User:Arcorann/Timing definitions and examples
This page includes definitions of various timings and related elements, and which game engines use certain definitions. Under construction.
These definitions take into account the existence of input lag.
- 1 Preliminary definitions
- 2 DAS delay
- 3 Auto-repeat rate
- 4 Comparison of DAS timings for various games
- 5 Lock delay
- 6 Entry delay
- 7 Line entry delay
- 8 Line clear delay
The frame on which an active piece appears on the playfield. Depending on the game, the player may be able to input actions that occur on the spawn frame.
The frame on which an active piece makes contact with the stack in such a way that the piece cannot move downwards.
The frame on which the player can no longer move the piece.
Also DAS or DAS startup.
The first shift frame and the auto-shift frame are included.
For example, if the piece moves on frames 3, 17, 22, 27 etc. after input, DAS delay would be 15 frames.
- Heboris (defined as mpc[player] in the code)
- Heboris UE (defined as waitt[player])
- Falling Down
The first shift frame is not included, but the auto-shift frame is included.
- Tetris (NES, Nintendo)
The first shift frame and the auto-shift frame are excluded.
- All games in the TGM series
ARR for short, this is the rate at which automatic inputs are repeated after DAS delay.
Also DAS period e.g. 1 frame.
e.g. 60 Hz.
Comparison of DAS timings for various games
|Game||1st shift||2nd||3rd||4th||Input lag||Delay (inclusive)||Delay (half-inclusive)||Delay (exclusive)||Repeat period|
|Tetris (NES, Tengen)||2||12||18||24||1||11||10||9||6|
|Tetris (NES, Nintendo)||2||18||24||30||1||17||16||15||6|
|Tetris (Game Boy)||3||26||35||44||2||24||23||22||9|
|Tetris (Sega) (System 16)||2||22||23||24||1||21||20||19||1|
|Tetris (Sega) (System E)||1||12||13||14||0||12||11||10||1|
|Tetris The Grand Master||3||18||19||20||2||16||15||14||1|
|Tetris The Absolute The Grand Master 2 (Normal)||2||17||18||19||1||16||15||14||1|
|Tetris The Absolute The Grand Master 2 Plus (Death Lv. 0)||2||13||14||15||1||12||11||10||1|
|Tetris (Mega Drive)||3||9||15||21||2||7||6||5||6|
The time between when a piece lands and when it locks. This is generally inclusive of the landing frame and exclusive of the lock frame.
Line entry delay
Properly post-line clear entry delay. Also Line ARE.