Game modes

All the informations and details about Worldwide Combos games modes and rankings.

Contents

Multiplayer

Matchmaking process (Quickplay)

The matchmaking depends on players' multiplayer ratings, quickplay filters current waiting times, matchmaking speed, and whether they enabled the bot or not. Players may edit their filters by clicking on the "Filters" button, while the bot and the matchmaking speed can be configured by clicking on the "Preferences" button.

Filters

Official rulesets depend on two parameters: whether the tuning limit is enabled or not, and whether it is using Holes, Bombs, Chaos or Deadline ruleset.

  • Holes rules imply 7-bag randomizer, handicap with holes and usual attacking rules.
  • Bombs rules imply 7-bag randomizer, handicap with bombs and usual attacking rules.
  • Chaos rules imply 21-bag randomizer, handicap with holes and all spins attacking rules.
  • Deadline rules imply 1-bag randomizer, handicap with holes and deadline (combo-only) attacking rules.
Tuning limit being enabled means that the speed tuning values are increased, if necessary, to 150ms for the left/right Delay parameter, 25ms for the left/right Repeat parameter and vertical parameters, and 1000ms for the Gravity parameter.

Filters can be edited in the Quickplay menu, on the Dashboard. They cannot be edited anymore once the player is in queue.

Round rules

When playing Custom games, the room creator decides the maximal length of a round (possibly infinite), the KO limit (possibly infinite), and the handicap type (note that time and KO limits can't be both infinite at the same time). However, in a Quickplay or Tournament round, such rules are already decided in advance. For tournament rounds, refer to the corresponding tournament page to check them. In a Quickplay round, the rules are: no KO limit, handicap with holes or with bombs (depends on matchmaking and filters), length of 2 minutes.

The goal is to knock out your opponent as much as possible. Your opponent is knocked out when there isn't enough space for the next block to spawn at the top of the grid. Then, handicap lines on the opponent's side disappear and the round continues. If one of the players reaches the KO limit (assuming there is one), then the round ends. If the time limit is reached (assuming there is one), then the round ends (no hurry-up or tie-break). If a player tops out despite having no handicap lines to cope with, then the round ends and this player loses.

The winner of a round is the player who got the biggest number of KOs. The round ends earlier if the KO difference if big enough: let k be the KO difference and t the number of seconds remaining, the round ends if the leading player places a block while the following condition is satisfied: k > Math.ceil(t/10). If the players are tied in KOs at the end of time limit (if there is one), then the round goes into extra time: let t the initial duration of the round (in seconds), then 4 solid, unclearable lines will spawn right at the end of that time limit, then every t/4 seconds, with a maximum of 16 solid lines. The round ends when one of the players take the lead.

Note that, in order for a game to end the leading player should place a block (unless the opponent tops out, or the non-zero KO limit is reached). This is to avoid player stall and provide more interesting game endings.

Rankings

First of all, only Quickplay and Tournament rounds do have an influence on the multiplayer ratings. Note that, Tournament rounds do not make the ratings update automatically: for now, at the end of every tournament the ratings are recalculated to take this tournament matches into account.

Only users with a validated Worldwide Combos account may appear in the rankings. People with a rating that equals 900 (which is the initial rating for every new player) do not appear no matter what (but still get ratings). For every ruleset there is a different rating.

Let's say two players with ratings equal to R1 and R2 play against each other. The new ratings will be R1' = R1 + K*(RES - 1/(1 + pow(10, (R2 - R1)/400))) and R2' = R2 + K*((1-RES) - 1/(1 + pow(10, (R1 - R2)/400))), truncated to two decimals, where RES is a value between 0 and 1 inclusive which depends on the round's outcome, and K is the K-factor of the round. At the moment, this K-factor equals 32 in all rated rounds.

Let's assume that player 1 wins with KO1 KOs, while player 2 had KO2 KOs: then RES = 0.7 + 0.3 * min(log(1+KO1-KO2)/log(8), 1). If player 2 wins, just replace RES with 1-RES.

There are also bonus points that are awarded to newcomers. Every player can win at most 100 bonus points. Bonus points don't work in the same way in quickplay and in tournaments: in quickplay, if a player gets a positive rating change at the end of a round (say x) and still has b bonus points that have not been awarded, then this player wins Math.min(b, x) bonus points at the end of that round. In an open phase round, players get 10 points per round after their first 10 rounds, regardless of how well they do.

Ghostbuster

Ghostbuster mode is not available anymore.

Round rules

Ghostbuster consists in playing against a replay (or a "ghost"), in a format that is quite similar to multiplayer rounds: the replay is picked by the server according do your current Ghostbuster rating. Rounds last two minutes by default, with no KO limit. Time and KO limits can be changed in the Game settings; however, rounds that are played with settings that are not the default ones are not rated. Two handicap types are available: solid handicap and handicap with bombs.

The goal is to knock out the replay as much as possible. The replay is knocked out when there isn't enough space for the next block to spawn at the top of the grid. Then, handicap lines on its side disappear and the round continues. If either the player or the replay reaches the KO limit (assuming there is one), then the round ends. If the time limit is reached (assuming there is one), then the round ends (no hurry-up or tie-break). If the player tops out despite having no handicap lines to cope with, then the round ends and the player loses.

The player wins if they got the biggest number of KOs. If this number is the same for both the player and the replay, then the player wins if they sent the most lines. If there is still a tie, then the player wins their stack at the very end of the round is lower than the replay's. If there is still a tie, then nobody wins.

Choosing the opponent

Replays are taken from previous ghostbuster rounds that were played in the past. Every replay has its own rating, which is initially determined by the player's current rating at the moment when the round is completed. Every time a replay is used the replay's rating is updated according to the round's outcome. Note that, in order to balance replays more fairly, some rating adjustments might be done regularly.

When a Ghostbuster round starts, the replay is chosen in the following way: the available replays which are at least as long as the expected maximal round duration are sorted according to their absolute difference with the player's Ghostbuster rating. The server picks the 10 first replays in such a ranking, and chooses the one which was the least used until now. In case of a tie, the replay with the smallest absolute rating difference is chosen.

Rankings

First of all, only rounds that last 2 minutes with no KO limit do have an influence on the multiplayer rating. Only users with a validated Worldwide Combos account may appear in the rankings. People with a rating that equals 900 (which is the initial rating for every new player) do not appear no matter what.

The rating itself is very similar to an Elo rating. Let's say the players with R1 rating plays against a replay with R2 rating. The new ratings will be R1' = R1 + 32*(RES - 1/(1 + pow(10, (R2 - R1)/400))) and R2' = R2 + 32*((1-RES) - 1/(1 + pow(10, (R1 - R2)/400))), truncated to two decimals, where RES is a value between 0 and 1 inclusive which depends on the round's outcome.

If there is a tie, then RES = 0.5. Now let's assume that the player wins with KO1 KOs and L1 lines, while the replay had KO2 KOs and L2 lines.

  • If KO1 = KO2 and L1 = L2, then RES = 0.6.
  • If KO1 = KO2 and L1 > L2, then RES = 0.7.
  • If KO1 > KO2, then RES = 0.7 + 0.3 * min(log(1+KO1-KO2)/log(12), 1).
If the replay wins, just replace RES with 1-RES.

There are also bonus points that are awarded to newcomers. Every player can win at most 100 bonus points. After every round, if the player can still win bonus points, then some are awarded. The number of bonus points won is 10 per round, while there are remaining bonus points.

Sprint

Rules

Sprint is a single-player mode that consists in clear 40 lines as fast as possible. The challenge is completed when 40 lines have been completed, and the elapsed time is the number of milliseconds between the start of the game and the moment when the last block was placed. If the player tops out, then the challenge is failed, and the game's replay is not saved.

Even though this mode uses a 7-bag randomiser like every other mode, some of the bags cannot appear in the first bag: while the first block is either an S-block or a Z-block, the upcoming blocks are generated once again.

Main rankings

Only users with a validated Worldwide Combos account who completed the Sprint challenge at least once appear in the main rankings.

Players are ranked according to their best sprint time, in increasing order. If there is a tie, then the tie is left as is.

Sprint10 rankings

Only users with a validated Worldwide Combos account who completed the Sprint challenge at least ten times appear in the main rankings.

Players are ranked according to the sum of their 10 best sprint times, in increasing order. If there is a tie, then the tie is left as is.

Survivor

Normal Survivor

Survivor is a single-player mode that consists in avoiding to top out as long as possible. Handicap lines spawn from the bottom, and the time interval between two consecutive handicap lines decreases with time. When a new player signs up, only Normal Survivor is available, and Elite Survivor (see below) is unlocked after reaching 4 minutes in that Normal Survivor.

In Normal Survivor, there is one handicap line that spawns at the very beginning of a game. Now let's say that n lines already spawned. The waiting time before the next handicap line is approximately log(12) / log(4 + 0.033 * (n-1) * (n-1) / (6 + n)) seconds.

There are two types of Normal Survivor: one uses handicap with holes while the other one uses handicap with bombs.

Elite Survivor

Elite Survivor is unlocked when reaching 4 minutes in Normal Survivor mode. This mode is very similar to the previous one; yet, the pace is much faster, and it was meant to be for fast players, for whom the Normal Survivor's speed might be a little bit boring in the beginning.

In Elite Survivor, there are three handicap lines that spawn at the very beginning of a game. Now let's say that n lines already spawned. The waiting time before the next handicap line is approximately log(5) / log(4 + 0.007 * (n-3)) seconds.

There are two types of Elite Survivor: one uses handicap with holes while the other one uses handicap with bombs. Each of these two are unlocked separately when you reach 4 minutes in the corresponding Normal Survivor mode.

Main Rankings

Only users with a validated Worldwide Combos account who completed the Normal Survivor challenge at least once appear in the main rankings.

The rankings are divided into two: first all the players who unlocked the Elite survivor mode are ranked, then all the other players are ranked as well. Players who unlocked the Elite survivor are ranked according to their "personal best", which is either their Elite survivor longest survival time, or their Normal Survivor longest survival time, minus 4 minutes (whatever is longer), in decreasing order. Other players are ranked according to their Normal Survivor longest survival time, in decreasing order.

Players in green are those who unlocked the Elite survivor mode. If there is a tie, then the tie is left as is.

Suvivor10 Rankings

Only users with a validated Worldwide Combos account who completed the Survivor challenge at least ten times appear in the main rankings.

Players are ranked according to the sum of their 10 best survivor times, in decreasing order. As for the main rankings, 4 minutes are added to the Elite Survivor times. If there is a tie, then the tie is left as is.

Warm-up

Warm-up mode is a solo mode with no particular goal: there is no time limit, no KO limit, and there are no handicap lines. There is no countdown before the game starts. If the player tops out, then the field is completely cleared, and the player can start playing again from scratch. There are no saved replays in this mode.

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