They're all either technical elements of the game (like the movement of the pieces, or the shape of the board), or visual elements of the game that do not have any recognizability (as in, if you removed them, people will still recognize it as Tetris, like the colors of the pieces). Xio Interactive case aren't actually protectable. They tend to claim they have "trade dress" rights, but the elements they claim as such in the Tetris Holding, LLC v. The Tetris Company doesn't have any rights to the game, as Tetris isn't patented. Wolfson also granted protection to the blocks changing in color when they land, and the game board filling up when the game is over." This includes the twenty-by-ten square game board, the display of randomized junk blocks at the start of the game, the display of a block's "shadow" where it will land, and the display of the next piece to fall. However, Wolfson determined that several aspects of Tetris qualify as unique expression that is protected by copyright. According to Wolfson, copyright cannot protect the idea of vertically falling blocks, or a player rotating those blocks to form lines and earn points, or a player losing the game if those blocks accumulate at the top of the screen. "Wolfson discussed which aspects of Tetris were copyrightable as expressive elements, and which aspects are part of the general idea that cannot be protected by copyright. The gameplay itself and the rules are not copyrighteable, but "look and feel" is. Tetris sued a developer of iOS game, and they apparently have precedent about "look and feel".Īdd the name that is intentionally similar to "Tetris" and I don't think they have snowball chance in hell to win if they decide to go after them. It's like trying to talk about racism using only Candace Owens' talking points.Īnd there is a precedent. I'm 99% sure he spends his time digging up things that confirm his viewpoint, locating the 1% of outliers that support him, and no time engaging with the scholarship of the majority of the other side. Ironically, towards the end of the article, he says "We don't want to talk about the full complexity at play here", while parroting standard responses. This shows he doesn't understand that 1) "equality and self-empowerment" are not to come at others' expense, an unstated, but real, caveat, he seems to have missed, and 2) criticism of an industry doesn't have to involve every possible complaint all the time. E.g., in "Storms and Teacups", he thinks that Jezebel celebrating women's "equality and self-determination" means they are hypocritical to criticize Michelle Williams for dressing up as a Native American, and the fashion industry because they "didn't objectify a woman in a tasteful enough fashion". I looked at a couple of his other articles, and despite being a good writer, there's some subtle, and not-so-subtle, points he misses. ![]() ![]() Hmmm, well, his very first post ("Who Doesn't Go Nazi?") is about being an anti-vaxxer, saying how anti-vaxxers would resist becoming Nazis, and comparing anti-vaxxers to the Jews, which already has me questioning his critical thinking skills. It's really just about how fast you can process the upcoming queue and still stack cleanly. Someone might trot out a hastily-googled 250ms as a typical human reaction time and claim 100ms per piece isn't possible, but good players aren't reacting to each piece as it comes - they're using the previews (and hold) to react to the piece that's coming 4-5 steps in the future, which is closer to a second away. The bottleneck also isn't reaction times. I just mashed my movement/rotation keys into `time | wc -c` and got ~35 KPS after 2 beers, and I don't even have a particularly gaming-focused keyboard. Keys per second in the top sprints is ~16. The physical pressing of the keys also isn't really a bottleneck. So if we roughly estimate 100ms average per piece (70ms to DAS, with some extra for the sometimes-needed rotation and hard drop), that would be ~10 pieces per second, which is well over the ~6.5 PPS in the record sprints. someone like Firestorm) might be somewhere around 70ms. 6-3 stacking) lend themselves well to not requiring the full 2 keystrokes pretty often, so in practice you end up with ~2.6 keys per piece instead of 3. Pretty much all top players use ARR 0 and 2-step finesse (or something close to it), which means you can position any piece where you want in 2 keystrokes at most, plus 1 more to hard drop it. Tetr.io and Jstris go even further than guideline tetris: there's no line clear delay and you can set DAS/ARR to anything you want, which lets you go even faster. NES tetris didn't have hard drop, hold, SRS, 7-bag randomizer, or multiple piece previews, all of which are in all modern guideline tetris games and can help you go faster. ![]() NES tetris and modern tetris are VERY different games.
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