Claim set ·
data/claims/clearing.yamlClearing across games
Concept: Clearing.
After a lock, NES Tetris checks four rows, from two above the piece's row down; a row with none of its 10 cells empty is complete, and every row above it moves down one row whole while the top row empties. clearing/tetris-nes-rows
About: Tetris (NES) Clearing
Value: 10 cells
CodeTetrisNESDisasm: a disassembly of Tetris (NES) ·main.asm#L3195-L3222lda tetriminoY … sbc #$02 … adc lineIndex … ldx #$0A … @checkIfRowComplete: … cmp #tileEmpty … beq @rowNotComplete … inc completedLinesTetrisNESDisasm: a disassembly of Tetris (NES) · main.asm#L3228-L3244@movePlayfieldDownOneRow: … ldx #$0A … sta (playfieldAddr),y … bne @movePlayfieldDownOneRow … lda #tileEmpty … @clearRowTopRow:TetrisNESDisasm: a disassembly of Tetris (NES) · main.asm#L3253-L3256inc lineIndex … lda lineIndex … cmp #$04Checked by claude, 2026-10-21 — read playState_checkForCompletedRows at the pinned commitBecause whole rows move down, a clear can't complete another row, so the game has no chains. The same routine adds to pendingGarbageInactivePlayer, for the two-player code.