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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' | 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. | ||
If you are looking for my really old, outdated data, it can be found [[User:Edo/Outdated_Material|here]]. | If you are looking for my really old, outdated data, it can be found [[User:Edo/Outdated_Material|here]]. |
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If you are looking for my really old, outdated data, it can be found here.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 |