Glitches/Exploits Used: -Pause buffering for RNG (29-6, 29-7, 29-8) The next piece is determined by how long it took the last piece to lock. Pausing extends that time, and allows me to wait for the piece I want. -Pause buffering to move pieces faster (29-7, 29-8) There is no such thing, to the NES, as a button press. It can only see whether the button is held or not. Therefore, you cannot mash any faster than every other frame, or else the game wouldn't know the button was ever released. However, we can press a movement and pause at the same time, allowing us to freeze the gravity while we release the button. In real time, the piece is moving slower, but relative to tetris gravity, we can move the piece faster than every other frame. -Left+Right to move pieces faster (29-7, 29-8) NES tetris has oddly programmed movement code whose first test is whether any new directional inputs were made. Its second test is to see which one of those directions it should move. The flaw with this is that it checks right before left. If you make a new left input, but right is still held, it will move the piece right despite the actual new input being for left. Using this in conjunction with pause buffering allows for rightwards movement on every single frame. Note that this is a modified ROM which allows me to select level 29, and allows me to select B-type heights 6, 7, and 8, which do not exist in the original game. Also note that this is a TAS, or Tool-Assisted Speedrun (in this case, Superplay). Inputs were hand-selected, frame-by-frame, to make the game you see happen. Rerecord count is 1,245.
@@NerdTheBox maybe if everyone was hunting it someone could capitalize on a lucky board, but otherwise I would not underestimate the ruthlessness of btype
TASbot starts fucking styling on the humans at the end of each B-Type. A Tetris to end 29-5, three consecutive Tetrises to end 29-6, and *five consecutive tetrises on 29-7.* to quote Ryan Amburgy: ":beepomonk:"
1. It would be interesting to see TAS with pauses disabled. 2. In 29-8 long bars are more then 34% of all figures. Why so many of them??? 3. What do you mean by left+right? Does it have some effect in tetris?
1/2: Hydrant uses the pauses to manipulate the rng to give him the pieces he needs. He uses them on 29-8 to give him tons of longbars, as a flat longbar is the only piece that requires just 3 taps to go all the way to the left, so they're essential for clearing 29-8 3: On normal controllers, pressing left and right simultaneously is impossible, but it can be done in an emulator or a TAS, I don't know the details but doing this can allow you to move the pieces faster than you could normally.
@@QwDragon pressing left while right is held moves the piece to the right, this allows you to get 40hz tapping instead of 30hz tapping with the input sequence R, LR, _, repeat
@@QwDragon Here's a rundown of how fast you can move pieces in NEStris: -Pure mashing caps out at moving the piece every other frame, aka 30hz, since the game is 60fps. If you were to mash every frame, it would simply look to the game like you are holding down the button. -Pause buffering inputs allows for 2 movements every 3 frames of gravity. Here's why it doesn't unlock movement every single frame: Let's call the pause input P and the movement input M, and each row here is one frame. You might think you can just pause every time you have to take a break from moving, but look what happens: M P ---this is a logic frame ---can't press pause again or the game thinks it's held P ----unpause M ---this the second movement, a single logic frame after the first, but we can't press pause because we already did last frame P ---this is also a logic frame, but we couldn't do any movement, since we already did that last frame. There is no way to buffer an input into every frame. The best we can do is 2 inputs for every 3, with the pattern MP|-|P|M|-|MP| with | denoting a frame advance. -Left+Right allows for two rightwards movements every 3 frames of gravity, much like pause buffering. This is because we can press right on one frame, then left+right on the next, but after that there is nothing else we can do to initiate an additional movement, since both left and right are held and pressing them on the next frame will just look like they're still held. So we have to take a break frame before getting another pair of movements. -Left+Right+Pause buffering allows for a rightwards movement on every single logic frame. When we combine the two methods, we can cover the dead frame of L+R movement with a pause, and since the double movements from L+R take 2 frames, there is enough space for pause to recharge to use it again immediately. TL;DR: Mashing 30hz, buffering 40hz either direction, L+R 40hz to the right, use both for 60hz to the right.
Glitches/Exploits Used:
-Pause buffering for RNG (29-6, 29-7, 29-8)
The next piece is determined by how long it took the last piece to lock. Pausing extends that time, and allows me to wait for the piece I want.
-Pause buffering to move pieces faster (29-7, 29-8)
There is no such thing, to the NES, as a button press. It can only see whether the button is held or not. Therefore, you cannot mash any faster than every other frame, or else the game wouldn't know the button was ever released. However, we can press a movement and pause at the same time, allowing us to freeze the gravity while we release the button. In real time, the piece is moving slower, but relative to tetris gravity, we can move the piece faster than every other frame.
-Left+Right to move pieces faster (29-7, 29-8)
NES tetris has oddly programmed movement code whose first test is whether any new directional inputs were made. Its second test is to see which one of those directions it should move. The flaw with this is that it checks right before left. If you make a new left input, but right is still held, it will move the piece right despite the actual new input being for left. Using this in conjunction with pause buffering allows for rightwards movement on every single frame.
Note that this is a modified ROM which allows me to select level 29, and allows me to select B-type heights 6, 7, and 8, which do not exist in the original game.
Also note that this is a TAS, or Tool-Assisted Speedrun (in this case, Superplay). Inputs were hand-selected, frame-by-frame, to make the game you see happen. Rerecord count is 1,245.
So you basically say that with enough patience and rolling and btype mastery, not only is 29-5 possible, but so is 29-6? That's nuts
Lmao 29-8 is just nothing but horizontal long bar burns
2:15
TAS: Am I dead?
Tetris: Well yes, but actually no.
29-5 has been done!
indeed! rahmations is cracked
Someone someday will clear 29-5. I'm sure of it.
I'd be surprised if it was uncleared by the end of this year
@@NerdTheBox henlo
@@ryanamburgy2791 henlo
@@LovenRazu henlo
@@NerdTheBox maybe if everyone was hunting it someone could capitalize on a lucky board, but otherwise I would not underestimate the ruthlessness of btype
Tetris in 2023
Bruh 29-8 lmao what
29-6 or 29-7 checkerboard wen
Alex T: *Laughs in caprisun*
New killx2 strategies? :P
TASbot starts fucking styling on the humans at the end of each B-Type.
A Tetris to end 29-5, three consecutive Tetrises to end 29-6, and *five consecutive tetrises on 29-7.*
to quote Ryan Amburgy:
":beepomonk:"
beepomonk
Also the TAS adding “TAS” to the name
1. It would be interesting to see TAS with pauses disabled.
2. In 29-8 long bars are more then 34% of all figures. Why so many of them???
3. What do you mean by left+right? Does it have some effect in tetris?
1/2: Hydrant uses the pauses to manipulate the rng to give him the pieces he needs. He uses them on 29-8 to give him tons of longbars, as a flat longbar is the only piece that requires just 3 taps to go all the way to the left, so they're essential for clearing 29-8
3: On normal controllers, pressing left and right simultaneously is impossible, but it can be done in an emulator or a TAS, I don't know the details but doing this can allow you to move the pieces faster than you could normally.
@@NerdTheBox I heard that in mario left+right allows to move faster. But how does it apply to tetris? There is no any acceletration in tetris, is it?
@@QwDragon pressing left while right is held moves the piece to the right, this allows you to get 40hz tapping instead of 30hz tapping with the input sequence R, LR, _, repeat
@@EricICX Is it better then right, pause, unpause, right?
@@QwDragon Here's a rundown of how fast you can move pieces in NEStris:
-Pure mashing caps out at moving the piece every other frame, aka 30hz, since the game is 60fps. If you were to mash every frame, it would simply look to the game like you are holding down the button.
-Pause buffering inputs allows for 2 movements every 3 frames of gravity. Here's why it doesn't unlock movement every single frame:
Let's call the pause input P and the movement input M, and each row here is one frame. You might think you can just pause every time you have to take a break from moving, but look what happens:
M P ---this is a logic frame
---can't press pause again or the game thinks it's held
P ----unpause
M ---this the second movement, a single logic frame after the first, but we can't press pause because we already did last frame
P ---this is also a logic frame, but we couldn't do any movement, since we already did that last frame.
There is no way to buffer an input into every frame. The best we can do is 2 inputs for every 3, with the pattern MP|-|P|M|-|MP| with | denoting a frame advance.
-Left+Right allows for two rightwards movements every 3 frames of gravity, much like pause buffering. This is because we can press right on one frame, then left+right on the next, but after that there is nothing else we can do to initiate an additional movement, since both left and right are held and pressing them on the next frame will just look like they're still held. So we have to take a break frame before getting another pair of movements.
-Left+Right+Pause buffering allows for a rightwards movement on every single logic frame. When we combine the two methods, we can cover the dead frame of L+R movement with a pause, and since the double movements from L+R take 2 frames, there is enough space for pause to recharge to use it again immediately.
TL;DR: Mashing 30hz, buffering 40hz either direction, L+R 40hz to the right, use both for 60hz to the right.
only B-master? what a failure.
ok