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

  • Pathos (2011)Pathos (2011) The relationship between the player and the avatar varies a lot between games. Sometimes the avatar character is meant to be an unembellished extension of the player, as in any […]
  • Difficulty Factors as Character TraitsDifficulty Factors as Character Traits If difficulty is one of the things a game can use to make characters interesting, it's worth asking just what difficulty communicates. For one thing, difficulty isn't just […]
  • Triptych (2009)Triptych (2009) In Stephen Lavelle's brief but dense Triptych, a decontextualized internal monologue similar to those he used in Mirror Stage (review) is broken to pieces by two intrusive elements. […]

› tags: high-resolution tetris /