Hextris — Original 1990 Recording (Annotated Transcript)

This is a cleaned-up, readable transcript of the 1990 recording, with light annotations and links to specific moments in the video.

Contents

Opening & Setup (0:00–1:10)

0:00–0:20 “All quiet on the set… yes, really, yes.”

[Camera setup. I wave a hand in front of the monitor to prove we’re actually recording.]

0:47–1:10 “This is the high score list.”

Controls are mentioned casually: J left, L right, K rotate.

First Gameplay & Early Design Commentary (1:10–3:30)

A new game starts and someone else plays while I narrate and make sure the camera can actually see the screen.

2:17–2:34 “Everybody said it’s a bug… I said no — it’s a feature.”

[Rotation behavior / two-direction rotation comes up here.]

2:34–3:07 “I just ported it off my PC… took maybe half an hour.”

[Followed by some happy reminiscing about early bugs, pausing/redraw behavior, etc.]

Visual Features Explained (3:07–4:10)

I explain two optional helpers:

  • Shadow at the bottom: shows where the piece will land
  • Next piece preview (upper-right): shows what’s coming next

3:14–3:45 “It sort of obvious… but not intuitive.”

3:45–4:10 “I can’t play the game — I just wrote it.”

High Scores, Ego, and Campus Culture (4:10–7:00)

There’s joking about being “world famous” (as a programmer, not a player), and then we drift into a very-1990 discussion about what a copyright video is supposed to prove.

6:14–6:25 “What’s a game for besides fun? …To make money, if it’s possible. More money…”

[Joke. Mostly.]

Scores, Rows, and Difficulty (7:00–13:30)

We talk about CMU high scores (and how terrifyingly good some people are), and the whole “how can you play forever and never clear a row?” phenomenon.

11:21–11:47 Breaking 100 rows is celebrated.

13:13–13:21 “If you can’t get enough rows it finally fills up… that’s a bug.”

[Delivered with a grin.]

Color Versions & Aesthetic Commentary (13:30–15:30)

14:14–14:40 “They’re cool… but they hurt your eyes after a while.”

14:25–14:40 “The color selection should not be patented or copyrighted… it just proves it can be in color.”

Transition to Macintosh Port (26:00–29:30)

The video switches to an early Macintosh port, “MacHextris.” We intentionally bring up the “About” box so it can be read on camera.

29:07–29:30 “This is an old, old version… it gets the basic idea across.”

Ports, Code Sharing, and Attribution (29:30–33:30)

Some of the details of the port come up: who did what, what had to be redone because “it’s not Unix,” and how early scoring bugs show themselves in charming ways.

31:32–32:12 “At least you got the rows part right.”

Formal Introduction (35:18–36:34)

35:18–36:06 “Hi there, my name is David Markley, and I’m the inventor of Hextris… I’m now attempting to copyright it…”

I explain that you’ll see the X-based version (xhextris) and the Macintosh version (MacHextris), and that these are the only versions available at the time.

Gameplay Explanation (37:00–40:00)

I walk through how the game starts, basic movement/rotation/drop, and what it means to complete a row: make a connected series all the way across.

39:45–40:00 “When you don’t have any more space, it fills up… and that ends the game.”