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After 34 years, someone beat Tetris [video]

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Re: After 34 years, someone beat Tetris [video]

#41
post #35

Earlier quoted context omitted.

What is hypertapping and tapping?

Wouldn't hurt to explain other voodoo words, e.g. DAS and rolling.

Both of those terms are explained quickly in the video, and have a dedicated explanation video:

https://www.youtube.com/watch?v=n-BZ5-Q48lE

Re: After 34 years, someone beat Tetris [video]

#42
post #16

Earlier quoted context omitted.

It's the last thing that can happen in the game, which I think is a fair definition of getting to the end, or "beating" it.

When I made a game crash through a bug before I did not consider myself beating the game, that is why I have or had difficulties understanding. I suppose the difference is making it crash through playing as many levels, for example, as possible.

In order to get the "kill screen" on Tetris (or Pac-Man, etc) you need to play at an absolute master's level for an extended period of time

Also the Tetris player here (edit: arguably) isn't "exploiting" a bug. The game just literally hits a limitation that can only be hit via extended and nearly superhuman play

Re: After 34 years, someone beat Tetris [video]

#44

Earlier quoted context omitted.

When I made a game crash through a bug before I did not consider myself beating the game, that is why I have or had difficulties understanding. I suppose the difference is making it crash through playing as many levels, for example, as possible.

In order to get the "kill screen" on Tetris (or Pac-Man, etc) you need to play at an absolute master's level for an extended period of time Also the Tetris player here (edit: arguably) isn't "exploiting" a bug. The game just literally hits a limitation that can only be hit via extended and nearly superhuman play

What if this "kill screen" were to happen at, say, level 30 due to bad code? Would it still be considered "beating the game"?

Re: After 34 years, someone beat Tetris [video]

#45

The last couple of years in Tetris have been wild I grew up with Tetris and playing a traditional DAS [1] style and never was able to put the time into learning hypertapping. Once rolling came out a few years ago I totally abandoned trying to keep up. My highest score was almost a maxout on 29 Something you'll notice too is that the younger players are crushing the traditional players by changing the rules. So, NOBOD…

I thought I knew Tetris. I guess I don't. I'm just humbled by how little I understood of the comment above.

Quick glossary:

DAS - "Delayed autoshift," the delay is between when you press the button and when the long keypress starts to register as multiple clicks, auto-shifting the piece to the sides. So this is kind of a software-based "convention" that everyone knows, you open your word processor, you press the down arrow, it goes "down" one line and then waits for a quarter-second and then starts going in a more fluid motion steadily downwards as the software converts the continuous keypress to effectively be a stream of down-button-presses. Tetris has this too, if you hold down left/right you'll move once then after a delay it'll start shifting constantly to the edges.

tapping, hypertapping - tapping a NES controller very quickly by using pressure in your grip to create a "springy" system where you can rapidly flip up/down across the actuation point, so that you don't wait for the delay and the computer-auto-button-presses but communicate each button-press yourself

CTWC - Classic Tetris World Championship, hosted by the Portland Retro Gaming Expo.

Rolling - strategies where you flip tapping/hypertapping "upside down", so that the hand holding the button in tension is actually pressing on the D-pad while the hand actuating the button rapidly is pressing on the traditional bottom of the controller. I don't know what styles are popular but the controller itself might be held upside down to facilitate this. This is something like pressing on your mouse button with two or more fingers in an alternating rhythm in clicky-style games, normally the directional pad is too small to hit with multiple fingers but this technique allows multiple fingers to each register a separate keypress.

Maxout - I believe this refers to when the score overflows the digits available for display and the game just tells you that you have 999,999 points and you have to use independent means to confirm how much you actually scored

CRT monitor - hopefully I don't have to explain this to folks here but a big bulky sort of display that was used before LCDs became ubiquitous, short for "cathode ray tube," which is a big electron gun that we would eagerly point at our own faces hoping that the electrons all got 100% absorbed by little phosphors on the actual screen, which could be reliably triggered to emit red, green, or blue light.

Re: After 34 years, someone beat Tetris [video]

#46

Earlier quoted context omitted.

In order to get the "kill screen" on Tetris (or Pac-Man, etc) you need to play at an absolute master's level for an extended period of time Also the Tetris player here (edit: arguably) isn't "exploiting" a bug. The game just literally hits a limitation that can only be hit via extended and nearly superhuman play

What if this "kill screen" were to happen at, say, level 30 due to bad code? Would it still be considered "beating the game"?

no

Re: After 34 years, someone beat Tetris [video]

#47

I get why this is exciting and all that, but how is bad code (or insufficient resources) leading to the bug or crash equivalent to "player beating the game"?

It's an achieveable ending--one not planned by the coders, but one nonetheless. You cannot play past that point. A couple of old arcade games have "kill screens", such as Pacman and Donkey Kong.

My understanding is that it's a bit of a roll of the dice exactly when the kill screen appears, so in theory you could continue playing longer. I suppose the significance, then, is that it's the first time that someone has played the game and not lost.

Re: After 34 years, someone beat Tetris [video]

#48
post #11

Earlier quoted context omitted.

Depends on what you mean by "limit user IO". Standard USB keyboards have a limit on the number of keys you can hold down at once but otherwise the limits are your physical speed rather than the protocol. Similarly, these techniques for fast clicking are still under what even the NES hardware is capable of; this rolling technique allows clicking buttons much more quickly than you normally can but they're still a long…

>this rolling technique allows clicking buttons much more quickly than you normally can but they're still a long way from the 30Hz strobe the hardware itself will accept That actually kind of what I was thinking of :-) . I would have though more "modern" games , particularly multiplayer, would have software limits even as the hardware got more capable.

Quite the contrary, actually. Some games check for inputs every frame, and computers nowadays can run modern games at up to hundreds of frames per second.

The simulation rate is often lower than the draw rate though. Minecraft is as low as 20 updates per second, while something like Counter Strike 2 handles events immediately and sends precise timestamps to the server, not discretized to any sampling rate beyond your hardware.

Re: After 34 years, someone beat Tetris [video]

#50

Earlier quoted context omitted.

In order to get the "kill screen" on Tetris (or Pac-Man, etc) you need to play at an absolute master's level for an extended period of time Also the Tetris player here (edit: arguably) isn't "exploiting" a bug. The game just literally hits a limitation that can only be hit via extended and nearly superhuman play

What if this "kill screen" were to happen at, say, level 30 due to bad code? Would it still be considered "beating the game"?

Yes, it would, and then you'd never hear about competitions in that game because it doesn't support ultra high-level play.
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