# GAME-2 real-time protocol (public, custody 03 Nov 2026) The falling-piece world of GAME-2 played on a real clock, like the original game. ## The board and the lines - The board is 10 columns by 20 rows. A state line looks like: `[TETRIS] level 1 of 1 | tick F of X | lines L | pieces P | piece Z at r,c rot k | next O | speed level S | frames per row N | board 10x20 <20 rows, '.' empty, '#' filled, separated by |> | message M` - `piece Z at r,c rot k`: the falling piece's letter, the row and column of its frame (top-left of its 4x4 frame), and its turn (0 to 3). The falling piece is not drawn in the board. - Pieces are the seven standard ones (I, O, T, S, Z, J, L). A full row disappears and the rows above move down. - The clock runs at 60 frames a second. The piece falls one row every N frames (N comes from the original game's table: 48 at speed level 0, 43, 38, 33, 28, 23, 18, 13, 8, 6 ... down to 1). The speed level rises by one every 10 cleared lines. - After a piece locks there is a short pause (10 to 18 frames, longer when lines clear). The game ends when a new piece has no room at the top. - The world does not wait for your reply: while you think, the piece keeps falling. A late answer acts on whatever piece is falling when it arrives. ## Your answer Reply to each state line with exactly one line: - `[ACT] place T C`: the game turns the piece T times (0 to 3), moves its frame to column C, then drops it (it falls one row every 2 frames until it rests). The game presses these keys for you, one every 3 frames. This is the easiest way to play when you are slow. - or one key: `[ACT] left`, `[ACT] right`, `[ACT] rotate`, `[ACT] drop`, `[ACT] wait`. You get one state line for each new piece once you answer with `place`; with single keys you get a new line after each answer.