[HN Gopher] Tetris Randomizers (2018)
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Tetris Randomizers (2018)
Author : rdpintqogeogsaa
Score : 48 points
Date : 2023-08-13 06:59 UTC (1 days ago)
(HTM) web link (simon.lc)
(TXT) w3m dump (simon.lc)
| jsheard wrote:
| There's a nice romhack for the original Gameboy Tetris which
| backports various modern improvements to it, including the 7-bag
| randomizer.
|
| You can have your dose of nostalgia without the frustration:
| https://www.romhacking.net/hacks/5813/
| aidenn0 wrote:
| I always thought a 7-bag where you reset the bag when nearly
| empty was a good compromise (where "nearly" can be selected for
| how much randomness you want).
|
| Droughts are technically not prevented, but odds of them do go
| down quite a bit.
| Wowfunhappy wrote:
| Is the Tetris Grandmaster 3 system basically the same as having
| five bags? So, instead of a bag with 7 pieces, one of each type,
| you have a bag of 35 pieces, 5 of each type. I'm having trouble
| picturing the difference.
| inkcapmushroom wrote:
| In the bag system, eventually your bag runs out of pieces and
| you move to a new bag. That's not the case for the TGM3 system.
| You always have 35 pieces, when you "take one out" of the bag
| it's immediately replaced before any other pieces are drawn. So
| there's always a pool of 35 pieces to choose from, and the
| contents of the pool will change to include more and more of
| the pieces you haven't drawn until you inevitably draw one,
| then it will change to whatever the new least drawn piece is.
| It's constantly self-correcting in that way, but I suppose with
| a really unlucky sequence you could end up with a lot of one
| piece in the pool and then get that piece repeatedly.
| taeric wrote:
| I like how it basically forces you to see more of a piece you
| haven't played. I'm assuming in the variants where you can
| keep "swapping" the current piece with the next piece, this
| can act as a way to prime the random options?
| hathchip wrote:
| As the sibling comment explains, the system with the 35-bag has
| a nonrandom way of adding pieces to the bag when one is
| removed. But even without that, the size of a bag does make a
| big difference to what sequences can appear.
|
| Suppose you have a 7-bag system and you draw 35 pieces from it.
| Each subsequence 0-6, 7-13, 14-20, etc must contain exactly one
| of each piece. On the other hand, 35 pieces from a 35-bag
| system have to contain 5 of each piece, but they can be jumbled
| up. So the sequence could start SSSSSZZZZZ, whereas with the
| 7-bag system you would have to get at least one I and one T
| before you could have a second S or Z. In Tetris, as in other
| games, this totally affects your chances of winning - if it
| takes longer for the pieces counts to 'average' out, you might
| have died waiting for an I before they do.
|
| This is a little like the situation with card-counting in
| blackjack. Going from 1 deck to 6 decks shuffled together
| doesn't affect the odds for a player who isn't paying attention
| to the cards. But it makes the job of a card counter way, way
| harder, and increases the chance that she will run out of money
| during a long spell of unfavorable cards, before the inevitable
| regression to the mean eventually happens.
| bruce343434 wrote:
| > When a piece is dealt, instead of removing it from the pool,
| it is replaced with the most droughted piece
|
| So as I understand, the contents of the bag remain in flux, and
| pieces that don't occur in the history as much start to appear
| in the bag more.
|
| It's interesting to think about how much tuning this required
| for them to get it right, my immediate worry is that this would
| create an oscillating system.
| webkike wrote:
| I really wish TGM3 was more popular, and got a good port to
| modern consoles. It is so incredibly unique and in my opinion far
| more enjoyable than modern Tetris. The one thing they need to fix
| is the completely inscrutable "t-spin" notification that appears
| n4r9 wrote:
| Has anyone implemented a version of tetris where the player can
| toggle the randomiser mid-game?
| PetitPrince wrote:
| From a purely pedant point of view, the star item in 4 player
| versus in Tetris DS switch the standard 7-bag randomizer into
| one that only deals the I piece.
| schemescape wrote:
| NES Tetris didn't have a uniform randomizer? How did I not know
| this!?
| jgtrosh wrote:
| And this article describes a simplified version of the NES
| Tetris randomiser. The actual one is barely distinguishable
| from the described one, but is technically a bit biased[0]. I
| made a small script to compare randomiser probabilities a
| couple of months ago[1], in which I wrote a vaguely readable
| version of the NES randomiser.
|
| [0]:
| https://meatfighter.com/nintendotetrisai/#Picking_Tetriminos
| [1]: https://pastebin.com/XumxE1tV
| jakedata wrote:
| I grind on NES Tetris nearly every day at speed 9, game-B. My
| personal goal is playing "perfect" games where only lines are
| used to complete rows. These games are by definition finite and
| sometimes end rather quickly given the nature of tetromino
| selection. When that gets boring I switch to speed 9, game-B at
| level 5 which is simply a battle for survival for 25 lines. This
| is a bit easier.
|
| I will need to see how I fare against a newer version of the
| randomizer one of these days.
| WallyFunk wrote:
| > These games are by definition finite and sometimes end rather
| quickly
|
| You should try Hatetris:
| https://qntm.org/files/hatetris/hatetris.html
| ggorlen wrote:
| In the "1 Piece history with 1 roll" code, a global variable
| `piece` is introduced. There should be a `let piece;` at the top
| of the function body to scope it locally.
| vl wrote:
| What is the best Tetris on Nintendo Switch?
|
| I searched in the store, it seems there many options. I want
| something closer to the classical game.
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