All other things will cost too much time now.
Which is the key here.


Other than that... I last used BlockWrite in the times of 80486 and MS-DOS. A terribly inflexible approach. The streams are much better: you always can swap TFileStream with TMemoryStream for saving to a memory buffer, or with a custom stream with compression, CRC checking or something else equally useful -- without touching the saving/loading code.

For a competition entry it's, probably, Ok.
But for anything else... My own sad experience says that using the "shortcut" ways and simplifying things to quickly get your game working leads to limitations and unnecessary work later, when you try to evolve and finish it. In short - you save today, you get sorry later.