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Tetris

colinfahey.com

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Re: Tetris

#43
post #22

Man, has any game been implemented more times than Tetris? It was always one of those things I wanted to do and finally got around to hacking together a javascript version of it a few years ago: http://cortexture.net/tetris/ I would love to add multiplayer to in someday... Also, if you haven't read the Kotaku review of "Tetris" (the game in general, not any specific release/platform), it is not only profound but hila…

I love your version!

Just some feedback:

- You need to add a bit more delay initially on holding left/right before moving a second time. It's too often that I held down the key just a bit too long and it moved over two spaces when I only wanted it to move once, screwing me over. And it doesn't feel like my fault because that's not how most implementations behave.

- The spin logic while touching the stack feels wrong. There's really not enough wiggle room there IMO.

- When holding soft drop, as soon as it touches the stack, it locks. It should have some delay before locking unless hard drop is hit to be able to move a piece over. Too often I just hold it down to get a piece to shift it into a corner and it locks on me before I can move it.

- Get rid of that alert at page load please. Especially if you require F5 to play a new round.

Re: Tetris

#44
The rabbit hole of Tetris goes pretty deep and most people who implement their own version of Tetris don't realize that there are modern rules and requirements for how the Tetrimino blocks get previewed in the next window, drop, move, lock, rotate, and collide when rotating.

The modern system/rule for rotation and collision is called the Super Rotation System which was made by the Tetris Company. This allows for techniques such as T-Spins in which a T Tetrimino (the one shaped like a T) can be fit into spaces that wouldn't normally fit in which result in extra points. Without these rules or requirements implemented, your game cannot be officially licensed by the Tetris Company and get the Tetris branding.

In "Tetris: The Grand Master 3 - Terror Instinct" (the one with invisible blocks at the credit screen) had two modes, classic and world. World uses modern rules which is considered much easier with the Tetris Company rules as mentioned above.

Re: Tetris

#45
post #35
post #22

Man, has any game been implemented more times than Tetris? It was always one of those things I wanted to do and finally got around to hacking together a javascript version of it a few years ago: http://cortexture.net/tetris/ I would love to add multiplayer to in someday... Also, if you haven't read the Kotaku review of "Tetris" (the game in general, not any specific release/platform), it is not only profound but hila…

> Man, has any game been implemented more times than Tetris? Yes, because it's a relatively complex game. My bet's on something much simpler like Rock–paper–scissors which has over 60 implementations just on Rosetta Code: https://rosettacode.org/wiki/Rock-paper-scissors The "Number reversal game" has more implementations, but that's probably less unambiguously a game and more a special-case of of a programming proble…

I believe the High/Low guess the number game is very common as a beginners programming task too.

Re: Tetris

#46

The rabbit hole of Tetris goes pretty deep and most people who implement their own version of Tetris don't realize that there are modern rules and requirements for how the Tetrimino blocks get previewed in the next window, drop, move, lock, rotate, and collide when rotating. The modern system/rule for rotation and collision is called the Super Rotation System which was made by the Tetris Company. This allows for tech…

Sadly there'll probably never be a tgm4 because TTC has done the allegedly impossible and successfully copyrighted a game concept so that it's not just "this is what modern Tetris is usually like" but "this is the only kind of Tetris that is allowed to exist".

Re: Tetris

#48
post #42

Didn't see the most addictive variant mentioned in the history: https://en.wikipedia.org/wiki/TetriNET Here's a remake you can play in your browser built by some friends of mine: http://blockbattle.net/

Holy shit, that's a blast from the past! I must have ploughed hundreds of hours into TetriNET back in the day.

It's been so long that I can barely remember how any of it worked, but IIRC it had some sort of scripting language or config file that would allow you to modify game parameters on the client side, so you could give yourself an advantage by binding a key that would issue you a particular special block, or ensure that you were never automatically assigned a negative special block, and so on.

Now to see if I can get it working in 2018...

Re: Tetris

#49
I want to implement an "Evil Tetris" which somehow figures out the least favourable piece at any given time, and deals it out next. I have a feeling that classic Tetris is already doing it..
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