• Activity
  • Votes
  • Comments
  • New
  • All activity
    1. Pennsylvania should not determine the outcome of the election

      Comment box Scope: venting Tone: sad, irritated, upset Opinion: yes Sarcasm/humor: none I currently reside in Pennsylvania. The election season has been vitriolic, hateful and stressful. Even in...
      Comment box
      • Scope: venting
      • Tone: sad, irritated, upset
      • Opinion: yes
      • Sarcasm/humor: none

      I currently reside in Pennsylvania. The election season has been vitriolic, hateful and stressful. Even in church they are angry. They are going to fizzle out they are so mad. Even the ones who are kind are interminably irritable. I may sometimes be a partisan, utilitarian to the core, but I do not talk about politics in God's house. I will speak on justice and righteousness, but not in such terms as are popular. I would rather take that one moment in the week to see my neighbors for who they are and not the tribe they belong to. Somehow that is gone. Service on Sunday was not pleasant. You could feel the tension even as people sat listening. Even the children could feel it.

      There is an election sign, or several, on every block. Every building zoned for electric screens has rotating ads (for both candidates) on it. It's all that is spoken about. One cannot escape it. It swallows you whole, spits you out again having transformed you for the worse. Have you voted? Did you hear what he said? Oh, keep quiet, that couple at the next table looks like they voted for the wrong one. Did you hear the vice president is coming to town? Horrible traffic, oh just so terrible. All the out-of-towners, coming in, you know who they support. Despicable. Do you have an election day plan? I voted early this year. That's nice. There was a sign in the next yard over. I just wanted to run it over with my car. Don't look at that man, sweetie, he is wearing boots only the wrong people would wear. The neighborhood watch got a report today. Vandalism, keys. Looking to do some election volunteering. Ballots are on fire. Did you hear? Have to go into that neighborhood, and make sure they don't vote for the wrong person. It would be so bad for them. Oh, they don't understand. Honey, bring your pepper spray, you're not safe there. You'll be shot, knifed. It's the crime, you know who they voted for. Do you know where your polling place is? I voted by mail this year. Did you hear what she said? Well, she didn't say it, but he said she said it. Let's get out of here, sweetheart, you know they voted for the wrong one, just look at the cars they drive, they don't care. Real Americans vote for the right one. All these people voting for the wrong one, so poor, so uneducated. I hate the rich. Let's get out of this bar. Go home. Back where it's safe. We can watch partisan election predictions and not be disturbed.

      Nothing else has made me want to leave this state more than its unyielding power in the election. It is not democratic for six or seven states to effectively determine the winner of an election. And it is not a good experience as a resident to be given that much attention. It turns you against each other. It turns your civic and neighborly lifestyle into a caricature. It is worse that it is so all-or-nothing. The stakes are so high. Our 19 electoral votes are worth more than gold, because they only come in a package.

      The Lord says

      And thou shalt love the Lord thy God with all thy heart, and with all thy soul, and with all thy mind, and with all thy strength: this is the first commandment.

      And the second is like, namely this, Thou shalt love thy neighbour as thyself. There is none other commandment greater than these.

      It is bad for many reasons. But it is only this bad because of the way our electoral system is set up pits us against each other. It does not have to be this way.

      Here are my suggestions. If you are a Senator, please tell your colleagues that scroll_lock has issued a decree and make it happen. Perfection is the domain of nerds, I am simply concerned about minimizing the dominance of the two-party system and improving basic human decency.

      • State Constitutional amendments mandating some variety of ranked-choice voting. I'm sure there is some mathematically optimal method. I don't care a whole lot which, as long as it is not first-past-the-post. I am less interested in the most "virtuous" system and rather the most useful one in effectively increasing the number of political parties present in an elected body.
      • Federal Constitutional amendment forbidding the first-past-the-post method in elections for any federal or state office. (The states can decide how to implement the alternative. I'm not convinced there is any single best option.)
      • Adoption of the National Interstate Popular Vote Compact.
        • When it is inevitably ruled unconstitutional: a national Constitutional amendment requiring the allocation of electoral votes in a given state proportionally to the votes of the electorate, rather than a "winner-take-all" system.
        • OR, maybe this is better done at the state level. Not important to me. The legal nerds can battle out the specifics.
      • Federal Constitutional amendment not only forbidding faithless electors but invalidating the votes of any faithless elector. In other words, that "real" vote for the president in December should become a formality only.
        • May as well get rid of this silly meeting while we're at it.
      • Federal Constitutional amendment separating the office of president into two equal offices within the executive branch, to be elected in a staggered configuration following the same system of presidential terms we currently have, just offset:
        • President 1: head of state
        • President 2: head of government
      • Federal Constitutional amendment forbidding so-called "independent expenditure-only committees" from collecting annually more than an amount to be designated by Congress for political purposes, from any particular entity.
      • Federal law forbidding the spending of campaign funds on public political advertising more than 3 months ahead of the election.
      • Federal law forbidding the spending of PAC or equivalent funds on political advertising in support of a particular candidate more than 1 month ahead of the election.

      And there we go. Not going to solve every problem, but that is the worst part done with.

      Godforsaken land. I am buying extra food tomorrow. Let's hope it is over and done with by the end of the week.

      53 votes
    2. The Results of the Actual Unofficial 2020 Tildes Census

      Collect and code, until it is done. And now it is. Ladies (the few that we have, I mean holy FUCK ), gents and everyone inbetween, welcome to the results of the 2020 Tildes census, which is only...

      Collect and code, until it is done.

      And now it is.

      Ladies (the few that we have, I mean holy FUCK ), gents and everyone inbetween, welcome to the results of the 2020 Tildes census, which is only 34% less horrifying than 2020 itself. And you better believe I'm going to keep this up for the whole post, because fuck the responses this year, while greater in numbers, were occasionally still [REDACTED].thanks, thought police

      In the year of the lord, 2020CAN YOU PLEASE END ALREADY, we got 350 responses in, which is a whopping 100 more than last year. I don't know how many accounts we have in total, no one does, and I'm too lazy to calculate the percentages right now because I'm calculating as we go so from the point of me writing this to clicking Post Topic an hour or two will probably pass.Update: I went to bed, so like 10 hours passed Absolute numbers is all you're going to get here, so fuck me, fuck you and fuck off.I need some alcohol

      Anyway, let's go through the census. I let JotForms compile this nice graphical report that is pretty much useless because it completely breaks once either sexuality, gender or the myriad of various operating systems the people on here have get involved. But it's still funny seeing it struggle. Have a link to the PDF. So back to good Excel, my old nemesis.

      Aggregated Data

      Thankfully, this time around you'll have access to generate all this shit yourself, HERE YOU GO. The thing is in JSON, so easily deserializable, etc etc. I'm sure you people are skilled enough at typing the words into the IDEs to magic the data into your memory.

      Important info: Empty answers are usually marked NO ANSWER, in case of numerical values it's usually -1 for age, -2 for the Kinsey scale (-1 is taken) and -69 for the 3 political values from the Sapply test, as these range from -10 to 10. Yes I made the default value -69. It's everyone's favourite number after all. Also, for some absolute FUCKED reason one of the values has 3 more entries than the other ones, I'm sure it has a totally VALID reason that has nothing to do with people entering bullshit. NOTHING.FuckingKILLME

      Also I can't be bothered to edit the "wrong" data out, i.e. typos in languages etc, so those are all in, maybe someone with more compassion than me can do that.

      Kowalski, Analysis

      First of all, I'm going to less graphs this year because it's fucking hard to aggregate things like ethnicity when you get responses ranging from black to a literal link of someone's You23AndMe results. Yes. I mean props to you for that but like, uh, FUCK, what am I going to do now? YOU ARE ALL MAKING THIS WAY TO FUCKING HARD. ლ(ಠ_ಠ ლ)

      This propagates to basically all responses and next year I'm probably going to captain a way straighter course with less options, because I can't fucking MAKE FANCY GRAPHS WHEN YOU GIVE ME TOO MANY INDIVIDUAL RESPONSESFUCKINGKILLME

      Personal Shit

      Geography

      Not much has changed, the US still dominates, Canada second, though the British are catching up. I'm sure you'll have your tea party eventually. Though with good ol' Boris in charge I don't know if annexing the yanks is such a good idea. Also, as there are no invidual option here for everyone to FUCK IT UP it's the most sane graph of them all. No fucked colours this year, I promise, it's all scale.

      Fancy Graph #1: Geography

      Age

      Fancy Graph #2: Age by decile For those wanting to repeat this, watch out, as the age by decile and specific age questions were exclusionary. You'll have to combine the results to get the same numbers. I hope. Unless I fucked up. Equal possibility.

      Also whoever entered 28.9, because of you I had to make the age field in my code a double instead of an integer. Fuck you.

      Gender etc.

      I honestly thought this was going to be the wildest answer, but y'all are such a minority that it's fairly sane. The real clusterfuck starts after this question. Also whoever wrote prefer not to say, DID YOU NOT READ THE PART ABOUT THE OPTIONAL ANSWERS, [REDACTED] PLEASE [REDACTED] AAAHHHHHHHHHHHHHHHHHH-

      Anyway as I said, fairly standard results.

      Fancy Graph #3: Gender

      Trans? Value
      NO ANSWER 13
      no 312
      yes 23

      Yeah I'm not gonna make a graph for a yes/no question, if that's bigoted you may scream at me in the comments.

      Sexuality

      I MADE THE SCREENSHOT BUT I FORGOT TO ADD IT FUCK FUCK FUCK FUCK

      Kinsey

      Also forgot about you. Average is 1,37, idk what else to do.

      Ethnicity

      This was a mistake. 124 wrote white. 23 wrote caucasian. One person wrote causcasion. One person wrote that it's illegal to ask this question in their country. Someone wrote I bleed red white and blue.

      THIS WAS A MISTAKE.

      Kill me. Safe to say, that Tildes is, as someone put it perfectly: white af. Yes this was also a reply. KILL ME.

      Language

      Fancy Graph #3,5: LanguageThis was added later, and I'm really not updating the others.

      Religion

      I'm just gonna let the graph speak for itself, I don't have it in me to keep the anger up.

      Fancy Graph #4: Religion

      Politics, Education, Work

      This is where the fun begins. No, honestly not really.

      Politics

      If I average out our Sapply values, we get this compass result. Yeah we're all communists. So whoever said in their dislike the alt right people on this platform, I really don't know what you mean. If anything we need more to achieve PEAK CENTRISM. In all honesty, the people saying that this sub is a leftist echo chamber (there were a few), you may have a point.

      When we get to the magical field of how everyone identifies themselves politically, well, let's just sayah, there's the rage again I'M NOT GONNA REPEAT THIS NEXT YEAR, GREAT FUCKING IDEA. Whoever entered confused, I FUCKING AGREE. SINCE WHEN IS PINK A FUCKING POLITICAL AFFLIATION? We do have a pirate though.Nice

      You may wade through the rest OF [REDACTED] YOURSELF in the published data.

      Education

      Tildes is an educated lot, contrary to popular my belief after making this census. A good chunk of people have a Bachelors, Masters, PhD. Still only one MD though, so if you have a medical emergency take it up with... checks notes Ah fuck I can't reveal anything. ...Take up with them. JK please call your local emergency line when you need help

      Fancy Graph #5: Education

      Work

      Actually fairly sensible results, except a few, like that one person that entered not STEM, thanks for not giving me any useful information. You have the ability TO NOT ENTER SOMETHING. THIS GOES FOR THE PERSON WHO ENTERED meh AS FUCKING WELL, [REDACTED].

      Fancy Graph #6: Work

      Technology

      Fancy Graph #7: Computer Operating Systems

      Fancy Graph #8: Mobile Operating Systems

      Basically just like religions. You all have to many options, since we're all communists now according to average, and options are bad, you MAY ONLY USE WINDOWS VISTA FROM THIS POINT ON, OR THE GESTAPO WILL PAY YOU A VISIT fuck, wrong mass murderers

      About Tildes

      Have Acc? Value
      NO ANSWER 7
      yes 312
      no 29

      For consistency, and it didn't fit into the picture in a nice way.

      Fancy Graph #9: Various Tildes Statistics

      Most people migrated off reddit, followed by Hackernews. The rest is various random shit, include like 5 different ways of "I don't know", but the one person replying Gab surprised me. Didn't think people would hop on Tildes off Gab, since Gab is basically extreme rightwing Twitter and Tildes is like, the antithesis to that. Leftist userbase, longform discussion.

      The long replies

      Once again, can't graph the shit outta this, so here's the collection of them. One reply per line. Had to format some replies to fit this format, I know someone did bullet points, apologies.

      What do you like about Tildes?

      What do you dislike about Tildes?

      What would you change about Tildes?

      Final notes

      To keep my sanity in check, although when I read this post, that probably didn't work out too well, I kept some notes.

      1. Someone suggested to ban all Europeans off the platform. You now have the stats, so I'm going to let you guess from where they are. Fucking hilarious.

      2. Someone very cordial managed to write an entire blog post into one of the final freeform boxes. I appreciate the feedback and I'm sure Deimos does as well, but why did you have to make so many empty lines? TBH it's more on Jotform for not removing linebreaks when giving you the CSV, it breaks the entire format.

      3. We should have a prize for that person who fit a textbook into the box for ethnicity, also amazing, you mad fucking lad (or lass, but statistics are on my side, lol)

      In closing, most answers were good and interesting, except for the part where I let you run wild with the politics question, holy fuck, but that's on me. To the people that reduced my IQ by a few points, well I took the piss outta you already, so I hope you have a great day. Everyone else, I hope you [REDACTED] on a few [REDACTED]. Wait, I think I mixed something up here.As you may have guessed, don't take this too seriously

      As always, see you all next year, same time?Unless I get banned, which seems like a good possibility when I proofread all this, so much angerI need to get laid, or drunkActually how high does this go?

      Cheers, I'm gonna go C͉̠̰͚͚͓ͪ̿̋̏̚O͓̯͕̙͕͎͈̫̦͐̊́Ṅ͕̮̣̺̖̣̖̈ͥͦ͊̽͒͠S̶̵̹̜͔͖͗͂̋̔̈̒͊̚Ú̷͔͍͇̪̥͍ͭͭ̔ͨ̄̇̅̕M̵͈̮͉̹͈͕̻̎̓E̛̯̝̭͉̼̍̎̐̋̑̎ ̷̵̮͔̬̙̠̣̬͉ͭ͒S̨͙̼̟̻̜̈̄͋̄̇ͨ͛́͟͞Ò̡̧͙̩̓̄͂̓͗́M̹̰̲̆̌E̴̡̲̟ͯ ̹͇̲̩͍ͨͨ͒̑͊̌͒͆̕͡F̵͊̊̾ͭ҉̘̲̝͎̥͔̠̺̙O̧̡̱̠̙ͤ͒ͪO̬̯̪͉͙̩̅͂̀̏ͫ̄̓͂D͎͓͍͔͙̰͕̒̒͒̓̃̍͂ͭ̀͢
      Grzmot

      60 votes
    3. A comprehensive, deep dive into Tetris the Grandmaster (TGM) design, the hidden Japanese Tetris version you will never legally play

      'sup. As promised, here's a text discussing the minutae of Tetris the Grandmaster, its sequels, and the game mechanics of Tetris in general. If you want more, there's some market analysis, drama...

      'sup.

      As promised, here's a text discussing the minutae of Tetris the Grandmaster, its sequels, and the game mechanics of Tetris in general. If you want more, there's some market analysis, drama and politics in the comment.

      Tetris the Grand Master is probably the most beautifully designed game I know. I hope you will share my passion for this when your are finished with this post.

      Since Tetris is a "pure" videogame where pretty graphics and/or enticing plot is irrelevant to the game, this will focus a lot on the game mechanics.

      Also: this is based on a draft script for a video I wanted to make for a while now. Presumably this thing would flow better with some illustrations at the same time. I tried to include some, but of course it's not the same as someone narrative over image.

      Also: weird language ? Missing words ? Misplaced punctuation ? This probably comes from me, writing in English as a second language. Picture this article with a vaguely French accent if it helps (although I'm not actually French).

      I am aware of Tetris Effect. I am happy if people find TE a transformative transcendental synesthetic experience, but for this matter I much prefer Rez and particularly its Area X.

      So: make yourself comfortable, get a hot beverage of your choice, perhaps enable the reader mode in your browser and prepare for a 4k-ish words long read.


      Tetris, the arcade game

      Tetris. The little game from the Soviet Union, the killer app of the Gameboy, and until Minecraft happened the most sold computer game of all time.

      Despite its tremendous success, the general perception is that this title has not evolved since its initial release in 1984. We would effectively be playing the same game plus-or-minus some gimmicks and/or yearly graphical updates.

      This is of course false. The evolution of Tetris game mechanics is a story for another time, but the skinny version is that there's two main branch to the Tetris tree: Nintendo, and Sega. What I want to talk about now is a representative of the Sega branch.

      Did you know ? Sega means "Service Game". The company we know today as a publisher with a blue mascot originally sold arcade games. And even today, Sega has a strong presence in the arcade world.

      Tetris the Grandmaster is an arcade game, made by Arika, a company made by ex-Capcom employee whose more notable works at the time include Street Fighter Ex.
      Arcade game design is a delicate juggling act between two parties:

      • the game operator: wants money, and for single player game that could mean a short and/or difficult game.
      • the player: wants fun. If the game is too difficult and/or unfair and/or incomprehensible, he or she will move to the next game

      With this definition, vanilla Tetris is a pretty good arcade game:

      As you play the game, the game ramps up in speed and consequently its difficulty. But it never feels unfair: you may complain having bad luck and getting a crappy piece distribution (more on that later), you are still responsible for that terrible stack you just made.

      However, there's a finite limit to the speed of the game. Past a certain point, you end up in a kill-screen where it is impossible to play. The piece just falls and lock immediately, with you being powerless, unable to do anything.

      How lock delay extend the base game

      Video: Godlike high gravity NES Tetris game from JdMfX_, Godlike high TGM game from 777

      What is remarkable with Tetris the Grandmaster is not only it has found a way to extend the base game past this seemingly hardcoded limit, but it also focus nearly all of its design toward this idea of speed. Speed is the focus of the game, and if you don't believe this, there's a giant chronometer at the bottom of the screen acting as a constant reminder.

      So, how do you survive to the kill screen?

      You could try to make the piece move faster (which they did) but this is not enough. At some point, the piece will still spawn on the ground and immediately lock.

      Enter the Lock Delay.

      Illustration: lock delay

      Lock delay is the mechanic in which if a piece falls into the ground or the stack, it will not immediately lock but can react to play inputs and "slide" for a few frames before locking into the stack.

      This has deep, deep consequences.

      Obviously, you can make the game faster than anything we've seen before. All the while still have a viable game. At maximum speed, or "20G" as it is known in the jargon, the piece directly spawns on the stack without floating at any point in the air.

      for the pedant: historically, Sega Tetris was the one of the first game to feature lock delay; and the mechanics was already there in some other falling blocks game such as Puyo Puyo.

      At high speed, and especially at 20G speed, the piece movement becomes severely limited. Having the game viable at 20G completely re-contextualize the game, its moment-to-moment tactics and its general strategy. Not only you have to think about a given piece placement, but more than ever you have to take the next piece into account. Some sub-optimal piece placement or "bridges" have to be made in order to make the whole game continue.

      Illustrations: possible piece placement at 2G, at 20G, at 20G with a bridge

      And thus: while the core gameplay stays the same, the game becomes more demanding both physically and mentally. You have to react faster and input your command quickly and confidently; and at the same time you have to constantly think about your stack, the area where work is needed and how you can accommodate unwanted pieces. You can even manually control the pace of the game by cancelling the lock delay (done very naturally by pressing down.)

      Lock delay is probably the most important game element added to Tetris, but it's not the only thing in which TGM also innovates. Several other additional mechanics exists, and they have this common idea of a "speed enabler". Let's review them:

      "Speed enablers" game mechanics

      DAS

      I mentioned earlier that the way you move the pieces was faster. This seems like a straightforward thing to do at first sight but there's some subtleties hidden in it.

      So: when you hold left or right, the piece moves automatically (in the jargon it's called DAS - Delayed Auto-Shift). It's a nice and natural movement akin to letting a key down in your keyboard, but there's actually two parameters to take into account.
      First, how fast the auto movement is triggered, and second, then how fast the repeat itself is. In TGM, both happens at a brisk space (16 frames before auto-movement, and a movement of 1 case per frame). This is essential for 20G play. And, in the context of 20G, the DAS enable a family of movement techniques called autosynchrothat bring additional depth to the game.

      manual synchro also exists, but requires significantly more skill, as it requires a 1-frame combination. Yup, just like in fighting games and their 1-frame links!

      Wallkicks

      There is another mechanic that involve automatic movement, called wallkick. A wallkick happen when you try to rotate a piece near a blocked cell, such as the stack or a wall. Normally, if the rotation mask overlap a blocked cell, the rotation will fail. However with wallkicks, the piece can automatically move so that the rotation can still happen. In modern standard Tetris, the rule of how the piece move is quite complicated (to my eyes) but enable advanced placement such as the infamous T-Spin Triple. In TGM however, it's dead simple: try to move one case toe the right or one case to the left in that order, and if the piece fits, it gets moved.

      Illustration: wallkick

      So yes: at first sight those wallkicks are concessions given to player that make the game easier. However, some advanced movement techniques takes advantage of wallkicks. The goal of course is to move a piece faster, leading to tiny but compounding time saves.^†

      in the jargon, optimal piece movement is called finesse

      IRS

      Continuing on the theme of rotation, let's now talk about the Initial Rotation System or IRS. So in most game, when a piece is locked, the next one immediately enters the playfield.
      This is not the case with TGM: there's a tiny interval in which nothing happens (except perhaps a line clear animation). .

      of course there's a jargon term for this: it's called ARE††
      †† it's not an acronym, it literally means "that thing" in Japanese (あれ)

      This interval have a dual purpose (Mark Brown would be happy): first, it serves as a buffer to charge the DAS. But it is not limited to rotation: you can also charge a rotation.

      And that is what IRS exactly is: press a rotation button during this time and then the piece will spawn already rotated .

      IRS usefulness is not only limited to make the game smoother to play: it solves a problem inherent to Sega Tetris. All game in that lineage have most piece spawning with a pointy end toward the ground. This can be problematic in high gravity, and especially in 20G. If you IRS such pieces, you can then confidently slide them to the side without worry of them being stuck somewhere.

      Illustration: trapped without IRS, saved with IRS

      why not having them spawn flat-side down ? I think this is partly for historical reason (establish a clear lineage with Sega Tetris), but also because this this extra-difficulty is coherent with an arcade game design.

      And yes, of course, IRS is also a time saving measure, helping to shave some milliseconds here and there.

      TGM history-based randomizer

      Let's talk luck. Earlier on, I half-jokingly said that "luck" as a hallmark of a good game of Tetris. Well it is a bit more profound than that.
      Any competitive Smash player can tell you this: consistency is king in a competitive game. That's why random event affecting the core gameplay are frown upon, and that's why tripping in Smash Brawl was so negatively received.
      You can probably see where I'm getting at: there's one giant thing in Tetris that's by definition random: the way the piece sequence is generated. And yes, TGM has a optimized random generator, and in fact most Tetris game have one.

      An analysis of the history of the different random generator is a story for another time, but here's the gist of it:

      In a purely random sequence of pieces, a sufficiently long series of S and Z tetraminos is bound to appear. Such sequences is mathematically proven to lead in a game over. Of course, this doesn't happen in practice. Especially in TGM, there's a finite number of piece given and thus the change of that happening is infinitesimally small.
      However this does gives us insight about the piece distribution: flood (too much of a piece) and drought (not enough of a piece) is not fun. In other word, waiting for that g!%d!3mn long bar piece sucks.

      So how does TGM counteracts this ? It implements a history system that prevent recently given piece to be distributed again. This is a flood prevention measure and make the game much more consistent while still having an element of unpredictability. And being unpredictable is not necessarily a bad thing, particularly in an arcade context where you still want the player to finish the game eventually. Fun trivia: modern standard Tetris nowadays implement an extremely predictable randomizer, which is mathematically proven to be infinitely playable at low gravity††.

      historically TGM is not the first game to implement a history system, there was already a rudimentary one in NES Tetris
      †† this is less of a problem in recent years due to the focus on multiplayer, enabling stuff like openers, but this is a story for another time

      Consistency in randomness is not directly tied to the notion of speed, but being confident in that you will not screwed by the piece distribution definitely helps in the elaboration of reliable strategies.

      The graphics helps too

      Illustration: An actual screenshot of TGM

      So far I've describe how the game is mechanically inclined toward speed, but aesthetically there's also some elements that are helps during high speed games.

      First, look at what the stack and notice how the active piece contrasts with the rest of the stack. There's a clarity of graphics that comes not only by the fact that the locked pieces have a darker hue, but also because of the of this white border that surrounds the stack. The goal is to have an instantly readable playfield.

      Continuing on this trend, each piece type is color coded so you can instantly read what you're getting by using your peripheral vision, leaving the focus clear on the stack. You can then more easily confirm the placement of your current piece, which is further helped by a very noticeable flash.

      The next-piece window is also aligned so that the piece previewed is placed directly above where it will spawn. This unconsciously helps the tactical decision of where to put your piece. Speaking of unconscious effect, the whole series have this auditory gimmick in which each pieces have its own jingle. From what I know, nobody use this consciously, even the one that can tackle the invisible challenge (more on the invisible challenge later).

      Scoring, grading, and speedrunning

      So we've seen the mechanics and the aesthetics of speed within TGM.

      But what would would be an arcade game without a good I piece measuring contest ?

      TGM has three metrics exposed to the player: Score-grades, level and time.

      Time is a straightforward metric, and is the main point of comparison for players having reached the Gm grade. Finishing the game under 13 minutes is ok, under 12 min is pretty good, under 10min is exceptionally good, and approaching 9min is godlike.

      Score, as in most videogame is a measure of how "good" you are at the game, but takes here a subtly different meaning. The exact detail of the scoring system is not super interesting to see, but its implication is. Let me explain:

      here : Score = (roundUp((Level + Lines)/4) + Soft) × Lines × Combo × Bravo ; Combo = Previous Combo value + (2×Lines) -2

      The optimal strategy with this scoring system is to clear as much line as the same time as possible. In order words, Tetris, triples and even doublesmakes a lot of points, whereas Singles proportionally don't score as much points.

      Tetris: four line cleared at the same time; triple: three lines cleared at the same time; double: two lines cleared at the same ; single: one line cleared

      This has an interesting side effect, as it incentivize to have a clean stack. A clean stack is a stack without holes. If there's holes in your stack, and particularly in they are all over the place, you tend clean them by performing singles. Sidenote: in TGM1, grade is directly correlated with score, except for the titular last grade, which is gatekeeped by some time requirements.

      So in TGM, the score still describe how "well" you play, but you may have noticed that there's no notion of time at all. I would argue that scoring here doesn't reflect how "well" you play but rather how "clean" you play. Keep that in mind for later.

      To be perfectly pedant there's the level factor in the equation that would incentivise you to play fast to reach high-yielding level as fast as possible. But please don't ruin my narrative.

      I mentioned just before that the last grade had some time requirements. Now, this is a perfectly reasonable requirement for a game that is focused on speed but, and I guess you are used to me saying that, there's some subtleties to it.

      Let's say the only requirement to get the last grade would be to reach X amount of point in Y amount of time, and reaching the last level. A viable strategy would be then to play as clean as possible so that you reach the point threshold, and then you just have to survive. This would mean that in that last part can play as sloppy as you want, you will still reach the Gm grade. That's, of course, not ideal as it doesn't push the player to play at its maximum (you can cheese the last part).

      What TGM did is neat and two-fold: First, it takes the "level" metric, which was until then a measure of how fast the game is, and turned it into a progression gauge. So you know that at level 100 you are at the beginning of the game, 500 is midgame and 900 is the last push. The gravity is still tied to the level, so at level 0 it's quite slow and at 300 it's significantly faster. But the thing doesn't have to be linear or monotonic, in fact there's a speedbump at level 200 (people told me it's for dramatic effect), and maximum speed is reached at level 500 (to let the new 20G gameplay shine.)

      Now here's the catch: you can progress faster in the game by clearing lines. Indeed, the way you gain level is that you increase the counter by one each time you land a piece, but more interestingly you get a bonus level for each line cleared.

      This ties everything together: if you want to play fast you have to play well, and if you play well the game will get faster.

      This positive feedback loop is in fact a system with dynamic difficulty curve: as good players will be presented with a more appropriate challenge faster, as more novice player will get challenged at their pace.

      So there you have it: even the scoring system is meant to go fast. Isn't that beautiful ?

      The sequels

      There were two sequels to TGM.

      The first one, known as TAP within the community because of the subtitle of the final version of the game ("The Absolute Plus"), builds on the building block of the first. There's now a dedicated 20G mode with a brutal speedcurve to it (it is, after all, named "Death" mode). For the main game (now called "Master" mode), there's a much appreciated addition of an instant drop. This significantly speeds up the pre-20G game. The point system is now decoupled from the grade, and a secondary but hidden point system is used to calculate the player grade. The detail of which is complex, but the take-away effect is that consistency of play is now taken into account.

      Video: a a TAP Gm game recorded during a livestream

      The second sequel is known in the community as Ti (again with the subtitle: Terror instinct). It had implements some gameplay elements mandated by the Tetris Company: three pieces preview, a "hold" function, and floorkicks (i.e. piece can always rotate on the ground even if it collides with it). As a happy accident, this enabled TGM to go the even higher, borderline absurd, speed. I want you to look at the sheer insanity of the Death Mode's replacement: Shirase. And then look toward the end of the run where pieces turns into brackets (a nod to the real original Electronica60 version), nullifying the convenience of both color-coded pieces as well at the white-border. It's glorious.

      Video: Cleared Shirase game by KevinDDR, the best Western TGM player.

      Now, on the Master mode side, there's two major changes: there's a revamp of the progression/level system, where now the speedcurve itself becomes dynamic, and a further focus on consistency. You not only have to be consistent within a game, but also across games. Indeed, there's now an account system that is tied to an examination system. It inspects your performance and randomly challenges you with an special exam game in order to reach the grade it thinks you deserve.
      The last grade is of course locked behind an exam, and is only reachable through that mean.

      Additional challenges

      Sprinkled around the main game are some additional challenges that are a bit adjacent to the main game.

      Illustration: A secret grade pattern build by ohshisaure

      There's a ">" pattern you can built within the game. Doing so will award you a "secret grade" depending on how complete your chevron is. This is a nod to TGM predecessor (Sega Tetris), where bored players in the arcades invented this challenge and became popular. This is totally optional to the game, but really challenge your creativity, a bit like the golden and silver block in The New Tetris.

      Video: KevinDDR and crew performance at AGDQ2015

      And then there's the infamous "invisible" challenge first appearing in TAP. It is in fact a mandatory requirement to get the Gm grade. If, and only if, you played well enough in the main game, you are then presented with the invisible challenge during the credit roll, in which you have to survive during 60 grueling seconds.
      I don't know the whys of this challenge, but I assume this is an extrapolation coming from the following observation: when playing the game, most players are in fact not directly looking at the stack (to convince you, look at this eye-tracked demonstration).
      Looking at the stack only serves as some sort a placement confirmation, and so there's somewhere a mental model of the playfield. The invisible challenge thus forces the player to exclusively rely on this pre-existing mental model.
      Fun trivia: the credit order is randomized so that you can rely on the name to estimate how much time is left.

      Conclusion

      So that's it for this gameplay analysis.

      Hopefully you'll understand now why some people play one or several of those games 15, 20 or 22 years after their releases. All games are still played and there's no "superior version" as each version has slightly different priorities on the theme of "speedy Tetris": Ti has raw speed, TGM is careful and methodical, and TAP is a happy medium between the two.

      As a game designer, what general lessons can we learn from TGM ? I'm just a random dude on the internet, but let me suggest one:

      "Brevity". I keep thinking back to a textual Let's Play I've read about the second addons of Neverwinter Nights 2 (Mask of the Betrayer) . During a story recap just before the game climax, Lt. Danger offers an analysis of the expansion and writes (highlight from me):

      Instead let's focus in on what makes Mask good - and I think the answer ultimately boils down to 'brevity.'
      [...]
      Obsidian knew what they wanted to do with Mask and wrote it accordingly. Too often in games I find some puzzle, some encounter, that could have come from anywhere; the most egregious example is Bioware's reliance on the Towers of Hanoi puzzle (which thankfully has come to an end). There's too much that has barely anything to do with the premise or purpose of the story (if they bothered to have one at all). In Mask, though, I struggle to find wasted space. I've mentioned it before, but it bears repeating: there are no irrelevant sidequests. Every quest and every NPC ties back to the core themes in some way.

      If, looking back at your game, you can say "it's a game about X, hence Y", you may be on to something.

      That's why remakes and sequels that "go back to their roots" are generally perceived as positive. It's an change to remove cruft and focus on the core of the game. Take Zelda Breath of the Wild for instance. Zelda 1 was a game about adventure, exploration and mystery. Hence: very few handholding, an open world, and no limits to exploration.

      Of course, super-concise game shouldn't be the ultimate guiding principle of any given game. Case in point: I recently finished Yakuza 0. This is an excellent, excellent game, yet in terms of gameplay and pacing, it is all over the place: one moment you are in a crime drama, and five minutes later you're managing a cabaret club, and 10 minutes later you're in a karaoke booth singing baka mitai Judgement with a biker costume at the end.

      But brevity sure can sure made your game more elegant and enjoyable.

      20 votes
    4. Discussing anonymity on ~

      So one of the things I really liked about the project is point 1 of the privacy section of the Mechanics (Future). Proactive not reactive; preventative not remedial: When creating new features,...

      So one of the things I really liked about the project is point 1 of the privacy section of the Mechanics (Future).

      Proactive not reactive; preventative not remedial: When creating new features, think about what data will need to be stored, and consider how harmful it might be if that data was to be leaked in the future. Is it possible to reduce the amount of data being stored to lower the potential harm? Can the data eventually be aggregated or anonymized so that we're only storing recent data instead of a full history?

      I think a good first step would be to not have a public comment/submission history. Users should evaluate other users contributions based on the conversation the are having/reading, not past submissions.

      This doesn't make you anonymous, but at least it can prevent nosy people from knowing too much. (I get there are valid reasons to want to find other posts by the same user, but I think individual privacy is more important). At least, if not enforced for everyone, this should be an option, making your profile not display your history to others.

      Now, one of my biggest problems with reddit is that it doesn't make it easy for you to stay anonymous and also keep your content on the site.

      Let me explain. I don't like people being able to see my submission/comment history, because I don't want to give the chance for people to identify me if I don't choose to do so personally. It's not about reddit knowing what I like or do (I mean, I use Google, they know everything I do), it's about individuals, about other users knowing things I'm not happy sharing with them for whatever reason.

      There are only two options on reddit: deleting my content (using a script or whatever or going one by one) or deleting my account. This results in me deleting all my comments and submissions on reddit every few weeks.

      Now, I would love to be able to leave most of what I post on reddit online, because sometimes I have really interesting conversations and I try to be detailed and clear and other people might find (some of) my posts useful. But I don't want anyone who knows my username or anyone who sees a comment of mine going through my history. There's too many crazy people. Also, I haven't suffered doxxing, but that's just not nice.

      There are many reasons why someone could prefer to not be identifiable. Just to give some examples that come to mind: people might have an ideology that other users don't like/respect, people might post pictures of themselves (think fitness groups, for example), people might post in local groups revealing their location, people might look for counsel and talk about their personal problems, etc. Putting all of that together might make it easy to identify someone.

      So, what I would like to propose is a way to leave my content online if I wish to and giving other people the option to read it in the future, without it being publicly tied to my username.

      How could this be done? Well, I think users should be able to anonymize their participation in a thread individually and throughout the site. There could be an button (on every thread for thread only anonymization and on your profile for full site anonymization) that you tap and your username is replaced all through each thread with a randomly generated username (it'd be great if the username is consistent within the thread, so people reading would know its the same person).

      These usernames should be words, ideally, not difficult to parse by humans. Of course this would generate a great number of usernames, but there are some solutions.

      One could be using something like Google Docs uses when several anonymous viewers are watching a document. Each gets a name (RedFox, whatever) which is consistently used throughout the thread. The same username (RedFox) can then be reused in another thread for any other anonymous user. (So RedFox wouldn't be referring to the same person in different threads, but to two random, anonymized persons).

      I'm sure it wouldn't be difficult to generate these (similarly to how reddit gives you suggestions to new usernames when you open an account).

      Also, in order to avoid the admins having to reserve many usernames in advance, these usernames could have a special mark (like *RedFox or °RedFox, or ~RedFox~, for example). This way, a new user can register any available name without interfering with these anonymous usernames. A thread could have some non-anonymized user called RedFox and an anonymized user called °RedFox (or whatever mark is used).

      In any case, the user should be able to access all of their submissions and comments on their profile even after anonymizing, being able to edit or delete them if they wish to.

      Ok, I think that's it, I hope I was clear. I'm also not gonna be able to log in again until tomorrow. So please, go ahead and discuss and tell me what you think and I'll come back when I can.

      EDIT: User karma should not be public either. I can make an argument for it tomorrow if needed or we can discus it on another thread.

      42 votes