The definition of "Standard Tetris" is an idealized model of the most important characteristics and behaviors of the first IBM-PC implementation of the Tetris game (circa 1986-1988). The idealized model is based upon inferring the apparent intentions of the developers of the first IBM-PC implementation of the Tetris game. For example, it seems reasonable to infer that the developers of the first IBM-PC implementation of the Tetris game intended to select the shape of each new falling piece "randomly", and that the use of the Borland C implementation of the rand() function was merely a practical approximation of the intention. The definition of "Standard Tetris" specifies that the shape of each new falling piece is to be selected "randomly". This ideal behavior cannot be achieved by any implementation, but implementations can approximate the ideal behavior.
Yes, so much research in Computer Science has been based on Tetris that someone found it worthwhile to create a specification for the game.
https://tetris.wiki/Tetris_Guideline#See_also
That it is NP-complete says that verification that a sequence indeed attains this maximum is easy (even if we don't know the maximum beforehand), but that it is unlikely we will find an efficient algorithm for the problem.
The authors note that there is a "relatively simple dynamic program solves the case of a constant-size gameboard in time polynomial in the number of pieces." So what you seem to be thinking of is solvable quite efficiently.
You were definitely not guaranteed to get an I piece in any particular number of drops in any Tetris released in the 80s afaik. I think bag randomizers came about in Tetris worlds
It was the only game I had for my GB, I played the crap out of that game to the point I’d dream about it or see the tiles when I closed my eyes.
I'm sure you already know this, but for anyone who doesn't, this phenomenon is actually common enough to have a name: https://en.m.wikipedia.org/wiki/Tetris_effect