#puzzle
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kaleiidoskope ¡ 16 hours ago
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hholy shit adhd trap hhhelo this is pretty
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Animating polygon-by-polygon previously I realized I can simplify my code and construct a tower with an arbitrary number of polygons. What's the smallest and what's the largest height of a tower?
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thatsbelievable ¡ 18 hours ago
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nerdyfins ¡ 10 hours ago
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miss puzzle strider herself
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alexandriaisburning ¡ 2 days ago
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+005: Tetris Forever is marketing disguised as a documentary
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CANON FIRE is made possible by the generous contributions of readers like you. Support more writing like this on Patreon. Thank you!
The latest in Digital Eclipse’s game/documentary hybrids, Tetris Forever presents a view of history that omits so much it’s nearly historical revisionism. Ironically, for a documentary about a Soviet export, Tetris Forever is more concerned with its capitalist success than anything else. 
Multiple chapters are spent on the saga of Henk Rogers’ acquisition of the rights to the game, the business deals that led to its financial success, and the total ownership that the Tetris Company finally achieved.
Rogers talks about buying out the remains of the Soviet ministry of computer technology, shutting down a successful Tetris clone keychain, taking ownership of Bombliss from designer--and Pokemon founder--Tsunekazu Ishihara, and it's presented as if they were inspirational stories, not ruthless business decisions. He even adds that he paid Ishihara 100 Yen per unit, “because it was the right thing to do”, even though he legally didn’t need to.
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Tetris Forever’s narrative is not the story of Tetris, but the Tetris Company. It’s a story of great men doing great things, mythmaking for people who have very literally already bought in. You can see it in the collection’s roster of games, which only includes titles developed by Bullet Proof Software, games that Rogers had a hand in directly, and are outright owned by the Tetris Company.
For as much as they hype up the Game Boy as a key to the Tetris’ worldwide success, its absence leaves a gaping hole in what’s supposed to be a historical collection. Even if it's already well known to many, its absence makes it hard to take Tetris Forever seriously as a historical archive. 
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Alongside Tengen Tetris, which they fought a protracted legal battle to bury, and NES Tetris, which has exploded in popularity recently with a number of world records, a growing competitive scene and a recreation in Tetris Effect, there’s several milestone releases that are not only not playable, but not given little focus in the documentary. 
The greatest of these omissions is easily SEGA Tetris. While Tetris dominated the console space in the West, SEGA’s arcade entry was highly influential in Japan, becoming the de facto representative of the series there, spinning off into competitive entries, and becoming the groundwork for several fan games of the time, and eventually Tetris the Grand Master. 
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Together with TGM, SEGA Tetris would play a huge part in defining the “feel” of Tetris. Mechanics like lock delay, ghost pieces and wall kicks were created here, in arcades, then rolled into the official Tetris Guideline, the blueprint of what a modern Tetris game should look like. Rogers himself has said as much in other interviews. 
In leaving out those entries, Tetris Forever buries a slew of other stories. The stories of how a collaboration between ex-Street Fighter devs and Japanese comedians would change the series forever, how feedback from an office lady led to a game defining mechanic, and how the game would make an international name for itself years after its release due to streaming. 
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Instead SEGA Tetris is limited to a single paragraph, a short video of Tetsuya Mizuguchi talking about watching it in arcades, and a summary basically saying “it’s influential” TGM and Arika are given even less, with the only comment being that TGM is known for its speed. It’s about the same level of attention as they give to the times they made Tetris cabinets that were REALLY BIG. 
And where are the stories of the NES game champions? THe ridiculous limitations that make the NES version uniquely difficulty to play, the absurd techniques that players developed to get around the physical limitations of the controller they play with? 
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Where are the showcases of speedruns and high level competition? Why aren’t there interviews with the devs of different titles, like the experimental N64 entries from H2O Entertainment, or the composer of the CDI Tetris? Digital Eclipse had a chance to showcase the diversity of people and ideas that have touched Tetris, but all of that is barely mentioned, if at all. 
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Licensing was surely a factor here, but as Tetris Forever points out, the Tetris Company has fought many battles over rights. Why stop when it's time to tell your story? 
Instead what we get itls historical revisionism by exclusion. A story canonizing what we already know, and leaving out the contributions of the many hands that have touched the game in the decades since its success. 
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Tetris Forever would have you believe that's Tetris’ success is the story of Alexi Pajitnov discovering a diamond, and Henk Rogers convincing everyone it was valuable. But a gem's value isn't in its raw material but the refining process--something I'm sure the son of a gem merchant like Rogers would know.
Tetris’ refinements have come as a result of decades of community contributions. From fans making works in both official and unofficial capacities. Tetris is the story of a conversation between a game and its players. It's a cultural phenomenon built by many hands. 
Perhaps, comrades, that's the real legacy of what they once called THE SOVIET MIND GAME.
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destined-productions ¡ 1 year ago
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I am a solo indie dev trying to overcome my anxiety and actually let people know my game exists. It is a cute physics based game where you are the level.
I love making this game with passion and I am so excited to share it with the world, but somehow I need to let the world know. Unfortunately the way steam works is the more wishlists the more visibility, so if you are interested it is super appreciated :)
Wishlist on steam or visit the website to find out more mightymarbles.com
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fishfingersandscarves ¡ 1 year ago
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first night of chanukah tonight so please enjoy this rejected puzzle design ✌️
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dozydawn ¡ 2 months ago
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moveable “i love you” puzzle charm by dankner
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zegalba ¡ 1 year ago
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Felix Gonzalez-Torres: Warm Water (1988)
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tomohirosibuyahappyanimals ¡ 26 days ago
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Puyo Puyo Puzzle Game
Original Game : ぷよぷよ通 / Puyo Puyo Two
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janmisali ¡ 1 month ago
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I've been stuck on this for months. this hackenbush position is supposed to be a win for Red if Red goes first, but I'm not even close to figuring out how, and I can't even look up the solution. anyone here good at hackenbush
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jigsawjo ¡ 9 months ago
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2024-03-04, 500, “Orange”, 1971
The halved orange is scratch-n-sniff.
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eightiesfan ¡ 5 months ago
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thoughtportal ¡ 1 year ago
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Victorian puzzle purse
What you need:
A square paper. Mine is 21 x 21cm cut from a A4 paper. Use a thicker paper if you are going to be using watercolours as you’re going to be painting double sided.
Your favourite decorating tools!
Below is the How-to. I’ve also uploaded a more detailed tutorial on my story for my origami beginners so that you can flick back and forth:
Fold along diagonally in both corners. You will have two creases forming four triangles.
Fold into three sections. Rotate 90 degrees and repeat this step folding inwards.
Flip it over!
Fold all bottom corners to meet the corners of the centre square.
Flip it over again so you’re back on the side you started with.
Fold four corners inwards and twist slightly until a pinwheel shape forms. This bit is a bit scary but trust your creases!
Form a purse by folding the arms inwards.
Tuck the last arm in! 💌
Decorating tips: Make it unique for the person receiving it! In my card I’ve included things that we both like: lemons and apples we like to bake desserts with, favourite flowers…. And lots of cliche stuff like love hearts, angels, love birds and poems because why not! I’ve placed these motives in mirroring positions to create symmetry – gives it that folky vibe
{watch}
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one-time-i-dreamt ¡ 2 months ago
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I was in a murder mystery escape castle run by King Charles III of England. The more puzzles I solved, the clearer it became that he actually had murdered someone.
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mic-check-stims ¡ 7 months ago
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Neil banging out the tunes!!!!
X-X-X X-X X-X-X
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