Hey, I've been visiting this forum for a while, but I've just joined. I've been playing TAP for roughly (I don't really keep track of time =P) 2 months. I just started on Lockjaw in a hunt for new tetrises, and I was wondering, what are all you guys favorite settings? Do you change the well dimensions for practice? Have preferred rotation or scoring systems? etc. Thanks
I'm pretty sure everyone here uses the standard well. Other then that everyone is going to give you differnt favorite settings. As for me i play with ARS and Zero gravity but i only play for speed 40 line runs in lockjaw.
Sorry for the huge wall of text. Here's my take on the settings. Well Width: 10 Well Height: 20 Enter above ceiling: I prefer this to be off. It will give you less room to work with if you somehow get stuck at the top, but I doubt that if you are training in a mode like 40 Lines. Having it off will give you a better idea of where the tetromino is located once it enters the well. Speed curve: This is really up to what you want to train. Max entry delay: You may want to lower this value gradually as you improve in 20G. For 0G, you might want to set it to zero. Piece Set: Use the standard for training. Randomizer: This is really up to you. I prefer to use either the history or the 7-bag. Hold piece: Keep it empty. Rotation system: Another choice you have to make. Most people here use either ARS or SRS. Floor kicks: This really applies to 20G training. If you're not abusing infinity, then lower it. Lockdown: Step reset or entry reset is good. Lock delay: Mainly applies to 20G. Lower the value as you progress. Deep Drop: If you're training for naive gravity and standard tetris, keep this off. Line clear delay: Lower as you progress in 20G. You don't even need this for 0G training. Clear gravity: Naive is standard around here. Gluing: Not really something many around here train for. Scoring: Doesn't matter if you're training for speed. For score, default is good. Drop scoring: Depends if you're training for score but I don't really care for it. T-Spin detection: If you're practicing for T-Spins, keep it on but I doubt most do in Lockjaw. Garbage: Another speed training option. Max Sideways Delay: Keep decreasing as you get better Sideways speed: Keep it at 1G or Instant Initial Sideways Motion: The standard is to keep it off but it's very good for speed training. Initial Rotation: If you have entry delay, keep it on. If there is no entry delay, keep it off. Allow Diagonal Motion: Keep it on. Soft Drop Speed: I don't use soft drop. I replace it with firm drop instead. Soft Drop: Don't use. Hard Drop: Set it to lock. Shadow: I keep it on for visual accuracy. It's not needed as much if you set the tetrominoes to spawn inside the well. Hide Blocks in Well: Unless you're training for invisible performances, keep it off. Next Pieces: I set it to 3 since my preview is on the top. Really up to you. Smooth gravity: I'd keep it off as it makes some things weird.
I like Drill Attack mode. And Rhythm mode. And once in a while I'll halve the well dimensions to simulate TAP big mode. For all the rest I use the guide on the wiki page Lockjaw Simulation Settings for ARS simulation. The problem I have with Lockjaw is a bug that's been around since version 0.38, and was the result of an attempt to fix another bug that I had pointed out. When "Enter Above Well" is turned off, pieces spawn only halfway inside the well instead of completely inside it.
Thanks for that link Caithness. And I'd mainly go with Digitals settings, but here a few particular ones I like to use: Randomizer: Strict history. Rotation system: ARS. T-spin detection: 3-corner T. Soft drop: Lock. Hard drop: Slide. My hard drops and soft drops - I always use hard drops and then press down immediately to lock the piece unless I want slide the piece under an overhang. This is just my preferred method because it speeds things up a lot when I need to tuck a piece into hard position, meaning I don't have to wait for it to fall on its own which takes ages...
Have you tried to replace soft drop with firm drop? You would therefore have both firm drop and hard drop. You won't have to press down again to lock a hard drop.
Thanks for that, I'll have a try. But I think I'm gonna stay with my previous method because thats the way I play in TAP which I can't change that to this more efficient method