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

  • Sweeping Exits and Offstage LinesSweeping Exits and Offstage Lines I spent a long time trying to figure out Harvest Moon: A Wonderful Life. It had an unusually deep simulation with a lot of random variables, so I dug through a lot of FAQs to figure […]
  • Coil (2008)Coil (2008) In my review of The Graveyard, I implied that I'm generally unsatisfied by the most basic style of game storytelling: perform an action, get a cutscene, repeat. What I neglected to […]
  • MIXTAPE: You Lose for PlayingMIXTAPE: You Lose for Playing Execution, Jesse Venbrux (2008) Over the years, I've played or read about a lot of games that push the player to feel bad or conflicted about doing the things the game allows. The […]

› tags: high-resolution tetris /