Categories
Played

Games of 2012: Super Hexagon

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

We were crammed three deep in the back of a taxi, feeling every mile and a half between our office locations. All I had on my mind was the upcoming meeting with the client – trying as one does to pre-plan my declarations and anticipating potential points of conflict.

One of my coworkers broke the silence: “Hey, Dan, random question – how did you get over 60 seconds in *Super Hexagon*?”

Terry Cavanagh’s Super Hexagon [is self-described](http://superhexagon.com/) as a “MINIMAL ACTION GAME”. Two buttons, no written instructions – you can rotate left; you can rotate right; hit a wall and the game ends. If football is a game of inches, then Super Hexagon is a game of milliseconds – the leaderboards are solely on the length of the your survival across 6 progressively ridiculous difficulty levels. To “beat” any given level and unlock a future one, you need to survive for one minute. This is generally perceived as impossible when you first pick up the game. When 10 seconds of survival is a struggle, asking for 60 seconds is tantamount to emotional abuse.

When I first downloaded Super Hexagon, I actively hated it – the somewhat imprecise controls, the randomness of the levels, and the spinning camera added up to leave me wondering if I had been pranked. Where was the brilliant game I had been promised? But Super Hexagon is not a prank – it just took a few days to realize that it demands patience and practice. Your skill evolves as you identify patterns, find ways to position yourself, and learn the cues as to when the rules of the game change a little. Jenn Frank’s voice will haunt you, insisting “BEGIN” every time you restart after death. (For the longest time, I swore she was saying “AGAIN”, which seemed more fitting.)

There’s a continuum of gaming as to how complicated the player’s thought process needs to be. On the higher end of the spectrum lives things like *Civilization*, *Dwarf Fortress*, and *Football Manager*. Super Hexagon lives on the other end of the scale, getting as close to a raw twitch/reaction game as anything I’ve played as of late. No upgrade system, no micro-transactions, no story, no Facebook integration.

In a industry where “retro” typically means “pixel graphics and bad jokes”, Super Hexagon does retro the right way – in its core, and not merely the exterior.

So, back to that cab.

I would’ve loved to explain all the strategy and nuance for how I finally broke the 60 second barrier. But the parts of my brain that became good at Super Hexagon weren’t easily put into words. And while I was still considering the work day ahead, I went for broke:

“Well, let me show you.”

Internally, I was cringing as I pulled out my phone to start the game. The terrifying amount of bravado, combined with the fact that I had only ever done it once before, combined with the poor conditions of a crowded, bouncing NYC cab – there was no way this could possibly work as an answer to the question posed.

But somehow, it did. 69.24 seconds passed before I crashed into a wall. I couldn’t help but smile a little as I shrugged and said something along the lines of “So yeah, that’s how.”

That’s how I will remember Super Hexagon – it’s the one game that has ever made me look really, really good at video games.

Super Hexagon is available for iOS, OS X, and PC.

Categories
Reflected

VIVO Conference 2011

Forgive the rare work-related post.

Tomorrow morning I will be heading to the Washington DC area for the second annual VIVO Conference, as well as some activities related to the wrapping up of the VIVO grant, which has been a part of my working life for the last 2.5 years. (I have been the technical lead for WCMC’s implementation over the life of the grant.)

VIVO — since I realize I have not mentioned it once on this blog in said 2.5 years — is a web application intended for use in generating profiles for research faculty at an institution. It’s based in a lot of semantic web ideas, and I will stop describing it right there seeing as the phrase “semantic web” tends to send both technologists and technophobes into a glazed-eye panic.

Were that not enough to make you want to book travel to DC immediately and furiously live blog, I am actually scheduled to present with my team on a side project we did during the main grant. It seems to be a very popular side project. I am only mildly terrified seeing “You’re Speaking At This Event” in my Lanyrd event list.

In any case, if I seem particularly out of touch for the next week, now you know why.

Categories
Reflected

Moving Up

I am pleased to announce that effective March 21, 2011, I will be the *Associate Director of Design and Development* at Weill Cornell Medical College and NewYork-Presbyterian Hospital. (This will be my fifth position since I joined WCMC in 2004.)

While I traditionally have had trouble describing what exactly it is I do professionally, the specifics this time are quite clear: I will be leading a team of ~25 talented designers, programmers, administrators and managers in providing web solutions for both the college and the hospital. This is a massive undertaking to say the least, with a lot of work ahead to get my bearings and start forming a robust vision for web strategy at both institutions.

That said, I’m incredibly excited and humbled by the opportunity, and can’t wait to get started.