Records: [Lockjaw] BLIND 40 Lines/180 Seconds

Thread in 'Competition' started by makalaka, 20 May 2009.

  1. 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
     
    Last edited by a moderator: 28 Sep 2009
  2. 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
     
  3. Ai

    Ai

    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!
     
  4. tepples

    tepples Lockjaw developer

    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
     
  5. jujube

    jujube Unregistered

    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.
     
  6. Ai

    Ai

    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. ^^
     
  7. tepples

    tepples Lockjaw developer

    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.
     

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