User:TPM2209
Hi, I'd like to adjust the way observed DAS is counted to count one of the two frames in which movement actually happens, as "move, wait, wait, move" is three frames apart, not two.
Timing Data (Observed Values)
These are the delays, as defined on User:Edo's page, that a player would observe.
SEGA Tetris, 1988
Level | DAS | Lock Delay | ARE w/o lines |
ARE with lines |
Line Clear Delay |
---|---|---|---|---|---|
? | 20 | 30 | 30 | 30 | 42 |
Flash Point
Level | DAS | Lock Delay | ARE w/o lines |
ARE with lines |
Line Clear Delay |
Drop Delay |
---|---|---|---|---|---|---|
? | 11 | 30 | 30 | 30 | 41 | 10 |
Bloxeed
Level | DAS | Lock Delay | ARE w/o lines |
ARE with lines |
Line Clear Delay |
---|---|---|---|---|---|
? | 11 | 30 | 31 | 31 | 42 |
TGM
Level | DAS | Lock Delay | ARE w/o lines |
ARE with lines |
Line Clear Delay |
---|---|---|---|---|---|
000 - 999 | 15 | 30 | 30 | 27 | 44 |
Tetris with Cardcaptor Sakura : Eternal Heart
Level | DAS | Lock Delay | ARE w/o lines |
ARE with lines |
Line Clear Delay |
---|---|---|---|---|---|
? | 12 | 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 | 15 | 30 | 27 | 27 | 40 | 40 |
500 - 599 | 9 | 30 | 27 | 27 | 25 | 25 |
600 - 699 | 9 | 30 | 27 | 18 | 16 | 7 |
700 - 799 | 9 | 30 | 18 | 14 | 12 | 8 |
800 - 899 | 9 | 30 | 14 | 8 | 6 | 0 |
900 - 999 | 7 | 17 | 14 | 8 | 6 | 0 |
TAP TGM+
Level | DAS | Lock Delay | ARE w/o lines |
ARE with lines |
Line Clear Delay |
---|---|---|---|---|---|
000 - 999 | 15 | 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 | 11 | 30 | 18 | 14 | 12 | 8 |
100 - 199 | 11 | 26 | 14 | 8 | 6 | 0 |
200 - 299 | 10 | 22 | 14 | 8 | 6 | 0 |
300 - 399 | 9 | 18 | 8 | 8 | 6 | 6 |
400 - 499 | 7 | 15 | 7 | 7 | 5 | 5 |
500 - 999 | 7 | 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 | 15 | 30 | 27 | 27 | 40 | 40 |
500 - 599 | 9 | 30 | 27 | 27 | 25 | 25 |
600 - 699 | 9 | 30 | 27 | 18 | 16 | 7 |
700 - 799 | 9 | 30 | 18 | 14 | 12 | 8 |
800 - 899 | 9 | 30 | 14 | 8 | 6 | 0 |
900 - 999 | 7 | 17 | 14 | 8 | 6 | 0 |
1000 - 1099 | 7 | 17 | 8 | 8 | 6 | 6 |
1100 - 1199 | 7 | 15 | 7 | 7 | 6 | 6 |
1200+ | 7 | 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 | 9 | 18 | 12 | 8 | 6 | 2 |
100 - 199 | 7 | 18 | 12 | 7 | 5 | 0 |
200 - 299 | 7 | 17 | 12 | 6 | 4 | -2 |
300 - 399 | 7 | 15 | 6 | 6 | 4 | 4 |
400 - 499 | 7 | 15 | 6 | 6 | 4 | 4 |
500 - 599 | 5 | 13 | 6 | 5 | 3 | 2 |
600 - 999 | 5 | 12 | 6 | 5 | 3 | 2 |
1000 - 1099 | 5 | 12 | 6 | 5 | 3 | 2 |
1100 - 1199 | 5 | 10 | 6 | 5 | 3 | 2 |
1200 - 1299 | 5 | 8 | 6 | 5 | 3 | 2 |
1300 | 7 | 15 | 6 | 6 | 6 | 6 |