Tetris Grandmaster 3 Pc
Still move after an hard-drop and do an insta lock after a soft-drop. Andersen Piterbarg Interest Rate Modeling Pdf To Excel. This is exactly like that in TGM, too.
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This is obviously a flawed design choice just for the sake of keeping the same softdrop behaviour as in TGM1. Basically, it means you have to press 2 keys to lock a piece in the earlier levels. Up = harddrop, down = softdrop with lockdelay would have been a better choice. If you're not playing 20g, then you'll barely have to make overhangs because of more places where you can drop a piece.
And for 20g it makes no difference. Not to be too defensive of ARS, but the sonic-drop/soft-drop settings are as they are for the sake of making 0G more efficient too. TGM's classic rotation doesn't have SRS's (due to the number of rotation states), but what it does have is playfield finesse. Since TGM is an arcade game, it's naturally played with an arcade stick, where tapping many directions (especially the same direction) sucks, so instead of tapping there are situations where you drop into the playfield then rotate so you can use both hands to place a piece, even if the ending placement is in its initial orientation.. Combined with zangi moves, which also uses the same drop mapping, ARS finesse becomes surprisingly smooth.
Creating a Tetris fumen on mobile was surprisingly not-that-bad. The best-of-both-worlds (but less intuitive for new players) approach might be up=sonic-drop, down=hard-drop. I do not think it is flawed. It is true, that in a theoretical clean game you always drop and lock right after. Here you really would not need this separation into two actions.
But for the majority of games you will make some placements, where this behaviour will save a lot of time. You do not always stack perfect clean and misdrops happen, too. So in general it makes people play a lot more consistent because it helps fixing small errors very fast. It expands your options in Sub 20G and so deepens the game.
An odd designs choice would be if you have to play 3/4 of the game with right, left and up. If anything, it should be Up = Sonic, Down = Hard.
Trying to manual lock with Up on a joystick is a very uncomfortable motion, so in that sense it still makes a difference for 20G. (Mihara, perhaps somewhat teasingly, said it was cheating when I swapped Up/Down on my joystick for World.) At least as far as expert play goes, I'd advocate against keeping non-locking soft drop in the context of time attack (TGM, Sprint) because it's redundant if Sonic Drop is available and generally just wastes time. It's rare that you want to execute a partial drop when playing solely for speed. Overhangs and twists are valuable at any point in the game, and in general you can execute them in such a way where you'd want to drop all the way to the floor.
As mary_hadalittle mentioned, Sonic Drop enables a sort of 'situational, optional 20G finesse' thanks to ARS's simple wallkick behavior. Consider also that Sonic Drop is bufferable out of ARE.