THE RULES --40 LINES-- --EASY MODE-- Default rules (see the other topic), plus... Randomizer is --HARD MODE-- Same as above, plus... Good luck. --180 SECONDS-- --EASY MODE-- Same rules as Easy above --HARD MODE-- Same rules as Hard above
Cleared 40 lines at level 40 on 2009-05-20 at 01:18 Played 102 tetrominoes in 1:13.61 (83.13/min) (active time only: 1:08.78, 88.97/min) Pressed 425 keys (4.16/piece) Made 40 lines (single: 12; double: 6; triple: 4; home run: 1; T single: 0; T double: 0; T triple: 0) Sent 18 garbage (14.67 per minute) Left 8 blocks behind LJ score: 7600 Options Well: 10x20, Enter: Above Speed: Zero, ARE: 0 ms Randomizer: Bag + 1 of Tetrominoes Hold: Off, Rotation: SRS+initial Lock: Never, Deep: Off Line clear: 0 ms Naive, Gluing: Off Drop score: None, T-spin: 3-corner T Garbage: Off, DAS: 133 ms Instant Soft drop: 1G Slide, Hard drop: Lock Shadow: Color, Next: 0 Cleared 180 seconds at level 76 on 2009-05-20 at 01:35 Played 212 tetrominoes in 3:00.00 (70.66/min) (active time only: 2:50.68, 74.52/min) Pressed 855 keys (4.03/piece) Made 76 lines (single: 8; double: 9; triple: 2; home run: 11; T single: 0; T double: 0; T triple: 0) Sent 65 garbage (21.66 per minute) Left 84 blocks behind LJ score: 20600 Options Well: 10x20, Enter: Above Speed: Zero, ARE: 0 ms Randomizer: Bag + 1 of Tetrominoes Hold: On, empty, Rotation: SRS+initial Lock: Never, Deep: Off Line clear: 0 ms Naive, Gluing: Off Drop score: None, T-spin: Off Garbage: Off, DAS: 133 ms Instant Soft drop: 1G Slide, Hard drop: Lock Shadow: Color, Next: 0
I didn't try the harder challenges as this was difficult enough for me. These results are in line with my skill level from about a year ago without all the restrictions. Code: Result: Cleared 40 lines at level 40 on 2009-05-20 at 13:51 Played 103 tetrominoes in 1:19.05 (78.17/min) (active time only: 1:14.11, 83.38/min) Pressed 414 keys (4.01/piece) Made 40 lines (single: 15; double: 6; triple: 3; home run: 1; T single: 0; T double: 0; T triple: 0) Sent 16 garbage (12.14 per minute) Left 12 blocks behind LJ score: 7200 Options Well: 10x20, Enter: Above Speed: Zero, ARE: 0 ms Randomizer: Bag + 1 of Tetrominoes Hold: Off, Rotation: Arika Lock: Move reset, Deep: Off Line clear: 0 ms Naive, Gluing: Off Drop score: None, T-spin: 3-corner T Garbage: Off, DAS: 116 ms 1G Soft drop: 1G Slide, Hard drop: Lock Shadow: Color, Next: 0 No replay because I thought I could do better... I never imagined not using the next piece preview would have such negative effect on my performance. I did experiment not using hold in the past and it doesn't affect my performance so much. I only use 1 next piece preview in lj at all times. Time to learn to use more I guess. Code: Result: Cleared 180 seconds at level 74 on 2009-05-20 at 15:02 Played 203 tetrominoes in 3:00.00 (67.66/min) (active time only: 2:51.21, 71.13/min) Pressed 684 keys (3.36/piece) Made 74 lines (single: 4; double: 5; triple: 0; home run: 15; T single: 0; T double: 0; T triple: 0) Sent 75 garbage (25.00 per minute) Left 68 blocks behind LJ score: 22400 Options Well: 10x20, Enter: Above Speed: Zero, ARE: 0 ms Randomizer: Bag + 1 of Tetrominoes Hold: Off, Rotation: Arika Lock: Move reset, Deep: Off Line clear: 0 ms Naive, Gluing: Off Drop score: None, T-spin: 3-corner T Garbage: Off, DAS: 133 ms 1G Soft drop: 1G Slide, Hard drop: Lock Shadow: Color, Next: 0 Replay included. Even though I didn't use the next piece preview it will show the amount of pieces you have currently set in your lj settings. Bug? EDIT: Thanks for detailed reply tepples!
There are three components to a running game of Lockjaw: the playfield, the controller, and the view. Replays save only the playfield; states of the controller and view that do not affect the playfield (e.g. ghost, preview) aren't saved. pcjoy.c turns raw keypresses (e.g. Z, S) into virtual keypresses (e.g. Rotate Left, Hold) macro.c handles DAS, IRS, and the like, turning virtual keypresses into a vector of (shift distance, rotation, soft/hard drop, lock/hold) Lockjaw Engine proper (lj.c, gimmicks.c, random.c, speed.c, wktables.c, etc.) acts on this vector, updates the playfield, and produces a list of events that happened on the previous frame such as entry, rotation, shifting, landing, locking, and line clear, and a list of rows of the playfield that have changed. Notably, random.c always assumes eight previews; the view is responsible for hiding those that are turned off. ljpc.c updates the playfield display, and it updates the preview, hold, score, etc. upon events pcsound.c translates Lockjaw Engine events into actual sound output ljplay.c coordinates the whole thing during gameplay
Ai: aren't you supposed to have T-spin recognition turned off for 180 seconds? it would be a shame if you made one to fix your stack and your score was disqualified.
You're right jujube. I played lj on another PC and forgot to change the default T-spin detection setting. I rarely use T-spins anyway. I watched the replay just now and as expected I didn't use it. If necessary I can play again. I'm confident I can still do better.
Provided you don't involve a T-spin in a back-to-back chain, you can recalculate the score using the LJ scoring rule: 100 for a single, 400 for a double, 700 for a triple, 1200 for a home run, 200 more for a back-to-back home run.