[HN Gopher] Quality-of-Life in Tetris Games
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       Quality-of-Life in Tetris Games
        
       Author : juancroldan
       Score  : 127 points
       Date   : 2025-04-09 13:10 UTC (9 hours ago)
        
 (HTM) web link (jcarlosroldan.com)
 (TXT) w3m dump (jcarlosroldan.com)
        
       | zavg wrote:
       | I like the design of the blog a lot
        
       | qsort wrote:
       | The rabbit hole runs much deeper, this is a specification of the
       | rotation system for current (modern) Tetris games:
       | 
       | https://harddrop.com/wiki/SRS
       | 
       | The "modern" rules ("guideline", as the community calls them),
       | with Hold, 7-bag, multiple previews and a rotation system that
       | allows easy T-spins make for more interesting multiplayer games
       | that go beyond "who can spam Tetrises the fastest".
        
         | mitsu_at wrote:
         | SRS makes it possible to build funky piece elevators:
         | https://x.com/sukiyaki_060910/status/1876957439976726658
         | 
         | Also, Yakinery: https://www.youtube.com/watch?v=kQ1UuE7kV_o
        
           | khqc wrote:
           | https://www.youtube.com/watch?v=5UYmiQdLuxY
        
       | amichail wrote:
       | As you may know, I have been working on DropZap World, a falling
       | block game with lasers for many years.
       | 
       | It lies somewhere between Tetris and Candy Crush.
       | 
       | Getting the game mechanics right has been hard and I've tried
       | numerous variations on the game rules.
       | 
       | I think I have something that works now.
       | 
       | Check out the beta: https://testflight.apple.com/join/CdEXgjst
       | 
       | Any feedback would be appreciated!
        
         | normanthreep wrote:
         | yess we know! just this morning i said to my wife "darling i've
         | been thinking about dropzap world again," and she said "the
         | falling block game with lasers that amichail has been working
         | on for many years? me too!"
         | 
         | i said "he thinks he has something that works now" and she
         | responded "i know, it's amazing"
         | 
         | of course we know amichail. it's all we're talking about these
         | days
        
       | jchw wrote:
       | I have a somewhat contrarian opinion. I think if you're making a
       | clone of Tetris you should actually take design cues from the
       | somewhat more obscure Tetris the Grand Master series instead of
       | the "guideline" or NES Tetris rules. TGM's rotation and kick
       | rules are a lot more elegant and avoid a lot of unneeded
       | complexity. Guideline Tetris kicks let you do absurd and weird
       | things (look up the series of kicks that make up a T-Spin Triple
       | and see if that makes sense to you) and rewards doing canned
       | setups really fast, whereas TGM's game design is all about doing
       | good stacking very fast.
       | 
       | The TGM randomization algorithm is also pretty elegant. 7 bag is
       | a bit extreme, it gives you such a perfect set of pieces at all
       | times that it's genuinely less challenging and fun. TGM's random
       | piece algorithm is a lot simpler: the randomizer has a 4-piece
       | history window and it tries multiple times (IIRC, 6) to find a
       | unique piece that hasn't appeared in that window. It is
       | initialized to SSZZ to lower the odds of starting with an S or Z
       | early on. (~~They also use the Mersenne Twister as their PRNG,
       | which was a pretty good PRNG in an era where many games still
       | used LCGs.~~ edit: Apparently, they do not. Don't ask me where I
       | got this, I have no idea.)
       | 
       | Now of course I'm not sure if it matters _at all_ for _this_
       | particular game since it isn 't really a Tetris clone at all, but
       | while TGM is a well-known cult classic for people deep into
       | Tetris it's relatively obscure outside of that circle (and
       | presumably outside of Japan.) The Tetris Company is very strange
       | about licensing and has apparently, as the legend has it, blocked
       | and forced changes on TGM releases for a very long time due to
       | the fact that it doesn't fit with the Tetris guideline rules they
       | enforce in an oddly totalitarian fashion, probably suppressing
       | the game even further in an era where speed games and competitive
       | gaming is a lot more popular.
        
         | juancroldan wrote:
         | Very insightful! the 4-window blacklist is such a good idea. I
         | feel like 7-bag is a bit too predictable if you're able to keep
         | up with the counting.
         | 
         | And you're right, some of the rotation and kick rules you
         | mentioned are actually not changing much in this game because
         | there's not a collision between pieces, only overlap: since
         | floor kicks and t-spins are not possible, we optimized those
         | for simplicity (it's a 48h game jam in PICO-8 after all)
        
           | jchw wrote:
           | I tried playing sirtet for a while. That was pretty
           | interesting. My brain kept wanting to orient the pieces as if
           | I was playing Tetris leading me to occasionally do the
           | opposite of what I was intending to do and dig myself into a
           | hole both figuratively and literally. I found it pretty
           | challenging to figure out a good strategy for stacking; there
           | aren't so many lines to work with at once and the constraint
           | that the soil has to be connected at all times adds a bit of
           | challenge. I couldn't get very far and only managed to clear
           | four lines a couple of times. I can definitely say now that I
           | don't think 7 bag is a mistake for this. With the added
           | challenge, having 7 bag and a hold window is probably a good
           | idea.
        
         | qsort wrote:
         | I think it depends on what you want to make a clone for.
         | 
         | TGM rules are more elegant and _much_ more challenging for
         | single-player tetris, but on the other hand multiplayer and
         | especially 1v1 has far greater variety and dynamism with a
         | looser rotation system. The stricter the rules, the more it
         | becomes spamming tetrises against each other until someone
         | misdrops. You have to construct a ruleset where a player who is
         | 0.1pps faster doesn 't just autowin.
        
           | jchw wrote:
           | I doubt this is going to be a popular opinion, but I honestly
           | think Tetris 1v1 just isn't that interesting of a game. The
           | interaction between players is pretty damn boring. In
           | guideline 1v1 a lot of very high level games are decided by
           | garbage RNG which I think is even less interesting than
           | determining who is 0.1pps faster. I don't think either
           | ruleset is particularly better for either players or people
           | watching. Don't get me wrong, there's definitely a lot of
           | tension in high level game play and so it's not completely
           | boring, but to me it starts to get old once you realize
           | what's happening, and I haven't really watched any high level
           | Tetris stuff in a long time. I have a lot more fun watching
           | Classic Tetris World Championship, because as janky as NES
           | Tetris is, it's fun to watch people absolutely decimate it.
           | 
           | Now if you want a good multiplayer puzzle game with super
           | rich interactions, I think you just simply need a different
           | game entirely, because there's no obvious way to weave some
           | sort of responsive strategy into a Tetris game. Therefore, my
           | pick for the ideal competitive falling blocks puzzle game is
           | Puyo Puyo Tsu.
        
             | jgtrosh wrote:
             | My dream competitive Tetris game is based on the
             | cooperative mode in Tengen Tetris, with two players on the
             | same board and separate scores. However, it's a bit hard to
             | promote cooperation and not suicide as soon as there's any
             | disadvantage. A possible workaround is to have two
             | simultaneous 1v1 games (same seed), and count all four
             | scores independently.
        
             | NauticalStu wrote:
             | TGM actually has a pretty interesting 1v1 system. I wish it
             | was more popular.
             | 
             | Most other Tetris games (all that I've played, at least)
             | throw randomized garbage at the opponent. It scales with
             | the number of lines you clear, but it always has a one
             | column gap in a random position, no control over that.
             | 
             | But TGM's garbage is deterministic. Basically, imagine
             | taking the lines you just cleared, but remove the piece
             | that completed them. That missing piece will be the gap.
             | Flip what's left upside down and add it to the bottom of
             | your opponent's stack.
             | 
             | Now you have full control over the position and shape of
             | the garbage you send!
             | 
             | This adds a nice layer of strategy and makes the game feel
             | more interactive since you need to constantly watch your
             | opponent's stack and act accordingly. You want to add
             | garbage where your opponent will struggle to clear it while
             | also being on the lookout for what kind of garbage they'll
             | be sending you and try to play around it.
             | 
             | And there are powerup items to spice things up, which
             | admittedly vary widely in power level and can be very
             | swingy. Although that's not necessarily bad as it allows
             | players of different skill levels to play together
             | (although the stronger player will still win most games),
             | as well as just add some exciting or funny turnarounds.
             | There's also a timing element to triggering the items,
             | which adds even more strategy.
             | 
             | https://tetris.wiki/TGM_Versus_Mode_Guide
        
               | jchw wrote:
               | I absolutely do think TGM versus mode is interesting. I'm
               | not sure how to feel about it, but the lack of random
               | garbage is a very big plus.
               | 
               | > And there are powerup items to spice things up, which
               | admittedly vary widely in power level and can be very
               | swingy. Although that's not necessarily bad as it allows
               | players of different skill levels to play together
               | (although the stronger player will still win most games),
               | 
               | This seems to be a tricky thing to balance in competitive
               | games. It's boring if the more skilled player wins every
               | single match even in fairly close matchups, but it's also
               | frustrating if any specific win/loss is dictated
               | specifically by random chance or "unfair" game mechanics.
               | This seems to essentially force game design to go a
               | little off the path and overcomplicate things a little to
               | try to make the game more interesting.
               | 
               | I strongly recommend taking a look at Puyo Puyo
               | (particularly Tsu) if you are a competitive puzzle game
               | enjoyer. It is a seriously good multiplayer puzzle game.
               | Where Tetris is an excellent single player game and a
               | good multiplayer game, Puyo Puyo is an excellent multi
               | player game. You can see the game design issues play out
               | especially over the early iterations of it; they pretty
               | much nail the formula in Tsu, so most of the changes from
               | thereon just kind of add additional complications that
               | can make the game a bit more interesting and add some
               | ways that someone can feasibly win a match against a
               | better opponent.
               | 
               | Among the many puzzle games people play somewhat
               | competitively (Tetris, Panel de Pon, Dr. Mario even,) I
               | think Puyo Puyo is the one that deserves much more
               | attention. Not that I think the game design behind Tetris
               | multiplayer shouldn't be iterated on, but after seeing
               | and studying high level Puyo Puyo play, it just makes it
               | feel like Tetris multiplayer will never be able to have
               | the same amount of depth. Of course, it's still plenty
               | enjoyable, especially if you are playing Tetris
               | multiplayer somewhat more casually. I definitely used to
               | play a lot of online Tetris with friends. (Also, although
               | it wasn't something I played a whole ton, I did spend a
               | few hours on Tetris 99. I wasn't really the greatest at
               | it because I'm just not that good at spamming setups but
               | I was able to net a few wins.)
        
               | NauticalStu wrote:
               | Yeah, 1v1 TGM didn't leave a good first impression on me
               | because the items seemed wild and gimmicky, something
               | designed for casual play, not competitive. But I
               | eventually came around, mostly after finding out how the
               | garbage system works. I've played quite of bit of TGM2 on
               | Fightcade, and while some individual games come down to
               | item craziness, usually people play FT3 or FT5 matches,
               | where the luck of a single game usually doesn't decide
               | the match (and if it did, it was a close match
               | otherwise). I like the tension and surprises that items
               | can add, even if it comes at the cost of balance
               | sometimes.
               | 
               | I played a decent amount of Puyo Puyo back in the day
               | (mostly Tsu), but lost interest for two reasons:
               | 
               | 1.) I had nobody to play against, and the AI in the old
               | games wasn't very good. Neither of these are issues now
               | though, with online play and much better AI.
               | 
               | 2.) I could never get past the beginner phase. Making 4-5
               | chains really fast was usually good enough to beat the AI
               | in the old versions, so I stagnated there. But that
               | doesn't work against modern AI, and certainly not against
               | humans. But I had no idea how to make the jump from
               | beginner to intermediate; strategy just felt
               | fundamentally different, and hard for me to figure out.
               | Maybe I just never found good resources for learning that
               | (this was 20+ years ago, probably much more out there
               | now).
               | 
               | But yeah, it's a shame it never really took off in the
               | west. Highly underrated game.
        
               | jchw wrote:
               | Honestly that is probably the one big fault of Puyo Puyo:
               | Puyo Puyo Tsu (and onward) has an obscenely challenging
               | learning curve which will undoubtedly have one plateauing
               | a lot. If you want to be able to make larger chains you
               | need to learn how to build transitions. But if you want
               | to build large chains in actual matches with an opponent
               | who is good enough to watch your board, you also need to
               | be able to build transitions safely and efficiently,
               | which is why a lot of people do GTR as soon as possible.
               | It took me a few years to get to a point where I felt
               | basically just mediocre, and then I plateaued hard. To
               | get better I'd undoubtedly need to hone my muscle memory
               | for how to more efficiently use pieces and build more
               | parts of the chain at once without breaking it or leaving
               | myself vulnerable. I don't think I'll ever be all that
               | great, but it was a lot of fun.
        
             | isotypic wrote:
             | > In guideline 1v1 a lot of very high level games are
             | decided by garbage RNG which I think is even less
             | interesting than determining who is 0.1pps faster.
             | 
             | I have played a lot of (moderately high level) 1v1 tetris
             | and I would have to disagree. In fact I often felt that the
             | reverse is true - if I felt I died to garbage hole RNG,
             | really that meant I was getting out pressured and would
             | have lost eventually anyways. And while my playstyle was
             | more aggressive, try to out speed opponent, I lost my fair
             | share of games to people playing (much) slower but just
             | incredibly efficient.
             | 
             | I agree there is an overall disappointing amount of
             | interaction between players, though. Watching your
             | opponents board and adjusting to it is hard and takes a
             | while to build the skill to do. And a lot of the times you
             | can just get away with it by playing faster and out
             | pressuring and ignoring the other player.
        
               | jchw wrote:
               | > I have played a lot of (moderately high level) 1v1
               | tetris and I would have to disagree. In fact I often felt
               | that the reverse is true - if I felt I died to garbage
               | hole RNG, really that meant I was getting out pressured
               | and would have lost eventually anyways.
               | 
               | To be honest, I was never good enough for it to be a big
               | issue, but it does seem apparent to me that it is an
               | issue for the highest level players. I could be wrong, of
               | course, but assuming I'm not, I think this brings up an
               | interesting question: if it's something that you have to
               | be so good at the game to have impact you meaningfully,
               | does it really matter for 99.9% of players including
               | myself who will certainly never get there? I guess the
               | answer is probably not, but it does have a psychological
               | impact of sorts. It definitely can make tournament
               | outcomes feel less interesting.
               | 
               | So really random garbage just irks me because it seems
               | like an unnecessary addition of RNG into an otherwise
               | skilled game. I don't think random garbage is more fun
               | than deterministic garbage schemes. I would suppose some
               | people disagree.
               | 
               | The lack of serious interaction and a deep meta game,
               | though... That's a bigger problem, yeah. I am not sure
               | you can fix that while still producing something that you
               | can really call "Tetris".
               | 
               | (And even when Nintendo called "Panel de Pon" "Tetris
               | Attack" outside of Japan, I don't think it wound up
               | having a terribly interesting interaction between
               | players, either, despite being an entirely different game
               | from the ground up! Still pretty fun though.)
        
             | danbolt wrote:
             | Watching two people who know how to play _Puyo Puyo Tsuu_
             | and when to reflect or cancel out the garbage blocks is
             | incredibly dynamic.
             | 
             | It's a bit of a shame Sega/Nintendo chose to localize the
             | first game in the series rather than the sequel with the
             | updated rules.
        
             | mitsu_at wrote:
             | One example of the kind of mind games that can happen
             | between top level Puyo Puyo players:
             | https://www.youtube.com/watch?v=sjeNJcCfHpo
        
           | Dwedit wrote:
           | I watched enough Tetris 99 streamers to know the basic
           | strategy, you 4-wide when on defense, and T-spin/Tetris when
           | on offense.
        
         | Arcorann wrote:
         | Have you looked at TGM4, which released on Steam last week? [0]
         | I'd be interested to see your thoughts on it.
         | 
         | Also would like to note that, at least for TGM1, 2 and 3, the
         | PRNG used is a 32-bit LCG (the common C one, in fact).
         | 
         | [0]
         | https://store.steampowered.com/app/3328480/TETRIS_THE_GRAND_...
        
           | jchw wrote:
           | I haven't had a chance to check it out. I definitely intend
           | to.
           | 
           | > Also would like to note that, at least for TGM1, 2 and 3,
           | the PRNG used is a 32-bit LCG (the common C one, in fact).
           | 
           | Oops. It seems I have manufactured some false memories.
        
         | ambyra wrote:
         | The rules make it so every new tetris release is just a boring
         | clone. TGM has to fight for innovation, really sad. When I made
         | my four player variant, https://duo.itch.io/reaktor I made sure
         | to follow NONE of the guideline rules, and it ended up being a
         | breath of fresh air for a lot of people.
         | https://www.reddit.com/r/gamedev/comments/1fdzcsc/how_i_publ...
        
         | DadBase wrote:
         | I still think the cleanest rotation system was when we mapped
         | tetromino states to hardware interrupts. You'd get instant
         | kicks, but if the stack got too high you'd risk a race
         | condition that hard-locked the framebuffer. Not elegant, but
         | very motivating for clean stacking.
        
       | zabzonk wrote:
       | Ah, Tetris. I remember stripping out the copy protection from the
       | MSDOS version with a debugger. Not because I wanted to resell it,
       | which would have been difficult back then, just because I found
       | it irritating.
       | 
       | I also added mouse support, once again using a debugger, for
       | Hercules Graphics to a wargame - it was the ever popular Battle
       | of the Bulge, by a famous designer who's name I can't remember.
       | Guy that did Eastern Front on the Atari.
       | 
       | Edit: Chris Crawford
        
         | euroderf wrote:
         | Did you also remove the copy protection ? What is the third
         | word in the second paragraph on page 37...
        
       | franze wrote:
       | i created a not tetris clone here
       | https://ihopethisisfun.franzai.com/ (not tetris in a flipping /
       | rotating board with vertical lines also possible) and I learned
       | more about the SRS (super rotating system) then i ever wanted to
       | know, think it is still off and i might give it another try soon
        
       | iNic wrote:
       | People who want play tetris _fast_ (on places like jstrs) will
       | prefer the "real" rotation to the "NES" rotation, because it
       | allows you to place pieces with fewer button presses.
       | 
       | To explain why check out this video:
       | https://www.youtube.com/watch?v=_QBs703nOnk&t=502s
        
       | jstanley wrote:
       | > Before we implemented this, we played entire games with not a
       | single stick piece in over 100 pieces
       | 
       | Are you sure there wasn't some other bug? There's a 6/7 chance of
       | not getting a stick piece, which means for 100 pieces in a row
       | there's (6/7)^100 = about 1 in 5 million.
        
         | juancroldan wrote:
         | There's a non-zero chance that it was around 30 pieces and we
         | felt it like 100. Our quick testing the game for the jam was
         | not very scientific. I just changed it to "~30"
        
           | inputvolch wrote:
           | Well it's a good thing you exuded such a confident number in
           | the article to make your point when you very well knew it was
           | completely made up. Definitely gives the reader confidence
           | that the rest of the article is completely true!
        
             | ziddoap wrote:
             | This is a ~400 word blog about tetris, not a research paper
             | about curing cancer. Maybe some slack can be afforded?
        
         | taneq wrote:
         | Unless they weren't seeding their RNG, which means every game
         | could be the same.
        
           | juancroldan wrote:
           | PICO-8 initializes it for you upon loading the game
        
       | throw10920 wrote:
       | I really like the implied general principle of the wall kick - if
       | the user tries to do an action in a state that doesn't allow it,
       | if there's something that's useful and pretty close, do that
       | instead.
       | 
       | For instance, I'm building a tree editor with vim movement keys,
       | and I found that a "j" that brings me up to the first child _or_
       | next sibling node is strictly more useful than a  "j" that only
       | descends to children and a "l" that only goes to the next
       | sibling.
       | 
       | Obviously, you have to be very careful to avoid introducing
       | footguns, but the idea of "don't dogmatically adhere to operation
       | semantics" is good.
        
         | munificent wrote:
         | This is, I think, one of the deepest arts in user experience
         | design. It comes up in games, but I find myself applying it all
         | the time when designing a programming language too.
         | 
         | A human sitting at a machine and pushing buttons is expressing
         | some sort of _intention_. When the machine can do exactly what
         | they requested, easy, do that.
         | 
         | But what happens if their intentions don't seem to make sense
         | given the current state of the system and/or their previously
         | indicated intentions?
         | 
         | In the context of Tetris, it's them trying to rotate a piece
         | when they've moved it too close to the wall to do that. In a
         | programming language, it can be that they've defined a function
         | that's declared to take a string and then they wrote a call
         | that passes it a number.
         | 
         | Sometimes, you can make a pretty confident guess as to what
         | they are trying to do and have the system either do that
         | instead or at least use that assumption to explain why the
         | system can't do what they requested.
         | 
         | But deciding when a guess is a safe bet for the system to make
         | and when it will be wrong often enough to confuse users is
         | _really hard_ , especially as the complexity of the system and
         | the diversity of the userbase scales up.
        
       | curiouser3 wrote:
       | Apotris (https://akouzoukos.com/apotris), a GBA "demake" of
       | tetris is one of the cooler ones I've seen with regard to QOL.
       | Lots of settings for tweaking controls and sensitivity that make
       | it possible to fine tune the game to just feel fantastic to play
        
         | Dwedit wrote:
         | There is also "Tetanus On Drugs" on GBA (later renamed Lockjaw:
         | The Overdose), which uses Mode 7-style distortions to simulate
         | the experience of playing Tetris under the influence. I'm not
         | 100% sure of which rule set it uses, but it does have hold
         | pieces and delayed piece locking at the bottom.
        
       | isolli wrote:
       | Side question: how can I introduce my son to the joys of Tetris?
       | Is there a good game available somewhere currently? I tried to
       | find one for the iPad, but came up empty-handed.
        
         | wwarren wrote:
         | For iPad maybe try Delta emulator and the NES version of Tetris
        
         | dharmab wrote:
         | My favorite tetris game is Tetris Effect. It has really awesome
         | music and graphics.
        
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       (page generated 2025-04-09 23:00 UTC)