Lock delay: Difference between revisions
No edit summary |
*>Tepples Worded it to depend less on the interpretation of "smooth gravity" |
||
Line 1: | Line 1: | ||
'''Lock delay''' refers to how many frames a [[tetromino]] waits while on the ground before [[drop|lock]]ing. Classic [[game]]s lock tetrominoes immediately | '''Lock delay''' refers to how many frames a [[tetromino]] waits while on the ground before [[drop|lock]]ing. Classic [[game]]s lock tetrominoes immediately once it has fallen to the ground, while some newer games give the tetromino some time before locking. [[Tetris The Absolute The Grand Master 2 PLUS|TGM2]]'s T.A. Death mode infamously sets its lock delays as low as fifteen frames. | ||
[[Image:TGM_Legend_Lock_Delay_1.gif|thumb|Lock delay example]] | [[Image:TGM_Legend_Lock_Delay_1.gif|thumb|Lock delay example]] |
Revision as of 15:02, 27 December 2008
Lock delay refers to how many frames a tetromino waits while on the ground before locking. Classic games lock tetrominoes immediately once it has fallen to the ground, while some newer games give the tetromino some time before locking. TGM2's T.A. Death mode infamously sets its lock delays as low as fifteen frames.
Some games such as the Puyo series use a fixed amount of lock delay for each piece, pausing the timer while the piece falls, resetting it only when a new piece enters (entry reset). Some games, especially those using Sega rotation or its successors, reset the timer every time the piece "steps" downward (step reset). Games following the Tetris Guideline generally reset the timer on any successful shifting or rotation (Infinity or move reset).