This is an interesting interpretation for 4D Tetris. I made a version of my own for my AP CSP create task titled "Tesseris," and it's quite different from this. Through my development, I tried to stick to the spirit of Tetris so as to expand the dimensions without adding new rules or mechanics. In my version, the board's dimensions are 6x6x6x10. The pieces fall through the 4th dimension, with the clearing method being to fill cubes. I chose this as I saw the evolution through dimensions being to fill lines (2D), rectangles (3D), and, ultimately, rectangular prisms (4D). However, I do like that the clearing method shown in this video plays on having to look at multiple different prisms at once, since it requires the player to really focus on the 4th dimension and be wary of mistakes across the whole board. The goal in my game is to fill 5 cubes, inspired by the 40 line sprint gamemode popular in modern Tetris titles today. My reasoning for having pieces fall through the 4th dimension was solely based upon the fact that pieces fell through the 2nd dimension in normal, 2-dimensional Tetris. Therefore, I chose the last dimension. I also felt that it presented a much greater strategic challenge having to stack on the 4th dimension. My version also followed closely by modern Tetris mechanics, including a hold piece and the 7-bag system. However, I did not use the Super Rotation System. I felt that SRS was too complex to easily translate into 4 dimensions, and I wasn't planning on being too ambitious when exam results were on the line. I kept the original 7 tetrominoes as the pieces for the game, which may sound easy to work with, but I made sure to add a tradeoff: rotation was very limited. To keep mirror pieces (e.g. S and Z) from being redundant, I made them rotate in different patterns. The system for rotation I stuck with was also simple and required very little code, which was a huge plus considering the complexity of 4-dimensional rotation. I can't tell, but I may be using the same rotation system as shown here. At the very least, rotating line pieces in my game behaves the exact same as the one that was rotated in this video. The limited rotation I chose made playing 3-dimensionally difficult, and, to be honest, I never figured out a plausible strategy to play 4-dimensionally. I'm sure there's one out there, though. I also visualized the board a little differently, though I did consider using the one shown here. Instead of showing all cubes at once, 2 inputs are added to shift between viewing each cube. Because the player could only see one cube at a time, along with the fact that the pieces fell through the 4th dimension, I opted to completely remove gravity, although pieces could still not be moved back "up" once lowered through the 4th dimension, and pieces that were placed would still go "down" until they hit something. I felt that having gravity added too much difficulty and held players back from strategizing. So, comparing this older interpretation of 4D Tetris to mine, I find it quite interesting that it still follows the same trend that normal Tetris games went through, putting more emphasis on game strategy (openings, efficiency, etc.) and less on survival skills as time progressed.
This game is strange, sometimes the piece have 4 cubes, other time it has 12 cubes, sometimes two. Also the board is 13x4x4x4, it should have been 20x10x10x10
What about shifting dimensions / rotating the well? Like you press a button and x, y, z, w becomes y, z, w, x (so x is represented as separated 3D slices)? You could be able to view that well differently, so that cube at 0:35 could be rendered in "full 3D" instead of just slices.
It's not exactly four games of 3D Tetris, it's the effect of a tesseract passing through each of the planes, which we couldn't really access. Think about it all in one less dimension, otherwise, it gets more confusing. If we wanted 3D Tetris but we were a 2D being, we would have our normal Tetris game, but with five different things since we must fit them all into one 2D plane. Similarly, ... Nevermind. Take a higher dimensions class and inquire about Tetris in higher dimensions.
Might be nice if the link actually worked... Why is it so fucking hard to find 4D games? Most of the ones on Wikipedia are so old the sites don't even exist anymore.
I need a modern remake of this. I wanna play it!
This needs a multi-core brain! I need an upgrade...
This is such an amazing visualization of four dimensions! Why did I not think of this!?!?!?!?
It doesn't work with non-grid things and anything using a much bigger axis
Is youtube algorithm alright?
This is on my recommended and it's 10 YEARS ago...
Oh this is an interesting game
Same lol
This is an interesting interpretation for 4D Tetris. I made a version of my own for my AP CSP create task titled "Tesseris," and it's quite different from this. Through my development, I tried to stick to the spirit of Tetris so as to expand the dimensions without adding new rules or mechanics.
In my version, the board's dimensions are 6x6x6x10. The pieces fall through the 4th dimension, with the clearing method being to fill cubes. I chose this as I saw the evolution through dimensions being to fill lines (2D), rectangles (3D), and, ultimately, rectangular prisms (4D). However, I do like that the clearing method shown in this video plays on having to look at multiple different prisms at once, since it requires the player to really focus on the 4th dimension and be wary of mistakes across the whole board. The goal in my game is to fill 5 cubes, inspired by the 40 line sprint gamemode popular in modern Tetris titles today. My reasoning for having pieces fall through the 4th dimension was solely based upon the fact that pieces fell through the 2nd dimension in normal, 2-dimensional Tetris. Therefore, I chose the last dimension. I also felt that it presented a much greater strategic challenge having to stack on the 4th dimension.
My version also followed closely by modern Tetris mechanics, including a hold piece and the 7-bag system. However, I did not use the Super Rotation System. I felt that SRS was too complex to easily translate into 4 dimensions, and I wasn't planning on being too ambitious when exam results were on the line.
I kept the original 7 tetrominoes as the pieces for the game, which may sound easy to work with, but I made sure to add a tradeoff: rotation was very limited. To keep mirror pieces (e.g. S and Z) from being redundant, I made them rotate in different patterns. The system for rotation I stuck with was also simple and required very little code, which was a huge plus considering the complexity of 4-dimensional rotation. I can't tell, but I may be using the same rotation system as shown here. At the very least, rotating line pieces in my game behaves the exact same as the one that was rotated in this video. The limited rotation I chose made playing 3-dimensionally difficult, and, to be honest, I never figured out a plausible strategy to play 4-dimensionally. I'm sure there's one out there, though.
I also visualized the board a little differently, though I did consider using the one shown here. Instead of showing all cubes at once, 2 inputs are added to shift between viewing each cube. Because the player could only see one cube at a time, along with the fact that the pieces fell through the 4th dimension, I opted to completely remove gravity, although pieces could still not be moved back "up" once lowered through the 4th dimension, and pieces that were placed would still go "down" until they hit something. I felt that having gravity added too much difficulty and held players back from strategizing.
So, comparing this older interpretation of 4D Tetris to mine, I find it quite interesting that it still follows the same trend that normal Tetris games went through, putting more emphasis on game strategy (openings, efficiency, etc.) and less on survival skills as time progressed.
where can i play this?
*BOOM* That was the sound of my mind exploding.
Blockout (3D Tetris) is a good game and that should be extended to 4th dimension
Yog-Sothoth's Game of the Year!
This game is strange, sometimes the piece have 4 cubes, other time it has 12 cubes, sometimes two.
Also the board is 13x4x4x4, it should have been 20x10x10x10
Imagine a DT cannon
What about shifting dimensions / rotating the well? Like you press a button and x, y, z, w becomes y, z, w, x (so x is represented as separated 3D slices)? You could be able to view that well differently, so that cube at 0:35 could be rendered in "full 3D" instead of just slices.
Nice video, well explained. Downloaded this game recently and it's tough. What's your high score?
I got 5 a while back
So It's 4 games of 3D Tetris going at once, and the block's could be in any of those four games at once. Any MLG Tetris players out there??
It's not exactly four games of 3D Tetris, it's the effect of a tesseract passing through each of the planes, which we couldn't really access. Think about it all in one less dimension, otherwise, it gets more confusing. If we wanted 3D Tetris but we were a 2D being, we would have our normal Tetris game, but with five different things since we must fit them all into one 2D plane. Similarly, ... Nevermind. Take a higher dimensions class and inquire about Tetris in higher dimensions.
This was in 1990?!
Gak! My brain just crashed.
Might be nice if the link actually worked... Why is it so fucking hard to find 4D games? Most of the ones on Wikipedia are so old the sites don't even exist anymore.
DOS!
Can you upload the game? (Do you have the game?)
Do you have a living link available?
ERROR: Brain.exe has crashed, restart?
actually, I suppose what you're talking about is a 3D layer, not a dimension.
An interesting 4D game being developed: ua-cam.com/video/da5RoS4w5YU/v-deo.html
oh shit
O__O gawd
Error: 101
Brain not Smarter enough
There are no 4D shapes.
0:50 Hyperoctacube (yellow shape).