The Flower of Prolonged Failure

March 17, 2009 - Shenanigans

Well, after 27 minutes, I was finally able to kill myself in High-Resolution Tetris.  I thought this might be easier than actually clearing a line, but I was surprised at how excruciating the endgame got.  What you see here is that it’s pretty easy to stack the pieces until you get about 4/5 of the way up the game board, at which point you start having problems getting the pieces over to the center fast enough.  (New pieces appear on top at a random point along the horizontal axis.)  Even worse, once you actually build up to the top line, you’re stuck waiting for a piece to show up right at the point where it can collide with one of your pieces instantly.  So I started just trying to get pieces to the center as fast as I could to build a bigger platform, which resulted in this flowery structure – the more distant the piece’s initial starting point, the further down the stem I could eventually hook it.  I find the result quite attractive.

Related Posts

  • Seven Minutes (2008)Seven Minutes (2008) Previously, in reviewing Execution, I mentioned that gamemakers seem to be concerned recently with the issue of choice in linear game design. That is, while gaming seems to be all about […]
  • Line on Sierra: Quest for Glory I, Part 2Line on Sierra: Quest for Glory I, Part 2 Last time in Quest for Glory, the brave thief Hamburger Tree arrived in the town of Spielburg and settled into a life of aimless destitution. As we left our hero, he had just discovered […]
  • Depression (2011)Depression (2011) Aaron Oldenburg's Depression is a short entry in this past February's Experimental Gameplay Project. If you're not following the EGP, you should. The organizers come up with a short […]

› tags: high-resolution tetris /