HATETRIS

HATETRIS

Players

0

Rating

4.5★

Categories

Tetris

About

This is bad Tetris. It's hateful Tetris. It's Tetris according to the evil AI from "I Have No Mouth And I Must Scream". I have to be honest, this is not an entirely original idea. However, RRRR's implementation of the concept of a game of Tetris which always gives you the worst possible pieces leaves much to be desired: the keyboard interface frequently doesn't work the conditions for failure are ambiguous and inconsistent the playing field is only 8 blocks wide as compared to the standard 10 the AI is either overly generous, or stupid, and frequently does NOT provide you with the worst possible piece (UPDATE: there is also Bastet, which can be played online here, but is also far too forgiving.) HATETRIS was an experiment to rectify those flaws. Also, every coder has to build Tetris at least once in their life. In addition, I also have a passionate hatred of JavaScript, but I felt that that hatred was borne out of ignorance, so this was an attempt to reconnect with that most derided and crippled of languages. The latter failed, but there you go. Some things you'll spot: Yes, the game is written entirely in JavaScript. You can find the source code here on GitHub. Very few real games are amenable to this, but Tetris, being played on a very wide grid, is one of them. If you want to save the game locally you'll find a few things that are easy to tweak, including the dimensions of the playing field and the height of the bar. You can also put custom pieces in the list at the top, including pieces of more or fewer than 4 "bits" (components). Note that at the moment these pieces are sorted so that the least convenient ones are at the top. All things being equal, with no other major differences between possibilities, the AI will give you an S. No, there is no gravity: on the one hand I simply never got around to implementing it and on the other hand I honestly think that gravity is the least of your problems with this particular Tetris clone. The method by which the AI selects the worst possible piece is extremely simple to describe (test all possible locations of all possible pieces, see which of the pieces' best-case scenarios is the worst, then spawn that worst piece), but quite time-consuming to execute, so please forgive me if your browser chugs a little after locking each piece. If you can figure out a way to accelerate the algorithm without diminishing its hate-filled efficiency, do let me know. The algorithm for "weighing" possibilities is to simply maximise the highest point of the "tower" after the piece is landed. More complex algorithms could be possible, but aren't strictly necessary. Also, now that replays have been added, I can't change the algorithm without screwing up or invalidating all the replays. Yes, you will get a lot of S pieces. But it doesn't give you solely S pieces - if that were the case, then it would be possible to make lines forever, which is much too easy. If you can't figure out how to turn a constant stream of S pieces to your advantage, that's your problem. Rest assured that once you do, other pieces will appear. If you get creative, it is possible to force all 7 different pieces to appear, including even those incredibly useful T pieces. There is no randomness in the process - the AI is deterministic, so you are all playing the same game. It may be possible to create a strategy to get into a loop and continuously outplay the AI. If so, let me know. If not, my top score is 5 lines.

Creator

qntm

Game Studio

Category

Tetris

Type

Mini Game

Released

Recently

Players

0

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