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

  • Gravity Bone (2008)Gravity Bone (2008) Recently I found myself wondering what a surrealist game would be. It's a bit of a funny question, because all videogames are pretty surreal. There's weird logic, weird environments, […]
  • Surrealism from the InsideSurrealism from the Inside Amanita Design is a developer known for its charming little point-and-click adventures. The games are distinctive for their low-key surrealism and collage-like art style, but as games […]
  • Persona 3: Your relationship seems to be in a rut.Persona 3: Your relationship seems to be in a rut. Here's a new thing I want to start doing. Most of my posts are either reviews of short games, or feature pieces that discuss several games at a high level. As a result, I rarely get a […]

› tags: high-resolution tetris /