Wednesday, 9 April 2025

Revenge of the Grandmaster

TGM4 released on 2025 April 4. The sequel once thought to be 'too difficult for human' is finally arriving, and I am so excited for that.

I have been reporting classic Tetris closely with thoughts on every CTWC since 2020. Does it go way back? Sure, I covered about old(ish) generation players like Jonas, Green Tea and Koryan before. And of course, boom Tetris for Jeff during CTWC 16.

But that's still not my original experience on Tetris.

Back when I was small, I had a pocket sized monochrome pixelated console that plays Tetris and many more game like racing or space invaders. No NES, just simple machines like that. When I grew up, I came across to the arcade version of Tetris -- the authentic one with orthodox buildings at the middle. Those games were proper exposure to early Tetris, although my attention quickly turns into other more attractive games like...Pokemon.

Some years later a video went viral, with someone claiming TGM3 GM title on arcade.

The speed, the shadowy movements (under 240p video quality), the way he cleared the 999 levels with various cruel handicaps and then through invisible blocks during credit roll, is an absolute beauty.

That, to me, is the highest standard of 'extreme Tetris gameplay', someone to be appreciated when put into the perspective of seeking ultimate form of gameplay which is basically one of the main theme of my philosophy. 

It's not just me as well. TGM has been a solid must-see in early days of GDQs with efforts from KevinDDR and friends. It has been there again and again and again because audiences loves to watch that as the hardest Tetris series around that really pushes the limit. And it's back on AGDQ2025 as well!

Think about this -- when Tetris is pushed to extreme, what is the real limiting factor of gameplay performance? When I ask such question I always refer to the best possible human performance with however the resources possible. It is not piece placing or algorithms doing that. We all observed the track of evolution on the matter in recent years. Given enough time, player and competitiveness, it will be refined to near perfect over time.

The real ultimate constraint is the physical reaction and input speed. Just think about how hypertapping wasn't considered by classic Tetris players back in the days, and how rolling evolutionary was when it came out. When input speed is not a problem, the only thing to consider is physical reaction but that is tolerable when gravity is fixed giving you enough reaction time. I have predicted that when rolling is refined enough we will see players going as far as possible sooner or later. That indeed happened as players approached rebirthing. In that sense, classic Tetris is pretty much solved.

(I don't like to use the word solved but I think the word fits the community when potent is exhausted in predictable future. Almost a year since the last CTWC and just look at how much noise it is creating comparing to some years ago...)

TGM however, is just another unworldly beast, an untamed one.

The instant gravity means that it can go as quick as it can. The IRS reduces unphysical rotations which is the main selling point of SRS. What is left is a system that has a continuous scaling of impossible-high difficulty (unlike classic Tetris with lv19 and lv29 only), without any 'cheats' that allows you to cheese the stages regardless of the assigned difficulty. In other words, that is a system perfect to measure the absolute potential of human or humankind on the subject of Tetris.

Of course, the scale does not go forever and is topped by the GM title. TGM1 GM is barely doable, TGM2 GM is extremely unforgiving, and TGM3 GM is limited to probably mere double digits even at 2025 standard. That is, only a few dozen players have their Tetris potential unmeasured by the means of TGM3 -- and they will undergo the test of TGM4, something that was 'too difficult for human'...

Should we expect an extremely difficult game that serves its purpose of exhausting human potential, or a game showing that human does conquer Tetris at its extreme form? We shall see.

*The above was written at the end of March, and is posted a few days after its release. Glad to see the gimmicks and how hard it is to get even halfway towards the GM title :)

Sunday, 30 March 2025

古早遊戲BGM巡遊(10): Dreams of Our Generation

2025年3月27日,亞洲時間晚上,Nintendo Direct的尾聲。畫面上出現了以下字樣:

Hello!
The game you're about to see...
doesn't have a big, epic story...
but what it does have is lots of little rhythm games!


誰能想到一隻非主流作品可以坐鎮NS時代最後一次direct的壓軸呢?而且說doesn't have a big, epic story也太謙虛了吧。不說別的,一家認真專注做遊戲的公司所做出來的成品背後就不可能沒有一個big epic story,只是看有沒有人要挖下去而已。

任天堂幾十年來用行動告訴我們一群真心熱愛設計和遊戲的天才把心意全力灌注在做出玩家喜愛遊戲的時候可以把甚麼端出來。

近幾年政確風潮泛濫。當時我們還沒看到這波浪潮的盡頭,大家都在擔心任天堂會不會被這波浪潮影響到,尤其是左膠金融公司會干預金流的情況下。雖然任天堂出名現金夠厚,但大家還是有點怕。比如說eshop上滿滿的色色和乙遊,怕不怕像D站那樣被斷信用卡支付啊?

結果呢?老任繼續埋頭做好遊戲,銷售十大週榜經常有十之有九到十都是老任的,而且瑪8不知為何一直在前三。是誰還沒買瑪8啊?先說我還沒買就是,所以日後某週的瑪8銷量說不定是我貢獻的。

你以為這是任天堂第一次遭受質疑和挑戰嗎?怎麼可能。Switch前期面對的是如日中天的PS4、再往前是WiiU的失敗。對慢周期硬件用玩法多樣性搭救的質疑從未止息過,還有競爭對手那些日新月異的吸金套路,用DLC包裝但是依舊能賣出去的半成品,沒拿到公關費瘋狂苛求抹黑的虛偽評論員--老任只是繼續埋頭做好遊戲,並且用一款款經典爆打那些分析屍霉體的臉。

到底老任的開發有多神呢?之前看這ptt的轉貼(/VGC),一位在SE和Namco頗有成就的員工轉到任天堂後幾年就待不住,表示那裡是「天才的天堂、凡人的地獄」。詳細的內容可以看報導,但我的感想就是果然要這種人全力做遊戲才能做到老任等級的遊戲啊。

任天堂當然有著數不盡的金蛋巨無霸IP,但它旗下的小眾IP也真不少,節奏天國就是其中之一。想看有關節奏天國的歷史的話可以看遊研社的影片。我想說的是節奏天國能有這樣的發展一方面少不了淳君的大力推動和岩田聰(Q.Q)的鼎力支持,但如何把那些讓玩家有共鳴的藝術、生活和音樂元素融入關卡中,又能讓玩家感受到「你的音感還不夠完美」--這已經可以被稱為「art of the game making」了(?)。

節奏天國的影響力除了一個個的小遊戲外還有那些舖天蓋地的MAD。遊戲裡自帶了一堆穿插不同小遊戲的remix,但在做MAD這方面選材就更廣闊了。節奏天國DS一作正好對應nico早年黃金時代,所以那時期的節奏天國MAD就不少了,比如這版本的最終鬼畜妹。在3DS版本出來以後這個風潮延續到西方和Youtube上面,現在還有一些創作者專門做這種custom remix。要挑幾首的話我會挑流星群永夜抄remix--這兩首本來就是大串燒,拿去做custom remix再適合不過了。當然私心的話我還推Paranoia Revolution,原因很明顯是出於我和這首歌的緣分,而且猴子打鼓那段超難正好跟DDR的lv19譜面互相呼應。

回到遊戲本身。如果我要為這篇巡遊挑一首BGM,我應該挑甚麼呢?把小遊戲的元素撇開的話其實大部分BGM都是一段較短節奏/旋律的remix,或者說很多小遊戲的BGM要加上小遊戲本身的音效才是一首完整的音樂,就像一些Osu譜面一樣。完整的BGM的話我立刻想到的是Karate Man,但更有代表性的是3DS版破關credit roll遊戲Night Walk的BGM Dreams of Our Generation。作為破關BGM它有著十足的份量:地板上標示節拍的形式正好反映其作為音遊先驅的地位;那個隨樂曲推進而出現而跟上來的角色和飛鳥,那個高潮段走出黑暗進入光明的(對Osu玩家來說這叫Kiai),最後我們透過準確的節拍把主角送回他的家中--歌曲本身和特效互相呼應,給人一種雨過天清回歸基本的感覺。要比喻的話有點像火紋風花雪月裡破關BGM Star in the morning sky回到火紋主題曲那種感動?


順帶一提這個小遊戲在GBA版節奏天國中已經存在了,而且有著自己的特色:不是歌詞而是一句句跟你說的話浮現在屏幕上、隨拍子出現的物品隨hitsound而變化、結局視乎你的破關進度而定等等,這都是後世的經典音遊元素啊。其BGM是典型的升調remix,同樣值得一聽。

對了,你留意到兩版本Night Walk裡面主角都是乘著汽球進場的嗎?這大概也是致敬開發汽球大戰的主力也是節奏天國的支持者聰哥吧(´・_・`)

大概真的沒人想到節奏天國真的還會有新作吧。正如標題和曲名所言,這正是Dreams of Our Generation,這幾天也一堆人在上面影片留言說夢想成真。原來淳君也快六十了,如果說我們從3DS版等到現在等了十年的話,那這一作之後還會不會再有淳君監製的續作就更不好說了。希望他能像櫻井那樣把這作當成最後一舞那樣燃燒自己造出最好的遊戲吧!(然後過幾年又生龍活虎地跑去做下一個作品)

……甚麼,你說2026才發售?