Post subject: Tengen Tetris
Joined: 4/3/2006
Posts: 269
I think this is probably the best version of Tetris on NES. Anyone tried to do a run to MAX out the score for Tengen's version of Tetris ?
nesrocks
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Oh this is the version i used to own. Yea i think it's the best. And i think a run should do 2 player cooperative mode
Joined: 2/27/2006
Posts: 29
FODA wrote:
Oh this is the version i used to own. Yea i think it's the best. And i think a run should do 2 player cooperative mode
Did you seriously own that game?! those cartriges are a rare find, they were only available for a short time before they had to be ripped off the shelves! I rented it once from a local video store that no longer exists; man, i wish i had bought it when they liquidated!
nesrocks
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Oh i had, and still have, on a multi-game cartridge. 110 in 1 (80 of which are really unique, the rest are enhanced ones)
MarbleousDave
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Joined: 9/12/2009
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There is one known glitch in the game where an active piece can overlap with an already placed piece while a line is being cleared. I know of a code that lets you skip levels. B A Up Down Up Down Left Right B B A In TASing co-op, one player inputs the code one frame before the other player does will skip levels frame by frame, as opposed to solo and vs which skips levels every other frame. It also works with the computer player.
MarbleousDave
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A test run to 30 lines in 30.28s Try TASing cooperatively with the computer. He finds the best place to put the next piece, then you place your piece when his is about to land, then he tries to put it in the next best place, but is unable to and screws it up in the process. Even worse, if you're going for a Tetris, then a S or Z is his next piece, ruining your chance to even do so. what a jerk! Even for a TASer.
Joined: 1/13/2007
Posts: 335
You cannot manipulate the piece sequence in mid game in this version. The insane luck abuse possible in the other version will not work, so you have to play this version honestly. SO a TAS will probably not be that entertaining, but i could be surprised
MarbleousDave
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I would like to see a TAS of this game by getting 9,999 lines. Although getting 1,000+ lines in-game, the leaderboard caps it off at 999 lines.
MarbleousDave
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Bo Steil holds the record of 5597 lines cleared. The 9999 mark hasn't been reached yet. And Co-Op with CPU is impossible at handicap 12. Here's proof: Link to video
Joined: 4/25/2004
Posts: 498
zaphod77 wrote:
You cannot manipulate the piece sequence in mid game in this version.
Oh, but you can. :3 Only once, though, so its usefulness is limited. ·· Maybe time would be better spent trying not to get in each other's way in the 2-player co-op mode? :p
Blazephlozard
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With this recent 30 lines submission, it's made trying to optimize PikachuMan's run sound like a good idea. Spikestuff started it, and I was interested and joined in. It seems the most important way to save time in 30 lines is by completing it in only 8 line clears (7 tetrises and a double, or 6 tetrises and two triples), as the line clear animation is the same length regardless of how many lines are cleared. But due to the fixed piece RNG upon game start, it's hard to say if such a possibility exists, especially if the RNG gives too long of an I-piece drought. I had a decent attempt going, probably would have been 9 line clears, but had a horrid drought with a ton of Z-blocks: http://tasvideos.org/userfiles/info/61514363070078918 Of course, other ways to save time are to play as high on the board as possible, and reduce left/right movement, but the piece order would eliminate most options for that. If you have a good layout to the starting handicap garbage, they could also be used (especially at the end) to save a few piece drops. I'm working on a Lua script that displays extra upcoming pieces (it'll start by simulating the game to check the next 80 pieces; note this will overwrite Branch 0 in tastudio). Should help a lot with planning moves. https://pastebin.com/4H75aayN (Spikestuff came up with a nice design for more upcoming pieces, and also showing a red line for the play area boundary) Currently creating a BizHawk 2.4 tasproj that has a branch for every possible starting RNG I can find. There are a surprising number of them that lose 0 or 1 frames; it must be cycle-based.
Blazephlozard
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Alright, I found 42 different RNG options, about half of which lose 0 frames and half lose 1 frame. Expanding to 2 frames would immensely increase the options of course. Also, most if not all of the 0 frame losses have Silence for the music; in my testing, you can do an Up or Down with the Start to choose Loginska or Troika at the cost of 1 lag frame, without changing the RNG. Would definitely want to do that for entertainment. There's so many different ways you can input in the menus, and often, taking 2 or 3 frames on one menu will just reduce a lag frame in another menu, breaking even. And with both controllers active, you can do a lot of crazy things. For instance, to go Up to max level and max garbage, you can use Select or Down if you have 2 frames to play with: And that'll get you different RNG, presumably because of different amount of cycles used. Here's the BizHawk 2.4 tasproj that has a branch for each of these 42 options (and I'm sure I missed some): https://drive.google.com/open?id=1LOf4A6-cuLEWE1f1rbochfz2lyUF93N1 I have faith that at least one of these can do a clean 8 line clear run. Then the question would be, which can do an 8 line clear the fastest... Which is not my expertise, optimizing Tetris input seems very difficult. Added an I-piece drought list to the Lua script, as that's probably the most crucial indicator of if a given RNG can possibly do an 8 line clear. trying some of the options now, prioritizing ones with only one missing block in the top row of their garbage 41/218 (branch 35) likely failure due to massive 23 piece I-drought at the start 155/97 (branch 34) 150 frame faster input end; 9 line clears; but a lot of keeping the stack extremely high; might be worth keeping and optimizing further This RNG went very well; keeping the stack high like that and using the 18 free blocks in the garbage is almost definitely more important than one less line clear animation... (I have improved it by 11 frames since, by delaying the last Tetris a couple moves to have more height) Well, I submitted that. that took less RNG digging than I expected http://tasvideos.org/6635S.html