SRS Death GM challenge

Thread in 'Discussion' started by jujube, 13 Apr 2009.

  1. jujube

    jujube Unregistered

    ok, here's the deal. i'm presenting a challenge to all players of all rotation systems to get GM in any Death-style mode using SRS rotation. just make sure it has death timings, one preview, no hold, and 3:25@500 torikan. sound easy? maybe it is, maybe it isn't. if you do it, you can say anything you want about SRS, and SRS players aren't allowed to defend themselves [​IMG] conversely, anyone who hasn't reached SRS Death GM but talks trash about SRS in this thread will be put in their place. this isn't an attack against ARS, nor is it a comparison between ARS Death and SRS Death. SRS Death is what it is.

    i considered making this into a records thread, but it's intended more as a place to discuss the state of SRS and its possibilities, with a catch. but please don't take it as some sort of snooty place where only Grand Monkeys are allowed. i'm just trying to motivate people.

    i hope that SRS GM is a realistic goal for everybody here, if they put the effort into it. let the SRS bashing begin!

    edit: if you can't reach GM, then at least give it a try for a couple hours and post your thoughts. thanks.
     
  2. jujube

    jujube Unregistered

    SRS Blockbox Expert TA GM@6:39:28

    i think SRS has good potential for speed because of the flat-down orientations, negating the need for ARE and initial rotation. i think it's advantageous to not have any delay before the piece spawns. can't you rotate it after it spawns, within the number of frames you would've waited during ARE?

    the kicks need some work, not only to make it more challenging, but more sensible too. i also think the lock delay system needs to be changed to something similar to step reset.
     
  3. woot i hit GM, i am now equal with jin8 and kan
     
  4. Amnesia

    Amnesia Piece of Cake

    Interesting...

    But until you reach 999 with a step reset motion, I won't recognize these GMs..

    Remember my MO on Heboris, with ARS move reset..At my 2nd try only.
     
  5. jujube

    jujube Unregistered

    i'm sorry Amnesia, but i won't recognize your comment.

    be gone from here! come back when you are SRS Death GM! are you afraid of the challenge?
     
  6. Interesting challenge. I like to rat on SRS kicks, but that's really just because they're silly. Everything else about the rotation system is pretty decent.

    Heboris, ACE-SRS (I need my infinity), Death+ mode (devil-minus)
    500 @ 4:26:33

    Edit: DS-SRS, 500 @ 4:08:70

    With my limited SRS knowledge I can make 500 levels of 20G on the first tries. Let's go better next time.
     
  7. K

    K

    can you develop please ? [​IMG]
     
  8. jujube

    jujube Unregistered

    keep it up rednefed! you really just have to get past 500 and you're in the home stretch, though actually i got m 4 or 5 times before reaching GM.
     
  9. Completed it after about half an hour of playing. In 6:23, which is only two seconds off Blink and a fair chunk faster than Jujube.

    So I thank you jujube for compelling me to waste half an hour of my life playing stupid broken Tetris. The only remote difficulty whatsoever is the torikan, and that's only there because it's designed for ARS.
    And it could be I'm used to playing that quickly, but it didn't even feel like a hard time to beat for me. The first time I got to 500 I was at 3:18, and I finished on Gm.

    So yeah, fuck SRS and it's completely broken 20G play. I feel dirty now.

    EDIT: Post #1989... how oddly symbolic and appropriate that I'd get it this week.
     
  10. m:)

    m:) Unregistered


    imvho at the speed it takes to break the torikan it becomes irrelevant.
     
  11. jujube

    jujube Unregistered

    Rosti: time to hit the showers [​IMG]

    m:) : i agree with you that 0-500 under 3:25 in Death with any RS is a good challenge. i'd really like to see a Death mode for SRS that keeps getting faster after 500.
     
  12. Edo

    Edo a.k.a. FSY

  13. tepples

    tepples Lockjaw developer

    First put something, anything, in column 3. Then rotate right then left.
     
  14. jujube

    jujube Unregistered

    edo: the T piece is the wrong color for that maneuver.

    i haven't tried Ti-world in Texmaster myself. i was going to, but people were reporting inaccuracies with the kicks, so i'm waiting for the next release.

    edit: tepples is always one step ahead of me.
     
  15. Now you may not post anything, before April 15th...or it ain`t symbolic anymore [​IMG]
     
  16. Amnesia

    Amnesia Piece of Cake

    Sorry jujube, I have to add that I replied with only the "surviving at DEATH 500 until 999 with SRS..." in mind.
    Actually, I imagine that breaking 500 at 3:25 is something hard. My best for SHIRASE is ~2:45, so I should try soon the challenge for death..
     
  17. Edo

    Edo a.k.a. FSY

    999 @ 6:27:10

    Now that I've completed it I'd like to exercise my right to say a few things:

    A lot of SRS's potential for speed comes from the nature of the move reset lock delay. After manoeuvring each piece into position, I know that I've still got the full amount of lock delay remaining, so I can lock quite aggressively all the way to 999. With step reset, I may only have half the lock delay at the end of a manoeuvre, and manual locking in this situation would be too risky. Instead, I would have to "waste" this time and wait for the lock delay to expire on its own. Note that with ARS combined with move reset, I can get GM under 6:00 literally every time. Basically, until lock delay gets extremely short (e.g. less than 10 frames), move reset makes the lock delay effectively infinite; as long as the player gets the tetromino moving within 10 frames, the lock delay will remain at its full value for the entire duration of the manoeuvre, and there is no risk of the piece locking until the player is ready to manually lock it by themselves.

    The SRS kick system is extremely counter-intuitive.
    Example 1. This is a common "notch" theme on the right hand side. I slide the Z so it's directly above the desired location, rotate CW to allow it to fall past the obstacle, then rotate the other way to slot it neatly in the notch... or not.
    Example 2. All I want to do is flip this over; 2 rotations ought to do it, right? But even rotating the other way doesn't help.
    Both these examples, the annoying T example I gave in an earlier post, and many, many others, all work fine with SEGA rotation, and that doesn't even have wallkicks.

    If you take Tetris and strip it back to it's most basic concept; forget about scoring, T-Spins, floorkicks, wallkicks, extra previews, hold, and all the other layers of complexity that have accumulated over the years; you're left with: "falling blocks which need to be slotted together to complete lines". The first layer of complexity we should reintroduce is an element of challenge; let's make the blocks fall faster, and faster, until we hit 20G. Now we arrive at our first design problem - rotation systems where the tetrominoes are always in contact with the bottom of their bounding box work; rotation systems where there are "floating" states do not work. Now, do we opt for the former system, which will just work on its own; or the latter system, and introduce an unnecessary layer of complexity in the form of floorkicks, just in order to make the basic rotation work? This illustrates my biggest gripe with SRS: I believe it to be badly designed at its most fundamental level. This flawed design also introduces another problem: step reset lock delay cannot be used because step resets will occur in a counter-intuitive manner. This example gives a step reset, but this example doesn't. To counter this, the clever people at TTC introduce yet another unecessary layer of complexity: infinity!
     
  18. Good post. SRS kicks don't make sense. I'll mention kicks were originally introduced not because of the floor, but because of the wall (allowing players to rotate once they've DASed all the way to the wall).
     
  19. jujube

    jujube Unregistered

    Amnesia: you don't have to apologize. this thread isn't completely serious. i was hoping people would play SRS enough to have some knowledgeable opinions.

    Edo: grats on the GM [​IMG] in your first example, the piece has to be rotated the same direction twice. don't ask me why. your second example shows a major flaw in the kicks IMO. the first J rotation isn't just using a floorkick, it's jumping to the right, which is totally weird.

    i never thought about the difference between manually locking with SRS and ARS. that's a solid point.

    it may be in agreeance with what Edo just said, and you might already know what you're talking about, but it's SRS trash talk coming from someone who hasn't achieved GM. be gone! [​IMG]

    edit: of course people's opinions matter, regardless of how much SRS they've played. if anybody has given this challenge a decent chance and hasn't reached GM, then feel free to bash.
     
  20. Amnesia

    Amnesia Piece of Cake

    790 after 30min..But with the level 500 passed around 3min31..And on a fucking keyboard.. [​IMG]
     

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