Blocks That Matter

It seems to me that indie games have reached a sort of turning point of inter-referentiality. In-jokey stuff abounds wherever nerds gather, but with Super Meat Boy, it escaped the confines of TIGSource and entered the marketplace. Blocks That Matter continues this trend: its story is indie-game-themed in the way that other games are fantasy-themed or mystery-themed or whatever. The premise is that its developers, a pair of wisecracking Swedes, have been kidnapped by someone who wants to play their latest game before its release. But they haven’t been working on a game, they’ve been working on a robot — a tiny cubical block-drilling-and-reassembly robot which is now their only hope for rescue.

Blocks that are ScatteredAnd so you puzzle-platform your way to your creators through indestructible tunnels littered with blocks in various materials, receiving instructions and banter by radio every couple of levels. The chief inspirations for this game, according to the developers, are Boulderdash, Minecraft, and Tetris. And while I can see bits of all three — Boulderdash‘s falling rocks, Minecraft‘s dig-and-build mechanic — Tetris is the single most obvious source of inspiration. Your avatar is called “Tetrobot”, and has the ability to mine blocks and then place them elsewhere — but only four at a time, in a tetromino shape. Consequently, not only do you sometimes mine a block only to immediately reconstitute it elsewhere, sometimes you place a block only to immediately re-mine it, because you only needed to place it to fulfill the tetromino requirement. Also, at one point, you get an upgrade that lets you delete blocks in continuous horizontal rows of eight or more, Tetris-style. This and the block-placement limitation are handwaved as consequences of “Pajitnov physics”.

There are several other upgrades to your abilities over the course of the game, but other than the one in the first level that grants you basic drilling ability, they’re mostly kind of disappointing. Like, you get the ability to collect metal blocks, which were previously undrillable, and shortly afterward, undrillable crystal blocks start appearing, which are in turn made drillable by another upgrade. There are several different block materials with different properties — sand blocks that fall when unsupported, flammable wood blocks, ice blocks that slide horizontally when you try to drill them — but most materials only differ cosmetically, at least by the end.

The main thing you get from these upgrades is the ability to go back to previous levels and accomplish the goal you couldn’t always do the first time: getting the Block That Matters. Every level has exactly one, in the form of a locked treasure chest. Carry it to the level’s exit portal, and it unlocks to reveal a block representing a game that the authors like. (Some of them are indie, some not.) This strikes me as a brave thing for the authors to do, because it runs the risk that the player will say “Yeah, Lode Runner! I remember that, it was a great game! … Why am I not playing it instead of this?”

Anyway, I do think it’s ultimately a good thing that the game makes some of the Blocks That Matter inaccessible until after further upgrades, because it gives the game an element of nonlinearity. If it had been possible to collect each on the first pass at a level, I would have done so, and then wouldn’t have anything to go back to when I was stuck.

And yes, I did get stuck sometimes, for a while. There are puzzles here that require special insights into the game mechanics, like how to place blocks in a useful way in a confined space. I think the one point I was stuck on the longest was one with a small pit lined with TNT blocks, which explode a few seconds after you try to drill them. It seemed like an impossible situation: the only way to clear the way was to detonate the blocks, which you could only do by jumping into the pit, from which there was no way to escape the explosion. But in fact there was a way. It just wasn’t the sort of thing you do in most of the rest of the game.

Blocks that LadderThere are actiony bits, where you have to dodge moving elements like slimes or dripping lava, but it’s mostly sedate and self-paced. Even slimes can be destroyed without dodging by dropping sand blocks on them; even lava can be stoppered by putting a stone or metal block right underneath it. Placing a tetromino involves going into a special “edit mode”, in which time is frozen. Sometimes I went into edit mode just to pause the action while I assessed my situation, but even that was usually unnecessary.

There’s a certain amount of busywork involved in just collecting blocks that will be useful elsewhere, and in some levels, where there are multiple stages of puzzle, I found myself repeating the earlier stages a lot because I was making mistakes or getting killed in the later stages. There are a variety of ways a game can avoid this — checkpoints, rewind functions, etc. — but the developers here didn’t implement any such things. I hope they consider adding them if they ever do a sequel. Nonetheless, I call this a pretty good game, well worth the fraction of the bundle money I spent on it, and the few hours it took me to reach the finish and get most of the Blocks That Matter. The few I haven’t got are in the more action-oriented levels, and will probably stay there, curious though I am about what games they reveal.

The Next Tetris: Examining the Zipper

tnt-zipperOK, let’s try to analyze this a little. The Next Tetris practice level 19, “Zipper”, has the initial layout pictured here. There are seven rows of garbage squares. Only the bottommost row — the grey one — counts for completing the level, but the gap in that row can only be accessed by fist getting rid of the row above it, which in turn needs the row above that deleted, and so on. The level is supposed to be completed in nine moves, which means adding 36 squares to the board. There are 18 empty spaces, which leaves 18 squares to lump up on top. The board is 10 squares wide, so at most one additional row above the initial garbage can be filled, leaving 8 squares left at the end. One of the big questions here is whether it’s worthwhile to try to complete such an extra row.

Here are the nine pieces, in the order they appear:

The nine pieces in The Next Tetris practice level 19

(Recall that color is significant. Blocks of the same color fuse together and fall as a unit, while a piece composed of multiple colors will break apart upon first coming to rest. This has some non-obvious consequences. For example, if you drop the first piece here the opposite way up into one of the gaps on this board, it’ll stay the shape it is until you delete the first row, at which point the right side will fall one row farther than the left side, and the red squares on both sides will stick together, forming a unit two squares wide.)

Now, all of the gaps in the initial layout are one square wide. Of the 36 squares that compose our nine pieces, 11 have a horizontal neighbor of the same color no matter how they’re rotated, and thus cannot possibly fit into a one-square-wide gap. Let’s call these “blocker squares”. Another 11 squares are directly attached to blocker squares of the same color. If these are placed in a gap, the adjacent blocker square will have to be above it, preventing access to any further gaps in that column, unless you can complete that extra row and delete it. The remaining 14 squares are detached units or straght columns that can be used to freely fill in whatever needs them, provided they don’t glob onto something else of the same color and get stuck.

The obvious thing to do with the straight piece (or “I” piece) is to put it in the 4-deep straight hole on the right. But obviousness is no guarantee of correctness — the I could also very well fill the vertically-arranged four gaps in the very middle. This works well with the level’s name — the I is like the zipper that pulls downward through the middle and tears the whole structure apart. Also, the I is a color that isn’t used in any of the other pieces, which makes it more useful in the middle, where it helps to keep things from getting stuck to each other. But if you put it there, you’ll have to come up with some other way to fill in the straight gap, and nothing else fits quite as easily. Filling an extra row is almost necessary in such a scheme.

Two other pieces are of special note. The 2-by-2 block (or “O”) is composed entirely of blocker squares, and is of no use whatever for filling gaps in the garbage. It’s also composed of a color almost unused otherwise, so it isn’t much use as a complication either: just throw it to the side and it won’t interfere. This makes me think that it serves in the puzzle to help complete the extra row. At this point, there’s so much circumstantial evidence in favor of the extra row hypothesis that I’ll be really surprised if it’s wrong.

The other is the final piece, the green “S”. Because it’s the last piece, it has to either fill in the final gap, or trigger a cascade that fills it in. On purely aesthetic grounds, I suspect that a final cascade won’t involve only part of the initial layout. Either the garbage above the goal row will all be gone by the time this piece is placed, or it’ll all still be there. In the latter case, there’s some difficulty in placing the S. This scenario requires all but one of the gappy columns to be capped with a tower of pieces waiting to fall into place. The only original gap that could possibly accommodate the S in this situation is the straight pit on the right, which would have to have three pieces in it already and have nothing on its left to keep the S out; this could clearly only happen if an extra row had been deleted. Alternately, the S itself could complete the extra row.

So, I’m coming to the conclusion that there’s probably an extra row to be built and deleted, and the I could plausibly go in the middle. I’ll have to try things along these lines the next time I play.

The Next Tetris: I am sad

Well, I’m still stuck on that last practice level. It’s a toughie.

The puzzle title is “Zipper”. It features filled and unfilled squares in a checkerboard pattern, which means that whenever you use a piece that’s more than one column wide (after taking splitting by color into account), you’ll wind up with an overhanging bit that prevents you from filling in the space beneath it. Recall that pieces (or piece fragments) of the same color stick together, potentially fusing into a piece that’s more than one column wide after you’ve placed them. This makes this puzzle unique among the practice levels in that the challenge has a lot to do with not just making the most of the pieces you’ve got, but also finding ways of getting rid of the ones you don’t want.

At one point, I was about ready to give up on this one. I hit Gamefaqs, hoping to find a nudge in the right direction. And indeed there is a guide to the practice levels there! It even features nice gentle hints, describing the general approach you have to take for each puzzle and letting you work out the details yourself. It’s always a relief to find well-written hints. Far too often the hint-writers just give everything away. Unfortunately, the person who wrote these hints couldn’t figure the last puzzle either, so it’s not a lot of use to me.

The Next Tetris

nexttetrisWhat an terrible title! Not only is it far from distinctive — a completely different Tetris variant called The New Tetris was released around the same time — it’s also quite arrogant. Or at least it is if you interpret it as “The thing that will be as significant to game culture as Tetris was”, as in “Every game designer hopes that their creation will be the next Tetris“. If you interpret it as “One more Tetris among many”, it’s a bit less so. Under that view, it even implies that the gameplay is so generic that they couldn’t come up with a descriptive title. Which isn’t really true: The Next Tetris delivered some genuine innovation within the Tetris format, subsequently reused in other titles. Instead of making every block completely static once it’s finished falling, staying with its row even when isolated and unsupported, TNT makes blocks only stick together if they’re the same color and fall otherwise. Delete a row, and bits of the row above have the potential to fill in gaps in the row below, potentially making Bejewelled-like cascades. To promote this kind of behavior, the designers decided to make two-color pieces that have the potential to split apart immediately on placement, if placed right.

Doesn’t this all make it easier? Well, yes. Yes it does. Even ignoring the potential for cascades, the frangibility of the pieces means that you don’t need to spend so much time waiting for the straight piece to come up. The designers compensate for the increased ease with horrible, horrible time limits.

But that’s not what I want to talk about. The main game here is, for me, a sideline. The real reason I picked this game up is that I learned Scott Kim was involved in its creation. Although he’s probably still best-known for his invertable calligraphy, Kim is also an accomplished puzzlesmith with about a dozen games under his belt. Among them is Obsidian, which provided me with one of the most beautifully transcendent moments of realization I’ve experienced in a lifetime of gaming. 1Figuring out the override for the non-regulation flight, in case you’ve played it and were wondering. This memory was still fresh in my mind when TNT came out.

Kim’s specific contribution to TNT is a series of puzzle levels — yes, real puzzles, with designed solutions which you can discover by thinking about them, rather than the random configurations and speed play of normal Tetris and most other so-called “puzzle” games. In each, you’re given a fixed initial board and a fixed sequence of pieces, and you have a figure out how to delete the initial “garbage” in the minimum number of moves. (If you exceed par, the game lets you keep playing, but you know you’ve failed.) Some of them seem to be just a matter of trying different configurations until one works, but the better ones have some gimmick, some underlying principle that makes the whole thing easy when you think of it. For example, in the screenshot included here, the trick is to make the blocks into an inverted copy of the empty space, so that everything just cascades into place when the final piece unlocks the whole structure.

The puzzle levels are not a large part of the game, or one that it draws a great deal of attention to. I suspect that there are people who have played TNT a great deal who don’t even know they exist, just as I ignore multiplayer mode on most games. They’re listed under the main menu as “Practice Mode”, which is a lie: practicing the main game by playing these levels would be like practicing swimming by taking a long shower. It involves the same elements, but applied in a different way. Normal Tetris doesn’t allow you to replay the same situation over and over until you get it right, and that makes a huge difference. So does the certain knowledge that there is, in fact, a solution. You can’t blame the random number generator for your problems. No, you’d have to blame Scott Kim.

There are 19 practice mode levels. In my last session, I solved all but one, although not in order. If it takes me more than one more session to figure out the last, I will be sad.

References
1 Figuring out the override for the non-regulation flight, in case you’ve played it and were wondering.