User:Zzymyn

=TAP DEATH Tool-Assisted Speedrun Resources=

Current
Current WR: 2:48:93 (Video, Mame INP File)

Current Project: Pure speed.

Definitions

 * L : The level at block spawn. L starts at 0 for the first block.
 * LC : Number of lines cleared with this block.
 * BMT : Block move time. The number of frames the block is moved for. Doesn't count the last frame where the block is locked.
 * ARE(x) : The ARE at level x when no lines are cleared.
 * LARE(x) : The ARE at level x when lines are cleared.
 * LCT(x)</tt> : The line clear delay at level x</tt>.

Lower-Bound
Here we will calculate the absolute lower-bound for a game of TAP DEATH if you get exactly the right pieces at exactly the right time.

Fastest Tetris
To find the absolute lower-bound, we first need to find the absolute fastest way to score a tetris.

Scoring a Tetris requires 10 blocks. We need to find a sequence of blocks that scores a tetris while trying to minimize the total BMT</tt> (ΣBMT</tt>).

The smallest ΣBMT</tt> that I know of is 15, shown here.

0-100
Let's look at how we can use this minimum ΣBMT</tt> to find the fastest possible time to level 100.

Each Tetris increases the level by 14.

The minimum frames for a single tetris cycle is: 9 * (4 + ARE(L)) + 4 + LCT(L+13) + LARE(L+13) + ΣBMT</tt>

with the tetris actually scored at: 9 * (4 + ARE(L)) + 2 + ΣBMT</tt>

For L+13 < 100</tt> this is: 223 frames, which the tetris scored at 197 frames.

The game starts at frame 1, so the frame at level 100 is: 1 + 6 * 223 + 3 * 20 + 197 = 1596</tt>, which is an in-game time of: 00:26:60</tt>.

Frame Timings
(Modified slightly from Edo's frame timings)