Tromi Leaderboard
Re: Tromi Leaderboard
getting better at recognizing patterns but am still getting used to not having the crutches of a ghost piece & hold piece lol. lots of bad drops in here but oh well maybe i'll get a better one later.
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Re: Tromi Leaderboard
you show good sense. as you get a better grip on the mechanics you should see rapid improvement
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Re: Tromi Leaderboard
oh baby
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Re: Tromi Leaderboard
Finally broke 400k, hope to reach 1 Dan one day!
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Re: Tromi Leaderboard
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Re: Tromi Leaderboard
Made it to the World Tree...
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Re: Tromi Leaderboard
went up a place as well, nice. cool to see a bunch of tromi-specific kicks at the end there lol
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Re: Tromi Leaderboard
Due to my forgotten to capture the result screen when grading up, so I screenshoted the name entry instead
For somehow the old grade was written instead of the new one. Is this the original Tromi's bug or intentional or I accidentally made it?
For somehow the old grade was written instead of the new one. Is this the original Tromi's bug or intentional or I accidentally made it?
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Re: Tromi Leaderboard
the replay will always reflect the player's grade as of their starting the game. just kind of one of those arbitrary decisions i made a long time ago
Re: Tromi Leaderboard
playing Tromi at 2am gone wrong, tanked grade from 2D back down to 1D already
but my return from TAP to Tromi is maybe helpful? new PB
but my return from TAP to Tromi is maybe helpful? new PB
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Re: Tromi Leaderboard
new patch with some good stuff in it. again, doesn't change replay compatibility or leaderboard validity. but still good to have:
viewtopic.php?p=98#p98
viewtopic.php?p=98#p98
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Re: Tromi Leaderboard
Lots of embarrassing mistakes but I want to share to say thanks for Tromi
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Re: Tromi Leaderboard
Thank you for your playing
- Arch Nemesis
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Re: Tromi Leaderboard
first time on the new version. feel like it started as the sloppiest tetris I've played in a long time but I sharpened up a little. game feels great. need to start rotating counterclockwise instead of just clockwise always. played a few more after but my focus was slipping bad so this is still my best
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Re: Tromi Leaderboard
good to see you here. your criticism of version 1 was a big reason i did the speed curve the way i did it for version 2, so im glad you seem to be enjoying it more this time. and nice job nearly getting 300 lines on your first try
Re: Tromi Leaderboard
First time breaking 500k (513,792 @ 5k starting, promoted to 2k at end of run), figured now would be as good a time as any to post
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Re: Tromi Leaderboard
New PB broke 600k with (I think) these 2 tricks:
1. Avoid singles at all costs - in 20G efficiency even single vs double is a matter of ~500 points vs. ~2500 points
2. Stack as low as possible for early/low G efficiency (idk how much of a difference this actually makes though)
Could maybe hit 3D soon, especially if I'd maybe stop playing through tilt and tanking my progress :S
1. Avoid singles at all costs - in 20G efficiency even single vs double is a matter of ~500 points vs. ~2500 points
2. Stack as low as possible for early/low G efficiency (idk how much of a difference this actually makes though)
Could maybe hit 3D soon, especially if I'd maybe stop playing through tilt and tanking my progress :S
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Re: Tromi Leaderboard
nice one, one more in the 600k club lol
Re: Tromi Leaderboard
2D yippee! also a cheeky bravo going into level 9
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woah, a forum? what is this, some kinda slow discord??
Re: Tromi Leaderboard
Small improvement on the see-saw between 3D and 2D
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Re: Tromi Leaderboard
top 3, nice. very good pace in the first half
Re: Tromi Leaderboard
600k woohooo!
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woah, a forum? what is this, some kinda slow discord??
Re: Tromi Leaderboard
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Re: Tromi Leaderboard
Felt a bit sluggish but made up for it with clean stacking.
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Re: Tromi Leaderboard
First run, getting used to the game
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Re: Tromi Leaderboard
Slightly better
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Re: Tromi Leaderboard
congrats on being the 20th registered player! sadly i had not prepared a prize for this occasion
Re: Tromi Leaderboard
Decided to give this game a shot and after playing a little bit I managed to break 500k, which I'm happy with right now as I was closer to the 440k mark when just starting.
This game is interesting. Here's most of my thoughts on it so far:
So yeah all in all it's a fun take on classic TGM executed pretty well and I'm here for it.
This game is interesting. Here's most of my thoughts on it so far:
- I very much like that this game is not majorly focused on speed. The 300 lines hard cap means that past reaching that point it becomes entirely about efficiency and good stacking, where you needed a decent Tetris rate to get high scores, similar to in NES Tetris. In Tromi there is still a reward for playing fast but it feels not nearly significant enough to me to be something worth focusing on, and the maximum speed seems like it reaches at worst TGM2 speeds. Makes it feel like this game was made for people who want more of TGM1 rather than more of TGM3.
- Handling is pretty damn smooth, and the custom rotation rules feel very "ARS but a tad more permissive". Some of the additions in it seem quite specific, but they never get in the way of anything and are more like cool tech if you know they exist. I would get mad at the solid ceiling preventing me from clutching a recovery at the top of the board sometimes but I'll let that slide and say skill issue on my part or something lmao
- The difficulty curve being entirely based on your score both means that you have some feedback of how you're doing through level ups and comparing that to your line count, but it's also smooth enough to avoid the issue of your run being cut short because of a sudden speed increase like how TGM3 likes to funnel all your grades towards S4-S6. Here rather than cutting your game short, it gives you the opportunity to survive past it and set a new best, since reaching that point means you already reached a certain grade anyway.
- The account system I feel pretty indifferent about, but at least I appreciate that each run is still valuable on its own, unlike GMs in TGM3. At least the account system being there means you can play the consistency game in a more straightforward system that doesn't add random chance for an exam into the mix. Would like to see a game expand on the account idea by keeping track of more things, letting you see more stats and whatnot. Maybe someday.
- Presentation is pretty good. Music is good, graphics are pretty clean. I like the line clear animation, it's pretty subtle. I really like the animated nature background, gives me a sort of CD-i vibe. Didn't even realise it was a fork of Cambridge until I tried it and it was pointed it out to me, so good job on the theming. Also I vibe with whatever the hell is going on on the title screen.
So yeah all in all it's a fun take on classic TGM executed pretty well and I'm here for it.
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Re: Tromi Leaderboard
thank you so much for the detailed thoughts! most of it is pretty in line with what i was intending. i'm glad so many people are picking up on the CD-i vibe too lol, it was definitely an aesthetic inspiration.
if you'd like your score to be on the leaderboard, would you be able to provide a replay?
if you'd like your score to be on the leaderboard, would you be able to provide a replay?
Re: Tromi Leaderboard
Oh whoops, my bad, had a hiccup when posting and forgot to attach it again, here it is
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Re: Tromi Leaderboard
bad
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Re: Tromi Leaderboard
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Re: Tromi Leaderboard
sheesh. thats too many points. props
Re: Tromi Leaderboard
spooky month resurrection edition/now in 3D
not 100% sure how i improved here other than somehow "locking in" as the kids say. maybe a little bit of Tromi flavored break theory too
not 100% sure how i improved here other than somehow "locking in" as the kids say. maybe a little bit of Tromi flavored break theory too
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Re: Tromi Leaderboard
Big jump! Nice job.
Re: Tromi Leaderboard
mycophobia is a very fun game
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Re: Tromi Leaderboard
hello everynyan! how are you? fine, thank you
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Re: Tromi Leaderboard
Score PB + rankup
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Re: Tromi Leaderboard
nice improvement. keep it up!
- Arch Nemesis
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Re: Tromi Leaderboard
your password recovery emails go to spam, dunno if that's something you can fix on your end or not
haven't played in a while so started slow but came out ok. new slightly improved PB here, can go up one rank on the board. some very gross digging that didn't work very well but I had a spin I liked at some point. high gravity is a bitch but I did a bit better than usual it felt like. I feel like there's a correlation between me screwing up early and getting better scores later, guessing there's some wrinkle in the difficulty curve that makes it go slower if I mess up early and gives me a better scoring window than if I play solidly early. might account for why I seem to get better scores when I haven't played in a while and am remembering how to play
haven't played in a while so started slow but came out ok. new slightly improved PB here, can go up one rank on the board. some very gross digging that didn't work very well but I had a spin I liked at some point. high gravity is a bitch but I did a bit better than usual it felt like. I feel like there's a correlation between me screwing up early and getting better scores later, guessing there's some wrinkle in the difficulty curve that makes it go slower if I mess up early and gives me a better scoring window than if I play solidly early. might account for why I seem to get better scores when I haven't played in a while and am remembering how to play
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Re: Tromi Leaderboard
honestly i'm just happy the emails get delivered at all. it's a real pain getting email out from a domain that isn't from one of the four or so companies that control the internet these days.
anyways gg! i really like how good you are at just surviving for a long time. its a good skill to have
anyways gg! i really like how good you are at just surviving for a long time. its a good skill to have
- Arch Nemesis
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Re: Tromi Leaderboard
thanks. I'm trying to get better at seeing the whole shape of the board and not set myself up where I'm going to end up needing very specific pieces or get screwed but that's a tough skill to develop. got another new PB, not much better but I'm posting it because I got killed by not being able to rotate I-pieces quickly enough when the gravity gets really high which has given me trouble in a few games. is there a trick to it or do I just need to have better timing?mycophobia wrote: ↑Mon Oct 21, 2024 7:50 pm honestly i'm just happy the emails get delivered at all. it's a real pain getting email out from a domain that isn't from one of the four or so companies that control the internet these days.
anyways gg! i really like how good you are at just surviving for a long time. its a good skill to have
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Re: Tromi Leaderboard
You just need to learn how the I piece rotates. Its basic rotation, taken from Sega's 1988 Tetris, is this:
Note that there's only two states, and that its center of rotation is the second mino from the top or right. This means it has a right-side bias. It's rather inflexible by default, but Tromi has a system of wallkicks that's honestly too complicated to explain for the purposes of this question but I promise it makes sense lol.
In any case, in the following two situations and with Tromi's wallkicks, this is the maximum elevation allowed for the I piece to be rotated into a right-side well and a left-side well, respectively:
In this first situation the very bottom of the vertical I piece would be blocked by the stack, but in Tromi when that particular blockage occurs it will attempt to kick the piece one space up, which means it would successfully rotate and you could tap right and it would fall into the right well.
In this second situation the third mino from the top of the vertical I would be blocked by the stack, which in Tromi takes precedence in wallkick considerations over the bottom mino being blocked, and it will attempt to shift the piece one space left instead. Here it would successfully rotate, after which you could go one space left and get it into the left well.
At high enough gravity you would be able to simply hold the left or right direction to make it autoshift into one of those positions, after which you could tap rotate and it would appear to just rotate into the well. It takes practice to get this kind of finesse down.
Most importantly, in case you don't know already, you can hold a rotate button down before a piece spawns and it will spawn in that orientation. In the two cases above this would work fine as the center part of the stack is perfectly flat so it wouldn't get caught in anything while moving, but in situations where it would get caught you might want to keep the I piece in its horizontal orientation while getting it over to one side or the other, THEN rotate it into the well.
I hope this isn't like super overwhelming lol. Maybe a more helpful thing to do is to go into the training mode where you have infinite lock delay and just rotate pieces around, see what works and what doesn't.
Note that there's only two states, and that its center of rotation is the second mino from the top or right. This means it has a right-side bias. It's rather inflexible by default, but Tromi has a system of wallkicks that's honestly too complicated to explain for the purposes of this question but I promise it makes sense lol.
In any case, in the following two situations and with Tromi's wallkicks, this is the maximum elevation allowed for the I piece to be rotated into a right-side well and a left-side well, respectively:
In this first situation the very bottom of the vertical I piece would be blocked by the stack, but in Tromi when that particular blockage occurs it will attempt to kick the piece one space up, which means it would successfully rotate and you could tap right and it would fall into the right well.
In this second situation the third mino from the top of the vertical I would be blocked by the stack, which in Tromi takes precedence in wallkick considerations over the bottom mino being blocked, and it will attempt to shift the piece one space left instead. Here it would successfully rotate, after which you could go one space left and get it into the left well.
At high enough gravity you would be able to simply hold the left or right direction to make it autoshift into one of those positions, after which you could tap rotate and it would appear to just rotate into the well. It takes practice to get this kind of finesse down.
Most importantly, in case you don't know already, you can hold a rotate button down before a piece spawns and it will spawn in that orientation. In the two cases above this would work fine as the center part of the stack is perfectly flat so it wouldn't get caught in anything while moving, but in situations where it would get caught you might want to keep the I piece in its horizontal orientation while getting it over to one side or the other, THEN rotate it into the well.
I hope this isn't like super overwhelming lol. Maybe a more helpful thing to do is to go into the training mode where you have infinite lock delay and just rotate pieces around, see what works and what doesn't.
- Arch Nemesis
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Re: Tromi Leaderboard
that's helpful info for sort of understanding what's happening behind the scenes, and being able to start with a block rotated will be useful. I also didn't realize that the high gravity training gave you time to try moving things around, that's more useful to me as a beginner than just jumping in and trying to survive at max gravity immediately.