On this page
  1. Related
  2. Games
  3. References
  4. Sources

Garbage is what a player’s clears send to the opponent in a two-player falling-block game. In Dr. Mario a pill that makes two or more matches drops that many loose halves, up to four, on the other bottle1.

  • Dropped on topDr. Mario (NES) (1990). Two or more matches from one pill drop 2 to 4 loose halves on the other bottle.1

Games

GameYearHowNote
Dr. Mario (NES)1990Dropped on toptwo or more matches from one pill drop 2 to 4 loose halves on the other bottle
Every claim about this mechanic, by game (1)

References

  1. ^ abIn a two-player game, 2 or more matches from one pill send that many half-pills, at most 4, in the colors of the matches, to the other player's bottle, where they land at its top row in a frame-dependent column.CodeNostaljipi/dr-mario-disassembly
    How we know
    2875        lda currentP_comboCounter
    2876        cmp #attackSize_min         ;Threshold for an attack
    ⋮
    2879        adc currentP_attackSize     ;Otherwise, add combo counter value to current attack size
    
    prg/drmario_prg_game_logic.asm lines 2874–2879 at ecb9899 · upstream ↗
    1550        cmp #attackSize_max+1           ;Any combo that goes over 4 does not register any more attacks   
    ⋮
    1554        lda startingColor               ;Latest match color is used to send opponent
    1555        sta currentP_attackColors,X
    
    prg/drmario_prg_game_logic.asm lines 1550–1555 at ecb9899 · upstream ↗
    2902        lda p1_attackSize,X      
    2903        cmp #attackSize_min                 
    2904        bcc @noAttack                       ;If attack size below minimum, no attack 
    ⋮
    2907        lda frameCounter         
    2908        and #attackSize_2_pos               ;Position of attack is based on frame
    
    prg/drmario_prg_game_logic.asm lines 2902–2908 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

  2. ^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.CodeCelestialAmber/TetrisNESDisasmrevised
    How we know
    3195        lda     tetriminoY
    ⋮
    3197        sbc     #$02
    ⋮
    3202        adc     lineIndex
    ⋮
    3212        ldx     #$0A
    3213@checkIfRowComplete:
    ⋮
    3215        cmp     #tileEmpty
    3216        beq     @rowNotComplete
    ⋮
    3218        dex
    ⋮
    3222        inc     completedLines
    
    main.asm lines 3195–3222 at 94581c0 · upstream ↗
    3228@movePlayfieldDownOneRow:
    ⋮
    3230        ldx     #$0A
    ⋮
    3232        sta     (playfieldAddr),y
    ⋮
    3237        bne     @movePlayfieldDownOneRow
    3238        lda     #tileEmpty
    ⋮
    3240@clearRowTopRow:
    3241        sta     (playfieldAddr),y
    
    main.asm lines 3228–3244 at 94581c0 · upstream ↗
    3254        inc     lineIndex
    3255        lda     lineIndex
    3256        cmp     #$04
    
    main.asm lines 3253–3256 at 94581c0 · upstream ↗

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

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

Sources

Code