Yes, and in fact the only way to break 500,000 is to start on 20-5 and clear T-spin doubles almost exclusively. The highest possible line clear score would have you play on 20-5, clear 12 T-spin doubles, and then a tetris (note: you only get 12 T blocks, even if you let the stack reach the top); this would give 555,000 points. He must have come pretty damn close to that. (edit: on second thought, I'm not sure that's even possible, because of the timing at which you'd get the Ts. The limit might be closer to about 530,000...I'll have to think about it.)
Here's the "trick" to their marathon scores: [link] (Caution: page only works in IE) It's a setup that allows for a sustained series of T-spin doubles and tetrises (at 20G, to boot). It looks like the piece proportions work out about right, so it seems plausible that you could maintain this through an entire marathon clear. EDIT: wow -- this is really easy to maintain once you get the hang of it. 410,000 line clear just now using that method (11 T-spin doubles, 1 tetris, 20-0).
I tinkered around with it as well and hit 408k. I had a mess at around 7 lines left and had to wing it, a more perfect run would have certainly yielded 450+
That is, if they thought ahead enough to make the cut-off 999,999 and not 99,999. Unless someone has reached six digits. Have they?
How come the ridin spinnaz points only work on line clear when there are no garbage lines at the start?
Weird, I thought if gave points for falling. Which shouldn't be hapenning at 20g. Are the points at least slower?
The same. I-blocks seem to generate points faster (every 2nd press, not 4th) and I've just messed around and found that a J-block can generate points a lot quicker when it's on an uneven surface.
"Falling" in a modern tetromino engine is accomplished by computing the Y coordinate of where the piece would land if hard dropped, and then storing it (for display by the ghost piece code). Then something similar to the following occurs: Code: while(!gameOver) { processRotation(); processSideways(); updateHardDropY(); gravityDistance = curGravity; if (pieceY is above hardDropY && pressed(KEY_DOWN)) { ++score; gravityDistance += 1 block; } } Apparently it checks for the down button before applying gravity, just like LJ does.
And for this reason, some rotations just won't give points. For example, you'll never get points for spinning a square. It works fine on level 20 with garbage -- I suspect you just had the piece in a bad spot when you tried. On a related note, check out this picture from the Japanese score site, which is photographic proof of the line clear record. The old "high score" (in the upper right) is exactly 17 points higher than second place.
yes the I piece and the T piece work great....i would recommend pressing a and b at the same time while pressing over/down to gain at ton of points.......it works great on 20G