Variations on a maze

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[[Image:10print-orthogonal.png|160px|thumb|10 PRINT CHR$(181+(INT(RND(1)+.5)*3)); : GOTO 10]]
[[Image:10print-orthogonal.png|160px|thumb|10 PRINT CHR$(181+(INT(RND(1)+.5)*3)); : GOTO 10]]
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(...discuss how 181/184 is the best approximation of the classic orthogonal game aesthetic, but it is still less elegant than 109/110 -- we have to carefully force the random result to an INT before introducing an offset multiplier, which adds length to the line, conceptual complexity to the demo, AND as a result we get a less visually interesting output -- that is, it is both less formally dynamic as a design and less contextually unexpected).
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<blockquote>(...discuss how 181/184 is the best approximation of the classic orthogonal game aesthetic, but it is still less elegant than 109/110 -- we have to carefully force the random result to an INT before introducing an offset multiplier, which adds length to the line, conceptual complexity to the demo, AND as a result we get a less visually interesting output -- that is, it is both less formally dynamic as a design and less contextually unexpected)</blockquote>
<blockquote>10 PRINT CHR$(181+(INT(RND(1)+.5)*3)); : GOTO 10</blockquote>
<blockquote>10 PRINT CHR$(181+(INT(RND(1)+.5)*3)); : GOTO 10</blockquote>

Revision as of 20:52, 29 July 2010

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