Lock delay: Difference between revisions

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Some games, especially those using [[Sega rotation]] or its successors, reset the timer every time the piece "steps" downward (''step 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'').
Games following the [[Tetris Guideline]] generally reset the timer on any successful shifting or rotation ([[Infinity]] or ''move reset'').
[[Image:TGM_Legend_Lock_Delay_1.gif|left|frame|Lock delay example]]


== See also ==
== See also ==
*[[Drop]]
*[[Drop]]

Revision as of 21:29, 31 January 2007

Lock delay refers to how many frames a tetromino waits while on the ground before locking. Classic games lock tetrominoes immediately when it touches 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 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).

Lock delay example

See also