Picross (a.k.a. Nonogram) are Japanese logic puzzles where a picture is revealed by filling out spots in a grid using numbers on the columns/rows. For example, if there is a 1 1 1 on the side, then there will be three individual spots filled out with at least one empty spot between each one. Usually Picross puzzles come in either 5x5, 10x10, or 15x15 configurations. It also helps to have grown up with pixel art to try to determine what the picture actually is (especially on the 5x5 ones).
I'm pretty addicted to these puzzles types (if Sudoku made pictures when complete, I'd probably be equally addicted to that) and have played through/bought pretty much every instance of it I've seen. Online versions like Armor Picross and Armor Picross 2, DS versions like Picross DS and Picross 3D, 3DS versions like Picross e, Picross e2, and soon Picross e3 (just came out yesterday), and Kindle Fire versions like the Flippix Art series, CrossMe Color, and Picranium Picross (of course I always wait for those to show up as Amazon's free app of the day).
If you play one Picross game, generally you play them all (unless it's a color version since that changes how the puzzles/number system actually work). There are minor differences in how the input works. For example, are mistakes pointed out immediately (usually with a time penalty or a limited number of allowed mistakes) or can you build the remainder of the puzzle based off of a mistake? Can you zoom into the 15x15 grid or do you have to be a little too accurate? When you're done, do they turn the pixel pictures into a real picture or color it so it's easier to see what they are saying it is? If you have never played a Picross game, I'd start with one of the free online ones to see what you think about it. The Armor Picross series is very well done, so I'd start there. Enjoy and don't spend too much of your day on it!
Showing posts with label logic. Show all posts
Showing posts with label logic. Show all posts
Friday, October 4, 2013
Wednesday, September 18, 2013
Books I Grew Up On: Two Minute Mysteries
Ever since starting this whole Blank I Grew Up On series, I've been struggling to remember the names of the books I read as a kid. Thanks to Monday's post, I now remember one set of books, the Two Minute Mysteries series of books. This was a series of books containing a whole slew of 2-3 page mysteries that was more an exercise in reading comprehension and critical thinking than a story with a plot.
Since each mystery is so short, there really wasn't much time to set things up or have a denouement of any sort for each of the stories. It was mostly just a focus on that fun crucial part of mysteries where the detective catches someone making a mistake. At the end of each story, the book would pose a question like, "How did the detective know that person was the killer?" with an upside answer explaining the subtle mistakes. A lot of times the person mentioned something about the crime that the detective never told them (so they weren't supposed to know it).
I think this series was a good training tool for even deeper mystery solving and has prepared me well for the Phoenix Wright series. Now I know to scrutinize pronoun use and crime timelines among other things. The series has three books in all, but looking on Amazon, only the first one is still in print (and the others must be in huge demand since the new price is $150-200!). Fortunately, if you read one, the others are pretty just more of the same. If you're into mysteries, I'd give the main one a look since it's only $5.
Since each mystery is so short, there really wasn't much time to set things up or have a denouement of any sort for each of the stories. It was mostly just a focus on that fun crucial part of mysteries where the detective catches someone making a mistake. At the end of each story, the book would pose a question like, "How did the detective know that person was the killer?" with an upside answer explaining the subtle mistakes. A lot of times the person mentioned something about the crime that the detective never told them (so they weren't supposed to know it).
I think this series was a good training tool for even deeper mystery solving and has prepared me well for the Phoenix Wright series. Now I know to scrutinize pronoun use and crime timelines among other things. The series has three books in all, but looking on Amazon, only the first one is still in print (and the others must be in huge demand since the new price is $150-200!). Fortunately, if you read one, the others are pretty just more of the same. If you're into mysteries, I'd give the main one a look since it's only $5.
Labels:
Blank I Grew Up On,
books,
logic,
mystery,
puzzles
Friday, July 26, 2013
Where'd My Teammates Go?
If you've ever played a turn based RPG, like Chrono Trigger or one of the Final Fantasies, or any Bioware game, you've noticed how in the story parts there will be a large group of characters wandering around and saving the world together, but during battle only a few of them seem to actually be there. Some games specifically showcase this by having the other characters walk in and out of your main character to exit and enter story sequences. I understand that balancing battles for giant groups of heroes is way too much to ask for, but this is definitely bizarre video game logic at its worst (finest?). If the other party members are waiting in camp until you take them in to battle, then does that mean that they shouldn't get any credit for saving the world since they spent the entire time lounging about in your posh headquarters?
Sometimes (rarely), games will help alleviate this ridiculousness by having your characters split up into teams. Final Fantasy 3/6 did every once in awhile (which actually kept me from winning since I was required to use characters I hadn't been using at all). One of the few good things Infinite Undiscovery did was the occasional instance where this happened and you either fought along side your groups or traveled through a tower seeing them appear on the other side of fenced off areas or coming in the middle of a boss fight from a different entrance. So I only personally cared about the three characters on my team, but it at least felt like I was a troop trying to save the world.
Other than bizarre story logic issues this represents, my issue with this concept is that I have to choose which companions are important to me and miss out on a lot of good moments/stories (protagonist & companion content, companion & companion combination content, etc.). This is a way to add replayability, but assuming there are 6 companions (generally there are more) and you can only bring 2 with you at once, then you'd have to beat the game 3 times and probably 70-80% of the content is the same each time. That's not enjoyable, that's tedious. This essentially means to me that all having more companions does for me is increase the chances that I'll like the two characters I decide to play through the game with and the other characters might as well not exist other than the occasional parts of the story you're forced to go bring them with you.
The only way I can think of to fix this is to structure the game where you travel with a small group of characters for a bit and then leave them and move on to another group. Of course, this means that I have less chance of liking the characters I'm grouped with...so I guess I just can't be pleased with this bit of bizarre video game logic.
Sometimes (rarely), games will help alleviate this ridiculousness by having your characters split up into teams. Final Fantasy 3/6 did every once in awhile (which actually kept me from winning since I was required to use characters I hadn't been using at all). One of the few good things Infinite Undiscovery did was the occasional instance where this happened and you either fought along side your groups or traveled through a tower seeing them appear on the other side of fenced off areas or coming in the middle of a boss fight from a different entrance. So I only personally cared about the three characters on my team, but it at least felt like I was a troop trying to save the world.
Other than bizarre story logic issues this represents, my issue with this concept is that I have to choose which companions are important to me and miss out on a lot of good moments/stories (protagonist & companion content, companion & companion combination content, etc.). This is a way to add replayability, but assuming there are 6 companions (generally there are more) and you can only bring 2 with you at once, then you'd have to beat the game 3 times and probably 70-80% of the content is the same each time. That's not enjoyable, that's tedious. This essentially means to me that all having more companions does for me is increase the chances that I'll like the two characters I decide to play through the game with and the other characters might as well not exist other than the occasional parts of the story you're forced to go bring them with you.
The only way I can think of to fix this is to structure the game where you travel with a small group of characters for a bit and then leave them and move on to another group. Of course, this means that I have less chance of liking the characters I'm grouped with...so I guess I just can't be pleased with this bit of bizarre video game logic.
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