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> "Blind" (not invisible) Tetris
CosmicCommunist
post Feb 25 2018, 07:51 PM
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So I just thought about a concept.

Tetris for the blind (or a much harder version of invisible tetris)

We've all played invisible mode. But I thought of something. What if there was no matrix at all and all you had to go by were sounds?

Different piece spawns would make a different sound. You'd memorize how the blocks would technically spawn if there were a visible matrix. A clicking sound would indicate the block has lowered one unit, another would represent the block has been placed, another represents a t-spin, and others would represent scoring different line clears (i.e. different sounds for singles, doubles, triples, tetrises). All you'd see on screen is your line clear count and your score (aside from instructions telling you which sound represents what, how the blocks spawn, etc.)

So whereas invisible tetris you still have a matrix and can see the active piece, this one you wouldn't see anything at all.

And then I'd imagine someone will break a sub-30 sprint in it :think:
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Shuey
post Feb 25 2018, 08:09 PM
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This has also been discussed here: http://harddrop.com/forums/index.php?showtopic=2430

When I practiced it, I was completely blindfolded and had my son call out the current piece to me (as well as the upcoming relational piece). So for example, if an L was the current piece, he would tell me if the O was going to eventually be the next piece or if the J was. So he would say "L with O" or "L with J". Then I would know to stack an L either like this "L" or like this "7".

This of course is not like playing 100% in the blind, but it was still a fun challenge.

Another thing I did was used the sound of the piece "touching down" as my queue for when to rotate if a piece needed to be spun.

I personally was never concerned with speed - I just wanted to complete at least 40 lines. I ended up going beyond that because I used the playing forever method to stack the pieces. During one of my practice runs with my son, I completed the entire 140-piece sequence. Unfortunately, we didn't record it because we thought I was going to need a lot more practice before I pulled it off (and I had already practiced off and on for a few months up to that point).


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CosmicCommunist
post Feb 25 2018, 08:34 PM
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I've always wanted to try playing blind but I have nobody to call out the pieces for me
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caffeine
post Feb 26 2018, 08:31 PM
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QUOTE(CosmicCommunist @ Feb 25 2018, 02:34 PM) *

I've always wanted to try playing blind but I have nobody to call out the pieces for me


FYI, TGM games (and clones) assign unique sound effects to each piece.

More info: http://harddrop.com/forums/index.php?showtopic=7202
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XaeL
post Feb 26 2018, 11:56 PM
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It would be trivial to play an infinite-stacking style game if you had 3 "voice previews".

There could be something that says the next 3 pieces, e.g.
"JOL", "TIZZLE" "TIZZESS" etc after each piece.

If you have deep drop its 10x more trivial - just play typomino, bind each of the letters to a single key and just press the key that that shows up using the playing forever pattern. The only thing you have to account for is JLI parity in the center and swapping STZ over once in the 40L run.


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QUOTE(Paradox @ Dec 16 2010 @ 05:52 PM)
Like many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.
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Okey_Dokey
post Feb 27 2018, 05:31 AM
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I remember larrytetris doing this "blind" / blindfoldded challenge. He covered his vision with a scarf and modded NullpoMino's active piece sounds to sound like someone would spell out the 7 letters (the TGM beep-like sounds actually indicate the active piece when it spawns). I think he streamed his attempts but all I can find are NullpoMino replays without sounds.




QUOTE(XaeL @ Feb 26 2018, 11:56 PM) *
It would be trivial to play an infinite-stacking style game if you had 3 "voice previews".

With 7-bag and Hold, you can stack infinitely long with 0 previews, provided you get the right pieces at start and there's no significant gravity. You have to reach the following playfield and from there you can loop back to this playfield every 10 bags with this technique.


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Kitaru
post Feb 27 2018, 08:12 AM
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QUOTE(Okey_Dokey @ Feb 26 2018, 09:31 PM) *
(the TGM beep-like sounds actually indicate the active piece when it spawns)
The sounds indicate the next piece, not the active piece.

This also applies to use of Hold in TGM3: if the Hold Queue is empty, then a new sound will play to indicate what piece now occupies the 1st Next position after removing what was there before; if the Hold Queue was filled, then the 1st Next sound will be replayed (given that its state has not changed).


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Okey_Dokey
post Feb 27 2018, 06:29 PM
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Since it's not that much work, I made a "play blind" version of NullpoMino.

Download

Just had to add add some sounds to the ResourceHolder (of Slick and Swing) and edited those lines in GameEngine:

CODE
// playSE("piece" + getNextObject(nextPieceCount).id);
playSE("peace" + getNextObject(nextPieceCount).id);
playSE("piece" + nowPieceObject.id);

The "peace" sounds are basically the same sounds as the "piece" ones but delayed by 0.5 seconds (so you don't hear them at the same time). Anyway, the download is just plain NullpoMino 7.5 with the following changes:
  • Pieces are announced by the corresponding 7 letters (took the sounds from here)
  • Each time pieces are announced, the active piece will be mentioned followed by the first piece in next piece queue
  • added Puyo Puyo Tetris skins and sounds (the ones by Miz)
  • added rule StandardZero1 which is StandardZero with 1 preview (and PPT skin). It's selected as current rule.
QUOTE(Kitaru @ Feb 27 2018, 08:12 AM) *
The sounds indicate the next piece, not the active piece.

How could I forget (I always play with sound deactivated or with silenced piece sounds). Next piece makes more sense (unless you want to play blind).
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CosmicCommunist
post Mar 1 2018, 09:18 PM
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it's a bit buggy. The first two blocks drop simultaneously (in marathon) and then the voice is a block off.
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farter
post Apr 13 2018, 09:57 AM
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you may replace wave files in the SE folder with alphabetical voice clips of "IOTSZJL" for a quick start.

i suggest to do it without modding (you always hear the next piece, but the sound of the first piece is never played), you may hold the first piece and never use it.

(in fact you'll know what it is after hearing the first 6 pieces~)

i think this is the more practical choice, regarding the speed (and our average tetris skill, haha).

voicing the next 2 together, or 3..., or the current plus the first next... i'll be in doubt whether it'll sound too messy when you can speed up, also telling the current piece will be completely meaningless once you get used to playing this way.

but if only the 2nd next... it's not impossible as there have been guys practicing with the first next piece visually covered. let's see.

(at last, when you know the hold and the first next, you are in fact playing 2-next holdless tetris, just have to press hold for addition on each piece)


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