Why the bug I wrote became a core gameplay mechanic?! -
Chapter 34 Where did my long strip go?
Chapter 34: Chapter 34 Where did my long strip go?
"Okay, so now we officially enter the main competition phase of this contest."
"We have randomly shuffled the 30 works selected and will proceed to play them based on this shuffled order."
"For each game, our judges have a maximum playtime of 30 minutes."
"If a judge feels they have fully understood the gameplay, or if they have no interest in the game, they can click the ’Next’ button to switch to the following game."
"Once all three judges have switched to the next game, our live broadcast’s main view will also shift accordingly."
"At the same time, these games will be unlocked in sequence in the official game platform’s event area, so friends in the live broadcast room can also join the judges in experiencing these competition entries..."
After the host introduced the competition rules, the live broadcast switched to the first game.
The four judges exchanged a few words casually before starting to play seriously.
The director also began to switch the gameplay screens among the judges frequently, while the host provided simple introductions to the modifications in gameplay during the process.
Just two minutes later, Jonas pressed the button and switched to the next game.
Soon after, Liang Chun and Cheng Anhua also switched to the next game.
Because three judges had pressed the "Next" button, the live broadcast’s screen also switched to the next game, and the host continued with the introduction of the gameplay.
Clearly, although according to the rules, each game had a maximum playtime of 30 minutes, the vast majority of games were unlikely to reach this "maximum time."
After all, there were only three hours tonight but 30 games to play, so time was insufficient no matter how you calculated it.
Therefore, for those games that lacked originality, the judges would skip over them quickly once they were sure of the basic gameplay, saving time.
Only for a few truly outstanding works did the judges wish to play a little longer.
In this manner, one after another, "block-like games" were filtered out, until work number 11, "Against Heaven Blocks", came into the judges’ view.
Liang Chun, Li Wenhao, and Jonas were the first judges to play "Against Heaven Blocks", while Cheng Anhua seemed more interested in the previous game and had not yet switched over.
"The next game is called ’Against Heaven Blocks’, a contest entry from Transcendent Heaven Gaming Company. Some audience members might be unfamiliar with this company, but you may have heard of two games they developed, namely ’Infernal Trajectory’ and ’Sisyphus’."
The host provided a brief introduction of the game.
Li Wenhao was somewhat surprised, "This company is the developer of ’Infernal Trajectory’ and ’Sisyphus’? I know both games, they’ve been quite popular recently!
"Isn’t their participation in this competition like punching below their weight? It feels a bit like bullying!"
Liang Chun shook his head, "Not at all, the mini-game design contest mainly judges on design ability and details. Large companies’ designs often play it safe and tend not to have an advantage compared to independent game producers.
"However, Transcendent Heaven Gaming is a company with a lot of creative ideas, and I’m quite looking forward to what kind of work they will bring."
After a brief conversation, the judges began to try playing ’Against Heaven Blocks’."
...
The live broadcast switched to Liang Chun’s camera.
It was evident that Liang Chun entered the game with a very anticipatory attitude.
As a well-known independent game producer and the champion of the last mini-game design competition, Liang Chun had a very positive impression of Transcendent Heaven Gaming.
He often marveled at the ingenious ideas in ’Infernal Trajectory’ and ’Sisyphus’ and knew how difficult it was for a small company to produce such hits with a limited budget.
Unlike those big companies relying on their old successes, Transcendent Heaven Gaming had used these two games to show off their boundless imagination, and Liang Chun was very eager to see if this creativity could breathe new life into the classic game ’Rotating Block’."
The game’s login interface was very minimalistic, with a few buttons such as ’Single Player’, ’Network Mode’, ’Settings’, and ’Exit Game’."
The interface style was somewhat reminiscent of common Western Fantasy adventure games, looking quite textured without being overly complex or distracting.
"Let’s try the Single Player mode first."
Single Player mode was almost identical to traditional ’Rotating Blocks’ in terms of gameplay; the controls included ’Left and Right Movement’, ’Speed Up Downfall’, ’Clockwise Rotation’, ’Counterclockwise Rotation’, and ’Hold Block’, which weren’t much different from the original.
The types of blocks hadn’t changed either, still consisting of the seven shapes ’S-Z-L-J-I-O-T’."
Because the gameplay itself was all too familiar, Liang Chun quickly immersed himself in the game, stacking various blocks higher and higher.
"Eh, why did three long bars appear right at the start? That’s not right."
"Could it be that this game doesn’t follow the ’Seven Bag’ rule?"
"Whatever, I’ll just put it aside for now and clear it later."
Seeing three long bars come up one after another at the start, Liang Chun vaguely realized something was amiss, clearly different from the original "Rotating Blocks."
The so-called "Seven Bag" rule is actually a default underlying rule from the original "Rotating Blocks," which means that although the seven shapes will appear randomly, every seven turns all shapes will have appeared once.
In other words, if you’ve used up a long bar, the latest a long bar can appear is within the next 13 pieces.
Under this rule, it’s possible for two long bars to appear in a row, but three in a row is impossible: the third long bar can only appear after at least seven other pieces have followed the second one.
However, the patterns of the other blocks seemed normal, so Liang Chun didn’t think too much about it and continued stacking the blocks higher, leaving a long gap on the far right.
He was just waiting for a long bar to come and then clear four lines in one go.
This was essentially the core joy for most players when playing "Rotating Blocks."
But no matter how long he waited, the long bar just wouldn’t come!
Liang Chun was puzzled and frustrated.
Is my luck really that bad?
Is it so hard to get one long bar?
Having no choice, he had to drop an "L" shaped block to clear three lines.
The stack of blocks was still very high, and if a long bar came, he could still clear another four lines.
But he waited left and right, and as the blocks nearly reached the top, the long bar still didn’t appear!
It’s only that the level was still quite low, so the speed at which the blocks fell wasn’t that fast, or else Liang Chun might have already messed up.
"This is absolutely ridiculous, I’m not waiting anymore!"
Liang Chun was speechless, and he had to start using other blocks to clear them. Although he could still manage to play, it ultimately left a very unsatisfying feeling.
It was like waiting at a bus hub for the bus, where the number 11 could take you directly to your destination, and all other buses required a transfer. So you keep waiting for the number 11, missing many others, but the number 11 just won’t come!
The more you wait, the more unwilling you become, and the more unwilling you are, the more you wait...
In short, right from the beginning of the game, Liang Chun felt a bit nauseated.
If it were just that, it would be fine, but when Liang Chun finally managed to clear the blocks using "L" and "J" shaped blocks, getting down to three or four lines left, the long bars started appearing again!
And the fewer blocks remained on the screen, the more frequent the long bars appeared!
It was like going out to take the bus on the weekend again, even though he clearly wasn’t waiting for the number 11 this time, the number 11 buses just kept coming every three minutes, every five minutes, non-stop!
Liang Chun was about to lose it on the spot.
"Damn it! This is definitely on purpose!"
As an excellent independent game designer, Liang Chun was almost certain of this without much thought.
You see, "Rotating Blocks" has a template!
Even if a designer did nothing but apply the template, the new game would still refresh the blocks according to the "Seven Bag rule."
The only possibility for the current situation to occur is if the designer intentionally changed the block refresh rules, artificially lowering the chances of the long bar appearing!
For such behavior, Liang Chun could only think of two words to describe it: "Bastard!"
How is that any different from deliberately taking away the seasoning packets from instant noodles?!
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