DAS: Difference between revisions

From TetrisWiki
Jump to navigation Jump to search
*>Tepples
m Reverted edits by 124.237.121.6 (Talk); changed back to last version by Tepples
*>Tepples
incorporate non-TGM-specific content from TGM legend
Line 1: Line 1:
[[Image:TGM_Legend_DAS_1.gif|right|frame|Using DAS to move an I tetromino back and forth.]]
'''Delayed Auto Shift''' or '''autorepeat''' refers to the behavior of most falling block puzzle games when the player holds the left or right key. The game will shift the falling piece sideways, wait, and then shift it repeatedly if the player continues to hold the key.
'''Delayed Auto Shift''' or '''autorepeat''' refers to the behavior of most falling block puzzle games when the player holds the left or right key. The game will shift the falling piece sideways, wait, and then shift it repeatedly if the player continues to hold the key.


Some games read the keys as on-off switches and implement DAS in software. Other games, especially earlier games running on home computers, rely on the automatic repeat provided by the hardware or operating system, which the user often has the ability to configure. (In Windows 2000, this setting is Start > Settings > Control Panel > Keyboard > Speed > Character repeat.)
Some games read the keys as on-off switches and implement DAS in software. Other games, especially earlier games running on home computers, rely on the automatic repeat provided by the hardware or operating system, which the user often has the ability to configure. (In Windows 2000, this setting is Start > Settings > Control Panel > Keyboard > Speed > Character repeat.)
<br clear="all">
[[Image:TGM_Legend_DAS_2.gif|frame|Charging ARE during DAS.]]
Some games that have [[ARE]] or [[line clear]] delays allow the player to "charge" DAS by holding the movement key during these delays, so that the piece starts moving sideways as soon as it appears.
Games where ARE or line clear delay becomes faster over time, such as later [[TGM series]] games, often decrease DAS delay at the same time.


== Games with slow DAS ==
== Games with slow DAS ==
Line 222: Line 228:
However, at fast gravity, rotation (especially [[IRS|initial rotation]]) before movement may help the player navigate pyramid structures.
However, at fast gravity, rotation (especially [[IRS|initial rotation]]) before movement may help the player navigate pyramid structures.


In SRS for games with fast DAS, moving to the right wall then rotating uses less button presses in cases with all pieces except ''O''. With ''J'', ''L'', and ''T'', moving to the right wall, rotating and then moving once more left is faster still (two movements) than tapping three times right. With ''I'', moving to the right wall and rotating clockwise is faster, as well as rotating counter-clockwise for the third column-- and vice versa for the left wall. In other rotation systems such as the ones the [[TGM]] series use, this technique works halfway, which some pieces can benefit from rotating after moving to the wall on the left-- others on the right.
In SRS for games with fast DAS, moving to the right wall then rotating uses less button presses in cases with all pieces except ''O''. With ''J'', ''L'', and ''T'', moving to the right wall, rotating and then moving once more left is faster still (two movements) than tapping three times right. With ''I'', moving to the right wall and rotating clockwise is faster, as well as rotating counter-clockwise for the third column-- and vice versa for the left wall. In other rotation systems such as [[TGM Rotation]], this technique works halfway, which some pieces can benefit from rotating after moving to the wall on the left-- others on the right.


== See Also ==
== See Also ==

Revision as of 19:28, 25 November 2007

Using DAS to move an I tetromino back and forth.

Delayed Auto Shift or autorepeat refers to the behavior of most falling block puzzle games when the player holds the left or right key. The game will shift the falling piece sideways, wait, and then shift it repeatedly if the player continues to hold the key.

Some games read the keys as on-off switches and implement DAS in software. Other games, especially earlier games running on home computers, rely on the automatic repeat provided by the hardware or operating system, which the user often has the ability to configure. (In Windows 2000, this setting is Start > Settings > Control Panel > Keyboard > Speed > Character repeat.)


Charging ARE during DAS.

Some games that have ARE or line clear delays allow the player to "charge" DAS by holding the movement key during these delays, so that the piece starts moving sideways as soon as it appears. Games where ARE or line clear delay becomes faster over time, such as later TGM series games, often decrease DAS delay at the same time.

Games with slow DAS

Tetromino based:

Other:

Games with fast DAS

Tetromino based games with at least 20 Hz DAS:

Other:

Practical considerations

Main article: 60 Hz SRS Movement Finesse

Tactics for placing tetrominoes differ per game based on the speed of DAS and based on whether the player can load DAS during a line clear.

One space from the wall

To place a T, L, or J tetromino with its flat side one square from the side of the matrix at low gravity, it is fastest to rotate the tetromino after moving it. In bounding box based rotation systems such as SRS or its immediate predecessors, this applies to S and Z as well.

Rotate before move, tap tap tap:

T
TTT
T
TT
T
T
TT
T
T
TT
T
T
TT
T
T
TT
T

Rotate before move, DAS then backtrack:

T
TTT
T
TT
T
T
TT
T
T
TT
T
T
TT
T

Rotate before move, DAS then let go before the tetromino hits the wall, leads to misdrops, especially in games with fast DAS:

T
TTT
T
TT
T
T
TT
T
T
TT
T

Let go too late

T
TTT
T
TT
T
T
TT
T
T
TT
T

Let go too early

Move before rotate:

T
TTT
T
TTT
T
TTT
T
TT
T

However, at fast gravity, rotation (especially initial rotation) before movement may help the player navigate pyramid structures.

In SRS for games with fast DAS, moving to the right wall then rotating uses less button presses in cases with all pieces except O. With J, L, and T, moving to the right wall, rotating and then moving once more left is faster still (two movements) than tapping three times right. With I, moving to the right wall and rotating clockwise is faster, as well as rotating counter-clockwise for the third column-- and vice versa for the left wall. In other rotation systems such as TGM Rotation, this technique works halfway, which some pieces can benefit from rotating after moving to the wall on the left-- others on the right.

See Also

External links