From Hard Drop Tetris Wiki
Directly from Tetris The Grand Master, here is the gravity curve:
Level | Interal Gravity (1/256 G) |
Level | Internal Gravity (1/256 G) |
---|---|---|---|
0 | 4 | 220 | 32 |
30 | 6 | 230 | 64 |
35 | 8 | 233 | 96 |
40 | 10 | 236 | 128 |
50 | 12 | 239 | 160 |
60 | 16 | 243 | 192 |
70 | 32 | 247 | 224 |
80 | 48 | 251 | 256 (1G) |
90 | 64 | 300 | 512 (2G) |
100 | 80 | 330 | 768 (3G) |
120 | 96 | 360 | 1024 (4G) |
140 | 112 | 400 | 1280 (5G) |
160 | 128 | 420 | 1024 (4G) |
170 | 144 | 450 | 768 (3G) |
200 | 4 | 500 | 5120 (20G) |
This is also based on a timings table in Tetris The Grand Master, but is modified to better fit observations I've made:
Level | DAS (frames) |
Lock (frames) |
Lock flash (frames) |
Line clear (frames) |
ARE (frames) |
---|---|---|---|---|---|
000 - 999 | 14 | 30 | See below | 41 | 27 |
It's hard to describe how lock flash looks, so look at these examples to understand:
This example shows the maximum amount of delay, starting with lock delay:
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29 frames of lock delay
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Last frame of lock delay (looks like lock flash)
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2 frames of lock flash
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1 frame of no-borders
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41 frames of line clear (correct borders on everything)
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27 frames of ARE (correct borders on everything)
Then the first frame of the next piece begins.
This example shows what happens without any line clear:
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29 frames of lock delay
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Last frame of lock delay (looks like lock flash)
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2 frames of lock flash
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1 frame of no-borders
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27 frames of ARE (correct borders on everything)
Then the first frame of the next piece begins.