Deep Drop

Thread in 'Discussion' started by mar, 22 Nov 2007.

  1. mar

    mar Unregistered

    Deep Drop (I named this feature just to be able to turn it off so if it's inappropriate let me know I'm not so good in English.) let player place tetrominos in holes. It was invented to speed up average tetris players and let them play longer (I always envy your skills when I looked at youtube videos), and it did, people who play tetris with Deep Drop really perform better. But I have contact only with average players in new version of multiblocks I added Deep Drop switch which allow you to play in standard manner, and there is keystrokes counter available in statistics.


    What is all about? During my testing (I'm Deep Drop fan;)) when I looked on my highscores I realized that every "equal" score created with Deep Drop (DD) or without (BB) in first case have less keystrokes (10-15%)

    So it looks like this technique is faster(for me of course). I realize that this are only my scores but in theory it looks like DD is faster too but I'm not mathematician and cannot prove it.


    Hmmm maybe it is only my impression I don't know...



    Multiblocks is located on http://www.multiblocks.com and it is free online. [game:3, mode:1, difficulty:pRO,(Change keys X,Y <> Up,Down Arrow)]


    NOTE': This is not multiblocks topic please write about a gaming in multiblocks thread.

    NOTE'':Your lack of experience in deep drop will be balanced by non fully standard classic play, nevertheless give DD chance and play in it for a while because there is a little different strategy for it.
     
  2. DIGITAL

    DIGITAL Unregistered

    This applies to 0G type gameplay.


    I believe playing with this feature on is theoretically faster than with it off simply because you never have to break hard drop finesse. Overhangs do not need a soft/firm drop or sliding. Holes that are covered can also be hard dropped into without breaking finesse.


    If used correctly, a player can reduce hold usage and even cover open columns without negative consequences.
     
  3. i still hold that this is one of those things that makes tetris not tetris anymore. this is, to me, a little different than real tetris. outside wall kicks, tetrominoes aren't supposed to move through anything blocking their way. it's just like i say double rotation is okay, but reflection is not okay since it breaks a core tetris law (one-sided tetrominoes, not free tetrominoes), and imo tetrominoes stopping when they run into something is a fundamental tetris law.
     
  4. The most fundamental impact of this is that if you leave the hole at the side for Tetrises, then when you end up covering it over, either accidentally or on purpose, it makes no difference. It starts to destroy one of the most basic mechanics of the game, which is leaving the far right column open. You don't even need to do that any more.
     
  5. hey guys, come on... as a novice / totalbeginner mode, this deepdrop is a nice simplification.


    if you go that hardcore and deny the term "tetris" to a game with "deepdrop", you can as easily deny the term tetris to the games featuring tspins, lock delay, entry delay, and wall / floor kicks. especially floor kicks.

    all those features make the core tetris gameplay easier and at the same time more playable.


    but mar, i would suggest you to make deep drop really only a beginners/training mode. probably because deepdrop makes the highest gameplay simplifications from all methods mentioned above..
     
  6. to me, it really isn't about making the game easier. it's just a different game. kicks are more about making the game easier, more fluid, and natural, and have been in tetris games for a long time, and even though programmers can come up with some pretty outrageous set ups, i still don't think they interfere with the game's physics that much. entry delay and lock delay do not interfere with the game's physics at all, but i'd agree with you for IRS and to an extent awarding t-spins (not simply their existence). at best, i'd say this is a separate form of gravity besides naive and cascade. so just like i say quadra isn't really fundamental tetris, i'd say this isn't either.
     
  7. mat

    mat

    +1 vote against. would deffinately change the standard build from consecutive tetris to ridiculously easy consecutive tspin triples. so long as you still award them.

    Code:
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  8. ok, getting a bit offtopic:


    i would say, quadra / cascade style tetris is the REAL tetris, as it most realisticly simulates "falling tetrominoes under gravity"...


    but yeah - i think caffeine got it classified perfectly: deepdrop is another kind of gravity mode, adding to naive and cascade gravity.
     
  9. Air Gear

    Air Gear Unregistered

    I see deep dropping as an alternate gravity that could be very useful when using weird piece sets. Pentominoes are the obvious one, but a less obvious and more interesting alternative would be pieces where diagonal hinges are allowed. Suddenly, say, an X pentomino with the center piece removed is perfectly playable. We wouldn't have to worry about "pieces with unfillable holes in them" until eight blocks per piece this way.


    I will say, however, that this is no more "breaking the rules" than the "how could you get a T, Z, or L in there and make a triple?" case, except for the fact that this is good for alternative variations on Tetris.
     
  10. DIGITAL

    DIGITAL Unregistered

    I agree with the notion that it's not bad, it's just different.
     
  11. tepples

    tepples Lockjaw developer

    [​IMG]
    What happens when a tetromino's center of gravity isn't over the stack? Should it rotate?
    Code:
    |     |
    |    L |
    |%%% LLL | <-- EDIT: fixed for correctness
    |%%%%%%% | (thanks fnord)
    |%%%%%%% |
    |%%%%%%% |
    
    Go play Triptych and see what real gravity is in a puzzle game.


     
  12. "i would say, quadra / cascade style tetris is the REAL tetris, as it most realisticly simulates "falling tetrominoes under gravity"...""


    wouldn't even more realistic than quadra would be to have all the separate blocks fall under their own gravity like lumines?
    Code:
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    xx
    o
    o
    
    Code:
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    ox
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    no, i don't think being realistic is that important to fundamental tetris, as well as a lot of other abstract games (pawns never magically turned into queens back in the day).
     
  13. kiwibonga

    kiwibonga Unregistered

    I used to have this electronic liquid crystal (game and watch like) tetris game... Randomly, pieces would turn into this single blinking block that can go through the playfield and basically clear a line around the bottom of whatever mess you made because of your lack of experience


    This topic reminded me of it :p
     
  14. Air Gear

    Air Gear Unregistered


    I know Tetris 2 had SOME of that, but the diagonal-hinged pieces were not solid entities. Moreover, the game was about color-matching, not line-matching. A line-matching game with "deep dropping" and the full set of hinged tetrominoes could be interesting.
     
  15. mar

    mar Unregistered

    I can agree with that also.




    Well maybe in other words. I try to develop (deep drop) technique which will use intentionally left holes to reduce number of tetromino rotations. I think this should lead to faster play(this is just assumption it can be wrong).

    So I asked you about a speed comparison in hope to receive some hints.
     
  16. DIGITAL

    DIGITAL Unregistered

    I don't see how the feature would not make it possible to play faster.
     
  17. tepples

    tepples Lockjaw developer

    I had a "Tetris Jr." too.
     

  18. yah.. i know triptych... but its kinda slow.. it would be interesting to see a FAST version of this. and with some sort of magnetic snap into gridposition, such that pieces after settling are in exact grid location. there is a small palm tetris game, that also did spring like physics with tetrominoes, but that was slow, too.


    i think of course, caffeine, that classic tetris is as it is - with naive gravity. in terms of gameplay it is more challenging and more predictable, such that player skill is more important than in cascade style games, where it can get unpredictable quite fast with large chain reactions. but on the other hand i always found cascade style tetris more surprising, if you suddenly made a not planned cascade. its more diverse, more surprising.


    so its rather a matter of taste i would say. i personally do more like cascade style games, also because i am not that good ad recovering from errors [​IMG]

    tepples - that "should it rotate" ... we had that thread a while ago, remember? "herc autorotate idea" - i still would like to implement that , but ... time.. motivation.. and also - does it make sense in terms of gameplay? it could very well be the case that it would just annoy the gamer, instead of adding any value.
     

  19. But those wouldn't technically be T-spins, because you don't spin, you just drop.
     
  20. doesn't matter. in case you guys missed it, t-spin triples (as well as kick t-spins) were depreciated a while back.


    edit: i can't believe this came from tepples... are you feeling okay? i think you need to see dr. mario.
     

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