The Rev 1 ROM carries the header the disassembly writes, and its bytes sum to the global checksum the disassembly gives, $16BF. | main.asm L181–183 | Verified |
| Pressing 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. | main.asm L6342–6365 | Verified |
| A blocked shift leaves the counter at 1, so a piece held against a wall tries to move again on the next frame. | main.asm L6373–6383 | Verified |
| With neither Left nor Right held, the counter goes back to 23, so a released direction keeps no charge. | main.asm L6387–6392 | Code |
| The rotation and shift routine returns at once while no piece is falling, so the counter holds its value between pieces. | main.asm L6273–6277 | Code |
| Holding Down doesn't stop a piece from shifting, and holding Left or Right with Down stops the soft drop. | main.asm L5513–5517 | 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. | main.asm L6273–6277main.asm L6387–6400 | Verified |
| Gravity reloads a countdown from a table of 21 values, one per level index from 52 at index 0 down to 2 at index 20, and the piece falls a row when the countdown passes 0, so it falls every 53 frames at index 0 and every 3 at index 20. | main.asm L4549–4559main.asm L5519–5540 | Verified |
| Holding Down while pressing Start on the title screen turns on hard mode, which adds 10 to the level index, up to 20. | main.asm L4534–4547main.asm L823–828 | Verified |
To pick a piece, the game reads the hardware divider DIV, reduces it modulo 7, and checks the result against the piece now spawning and the one after it; it reads again when the three type ids OR together to the spawning piece's, and takes the third read regardless. | main.asm L5414–5417main.asm L5444–5479 | Code |
| If its three reads were independent and uniform, the routine would deal L 10.86% of the time and O 16.22%, with the others between, and 10.71% of pieces would repeat the one before. | main.asm L5444–5479 | Verified |
| In 9,000 pieces dealt over 474 games on the original Game Boy, L came 10.84% of the time and O 16.74%, and 11.55% of pieces repeated the one before. | main.asm L5444–5479 | Verified |