If you’re at a loose end, try sorting this little game out.
Curvy Each Curvy puzzle consists of a grid of hexagonal tiles. On each tile appears a single or double set of lines, and each set of lines has its own color. These tiles must be rotated to find a solution in which lines of the same color connect, with no loose ends.
Alternatively, if you don’t want to actually win the game:
Dead trees – Unit 520 Dead Trees is a game prototype / destructible physics experiment that is totally not inspired by the popular block laying game™ of unknown origin that takes the initial concept ad absurdum.
I like how it describes itself: “Desaturated colors, no way to win anything. Just stacking and breaking blocks until you lose.”
Cookie Consent Speed.Run Since GDPR came into our lives, we’ve all had to struggle with obtaining our basic privacy rights. With each cookie banner we have all been honing our skills, learning to navigate ambiguous options and distrust obvious buttons. Now is your chance to show what you have learnt.
You can now boot a Windows 95 PC inside Minecraft and play Doom on it – The Verge If you’ve ever wanted to build a real and working Windows 95 PC inside Minecraft, now is the time. A new VM Computers mod has been created for Minecraft that allows players to order computer parts from a satellite orbiting around a Minecraft world and build a computer that actually boots Windows 95 and a variety of other operating systems.
Here’s another one, though all might not be as it seems.
Doom running in task manager with each CPU core as a pixel, supposedly – Boing Boing In this footage, a supercomputer’s CPU cores — nearly 900 of them — are neatly lined up in the Task Manager. The Doom logo appears, generated by code that targets each core. Then Doom itself plays, each “pixel” generated by thrashing a core with just the right amount of busy work.
You’re right to be incredulous — the article goes on to explain how that video might be fake.
John Horton Conway, a ‘magical genius’ in math, dies at 82 – The New York Times
During what Dr. Conway called his “annus mirabilis,” roughly 1969 to 1970, he discovered what’s known as the Conway group, an entity in the realm of mathematical symmetry that inhabits 24-dimensional space. He discovered a new type of number, “surreal numbers.” And he invented the cellular automaton Game of Life, which is among the most beautiful mathematical models of computation. He described it as a “no-player never-ending” game.
I first came across this strange no-player game some time ago, and was struck by how simple its rules were, yet how intricate the patterns could become.
John Conway’s Game of Life
Each cell with one or no neighbors dies, as if by solitude.
Each cell with four or more neighbors dies, as if by overpopulation.
Each cell with two or three neighbors survives.
Each cell with three neighbors becomes populated.
John Conway, inventor of the Game of Life, has died of COVID-19 – Ars Technica
This video, for example, shows a gun that consists of several large structures that each generates irregular streams of gliders. A bunch of gliders—37 to be exact—collide with one another in just the right way to produce a complex spaceship called a 6-engine Cordership, which then proceeds in another direction. It takes 784 moves to produce a Cordership before the cycle repeats.
… but I hadn’t appreciated just how complex they could get.
First replicating creature spawned in life simulator – New Scientist
When Wade posted his self-replicating mathematical organism on a Life community website on 18 May, it sparked a wave of excitement. “This is truly ground-breaking work,” wrote a fellow Life enthusiast, Adam Goucher, on the website Game of Life News. “In fact, this is arguably the single most impressive and important pattern ever devised.”
My understanding of all this stops way before these videos.
I can follow along well enough to make one of those glider guns, but a digital clock? You’re kidding me.
How’s this for meta? The game of life built within the game of life. No clue what’s going on here.
Recently, I accepted defeat and replaced my Windows phone with an Android one. Going through Google’s app store I came across Tetris (the older one, not the trippy new one), a game I’ve not played in ages. I was never any good at it, but that’s not the point, I guess.
Why are humans suddenly getting better at Tetris
As John Green explains in this video, a few people are actually getting much better at the NES version of Tetris than anyone was back in the 90s. One of the reasons for this is that a smaller dedicated group working together can be more effective than a massive group of people working alone on a problem.
The video ends on an uplifting note about the state of the internet—don’t worry about the dire state of the internet, just try to improve your internet. A new take on the ‘be the change you wish to see’ idea.
Study: Tetris is a great distraction for easing an anxious mind
The best distracting activities are those that can induce a sense of “flow … It’s something that fully captures your attention and engages you,” says Sweeny. “I often describe it as the kind of thing you can’t start doing if you only have ten minutes, because you know you’ll lose track of time.” Video games are perfect for this, provided they hit that sweet spot of being easy enough to learn while still pushing the skill level of the player, without becoming so challenging that the player becomes frustrated.
The psychology of Tetris
Tetris holds our attention by continually creating unfinished tasks. Each action in the game allows us to solve part of the puzzle, filling up a row or rows completely so that they disappear, but is also just as likely to create new, unfinished work. A chain of these partial-solutions and newly triggered unsolved tasks can easily stretch to hours, each moment full of the same kind of satisfaction as scratching an itch.
I like the line in that article about the game taking advantage of the mind’s basic pleasure in tidying up.
How Tetris became the world’s favourite computer game
With the iron curtain still firmly in place, Moscow did not have anything resembling a computer industry and software was not for sale. “The idea of receiving money for the programme seemed really strange and ridiculous at that time. So somehow Tetris was copied from my computer and from floppy disk to floppy disk – it just spread like wildfire,” says Mr Pajitnov.
These days, we can’t imagine anything spreading quickly that has to use floppy disks to get around, but you get the idea.
Tetris was passed between computer users the length and breadth of the Soviet Union and before long the government noticed that it had begun affecting productivity in the workplace. In order to combat the problem they created an early form of spyware, which was installed on state computers to corrupt both Tetris and the floppy disk it originated from the moment the game was opened.
Well, that’s one way to manage your workforce.
But never mind all that, let’s talk about the music!
Korobeiniki
“Korobeiniki” is a nineteenth-century Russian folk song that tells the story of a meeting between a peddler and a girl, describing their hajggling over goods in a veiled metaphor for courtship. Outside Russia, “Korobeiniki” is widely known as the Tetris theme (titled “A-Type” in the game), from its appearance in Nintendo’s 1989 version of the game.
A version of that, by the same orchestra I think, makes an appearance on the soundtrack to The Grand Budapest Hotel, and is immediately followed by an arrangement of Moonshine, or Светит месяц – another corker.
“Ew,” “yowza,” and “OK” are now fair to play in Scrabble “Ew,” for instance, is a newly added word and an example of what lexicographer Peter Sokolowski, editor at large at Merriam-Webster, calls “transcribed speech.” This refers to expressions, such as “mm-hmm” (not playable) that are colloquial and used frequently online. Sokolowski told the Associated Press: “Traditionally, they were not in the dictionary but because so much of our communication is texting and social media that is written language, we are finding more transcribed speech and getting a new group of spellings for the dictionary.”
Tower Block Game, playful take on a not so playful architecture This game I’ve made is a playful tribute to a not so playful reality of monotonous and bleak cityscapes built out of same prefabricated concrete blocks. Very specific for Eastern-Europe but evident everywhere else too. These relic tower blocks usually mark failed social programmes and neighbourhoods planned as clumsy as some failed building block game…
After finding those, I trawled through my bookmarks on the hunt for more games-related stories. These few caught my eye, about Magic: The Gathering. My son plays this and has tried to explain it to me a number of times — I remain clueless.
Why Magic: The Gathering beats Poker or Chess any day The strategy paid off, helping to foster a group of professional Magic players like Jon Finkel and David Williams who grew up in the spotlight and were accustomed to high-stakes card games. Having mastered the fiendishly complex rules of Magic, they found it relatively easy to compete in a much simpler game like poker.
The twenty-five-year journey of Magic: The Gathering To change more rules, you needed to buy more cards. Many of the most powerful cards were rarely printed, which drove fans to crack open even more packs. By November of 1993, under the headline “Professor’s Game Casts Magic Spell on Players,” the Seattle Times reported that ten million cards had been sold in a few months. “I’ve wasted—no not wasted—I’ve used all my money just buying Magic cards,” an eleven-year-old boy named Jake told the Washington Post. He carried his deck around with him everywhere he went in case a game broke out. By 1997, Magic: The Gathering was so successful that Wizards of the Coast acquired Dungeons & Dragons. Newsweek noted that Wizards had sold two billion cards. A game like Magic, Garfield told the reporter, could “take over your personal operating system, like a virus.”
Whoops, it’s 2016 and I just got obsessed with Magic: The Gathering It’s one in the morning, and things aren’t going well. I’ve lost my first few matches; my virtual card decks have fallen apart. I think I have an idea, though. I frantically sort my cards, switching one color in my deck for another, the air caught in my lungs. With over 16,000 different cards available, Magic: the Gathering’s greatest barrier to entry is its sheer breadth. The number of strategic options potentially available to any player at any time is massive. If other games are a lake, Magic is an ocean.
As intriguing as it is, I still don’t really get MTG. Is it like D&D, with all the dice?
Critical Hit D20 waffle maker Certain foods just fall into alignments. Pancakes and waffles? Good, obviously. But while waffles are Lawful Good, pancakes are Chaotic Good. The syrup goes all over the place and there’s the dreaded butter well. Waffles follow rules. Pancakes break ’em.
Medieval fantasy city generator This application generates a random medieval city layout of a requested size. The generation method is rather arbitrary, the goal is to produce a nice looking map, not an accurate model of a city. Maybe in the future I’ll use its code as a basis for some game or maybe not.
Not a clue. I have fond memories of these games, however.
Dare YOU face the orcs? 80s game books Fighting Fantasy return Ian Livingstone calls it the “five-fingered bookmark”: that grip known to children of the 80s and 90s. You’d insert a finger into various sections of your Fighting Fantasy adventure game book in order to be able to return if, say, your choice to drink the “sparkling red liquid” and turn to section 98 turned out to be a bad one, or if attacking the Mirror Demon “from another dimensional plane” proved fatal.
These maps reveal the hidden structures of ‘Choose Your Own Adventure’ books There are also structures that loop readers through the story in unique ways. Mystery of the Maya, for example, has time travel, and keeps sending the reader back to the same page and place in time. (“Almost as if it were the temporal junction point for the entire space-time continuum,” as Doc Brown would say. If you think that’s what it is, click here. If you decide it’s just an “amazing coincidence,” click here.)
Sometimes the old board and card games are the best.
Solitaire as symbol and synecdoche Solitaire, a game mixing skill and chance, also provides what psychologists call “intermittent reinforcement.” Every time a card is revealed, there is, for the player, the possibility of a reward. The suspense, and the yearning, is what makes the game so compelling, even addictive. “Basically,” wrote Griffiths, “people keep playing in the absence of a reward hoping that another reward is just around the corner.” Turning over an ace in solitaire is really no different from getting a like on Facebook or a retweet on Twitter. We crave such symbolic tokens of accomplishment, such sweet nothings.
But even these games are being brought up-to-date.
Donald Rumsfeld releases solitaire app Rumsfeld presents himself as in over his head when it came to actually creating the game, which was made in partnership with WSC Solitaire. “I’ve reviewed wire frames and branding guides. I’ve spent countless hours on beta releases. I’ve signed off on something they call ‘UX’.”
Video games looked very different in my day, of course.
Some very entertaining plastic, emulated at the Archive Introducing the Handheld History Collection. This collection of emulated handheld games, tabletop machines, and even board games stretch from the 1970s well into the 1990s. They are attempts to make portable, digital versions of the LCD, VFD and LED-based machines that sold, often cheaply, at toy stores and booths over the decades.
The legend of Nintendo Next year, Nintendo will turn 130 years old. Once again, the outside world is wondering how a company periodically left for dead keeps revitalizing itself. But seesawing is nothing new for Nintendo. It has long alternated between fallow periods, in which the media churns out reports of pending doom, and boom times, during which Nintendo Mania is cast as an unstoppable force. What remains constant is the company’s understated and zealously guarded culture—the system at the root of its unusual ability to recalibrate, with some regularity, to humanity’s ever-evolving sense of play.
Play The Hitchhiker’s Guide to the Galaxy video game free online, designed by Douglas Adams in 1984 Back in 1985, Douglas Adams teamed up with Infocom’s Steve Meretzky to create an interactive fiction video game based on The Hitchhiker’s Guide to the Galaxy. Designed before graphic-intensive video games really hit their stride, the original Hitchhiker’s Guide game was played with text commands on the Apple II, Macintosh, Commodore 64, CP/M, DOS, Amiga, Atari 8-bit and Atari ST platforms. And it found instant success.
The cyberspace we forgot – Neuromancer As a game, Neuromancer is dated and unforgiving, with progress mostly coming from clunky and tedious trial and error. Its story is borderline fanfiction, as you name a character who just happens to resemble the novel’s down on his luck hacker anti-hero, and unravel a mystery that leads you to confront the titular AI. But in its portrayal of cyberspace—shortly before the world wide web was invented, and long before it became a household service—it remains intriguing. It’s a window into an era when the impact of computers on the world had not yet been fully realised, and when their potential seemed infinite. The Amigas, Apple IIs and Commodore 64s that ran Neuromancer wouldn’t have been able to read this. But the game showed their owners a world where computers could do so much more.
Behind a pizza-slice smile: the dark side of Pac-Man “He is the pure consumer,” wrote Poole in Trigger Happy. “With his obsessively gaping maw, he clearly only wants one thing: to feel whole, at peace with himself. He perhaps surmises that if he eats enough, in other words buys enough industrially produced goods – he will attain … perfect roundness. But it can never happen.”
The thrill of cleaning in video games “In a way, what I’m doing is cleaning. It’s the same urge that makes one suddenly decide to organize, to vacuum, as if gaining control over the space around you will offer some psychic relief, or will constitute, to you, some sense of progress. The pleasure in many games comes from putting things in order”
As well as looking very different nowadays, video games are being used very differently too.
‘We give access to a lost world’: Assassin’s Creed’s new life as a virtual museum The Discovery update, as it’s called, removes all combat, missions and story from Assassin’s Creed Origins, leaving you free to explore its detailed recreation of ancient Egypt at leisure. It also adds in 75 interactive tours, written in collaboration with Egyptologists from around Europe, which teach you about everything from mummification to the city of Alexandria. It’s like one of those audio guides that you can pick up at museums. The difference between Assassin’s Creed Origins and a museum, though, is that you are immersed, walking the streets of a village as an Egyptian child or riding a horse in the shadow of the great pyramids.
The Twitch streamers who spend years broadcasting to no one While there are tools to find lesser-known streamers, most people starting out without built-in audiences from other platforms or supportive friends and family end up staring at a big, fat zero on their viewership counter. This lonely live stream purgatory can last anywhere from a few days, weeks, months, sometimes even years, depending on your luck. According to people who have gone through it, lacking an audience is one of the most demoralizing things you can experience online.
That sounds terrible. Step away from the computer!
Pencil and Paper Games Pencil and Paper Games is devoted to games you can play with nothing more than a pencil and a piece of paper. These games are ideal for entertaining children and adults on rainy days or dark evenings, at home or on holiday.
"You don’t need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you’re ready. Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes."
“This is the chess set that mounts to a wall, allowing games of indefinite length. Generating a sense of intrigue and anticipation—’did they move yet?’—it allows for weeks-long play without interruption.”