Straight 4 Longplay (HTML5 Game) - Computer Goes First

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- Straight 4 Longplay (HTML5 Game) - Computer Goes First -

Abrupt or awkward cuts in the video and any inconsistencies in sound are due to the game occasionally playing ads.

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Connect 4 is a two-player connection board game where players choose a color and then take turns dropping colored discs from the top into a seven-column, six-row vertically suspended grid. The pieces fall straight down, occupying the next available space within the column. The objective is to be the first to form a horizontal, vertical, or diagonal line of four of one's own discs.

First sold under the famous Connect 4 trademark by Milton Bradley in February 1974, the game is simple in concept but requires a good deal of strategy and tactics. Players must block their opponent's attempts to form a line of four while working on their own line, thinking ahead to play both defensively and offensively. The vertical aspect of the game board creates unique challenges, requiring players to anticipate moves and counter-moves that will not only block the opponent but also set up their own winning line.

Importantly, Connect 4 is a "solved game," meaning the outcome can be correctly predicted from any position if both players play perfectly. This was established through extensive analysis and computer algorithms which mapped out all possible game scenarios. The solving of the game was completed in 1988 by James D. Allen and independently by Victor Allis. Allis's analysis concluded that the first player can force a win by starting in the middle column under optimal play.

This knowledge significantly impacts competitive play strategies, since the outcome is theoretically predetermined with perfect play. However, among casual players, the game remains popular and engaging, as few can memorize or execute the vast array of sequences and counter-sequences required for perfect play.

Connect 4 is widely available in both physical and electronic forms, and its straightforward yet engaging gameplay has inspired numerous digital versions and applications. It continues to be popular among children and adults alike and is often used as a simple example of game theory and AI strategy in educational settings.

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