User:Poochy/Playing Blindfolded: Difference between revisions

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Created page with "In theory, it should be possible to play blindfolded using the piece sounds. Easier said than done, but I'll attempt to work out the details as much as possible here. ==Piece..."
 
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==Piece Sounds==
==Piece Sounds==
I: Very distinctive, longer than the other sounds.
*I: Very distinctive, longer than the other sounds.
L: 3 beeps, ascending.
*L: 3 beeps, ascending.
O: Short, low, descending.
*O: Short, low, descending.
J: 3 beeps, descending.
*J: 3 beeps, descending.
T: High-low-high scale.
*T: High-mid-high scale.
Z: Descending scale.
*Z: Descending scale.
S: 3 beeps, mid-low-high.
*S: 3 beeps, mid-low-high.


==Opening==
==Opening==
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===2nd piece S or Z===
In TGM2 or 3, an S or Z is rare on the 2nd or 3rd piece due to the way the randomizer memory is initialized, and even if one shows up as the 2nd piece, sonic drop makes it easy to fill in the overhang. But in TGM1 only a Z is rare, and the lack of sonic drop makes filling overhangs much harder in low gravity.
A Z can be dealt with by placing it vertically on top of the first piece, then making sure not to complete rows 3 and 6 simultaneously with an I piece so as to differentiate between an opening J vs. an I using the line clear sound.
// TODO: How to deal with an S?
// TODO: What to do in TGM1 if the 2nd piece is an S or Z?

Latest revision as of 20:59, 15 January 2017

In theory, it should be possible to play blindfolded using the piece sounds. Easier said than done, but I'll attempt to work out the details as much as possible here.

Piece Sounds

  • I: Very distinctive, longer than the other sounds.
  • L: 3 beeps, ascending.
  • O: Short, low, descending.
  • J: 3 beeps, descending.
  • T: High-mid-high scale.
  • Z: Descending scale.
  • S: 3 beeps, mid-low-high.

Opening

The sound isn't played for the first piece, so you'll have to place it without knowing what it is. However, it's always one of I, L, J, or T. One possible opening move is to DAS right, stop, rotate counterclockwise, then drop. Then fill in the bottom 3 rows of columns 1 through 8, and listen for the line clear sound.

If there's no line clear, then the first piece was an I:

........Z.
GGGGGGGGZ.
GGGGGGGGZ.
GGGGGGGGZ.

But if there is a line clear, even though you don't know whether the first piece was an L, J, or T, you do know the shape of the board:

L
GGGGGGGGL.
GGGGGGGGL.
GGGGGGGGLL
..........
GGGGGGGGL.
GGGGGGGGL.
J
GGGGGGGGJJ
GGGGGGGGJ.
GGGGGGGGJ.
..........
GGGGGGGGJ.
GGGGGGGGJ.
T
GGGGGGGGI.
GGGGGGGGII
GGGGGGGGI.
..........
GGGGGGGGI.
GGGGGGGGI.

2nd piece S or Z

In TGM2 or 3, an S or Z is rare on the 2nd or 3rd piece due to the way the randomizer memory is initialized, and even if one shows up as the 2nd piece, sonic drop makes it easy to fill in the overhang. But in TGM1 only a Z is rare, and the lack of sonic drop makes filling overhangs much harder in low gravity.

A Z can be dealt with by placing it vertically on top of the first piece, then making sure not to complete rows 3 and 6 simultaneously with an I piece so as to differentiate between an opening J vs. an I using the line clear sound.

// TODO: How to deal with an S?

// TODO: What to do in TGM1 if the 2nd piece is an S or Z?