[HN Gopher] After 34 years, someone beat Tetris [video]
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After 34 years, someone beat Tetris [video]
Author : gslin
Score : 338 points
Date : 2024-01-02 12:46 UTC (10 hours ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| philihp wrote:
| Alexander wept
| kaffekaka wrote:
| i know a guy too
| ajdude wrote:
| See also:
|
| Celebrating the first NES Tetris game crash (biggieblog.com)
|
| 197 points by davidrjones1977 10 days ago | 56 comments
|
| https://news.ycombinator.com/item?id=38734106
| dragontamer wrote:
| I knew about hypertapping or rolling, but I wasn't plugged into
| the developments after that.
|
| Exciting to finally get to the kill screen of this classic!
| kypro wrote:
| It's almost inhuman how good some people can get at rapid and
| highly complex muscle movements with enough practise. What an
| amazing achievement.
| somenameforme wrote:
| And mental, think about something like chess! In general it's
| just incredible how good we can become at anything. It's kind
| of interesting to think about in times long past where warfare
| was melee based and how there would have been similar outliers.
| Somebody who lucked into some good genetics, good diet, and
| good training would have been a mountain among men.
| whatshisface wrote:
| They must have been incredibly disappointed when they first
| encountered a well-disciplined line of mediocre pikemen!
| Taylor_OD wrote:
| > It's kind of interesting to think about in times long past
| where warfare was melee based and how there would have been
| similar outliers. Somebody who lucked into some good
| genetics, good diet, and good training would have been a
| mountain among men.
|
| The UFC exists today. Some fighters, like Jon Jones, are
| incredibly gifted and have won, and held, a championship
| title despite doing a lot of things "wrong" outside of the
| ring.
|
| Part of the enjoyment of watching modern MMA is seeing chess
| matches and tactics play out between the most highly skilled
| fighters in the world.
| wnevets wrote:
| > like Jon Jones, are incredibly gifted
|
| with lots of steroids and other PEDs
| lawlessone wrote:
| Is this all only possible with old consoles?
|
| I'm speculating that modern games limit the amount user IO on PC
| and Consoles?
| tokai wrote:
| Only Teris for NES matters.
| anthk wrote:
| Ironically the Tengen release was better.
| jerf wrote:
| 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 way from
| the 30Hz strobe the hardware itself will accept, as used by
| Tool Assisted Speedruns on real hardware. So even in the NES
| generation the "limits" were still far, far beyond human
| capabilities.
| lawlessone wrote:
| >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.
| kroltan wrote:
| 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.
| TillE wrote:
| Nobody artificially limits input rates because that would
| reduce responsiveness. You _can_ analyze a _series_ of
| inputs to detect humanly-impossible changes.
| Karliss wrote:
| Online multiplayer games are more likely have proper timers
| for all the ability cooldowns if anything to allow game
| designers to finetune the balance between various
| abilities. Otherwise they would be very quickly exploited
| by autoclickers (software and hardware). Although stuff
| like "rapid fire"/turbo buttons for console controllers
| with "100% UNDETECTABLE" in the marketing materials are
| very much a thing, so there are probably plenty of
| exceptions.
|
| As for single player games there are barely any reasons for
| game developers to have improved in this regard over the
| years. "OnKeyDown" is still a standard API in many input
| libraries and the simplest thing to do is to have this
| mistake. Unless it's an ability with multiple second
| cooldown where the mistake would be obvious. And that's not
| unique to small games made by beginners or indie devs, AAA
| games have the same problems. Just few years ago DOOM
| Eternal had an exploit where mapping jump to a scrollwheel
| (even better if you have freely spinning scrolwheel), in
| combination with a few other quirks allowed you to do game
| breaking jumps skipping large parts of levels by quickly
| doing a bunch of them in a row and accumulating speed
| before game noticed that you are above ground and shouldn't
| be able to jump again. It was somewhat hot topic between
| speed runners of that game.
| anthk wrote:
| How about the Brick Game? And that game might be the most
| played game ever all over the world.
| mr_sturd wrote:
| Unreal achievements being made in the game. I hope the "rebirth"
| screen can be reached!
|
| I'm left wondering if the game score be overflowed to produce
| different kill screens?
| prng2021 wrote:
| I'm not into Tetris but that was surprisingly interesting.
| vidarh wrote:
| Yeah, same. I hardly ever even watch youtube videos, and
| skipped a bit at the start but then quickly got caught up in
| it...
| jasoneckert wrote:
| I beat Tetris back in 2020 (although by a different means):
| https://jasoneckert.github.io/myblog/i-finally-beat-tetris/
| strunz wrote:
| Man I would change your font, that is super difficult to read
| as large blocks of text.
| recursive wrote:
| I guess I'm just really good at reading text. It wasn't even
| a challenge for me.
| Kiro wrote:
| Text looks normal to me. What's the issue?
| turtlebits wrote:
| The default font-family for that page is cursive, you see
| during the FOUC (before the webfont loads). Maybe the user
| has web fonts disabled?
| QuiDortDine wrote:
| Indeed serif fonts are considered easier to read for big
| blocks of text. I would consider the font too thin as well.
| johnisgood wrote:
| 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"?
| mensetmanusman wrote:
| Because the game is code.
| ghusto wrote:
| 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.
| johnisgood wrote:
| 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.
| ImPostingOnHN wrote:
| I guess that's the difference between playing a game to the
| end, and exploiting a game to jump to the end or crash it.
| The former might be considered beating the game, the latter
| might not.
| JohnBooty wrote:
| 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
| johnisgood wrote:
| What if this "kill screen" were to happen at, say, level
| 30 due to bad code? Would it still be considered "beating
| the game"?
| __jonas wrote:
| no
| feoren wrote:
| Yes, it would, and then you'd never hear about
| competitions in that game because it doesn't support
| ultra high-level play.
| JohnBooty wrote:
| Well, it's definitely a judgement call.
|
| I think most "serious" Tetris players can get to 30
| easily in a short amount of time, right? Like 15-20
| minutes? It'd be hard to think of that as a legitimate
| "ending."
|
| Whereas a run to level 100+ or whatever for this kill
| screen is a major achievement. Took people 30+ years to
| get there.
|
| I don't know, though. It's all subjective. If you want to
| think of a hypothetical lvl 30 crash as a "kill screen"
| or "ending" then hey... go for it.
| mgerullis wrote:
| Um, it wasn't until 2011 before the first person achieved
| level 30, as the video mentions fairly early on
| alistairSH wrote:
| What's interesting to me is the "kill screen" in Tetris
| is (apparently?) at a variable point in play.
|
| So, this was the first person to encounter the "bug"
| (hardware limitation). But, future players may try to hit
| that point faster, with a lower/higher score, or other
| combinations of game state to beat the game in a "better"
| (more interesting) way.
| vidarh wrote:
| If it was just happening randomly and fairly commonly, I
| doubt anyone would care. The reason people care here is
| because 1) it's a game people have been playing for so long
| without triggering this state before, 2) the condition was
| known (from an AI playing, and subsequent analysis) and
| people had been actively chasing it _and_ were pushing the
| limits on the number of levels completed at the same time.
|
| Pushing limits in games is fun.
|
| I've never played competitively, but I remember well my own
| excitement as a child whenever I managed to trigger a
| glitch (such as getting enough bonus lives to overflow the
| lives counter on Commando on C64, which was pretty simple
| but still was very exciting the first time it happened).
| munificent wrote:
| Some games don't have deliberately implemented "you win"
| screens and gameplay can in theory go forever unless the
| game has a bug that prevents advancing.
|
| In a game with no human-authored intentional "win state",
| one reasonable definition of "beating the game" is
| "reaching a state that no other player is able to surpass".
| If the game crashes at a certain point, then reaching that
| crash is a viable state that fits that definition.
| noman-land wrote:
| We're on hackernews. Think instead of the player triumphing
| over the game as a hacker.
| zrezzed wrote:
| I think of it as "the first time anyone has not lost". Until
| that crash run, every game had ended with a top out.
| twic wrote:
| Tetris is a deathmatch, and this is the first time Tetris
| died first.
| tenebrisalietum wrote:
| 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.
| SubiculumCode wrote:
| i reached the kill screen on Demon Attack on Atari as a kid.
| It was highlight of my early life
| jamincan wrote:
| 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.
| davidcbc wrote:
| Because of the specifics of how this is done you actually can
| play past this point, but you have to intentionally dodge the
| crash and the conditions for the crash can be different per
| level.
|
| It is technically possible to go up through level 255 at
| which point it loops back to 0. It's been done through a tool
| assisted run (carefully doing inputs frame by frame rather
| than playing in real time)
| tiltowait wrote:
| In this case, he even intentionally intentionally
| _triggered_ the crash. As cool an achievement this is, I
| struggle to call it "beating" the game, since players
| could still theoretically go much further. Given that the
| glitch is predictable and well-documented, I'd consider it
| to be yet another (and new) obstacle to overcome, not the
| end. This is therefore the first time someone's ever hit
| the obstacle, _and_ the first time someone 's ever passed
| it (since he missed his first chance at glitching and had
| to take the second).
|
| All that said, I feel a bit weird telling a community I
| don't belong to that they're incorrectly enjoying a game I
| don't play.
| tedunangst wrote:
| The game is man vs machine. The machine fills the space
| with blocks; the human clears space for the blocks. The
| machine wins when the human fails to make room for the
| next block. The human wins when the machine fails to
| deliver the next block.
| TheRoque wrote:
| Some old games are infinite, and don't have a proper end, then
| can roll infinitely. So as a result, you can play as long as
| you wish, until you reach the hardware limits, which is called
| the kill screen, and might be the closest thing to "finishing"
| a game when it's infinite.
| refulgentis wrote:
| I don't understand, what hardware limit?
| TheRoque wrote:
| Memory. Past a certain point, the numbers can become so
| high (score, level or other) that it corrupts the memory
| and freezes the game
| yakshaving_jgt wrote:
| The Tony Hawk's Pro Skater games can crash this way. If
| you cheat and enable perfect balance, then you can grind
| infinitely on a circular rail and eventually the score is
| so high it crashes the game.
| dpkonofa wrote:
| That's what I think makes the Tetris feat so incredible.
| There's no cheating needed. This is being done on the
| base game after something like 40 years.
| ndiddy wrote:
| In this case, the hardware limit is CPU time. NES Tetris
| will give you more points for clearing lines the higher the
| level is. For example, on level 0 clearing one line gives
| you 40 points but on level 9 clearing one line gives you
| 400 points. This is implemented in the code by adding the
| base number of points to the score in a loop where the
| counter is the level number: https://github.com/CelestialAm
| ber/TetrisNESDisasm/blob/2bd89... NES Tetris is written
| with the assumption that its main game code won't run for
| more than one frame. When the player reaches a high enough
| level the "add score for cleared lines" code will take too
| long, and the processor will get interrupted for the start
| of the next frame while it's still adding the score. This
| causes the game to crash.
| bordercases wrote:
| It's impossible to do anything else within the confines of the
| system, and it's difficult to get to that end state without
| skill and intention.
|
| Reverse engineering the NES Tetris cartridge shows that it has
| only so many possible states which is what allows one to find
| these limits.
| namuol wrote:
| It's technically arbitrary and something the community sort of
| collectively decided was a coveted goal. Personally, I think
| it's a cool milestone. There will be more similar milestones
| probably but few will be on true unmodified code, which I think
| makes this one truly special.
| 7373737373 wrote:
| Now the question is: can the RAM code execution lead to
| interesting game states/exploits like the Pokemon Yellow Total
| Control Hack? https://youtube.com/watch?v=p5T81yHkHtI
| rzzzt wrote:
| There's also one for Super Mario World:
| https://youtu.be/jnZ2NNYySuE
| kirjavascript wrote:
| It can and we have achieved Arbitrary Code Execution in NES
| Tetris.
|
| The setup is horrifyingly complicated and precise though,
| involving getting some near-impossible scores and entering
| specific names in the highscore list, then reaching the crash
| on the same frame that the internal values for random number
| generation happen to represent a jump instruction to said
| highscore list (and we get lucky and various registers also
| happen to contain values we need).
|
| Then from there, there is some bootstrapping before total
| control is achieved.
| 7373737373 wrote:
| Holy shit, and massive kudos!
| fractal161 wrote:
| _However_ , I'm like 90% sure that this can be made easier
| using p3/p4 controllers through the famicom expansion port.
| In particular, Hydrantdude and I found a consistent enough
| setup using the single at 1489 lines (pushdown gives you a
| 50% chance, and I think).
|
| This setup would even allow crude human-possible ACE. Right
| now we're limited to small payloads (I made a proof of
| concept that activates the unused two player mode), but more
| sophisticated setups might give us more power.
| ejona86 wrote:
| Size-optimized, RAM-only mods. Sounds interesting...
| Whitespace wrote:
| I was very saddened to hear that his father passed away not that
| long ago.
|
| That has got to be very hard for a 13 year old.
| AndrewKemendo wrote:
| 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,
| NOBODY at CTWC is playing DAS anymore and I think Jonas was the
| last big DAS player, before moving to Tapping. I attribute this
| to anyone over 30 learning in the DAS style while younger players
| can START with rolling.
|
| RIP Jonas Neubauer (NubbinsGoody
| https://www.twitch.tv/nubbinsgoody) he was the guy that kind of
| lead the explosion of Tetris after the movie came out and Thor
| more or less retired. He and his wife were very helpful to me
| trying to get to maxout with some tips back in 2018 to get a CRT
| monitor as that was a limiting factor back then.
|
| [1]https://tetris.fandom.com/wiki/DAS
| hannofcart wrote:
| I thought I knew Tetris. I guess I don't. I'm just humbled by
| how little I understood of the comment above.
| shadefinale wrote:
| What's cool is a lot of the above terms are specific to NES
| tetris too. Tetris has a lot of depth and there's a ton of
| variants out there depending on what you want to get out of
| playing. Personally I love the TGM series but it's totally
| different from what you'd think of if you started with NES
| tetris.
| crdrost wrote:
| 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.
| rkagerer wrote:
| Adding one more thing about CRT monitors for younger folks
| here... they had better refresh characteristics than early
| LCD monitors (which had lag due to their more complicated
| electronics/processing).
| Retr0id wrote:
| They _still_ have better refresh characteristics than
| LCDs, on paper, although the practical difference becomes
| negligible.
| mrob wrote:
| CRTs have better refresh characteristics at the same
| refresh rate, which is relevant to NES Tetris because it
| runs at a fixed 60.1Hz (slightly faster than NTSC). But
| LCDs are available with higher refresh rate than CRTs, so
| if the software supports it you can get lower average
| latency on an LCD.
| charcircuit wrote:
| Do the display controllers for LCDs not wait for an
| entire frame to be written, so it can display it at once?
| shawnz wrote:
| There are LCDs with a refresh rate more than double 60Hz,
| so even with entire frames worth of latency they could
| still be faster than a 60Hz CRT
| Retr0id wrote:
| The CRT's electron beam gets to "write" the video data
| onto the phosphor in real-time, as the analog signal
| comes off the wire.
| shawnz wrote:
| But only once every 60 Hz (for a 60 Hz display). So, if
| you have an LCD display with higher latency but also
| higher refresh rate, you could on average be spending
| less time waiting for new information.
| Retr0id wrote:
| We're talking about the NES here, the physical output is
| analog, and locked to ~60.whatever fps
| jameshart wrote:
| I must be missing something because it doesn't seem like
| 'DAS' needs such a technical name. Isn't it just 'pushing
| the D pad the direction you want the piece to go, then
| letting go when it gets there'?
| gorjusborg wrote:
| DAS is probably shorter than anything most people could
| come up with to describe the style. Do you think your own
| description: 'pushing the D pad direction you want the
| piece to go, then letting go when it gets there' is a
| better way to communicate?
|
| Almost any sufficiently advanced community will develop
| jargon that those outside it find confusing or
| lackluster.
| brianpan wrote:
| Well, considering Windows and MacOS have system settings
| to tune this (key repeat rate and key repeat delay), and
| considering the modern Tetris innovations are about how
| you can physically press a button faster, it doesn't seem
| that strange.
| helix278 wrote:
| What is hypertapping and tapping?
| abcd_f wrote:
| Wouldn't hurt to explain other voodoo words, e.g. DAS and
| rolling.
| Aissen wrote:
| 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
| xerox13ster wrote:
| These are shown and explained in the video.
|
| tapping/hypertapping: what you do to your mouse trying to get
| your click speed above 10 CPS
|
| rolling: the same but tapping each finger on the bottom of
| the controller while pressing the buttons to feather tap the
| switch state extremely fast. like fiddling a mechanical
| keyboard key over the actuation point. The equivalent of
| putting sharpied electrical tape on your mouse and rubbing
| it.
|
| DAS: the thing we did as kids to hold the piece up by holding
| down a horizontal direction.
| refulgentis wrote:
| Gently teasing :) - I definitely got _more_ confused, these
| are interesting examples.
|
| > what you do to your mouse trying to get your click speed
| above 10 CPS.
|
| ?!
|
| > The equivalent of putting sharpied electrical tape on
| your mouse and rubbing it.
|
| ?!?
| jameshart wrote:
| You know, like when you use bacon grease in your USB
| ports. Or flip the monitor to face away from you when
| you're pressing backspace. Just the regular things normal
| technomancers learn to do to avoid the wrath of the
| Basilisk.
| charcircuit wrote:
| How is it surprising? Do you think people should just
| cheat with autoclickers instead?
| AndrewKemendo wrote:
| You're trying to give a specify kind of input to a
| controller at a speed higher than the controller was
| designed to input
|
| So if you can vibrate the controller on a way that your
| input rate increases it doesn't matter how you make it do
| that
| floucky wrote:
| I didn't know he had died, it's really sad... I remember seeing
| some random Tetris videos on YouTube with him and the guy
| saying 'Boom Tetris'.
| hintymad wrote:
| What an inspiring video. I might go so far as to say it is this
| level of geekiness that moves our civilization forward.
| Angostura wrote:
| I found this video weirdly moving. Thanks for posting OP.
| brianbreslin wrote:
| Watching this reminded me of The Wizard movie from the 1980s.
| Which at the time (I was 7) I had no idea what ASD was, now it
| resonates in a completely different way.
|
| https://www.imdb.com/title/tt0098663/
| anticorporate wrote:
| I only ever knew the version of Tetris that shipped with the
| Windows Entertainment Pack
| <https://en.wikipedia.org/wiki/Microsoft_Entertainment_Pack>.
|
| Since this version was made for 16-bit Windows, it was no
| surprise that they used a 16-bit integer to store your score.
| What _was_ surprising is that they used a _signed_ 16-bit
| integer, meaning that after you passed 32,767 points, your score
| would roll over into the negative.
|
| Teenage me was so good, I'd consider it a disappointment if my
| score didn't turn negative in every round I played.
| danielvaughn wrote:
| I played Minesweeper almost every day during the summer in the
| 90's. I got so good at it that I eventually whittled down my
| time to a mere 17 seconds on the largest puzzle (expert). At
| that point I figured I couldn't get any faster, and moved on to
| a new game. Years later, I was looking at the Guiness Book of
| World Records and noticed that the record for the expert
| minesweeper is something like 25 seconds.
|
| Of course, I'd have to dig up my old computer from a landfill
| to try and prove it, so I just have to live out the rest of my
| days knowing that I'm an unrecognized world record holder.
| xtracto wrote:
| xyzzy !
| itchyouch wrote:
| Funny story. When my friend started playing minesweeper, I
| would go to his computer and clear out all of his scores by
| editing in my scores as "beating" him.
|
| Being super competitive, in order not to lose to me, he
| became a fiend at minesweeper, being able to do solve the
| beginner series in under 20 seconds. As he would get better
| and better, I would continue to beat his high score until he
| had the beginner down to somewhere around 7 seconds.
|
| I changed it to 6 seconds.
|
| He beat it to 5 seconds.
|
| I changed it to 4 seconds.
|
| At that point he was like, WHAT IS GOING ON? And then I
| showed him how I could just edit the scores. Boy was he
| dissapointed. But it goes to show how far we can push
| ourselves if we know that it's "possible."
| anticorporate wrote:
| Related: My mom really likes the old Windows version of
| FreeCell. For years, every time she moved computers, I've
| had to copy the Windows registry values where the score
| table is kept in order to get her to "accept" the new
| computer.
| tslocum wrote:
| Speaking of Tetris, you can play it (single-player or
| multiplayer!) in your terminal via SSH: ssh
| playnetris.com
|
| Code: https://code.rocket9labs.com/tslocum/netris
| throw7 wrote:
| Is there a definitive definition of "glitch"? To me, it's just a
| bug...
| singlow wrote:
| I think its a subset of bugs. A glitch usually is not fatal,
| allowing the program to continue in a possibly degraded/altered
| way. In games it most often refers to a bug that allows for
| some unintended behavior that may be advantageous for certain
| desired outcomes, although it also can be just a visual
| artifact or it could get you stuck. But I wouldn't expect it to
| be used to describe a bug that caused the game to shut down or
| end instantly.
| sixQuarks wrote:
| Wow, practicing for 3-4 hours per day! I feel like they're gonna
| be regretful for spending that much time on this later in life. I
| spent way too much time playing battlefield 1942, had fun but way
| too much time wasted.
| nvarsj wrote:
| Time enjoyed is not time wasted.
| recursive wrote:
| You think most other kids are spending that time on something
| less regrettable? This is a serious accomplishment. Being able
| to commit to a goal, and putting in the work to achieve it is a
| useful skill. I believe it's transferable to some degree
| between disciplines. It might be called "grit". He's not just
| goofing off. In order to get to this level of performance, he'd
| have to have an organized training program, not just be goofing
| around with tetris. I see it as similar to getting good at
| bowling, golf, or tennis.
| nullhole wrote:
| To quote Arcade Fire, If I could have it back
| All the time that we wasted I'd only waste it again
| If I could have it back You know I would love to waste
| it again Waste it again and again and again
| sschueller wrote:
| The game is beaten IMO when you beat level 255 and rollover back
| to 0 avoiding any position that would result in a crash before
| then.
| klyrs wrote:
| Make your own video then
| charcircuit wrote:
| A comment is just as valid as contributing to a conversation
| as a video.
| klyrs wrote:
| The video is the topic of conversation, because it is a
| record of an achievement. A lowbrow dismissal of that
| achievement is, as you say, a valid contribution to a
| conversation about the video. But I would not put the
| achievement and the lowbrow dismissal on a level as you
| have suggested.
|
| And for whatever it's worth, my kneejerk dismissal of the
| lowbrow dismissal is _just as valid_ a contribution to the
| conversation. So, good day to you.
| jnwatson wrote:
| The video points this out as a potential future goal, and it
| outlines what would be required to actually accomplish it.
|
| The definition of "beating" the game is simply a convention.
| 1letterunixname wrote:
| I'm gonna have to ask you to go ahead and come back another time.
|
| ----
|
| Edit - Also worth a look:
|
| https://www.imdb.com/title/tt0409371
|
| https://www.imdb.com/title/tt12758060
| havkom wrote:
| I did not know about the scene but this video made me happy!
| Great to see such dedication!
| ChatGTP wrote:
| This guy is like Neo from The Matrix
| tennisflyi wrote:
| Been "solved" via playing forever,
| https://harddrop.com/wiki/Playing_forever#:~:text=If%20you%2....
| exabrial wrote:
| with what... a stack overflow error?
|
| (pun... just in case anyone didn't get it)
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