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

  • Swimming UpstreamSwimming Upstream Being slow with the blog for a while means my backlog of experimental games has grown even more overwhelming. Today I'll be covering some games from the June Experimental Gameplay […]
  • Line on Sierra: King’s Quest IV, Part IILine on Sierra: King’s Quest IV, Part II Last time in King's Quest IV: The Perils of Rosella, I made it through the long, inventory-stuffing introduction sequence and out of the dreaded whale's mouth. Now I'm ready to defeat evil […]
  • Sense of PresenceSense of Presence The recent United States Supreme Court decision that affirmed the free speech rights of violent videogame producers was generally viewed as a great victory for the medium. It is a strong […]

› tags: high-resolution tetris /