Kitaru
05-21-2010, 02:18 PM
As some of you already know, I've been researching some of the Nintendo family Tetris games a bit. NES Tetris and its remake on Tetris + Dr. Mario have some very peculiar features with regards to DAS:
1)The DAS counter does not reset to zero when input is neutral. (I call it "neutral stored DAS.")
2)DAS charging is completely dead during ARE/Clear.
3)DAS charge is immediately filled on blocked shifts. (I call it "wall charge.")
Demonstration of the DAS mechanics (http://www.youtube.com/watch?v=Aew60kovOgw)
From #1 and #2, you may notice that the only other time DAS would be able to reset is if you press left or right during active time. The DAS timings in both games are 16 frames initial delay with 6 frames between shifts after that. With the majority of play being at 1/2 G, you really don't want to have to deal with that 16 frame start-up. As a DASer, your ideal placements would be at the wall, neutral, or -- if you feel comfortable doing so -- tap placements achieved through DAS skill stops.
The neat thing about wall charge -- and what I presume to be its originally intended use -- is that it guarantees pre-loading of slides. I have a feeling the programmers recognized that DAS should behave consistently in this case. It is no replacement 60hz rate, but I'm grateful for it nonetheless. The other wonderful thing about it -- as you may have guessed -- is that you can use it to pick up charge if you had to compromise with a tap.
Bear in mind that a pre-loaded slide will leave you with 10 frames on the counter if you're playing at level 19 speeds. If 6 frames will make or break your next placement... well, I'd just hope it doesn't come to that, haha.
Also note that the pieces spawn one column further to the right than usual. Couple this with strictly right-handed rotation tables for S/Z/I and you'll find that placements on the right tend to be easier to reach. Use this information as you will. Sometimes I'll attempt to use a placement on the right to charge DAS for an upcoming placement on the left. I'm not sure if this is advisable, but it seems to work sometimes, haha.
Another one of my "scrub optimizations" I sometimes implement is to DAS as much as possible to the walls to fill out each side of the stack and work in the middle afterward.
One of the things to note about Tetris + Dr. Mario is that every piece has a post-ARE 12 frames of active time where gravity has no effect. This means you can resist the 1G speeds much more effectively as a DAS user than you would be able to in the NES version. However, it is still quite a tall order to fill, haha.
The full list of timings, for reference:
NES:
ARE: 10 frames
Line Clear animation: 20 frames
No gravity: 100 frames, first piece only
SNES (T+Dr.M):
ARE: 25 frames
Line Clear animation: 26 frames
No gravity: 12 frames, every piece
Both games:
DAS: 16 frame initial, 6 frames between shifts
1)The DAS counter does not reset to zero when input is neutral. (I call it "neutral stored DAS.")
2)DAS charging is completely dead during ARE/Clear.
3)DAS charge is immediately filled on blocked shifts. (I call it "wall charge.")
Demonstration of the DAS mechanics (http://www.youtube.com/watch?v=Aew60kovOgw)
From #1 and #2, you may notice that the only other time DAS would be able to reset is if you press left or right during active time. The DAS timings in both games are 16 frames initial delay with 6 frames between shifts after that. With the majority of play being at 1/2 G, you really don't want to have to deal with that 16 frame start-up. As a DASer, your ideal placements would be at the wall, neutral, or -- if you feel comfortable doing so -- tap placements achieved through DAS skill stops.
The neat thing about wall charge -- and what I presume to be its originally intended use -- is that it guarantees pre-loading of slides. I have a feeling the programmers recognized that DAS should behave consistently in this case. It is no replacement 60hz rate, but I'm grateful for it nonetheless. The other wonderful thing about it -- as you may have guessed -- is that you can use it to pick up charge if you had to compromise with a tap.
Bear in mind that a pre-loaded slide will leave you with 10 frames on the counter if you're playing at level 19 speeds. If 6 frames will make or break your next placement... well, I'd just hope it doesn't come to that, haha.
Also note that the pieces spawn one column further to the right than usual. Couple this with strictly right-handed rotation tables for S/Z/I and you'll find that placements on the right tend to be easier to reach. Use this information as you will. Sometimes I'll attempt to use a placement on the right to charge DAS for an upcoming placement on the left. I'm not sure if this is advisable, but it seems to work sometimes, haha.
Another one of my "scrub optimizations" I sometimes implement is to DAS as much as possible to the walls to fill out each side of the stack and work in the middle afterward.
One of the things to note about Tetris + Dr. Mario is that every piece has a post-ARE 12 frames of active time where gravity has no effect. This means you can resist the 1G speeds much more effectively as a DAS user than you would be able to in the NES version. However, it is still quite a tall order to fill, haha.
The full list of timings, for reference:
NES:
ARE: 10 frames
Line Clear animation: 20 frames
No gravity: 100 frames, first piece only
SNES (T+Dr.M):
ARE: 25 frames
Line Clear animation: 26 frames
No gravity: 12 frames, every piece
Both games:
DAS: 16 frame initial, 6 frames between shifts