On this page
  1. How it works
  2. Implementations
  3. Playing against the delay
  4. History
  5. Related
  6. Games
  7. References
  8. Sources

Delayed auto shift (DAS), also called autorepeat, is what a falling-block game does with a held direction: the piece shifts once, waits, then shifts again and again while the direction stays held1. The wait keeps a single press from sliding a piece across the well; the repeat lets a player cross it without pressing for every column.

#How it works

A counter starts at the press and counts held frames:

every frame:
    if the direction was just pressed: count = 0; shift
    else if it is held:
        count += 1
        if count reaches DELAY: count = DELAY − REPEAT; shift

Two numbers define it: the delay before the first repeat, and the interval between repeats. A game also decides what the count does when a shift is blocked, whether it survives from one piece to the next, and whether other buttons stop it.

Some games, especially early ones on home computers, time nothing themselves and take the repeat from the keyboard’s autorepeat in the hardware or operating system17.

#Implementations

#Tetris (NES) (1989)

Tetris for the NES shifts a held piece at once, then after 16 frames, then every 68,8. Its counter, autorepeatX, follows the loop above with a threshold of 16 and a restart value of 108.

  • A blocked shift sets the count to 169, so a piece pushed against a wall or the stack stays charged and moves on the first frame the way is clear9.
  • Spawning leaves the count alone, and the count doesn’t run between pieces. A piece that spawns with the direction still held and the count charged moves on frames 0, 6, 12, and 1810,10.
  • Every new press resets the count and shifts at once, so pressing on alternate frames moves a piece every 2 frames12,12.
  • Holding Down stops all shifting11.

The PAL build, from the same source, uses 12 frames, then every 414,14.

At level 29 a piece falls 1 frame per row18, and the DAS timing becomes the limit. Before it locks on an empty board, a piece shifts 2 columns if held from spawn and 4 if DAS is already charged, in 19 frames of control13. Most pieces need 3 shifts to the right wall and 4 to the left (I needs 3 each way, O 4)19,19, so a fresh hold reaches neither wall13.

#Tetris (Game Boy) (1989)

Tetris for the Game Boy counts down instead of up. A press moves the piece and sets the count to 23; held, the piece moves again after 23 frames, then every 92,2.

  • A blocked shift leaves the count at 13, a charge like the NES game’s3.
  • Releasing the direction resets the count, so a charge never survives a release4.
  • The count holds still while no piece is falling5. A piece that spawned with Left still held and the count charged first moved 8 frames after it appeared, then every 97,7.
  • Down doesn’t block shifting, the reverse of the NES rule6,11.

#Dr. Mario (1990)

Dr. Mario keeps the NES Tetris timing: a held pill moves at once, then after 16 frames, then every 615,8. A blocked shift sets the count to 1516, so a pill against a wall also moves on the first frame the way is clear9.

#Playing against the delay

In competitive classic Tetris, moving pieces by holding the D-pad is itself called DAS20. Because a new press always shifts at once12, pressing fast beats holding. Birken names Thor Aackerlund as a player who overcame DAS at the NES game’s level 29 by vibrating the D-pad21. Players now call quick repeated pressing hypertapping; it spread after the 2018 Classic Tetris World Championship22. Rolling, worked out in late 2020, is faster still23.

Some games with an entry delay let a player charge DAS during it, so the next piece starts moving as soon as it appears24. NES Tetris doesn’t count during the delay, but it keeps a charge built before it10.

#History

Games

GameYearHowNote
Tetris (Game Boy)1989Delay, then repeat23 frames, then every 9
Tetris (NES)1989Delay, then repeat16 frames, then every 6; charge survives walls and spawns
Dr. Mario (NES)1990Delay, then repeat16 frames, then every 6; a blocked shift stays charged
Every claim about this mechanic, by game (23)
Tetris (Game Boy) 1989Pressing Left or Right moves the piece at once and sets a counter to 23; each held frame counts it down, and at 0 the piece moves and the counter restarts at 9, so a held piece moves again 23 frames after the press and then every 9.Verified
A blocked shift leaves the counter at 1, so a piece held against a wall tries to move again on the next frame.Verified
With neither Left nor Right held, the counter goes back to 23, so a released direction keeps no charge.Code
The rotation and shift routine returns at once while no piece is falling, so the counter holds its value between pieces.Code
Holding Down doesn't stop a piece from shifting, and holding Left or Right with Down stops the soft drop.Verified
With Left held through a lock against the wall and on into the next piece, that piece first moved 8 frames after it appeared and then every 9.Verified
Tetris (NES) 1989Holding Left or Right moves the piece at once, again 16 frames later, and then every 6 frames; the press zeroes autorepeatX, each held frame adds 1, and at DAS_RESET (16) the piece moves and the count drops to DAS_DELAY (10).Verified
A blocked shift sets autorepeatX to 16, so a piece held against a wall or the stack keeps DAS charged and moves on the first frame the way is clear.Verified
Spawning a piece leaves autorepeatX alone, so a charge carries over; with the direction held through the entry delay, the new piece moves on its first frame and every 6 frames after.Verified
While Down is held the piece can't shift; shift_tetrimino returns before reading Left or Right.Verified
Every new press of Left or Right zeroes the DAS count and moves the piece at once, so pressing on every other frame moves it every 2 frames.Verified
At level 29 on an empty board, a piece is under control for 19 frames; held from spawn it shifts 2 columns, with DAS charged 4, and tapped it shifts once every 2 frames.Verified
The PAL build's DAS waits 12 frames and then repeats every 4.Code
Engadget describes the level 29 kill screen as a wall for players who hold the D-pad, because DAS can't carry pieces to either edge in time.Magazine
In competitive classic Tetris, holding the D-pad to move pieces is called DAS, for delayed auto shift.Magazine
Birken names Thor Aackerlund as a player who beat DAS at level 29 by vibrating the D-pad.Web
Hypertapping is moving pieces with many quick presses of the D-pad instead of holding it; it spread in competition after a hypertapping player won the 2018 Classic Tetris World Championship.Magazine
Rolling, which the player Cheez worked out in late 2020, keeps light pressure on the D-pad while the fingers roll across the back of the controller, and moves pieces faster than hypertapping.Magazine
Dr. Mario (NES) 1990A press of Left or Right moves the pill at once and zeroes currentP_horVelocity; held, the count rises each frame and at 16 the pill moves and the count restarts at 10, so it moves again 16 frames after the press and then every 6. The European build uses 13 and 5.Code
A blocked shift sets the count to 15, so a pill held against a wall or the stack moves on the first frame the way is clear.Code
generalDelayed auto shift, also called autorepeat, is how most falling-block games handle a held direction; the piece shifts once, waits, then shifts repeatedly while the key stays held.Wiki
Some games, especially early ones on home computers, take the repeat from the keyboard's autorepeat in the hardware or operating system instead of timing it themselves.Wiki
Some games with an entry delay let the player charge DAS by holding the direction during the delay, so the next piece starts moving as soon as it appears.Wiki

References

  1. ^Delayed auto shift, also called autorepeat, is how most falling-block games handle a held direction; the piece shifts once, waits, then shifts repeatedly while the key stays held.WikiTetris Wiki, “DAS”
    How we know
    The game will shift the falling piece sideways, wait, and then shift it repeatedly if the player continues to hold the key.
    lead · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  2. ^ abcPressing Left or Right moves the piece at once and sets a counter to 23; each held frame counts it down, and at 0 the piece moves and the counter restarts at 9, so a held piece moves again 23 frames after the press and then every 9.Verifiedalexsteb/tetris_disassembly · “Tetris (World) (Rev 1)”
    How we know
    6342l_2509:
    6343	ld hl, rBLOCK_X
    6344	ldh a, [rBUTTON_HIT]
    6345	ld b, a
    6346	ldh a, [rBUTTON_DOWN]
    6347	ld c, a
    6348	ld a, [hl]
    ⋮
    6350	bit 4, b
    6351	ld a, $17
    6352	jr nz, l_2527
    6353	bit 4, c
    6354	jr z, l_254c
    ⋮
    
    main.asm lines 6342–6365 at b4bbceb · upstream ↗

    In the cartridge (“Tetris (World) (Rev 1)”): the shift routine, l_2509. We don't reproduce the bytes.

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on Tetris (World) (Rev 1) (SHA-1 74591cc9501a…). It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  3. ^ abcA blocked shift leaves the counter at 1, so a piece held against a wall tries to move again on the next frame.Verifiedalexsteb/tetris_disassembly
    How we know
    6373l_253a:
    6374	ld hl, rBLOCK_X
    6375	xor a
    6376	ld [$dfe0], a
    6377	ldh a, [$ff00 + $a0]
    6378	ld [hl], a
    6379	call func_2683
    6380	ld a, $01
    ⋮
    6383	ldh [$ff00 + $aa], a
    
    main.asm lines 6373–6383 at b4bbceb · upstream ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  4. ^ abWith neither Left nor Right held, the counter goes back to 23, so a released direction keeps no charge.Codealexsteb/tetris_disassembly
    How we know
    6387l_254c:
    6388	bit 5, b
    6389	ld a, $17
    6390	jr nz, l_255e
    6391	bit 5, c
    6392	jr z, l_2549
    
    main.asm lines 6387–6392 at b4bbceb · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  5. ^ abThe rotation and shift routine returns at once while no piece is falling, so the counter holds its value between pieces.Codealexsteb/tetris_disassembly
    How we know
    6273func_24bb:
    6274	ld hl, rBLOCK_VISIBILITY
    6275	ld a, [hl]
    6276	cp $80
    6277	ret z				; return if there is no falling block (visible)
    
    main.asm lines 6273–6277 at b4bbceb · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  6. ^ abHolding Down doesn't stop a piece from shifting, and holding Left or Right with Down stops the soft drop.Verifiedalexsteb/tetris_disassembly
    How we know
    5513func_209c:
    5514	ldh a, [rBUTTON_DOWN]
    5515	and $b0
    5516	cp $80
    5517	jr z, l_2071
    
    main.asm lines 5513–5517 at b4bbceb · upstream ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  7. ^ abcWith Left held through a lock against the wall and on into the next piece, that piece first moved 8 frames after it appeared and then every 9.Verifiedalexsteb/tetris_disassembly
    How we know
    6274	ld hl, rBLOCK_VISIBILITY
    6275	ld a, [hl]
    6276	cp $80
    
    main.asm lines 6273–6277 at b4bbceb · upstream ↗
    6391	bit 5, c
    6392	jr z, l_2549
    6393	ldh a, [$ff00 + $aa]
    6394	dec a
    6395	ldh [$ff00 + $aa], a
    6396	ret nz
    6397	ld a, $09
    ⋮
    6400	ldh [$ff00 + $aa], a
    
    main.asm lines 6387–6400 at b4bbceb · upstream ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.

    Checked by a second AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-25.

    In the claim ledger

  8. ^ abcdeHolding Left or Right moves the piece at once, again 16 frames later, and then every 6 frames; the press zeroes autorepeatX, each held frame adds 1, and at DAS_RESET (16) the piece moves and the count drops to DAS_DELAY (10).VerifiedCelestialAmber/TetrisNESDisasm · Birken, "Applying AI to Nintendo Tetris" · “Tetris (USA)”
    How we know
    89DAS_DELAY := $0A
    90DAS_RESET := $10
    
    constants.asm lines 89–90 at 94581c0 · upstream ↗
    1622        lda     newlyPressedButtons
    1623        and     #BUTTON_LEFT+BUTTON_RIGHT
    1624        bne     @resetAutorepeatX
    1625        lda     heldButtons
    1626        and     #BUTTON_LEFT+BUTTON_RIGHT
    1627        beq     @ret
    1628        inc     autorepeatX
    1629        lda     autorepeatX
    1630        cmp     #DAS_RESET
    1631        bmi     @ret
    1632        lda     #DAS_DELAY
    1633        sta     autorepeatX
    ⋮
    
    main.asm lines 1622–1638 at 94581c0 · upstream ↗
    holding down one of those direction buttons causes the game to automatically shift the piece every 6 frames after an initial delay of 16 frames.
    Shifting Tetriminos · archived copy ↗

    In the cartridge (“Tetris (USA)”): shift_tetrimino, CPU $89AE. We don't reproduce the bytes.

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on Tetris (USA) (SHA-1 3026d28b63d9…). It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  9. ^ abcdA blocked shift sets autorepeatX to 16, so a piece held against a wall or the stack keeps DAS charged and moves on the first frame the way is clear.VerifiedCelestialAmber/TetrisNESDisasm
    How we know
    1661@restoreX:
    1662        lda     originalY
    1663        sta     tetriminoX
    1664        lda     #DAS_RESET
    1665        sta     autorepeatX
    
    main.asm lines 1661–1665 at 94581c0 · upstream ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  10. ^ abcdSpawning a piece leaves autorepeatX alone, so a charge carries over; with the direction held through the entry delay, the new piece moves on its first frame and every 6 frames after.VerifiedCelestialAmber/TetrisNESDisasm · Tetris Wiki, “Tetris (NES, Nintendo)”
    How we know
    2920@spawnPiece:
    2921        lda     #$00
    2922        sta     twoPlayerPieceDelayCounter
    2923        sta     fallTimer
    2924        sta     tetriminoY
    2925        lda     #$01
    2926        sta     playState
    2927        lda     #$05
    2928        sta     tetriminoX
    ⋮
    2943@resetDownHold:
    2944        lda     #$00
    2945        sta     autorepeatY
    
    main.asm lines 2920–2945 at 94581c0 · upstream ↗
    489playState_playerControlsActiveTetrimino:
    490        jsr     shift_tetrimino
    
    main.asm lines 489–492 at 94581c0 · upstream ↗
    This means that any DAS charge left over from the previous piece can be redirected during ARE.
    Details · archived copy ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  11. ^ abcWhile Down is held the piece can't shift; shift_tetrimino returns before reading Left or Right.VerifiedCelestialAmber/TetrisNESDisasm
    How we know
    1616shift_tetrimino:
    1617        lda     tetriminoX
    1618        sta     originalY
    1619        lda     heldButtons
    1620        and     #BUTTON_DOWN
    1621        bne     @ret
    
    main.asm lines 1616–1621 at 94581c0 · upstream ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  12. ^ abcdEvery new press of Left or Right zeroes the DAS count and moves the piece at once, so pressing on every other frame moves it every 2 frames.VerifiedCelestialAmber/TetrisNESDisasm · Birken, "Applying AI to Nintendo Tetris"
    How we know
    1622        lda     newlyPressedButtons
    1623        and     #BUTTON_LEFT+BUTTON_RIGHT
    1624        bne     @resetAutorepeatX
    
    main.asm lines 1622–1624 at 94581c0 · upstream ↗
    as long as the horizontal direction button is released exactly every other frame, it is possible to shift the Tetrimino at half the rate that it drops on levels 29 and above.
    Dropping Tetriminos · archived copy ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  13. ^ abcAt level 29 on an empty board, a piece is under control for 19 frames; held from spawn it shifts 2 columns, with DAS charged 4, and tapped it shifts once every 2 frames.VerifiedCelestialAmber/TetrisNESDisasm
    How we know
    1585        lda     #$01
    1586        ldx     levelNumber
    1587        cpx     #$1D
    1588        bcs     @noTableLookup
    
    main.asm lines 1584–1591 at 94581c0 · upstream ↗
    1628        inc     autorepeatX
    1629        lda     autorepeatX
    1630        cmp     #DAS_RESET
    1631        bmi     @ret
    1632        lda     #DAS_DELAY
    1633        sta     autorepeatX
    ⋮
    1638        sta     autorepeatX
    ⋮
    1665        sta     autorepeatX
    
    main.asm lines 1622–1665 at 94581c0 · upstream ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.

    Checked by a second AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-25.

    In the claim ledger

  14. ^ abcThe PAL build's DAS waits 12 frames and then repeats every 4.CodeCelestialAmber/TetrisNESDisasm
    How we know
    72.if PAL = 1
    ⋮
    74DAS_DELAY := $08
    75DAS_RESET := $0C
    
    constants.asm lines 72–75 at 94581c0 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  15. ^ abA press of Left or Right moves the pill at once and zeroes currentP_horVelocity; held, the count rises each frame and at 16 the pill moves and the count restarts at 10, so it moves again 16 frames after the press and then every 6. The European build uses 13 and 5.CodeNostaljipi/dr-mario-disassembly
    How we know
    298        inc currentP_horVelocity            ;If held, we increase the horizontal velocity
    ⋮
    300        cmp #hor_accel_speed                ;Takes 16 frames for initial build up of speed
    ⋮
    302        lda #hor_accel_speed - hor_max_speed    ;Then it takes 6 frames for subsequent movements
    ⋮
    306        lda #$00                            ;If btn was instead pressed, reset horizontal velocity                 
    
    prg/drmario_prg_game_logic.asm lines 291–308 at ecb9899 · upstream ↗
    85    hor_accel_speed     =   $0D
    86    hor_max_speed       =   $05 
    
    defines/drmario_constants.asm lines 81–87 at ecb9899 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  16. ^ abA blocked shift sets the count to 15, so a pill held against a wall or the stack moves on the first frame the way is clear.CodeNostaljipi/dr-mario-disassembly
    How we know
    328    @cantMove_right:         
    329        dec currentP_fallingPillX           ;Restore the previous x value
    330        lda #hor_accel_speed-1              ;This makes so that as soon as the pill can move, it will move without delay with regard to velocity
    
    prg/drmario_prg_game_logic.asm lines 326–331 at ecb9899 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  17. ^Some games, especially early ones on home computers, take the repeat from the keyboard's autorepeat in the hardware or operating system instead of timing it themselves.WikiTetris Wiki, “DAS”
    How we know
    Other games, especially earlier games running on home computers, rely on the automatic repeat provided by the hardware or operating system, which the user often has the ability to configure.
    lead · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  18. ^From level 29 ($1D) on, the game skips the table and drops the piece a row every frame.VerifiedCelestialAmber/TetrisNESDisasm
    How we know
    1585        lda     #$01
    1586        ldx     levelNumber
    1587        cpx     #$1D
    1588        bcs     @noTableLookup
    ⋮
    1590@noTableLookup:
    1591        sta     dropSpeed
    
    main.asm lines 1584–1591 at 94581c0 · upstream ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  19. ^ abPieces spawn centered on column 5 of 0–9; in spawn orientation T, J, Z, S, and L cover columns 4–6, O 4–5, and I 3–6, so most pieces need 3 shifts to reach the right wall and 4 to reach the left.CodeCelestialAmber/TetrisNESDisasm
    How we know
    2927        lda     #$05
    2928        sta     tetriminoX
    
    main.asm lines 2927–2928 at 94581c0 · upstream ↗
    1760        ; y offset, tile ID, x offset per mino per orientation
    ⋮
    1763        .byte    0, tile1,-1, 0, tile1, 0, 0, tile1, 1, 1, tile1, 0 ; $02 t down (spawn)
    ⋮
    1774        .byte    0, tile1,-1, 0, tile1, 0, 1, tile1,-1, 1, tile1, 0 ; $0A o (spawn)
    ⋮
    1785        .byte    0, tile1,-2, 0, tile1,-1, 0, tile1, 0, 0, tile1, 1 ; $12 i horizontal (spawn)
    
    main.asm lines 1760–1785 at 94581c0 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

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    In the claim ledger

  20. ^In competitive classic Tetris, holding the D-pad to move pieces is called DAS, for delayed auto shift.MagazineTrew 2022 · Birken, "Applying AI to Nintendo Tetris"
    How we know
    holding down the D-pad to move the pieces (a technique called "delayed auto shift/DAS" in competitive Tetris lingo)
    section on Neubauer and Saelee · archived copy ↗
    Nintendo Tetris provides Delayed Auto Shift (DAS).
    Shifting Tetriminos · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  21. ^Birken names Thor Aackerlund as a player who beat DAS at level 29 by vibrating the D-pad.WebBirken, "Applying AI to Nintendo Tetris"
    How we know
    However, some players, most notably Thor Aackerlund, overcome the DAS by rapidly vibrating the D-pad.
    Dropping Tetriminos · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  22. ^Hypertapping is moving pieces with many quick presses of the D-pad instead of holding it; it spread in competition after a hypertapping player won the 2018 Classic Tetris World Championship.MagazineZwiezen 2021 · Trew 2022
    How we know
    But another way to play is called “hypertapping.” This involves hitting the d-pad with lots of quick presses, resulting in faster movement. … It wasn’t until 2018, after a young player won a prestigious competition using hypertapping, that more players starting using it.
    paragraph 4 · archived copy ↗
    He used a style called "hypertapping" – a contorted mix of fingers and thumbs designed to sidestep the game's built-in speed limit – and it allows you to move pieces much faster than DAS.
    section on Neubauer and Saelee · archived copy ↗
    Saelee's victory at the 2018 CTWC finals may have surprised everyone
    section on Saelee · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  23. ^Rolling, which the player Cheez worked out in late 2020, keeps light pressure on the D-pad while the fingers roll across the back of the controller, and moves pieces faster than hypertapping.MagazineZwiezen 2021 · Trew 2022
    How we know
    Eventually, in November 2020, Cheez_Fish figured out that they could roll their fingers on the back of the controller while pressing the d-pad buttons in the desired direction using a slight amount of pressure.
    paragraph 6 · archived copy ↗
    you can move pieces left and right even faster than with hypertapping.
    section on rolling · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  24. ^Some games with an entry delay let the player charge DAS by holding the direction during the delay, so the next piece starts moving as soon as it appears.WikiTetris Wiki, “DAS”
    How we know
    Some games that have ARE or line clear delays allow the player to "charge" DAS by holding the movement key during these delays, so that the piece starts moving sideways as soon as it appears.
    lead · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

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