"|Drop Delay
| 000 - 099 || 16 || 12 || 12 || 30 || 12
|- align = center
| 100 - 199 || 12 ||  6 || 12 || 26 || 6
|- align = center
| 200 - 299 || 12 ||  6 || 11 || 22 || 6
|- align = center
| 300 - 399 ||  6 ||  6 || 10 || 18 || 6
|- align = center
| 400 - 499 ||  5 ||  5 ||  8 || 15 || 5
|- align = center
|- align = center
| 500 - 999 || 4 || 4 || 8 || 15 || 4
|     ?    || 10 || 30 || 30 || 30 || 41 || 10
|}
|}


It's interesting to note that the reason there is "no time penalty for clearing singles instead of tetrises from level 100 through 299" of Death is not because the line clear delay is 0 frames, but because the total delay is the same regardless of whether or not lines are cleared. The same is true for Master 800 - 999.


That's all folks, comments are welcome. --[[User:Edo|Edo]] 17:58, 27 October 2007 (EDT)
=== Bloxeed ===
{| border="1"
! width="85"|Level
! width="80"|DAS
! width="80"|Lock Delay
! width="80"|ARE <br>w/o lines
! width="80"|ARE <br>with lines
! width="80"|Line Clear<br>Delay
|- align = center
|    ?    || 10 || 30 || 31 || 31 || 42
|}


Being the klutz that I am, I managed to type up my notes wrong, I've now corrected 2 of the TAP Master timings. --[[User:Edo|Edo]] 12:17, 9 November 2007 (EST)


== Summary ==
=== TGM ===
After further discussion with colour_thief, here's a summary of the information I've gathered.
{| border="1"
! width="85"|Level
! width="80"|DAS
! width="80"|Lock Delay
! width="80"|ARE <br>w/o lines
! width="80"|ARE <br>with lines
! width="80"|Line Clear<br>Delay
|- align = center
| 000 - 999 || 14 || 30 || 30 || 30 || 41
|}


=== Definitions ===
* DAS: inclusive of both the shift and auto-shift frames, i.e. shift, wait,wait,wait, wait,wait,wait, auto-shift = 8 frame DAS.
* Lock Delay: The number of frames it is possible to move a piece after it lands on the stack. Note that if the gravity and/or stack is significantly high that pieces are actually spawning on the stack, there is one extra frame of lock delay due to the peculiarities of the underlying mechanics.
* ARE: the total number of frames between the lockdown of one piece and the spawn of the next.
* Line Clear Delay: (ARE with line clears) - (ARE without line clears)
* Line Clear Animation: the actual number of frames that blocks appear floating as a result of lines being cleared. Although the animation does not affect how fast the game feels, it is significant for the purposes of DAS charging, and needs to be known.


=== Timing Data ===
=== Tetris with Cardcaptor Sakura : Eternal Heart ===
==== TGM ====
{| border="1"
{| border="1"
! width="80"|Level
! width="85"|Level
! width="80"|DAS
! width="80"|DAS
! width="80"|Lock Delay
! width="80"|Lock Delay
Line 165: Line 98:
! width="80"|ARE <br>with lines
! width="80"|ARE <br>with lines
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Animation
|- align = center
|- align = center
| 000 - 999 || 16 || 30 || 30 || 71 || 41 || 41
|     ?    || 11 || 30 || 27 || 27 || 31
|}
|}


==== TAP Master ====
 
=== TAP Master ===
{| border="1"
{| border="1"
! width="80"|Level
! width="85"|Level
! width="80"|DAS
! width="80"|DAS
! width="80"|Lock Delay
! width="80"|Lock Delay
Line 178: Line 111:
! width="80"|ARE <br>with lines
! width="80"|ARE <br>with lines
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Animation
! width="80"|Net Delay<br>Difference
|- align = center
|- align = center
| 000 - 499 || 16 || 30 || 27 || 67 || 40 || 40
| 000 - 499 || 14 || 30 || 27 || 27 || 40 || 40
|- align = center
|- align = center
| 500 - 599 || 10 || 30 || 27 || 52 || 25 || 25
| 500 - 599 || 8 || 30 || 27 || 27 || 25 || 25
|- align = center
|- align = center
| 600 - 699 || 10 || 30 || 27 || 34 ||  7 || 16
| 600 - 699 || 8 || 30 || 27 || 18 || 16 ||  7
|- align = center
|- align = center
| 700 - 799 || 10 || 30 || 18 || 26 ||  8 || 12
| 700 - 799 || 8 || 30 || 18 || 14 || 12 ||  8
|- align = center
|- align = center
| 800 - 899 || 10 || 30 || 14 || 14 ||  0 ||  6
| 800 - 899 || 8 || 30 || 14 || 8 ||  6 ||  0
|- align = center
|- align = center
| 900 - 999 ||  8 || 17 || 14 || 14 ||  0 ||  6
| 900 - 999 ||  6 || 17 || 14 || 8 ||  6 ||  0
|}
|}


==== TAP Death ====
 
=== TAP TGM+ ===
{| border="1"
{| border="1"
! width="80"|Level
! width="85"|Level
! width="80"|DAS
! width="80"|DAS
! width="80"|Lock Delay
! width="80"|Lock Delay
Line 201: Line 135:
! width="80"|ARE <br>with lines
! width="80"|ARE <br>with lines
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Animation
|- align = center
|- align = center
| 000 - 099 || 12 || 30 || 18 || 26 ||  8 || 12
| 000 - 999 || 14 || 30 || 27 || 27 || 40
|}
 
 
=== TAP Death ===
{| border="1"
! width="85"|Level
! width="80"|DAS
! width="80"|Lock Delay
! width="80"|ARE <br>w/o lines
! width="80"|ARE <br>with lines
! width="80"|Line Clear<br>Delay
! width="80"|Net Delay<br>Difference
|- align = center
| 000 - 099 || 10 || 30 || 18 || 14 || 12 ||  8
|- align = center
|- align = center
| 100 - 199 || 12 || 26 || 14 || 14 ||  0 ||  6
| 100 - 199 || 10 || 26 || 14 || 8 ||  6 ||  0
|- align = center
|- align = center
| 200 - 299 || 11 || 22 || 14 || 14 ||  0 ||  6
| 200 - 299 || 9 || 22 || 14 || 8 ||  6 ||  0
|- align = center
|- align = center
| 300 - 399 || 10 || 18 ||  8 || 14 ||  6 ||  6
| 300 - 399 || 8 || 18 ||  8 || 8 ||  6 ||  6
|- align = center
|- align = center
| 400 - 499 ||  8 || 15 ||  7 || 12 ||  5 ||  5
| 400 - 499 ||  6 || 15 ||  7 || 7 ||  5 ||  5
|- align = center
|- align = center
| 500 - 999 ||  8 || 15 ||  6 || 10 ||  4 ||  4
| 500 - 999 ||  6 || 15 ||  6 || 6 ||  4 ||  4
|}
|}


==== TI Master ====
 
=== TI Master ===
{| border="1"
{| border="1"
! width="80"|Level
! width="85"|Level
! width="80"|DAS
! width="80"|DAS
! width="80"|Lock Delay
! width="80"|Lock Delay
Line 224: Line 172:
! width="80"|ARE <br>with lines
! width="80"|ARE <br>with lines
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Animation
! width="80"|Net Delay<br>Difference
|- align = center
|- align = center
|  000 - 500 || 16 || 30 || 27 || 67 || 40 || 40
|  000 - 499 || 14 || 30 || 27 || 27 || 40 || 40
|- align = center
|- align = center
|  500 - 600 || 10 || 30 || 27 || 52 || 25 || 25
|  500 - 599 || 8 || 30 || 27 || 27 || 25 || 25
|- align = center
|- align = center
|  600 - 700 || 10 || 30 || 27 || 34 ||  7 || 16
|  600 - 699 || 8 || 30 || 27 || 18 || 16 ||  7
|- align = center
|- align = center
|  700 - 800 || 10 || 30 || 18 || 26 ||  8 || 12
|  700 - 799 || 8 || 30 || 18 || 14 || 12 ||  8
|- align = center
|- align = center
|  800 - 900 || 10 || 30 || 14 || 14 ||  0 ||  6
|  800 - 899 || 8 || 30 || 14 || 8 ||  6 ||  0
|- align = center
|- align = center
|  900 - 1000 ||  8 || 17 || 14 || 14 ||  0 ||  6
|  900 - 999  ||  6 || 17 || 14 || 8 ||  6 ||  0
|- align = center
|- align = center
| 1000 - 1100 ||  8 || 17 ||  8 || 14 ||  6 ||  6
| 1000 - 1099 ||  6 || 17 ||  8 || 8 ||  6 ||  6
|- align = center
|- align = center
| 1100 - 1200 ||  8 ||   ||   ||   ||  6 ||  6
| 1100 - 1199 ||  6 || 15 || 7 || 7 ||  6 ||  6
|- align = center
|- align = center
| 1200 - 1700 ||  8 || 15 ||  6 || 12 ||  6 ||  6
| 1200+      ||  6 || 15 ||  6 || 6 ||  6 ||  6
|- align = center
| 1700 - 1899 ||    ||    ||    ||    ||    ||   
|}
|}
Note that the Ti Master speed curve is adaptive; if performance during a section is sufficient to earn a section COOL!!, the entire next section of the speed curve will be skipped out. For example, if the player earns all 9 section COOL!!s, levels 900-999 will have speed equivalent to theoretical levels 1800-1899.
Note that the Ti Master speed curve is adaptive; if performance during a section is sufficient to earn a section COOL!!, the entire next section of the speed curve will be skipped out. For example, if the player earns all 9 section COOL!!s, levels 900-999 will have speed equivalent to theoretical levels 1800-1899.


==== TI Shirase ====
 
=== TI Shirase ===
{| border="1"
{| border="1"
! width="80"|Level
! width="85"|Level
! width="80"|DAS
! width="80"|DAS
! width="80"|Lock Delay
! width="80"|Lock Delay
Line 256: Line 203:
! width="80"|ARE <br>with lines
! width="80"|ARE <br>with lines
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Delay
! width="80"|Line Clear<br>Animation
! width="80"|Net Delay<br>Difference
|- align = center
|  000 - 099  ||  8 || 18 || 12 ||  8 ||  6 ||  2
|- align = center
|  100 - 199  ||  6 || 18 || 12 ||  7 ||  5 ||  0
|- align = center
|  200 - 299  ||  6 || 17 || 12 ||  6 ||  4 || -2
|- align = center
|  300 - 399  ||  6 || 15 ||  6 ||  6 ||  4 ||  4
|- align = center
|- align = center
| 000 - 099 || 10 ||   || 12 || 14 ||  2 ||  6
|   400 - 499  || 6 || 15 || 6 || 6 ||  4 ||  4
|- align = center
|- align = center
| 100 - 199 ||  8 ||   || 12 || 12 ||  0 ||  5
|   500 - 599  ||  4 || 13 || 6 || 5 ||  3 ||  2
|- align = center
|- align = center
| 200 - 299 ||  8 ||   || 12 || 10 || -2 ||  4
|   600 - 999  ||  4 || 12 || 6 || 5 || 3 ||  2
|- align = center
|- align = center
| 300 - 399 ||  8 ||   ||  6 || 10 ||  4 ||  4
| 1000 - 1099 ||  4 || 12 ||  6 || 5 ||  3 ||  2
|- align = center
|- align = center
| 400 - 499 ||  8 || 15 ||  6 || 10 ||  4 ||  4
| 1100 - 1199 ||  4 || 10 ||  6 || 5 ||  3 ||  2
|- align = center
|- align = center
| 500 - XXX ||   ||   ||   ||   ||   ||  
| 1200 - 1299 || 4 || 8 || 6 || 5 || 3 || 2
|- align = center
|  1300        ||  6 || 15 ||  6 ||  6 ||  6 ||  6
|}
|}
=== DAS Charging ===
* In the original TGM, DAS cannot be charged:
** during line clear animation
** for the 3 frames of Lock-Flash animation (unfortunately, the flash does not exactly coincide with the point of locking)
** the frame where the level counter increments, nor the frame where a new piece is spawned, nor the frame between these two (3 frames in total)
* In TAP, DAS cannot be charged:
** during line clear animation
** the frame a piece locks
** the frame where the level counter increments, nor the frame where a new piece is spawned, but it can charge on the frame in between
* TI has not been investigated, however, I suspect that it will be similar to TAP
--[[User:Edo|Edo]] 13:17, 26 November 2007 (EST)

Latest revision as of 11:30, 20 August 2010

If you are looking for the internal delay values that used to be here, they can now be found here. Note that the internal values are simply how they appear in the games' ROM, and may bear no resemblance to the delays a player would actually observe, as defined by the definition set out below.

If you are looking for my really old, outdated data, it can be found here.

Delay Definitions

Lock Delay

The number of frames a tetromino is allowed to exist in a "landed state" before the next game phase begins. This is inclusive of the frame on which the tetromino "lands", and all subsequent frames where it is theoretically possible for the tetromino to be moved, without requiring a Lock Delay reset.

The "landing" frame itself must be included, because depending on implementation, it is potentially valid for the next game phase to begin on the same frame that a tetromino "lands", without any discontinuity in input. The next game phase would be either ARE or Line Clear, or in the absence of ARE, the spawn and active time of the next tetromino. The definition of "Landing" is dependent on implementation: e.g. in NES and GB Tetris, the piece "lands" after an application of gravity fails because it causes an interference with the stack; in TGM, the piece "lands" after an application of gravity causes contact with the stack.

ARE Without Lines

The number of frames delay between the last frame of lock delay and the spawn frame of the next tetromino, in the absence of line clears.

Line Clear Delay, ARE With Lines

Added together, these two delays represent the total number of frames delay between the last frame of lock delay and the spawn frame of the next tetromino, when lines are cleared.

Visually, this is usually represented by a number of frames of animation where lines break or shatter leaving a gap, followed by a number of frames where the gap has collapsed and the stack appears stable.

When there is no mechanical difference between the behaviour of the two delays, (e.g. 1988 SEGA Tetris allowed DAS charging at all times), ARE With Lines is often exactly the same as ARE Without Lines, as a result of the programmers using a single variable. (Therefore, the term ARE on its own can be used to describe both ARE With Lines and ARE Without Lines). This almost invariably results in the Line Clear Delay being approximately equal to the duration of the line clear animation.

When there is a clear difference between the mechanical behaviour of the two delays, (e.g. in the TGM series, the first delay does not allow DAS charging, whereas the second delay does), the ARE With Lines is the delay which behaves identically to ARE Without Lines, and the rest is Line Clear Delay. This is regardless of what occurs visually.

Net Delay Difference (NDD)

NDD = (Line Clear Delay + ARE With Lines) - ARE Without Lines

Delayed Auto-Shift (DAS)

To fully specify DAS, both the initial delay, and the auto-shift rate are required. However, for all SEGA style games, a rate of 60Hz can be assumed, unless specifically stated otherwise. Auto-Shift Delay is defined as the number of intermediate frames between the initial shift frame, and the first auto-shift frame. E.g. "shift, wait, wait, auto-shift" would be 2 frames of delay.

Similar definitions can be used for Delayed Auto-Rotate, and Delayed Drop.


A few examples:

[| (insert example)]

[| (insert example)]


Timing Data (Observed Values)

These are the delays, as defined above, that a player would observe.

SEGA Tetris, 1988

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
? 19 30 30 30 42


Flash Point

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
Drop Delay
? 10 30 30 30 41 10


Bloxeed

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
? 10 30 31 31 42


TGM

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
000 - 999 14 30 30 30 41


Tetris with Cardcaptor Sakura : Eternal Heart

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
? 11 30 27 27 31


TAP Master

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
Net Delay
Difference
000 - 499 14 30 27 27 40 40
500 - 599 8 30 27 27 25 25
600 - 699 8 30 27 18 16 7
700 - 799 8 30 18 14 12 8
800 - 899 8 30 14 8 6 0
900 - 999 6 17 14 8 6 0


TAP TGM+

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
000 - 999 14 30 27 27 40


TAP Death

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
Net Delay
Difference
000 - 099 10 30 18 14 12 8
100 - 199 10 26 14 8 6 0
200 - 299 9 22 14 8 6 0
300 - 399 8 18 8 8 6 6
400 - 499 6 15 7 7 5 5
500 - 999 6 15 6 6 4 4


TI Master

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
Net Delay
Difference
000 - 499 14 30 27 27 40 40
500 - 599 8 30 27 27 25 25
600 - 699 8 30 27 18 16 7
700 - 799 8 30 18 14 12 8
800 - 899 8 30 14 8 6 0
900 - 999 6 17 14 8 6 0
1000 - 1099 6 17 8 8 6 6
1100 - 1199 6 15 7 7 6 6
1200+ 6 15 6 6 6 6

Note that the Ti Master speed curve is adaptive; if performance during a section is sufficient to earn a section COOL!!, the entire next section of the speed curve will be skipped out. For example, if the player earns all 9 section COOL!!s, levels 900-999 will have speed equivalent to theoretical levels 1800-1899.


TI Shirase

Level DAS Lock Delay ARE
w/o lines
ARE
with lines
Line Clear
Delay
Net Delay
Difference
000 - 099 8 18 12 8 6 2
100 - 199 6 18 12 7 5 0
200 - 299 6 17 12 6 4 -2
300 - 399 6 15 6 6 4 4
400 - 499 6 15 6 6 4 4
500 - 599 4 13 6 5 3 2
600 - 999 4 12 6 5 3 2
1000 - 1099 4 12 6 5 3 2
1100 - 1199 4 10 6 5 3 2
1200 - 1299 4 8 6 5 3 2
1300 6 15 6 6 6 6