A рuzzlehunt is a puzzle game where teams compete to solve a series of puzzles at a particular site, in multiple sites or via the internet. Groups of puzzles in a puzzle hunt are connected by a metapuzzle, leading to answers which combine into a final set of solutions; some famous annual puzzlehunts are: D. A. S. H. Takes place on the same day in multiple cities around the world using ClueKeeper as the interface; the MIT Mystery Hunt, the Melbourne University Mathematics & Statistics Society puzzlehunt, the Sydney University Maths Society puzzlehunt, the TMOU the Microsoft Puzzle Hunt, the Miami Herald's Tropic Hunt, the Washington Post's Post Hunt, the Gen Con Puzzle Hunt, Galactic Puzzle Hunt, run over Pi Day weekend, The Phish.net Quest puzzle sequence, The Great Puzzle Hunt in Bellingham, WA every AprilCollege puzzlehunts include the aforementioned MIT Mystery Hunt as well as: PuzzleCrack College Puzzle Challenge, hosted by Microsoft as a recruiting event on college campuses. Palantir's Puzzle Challenge, a recruiting event on multiple campuses hosted by Palantir Technologies Google Games, a multi-part competition that includes logic puzzles, coding and building challenges that utilize materials like LEGO bricks APT Puzzle Tournament, a recruiting event on multiple campuses hosted by Applied Predictive Technologies Puzzle Hunt, put on every semester by a student organization called PuzzleHuntCMU at Carnegie Mellon University's Pittsburgh, PA campus Nova Quest, a campus-wide puzzlehunt organized by the Nova Quest student organization, taking place each spring at Villanova University Puzzle Hunt, open to all students and organized by the Rice University IEEE student chapter The VT Hunt, an annual puzzlehunt at Virginia Tech that involves both abstract puzzles and physical clues Puzzlehunt, a puzzlehunt made annually by the Stanford University Mathematical Organization Berkeley Mystery Hunt, a puzzlehunt at UC Berkeley made by The Campus League of PuzzlersSometimes, the prize for winning a puzzlehunt is to create the next one.
The Game Microsoft Puzzle Safari Race In The City Puzzled Pint Prehistoric Puzzlehunt www.priweb.org/puzzlehunt Mission Street Puzzles UNR Puzzle Hunt Puzzle Hunt Calendar Puzzle Pile Event Calendar Letterboxing Geocaching Alternate reality game Treasure hunt Geohashing Encounter La chouette d'or The Last of Sheila, a murder mystery film set at a puzzlehunt
Bit Generations is a video game franchise for the Game Boy Advance, published by Nintendo. It was first announced under the name Digitylish at the Electronic Entertainment Expo in 2005; each of the games in the series feature simple controls and graphics. All the games were developed by Skip Ltd. except for Digidrive, developed by Q-Games. The bit Generations series has only been released in Japan; the games were released in two "series" - the games in Series One were released in Japan on July 13, 2006. Series Two was released on July 27, 2006. However, from June 1, 2006, Nintendo had sent out 700 copies of the games to random Club Nintendo members, encouraging them to preview the games and to post their opinions at the bit Generations official website; each game costs 2000 yens. In March 2006, some of the games were given an ESRB rating and were labelled under the title Digilux Series. However, Nintendo of America did not announce a release of the series in North America. Stickers depicting the game logos in Super Smash Bros.
Brawl indicated that the game series was intended to be released under the title Digilux outside Japan. Some of the games were released under the Art Style banner for the WiiWare and DSiWare services. Boundish is played similar to the Magnavox Odyssey game Tennis and the arcade game Pong, with players hitting an orb back and forth between two paddles. However, each level of the game contains different objectives that require the player to alter the way the orb is battered about. Dotstream is played by players guiding their dot, which results in a line trailing behind it, through a track filled with obstacles such as squares and circles. Races are 2 laps long. Dotstream features Grand Prix, Spot Race and Formation. Grand Prix is considered the "main game", with players racing around five circuits, with new drawings unlocked in this mode. Spot Race is a time attack mode around unlocked drawings. Formation begins with the player starting with one dot and having to collect small pellets to fill up a meter.
When the meter is sufficiently filled up, another dot will appear to assist in the collection of pellets. While only the player's dot can be directly controlled, additional dots can be manipulated by holding down the appropriate Formation button. A WiiWare version was released in North America on May 24, 2010 and in the PAL region on June 25, 2010, under the name light trax. Coloris sees players eliminating colored squares by altering the color of other squares to make them the same color as the squares nearby; the game features two different game modes: clear score mode. In clear mode the player must eliminate a certain number of squares before moving on to the next level. In score mode the player must eliminate squares to achieve a high score. Soundvoyager is intended to be played using sound only, without looking at the console's screen; the game involves several different subgames, one of which has players trying to center a dot on a side scrolling stage on top of an invisible target by only using sounds from the left and right speakers to guide them and another involves the player driving the wrong way down a three lane road trying to dodge oncoming vehicles by listening to which lane they are in.
Digidrive is the final installment of the bit Generations series. Developed by Q-Games, it is the only game in the series not developed by skip Ltd; the object of the game is to propel the disc-shaped core as many meters as possible before the piston collides into the core and ends the game. The player must direct up to three different varieties of "vehicle," each of a different color, into one of four different lanes. If five of the same vehicle fill up the same lane, a triangle will appear and the lane will change to the same color as the type of vehicle that entered this lane. A DSiWare version was released in the PAL regions under the name Intersect on October 2, 2009, under the original Digidrive title in Japan on November 4, 2009 and in North America on November 16, 2009. Famitsu magazine scored games in the bit Generations series varying scores from average to positive. Based on a panel of four reviewers and a maximum score of 40, Dotstream received a 30, Orbital received a 29, Soundvoyager and Digidrive each received a 28, Dialhex received a 27, Boundish received a 26, Coloris received a 23.
5 out of the 7 games appear in Super Smash Bros. Brawl as collectible stickers; the games include Orbital, Boundish and Rotohex. Art Style Bit. Trip Official website Article about bit Generations
Thinking outside the box
Thinking outside the box is a metaphor that means to think differently, unconventionally, or from a new perspective. This phrase refers to novel or creative thinking; the term is thought to derive from management consultants in the 1970s and 1980s challenging their clients to solve the "nine dots" puzzle, whose solution requires some lateral thinking. This phrase can be found in dance, as encouragement to move creatively, beyond simple, geometric box steps and their basic variations, to step outside the box into more complex patterns of expression; the catchphrase, or cliché, has become used in business environments by management consultants and executive coaches, has been referenced in a number of advertising slogans. To think outside the box is to look further and to try not thinking of the obvious things, but to try thinking of the things beyond them. A simplified definition for paradigm is a habit of a conceptual framework. A simplified analogy is "the box" in the used phrase "thinking outside the box".
What is encompassed by the words "inside the box" is analogous with the current, unnoticed, assumptions about a situation. Creative thinking rejects the accepted paradigm to come up with new ideas; the notion of something outside a perceived "box" is related to a traditional topographical puzzle called the nine dots puzzle. The origins of the phrase "thinking outside the box" are obscure. Management consultant Mike Vance has claimed that the use of the nine-dot puzzle in consultancy circles stems from the corporate culture of the Walt Disney Company, where the puzzle was used in-house; the nine dots puzzle is much older than the slogan. It appears in Sam Loyd's 1914 Cyclopedia of Puzzles. In the 1951 compilation The Puzzle-Mine: Puzzles Collected from the Works of the Late Henry Ernest Dudeney, the puzzle is attributed to Dudeney himself. Sam Loyd's original formulation of the puzzle entitled it as "Christopher Columbus's egg puzzle." This was an allusion to the story of Egg of Columbus. The puzzle proposed an intellectual challenge—to connect the dots by drawing four straight, continuous lines that pass through each of the nine dots, never lifting the pencil from the paper.
The conundrum is resolved, but only by drawing the lines outside the confines of the square area defined by the nine dots themselves. The phrase "thinking outside the box" is a restatement of the solution strategy; the puzzle only seems difficult because people imagine a boundary around the edge of the dot array. The heart of the matter is the unspecified barrier that people perceive. Telling people to "think outside the box" does not help them think outside the box, at least not with the 9-dot problem; this is due to the distinction between procedural declarative knowledge. For example, a non-verbal cue such as drawing a square outside the 9 dots does allow people to solve the 9-dot problem better than average; the nine-dot problem is a well-defined problem. It has a stated goal, all necessary information to solve the problem is included. Furthermore, well-defined problems have a clear ending. Although the solution is "outside the box" and not easy to see at first, once it has been found, it seems obvious.
Other examples of well-defined problems are the Rubik's Cube. In contrast, characteristics of ill-defined problems are: not clear what the question is not clear how to arrive at a solution no idea what the solution looks likeAn example of an ill-defined problem is "what is the essence of happiness?" The skills needed to solve this type of problem are the ability to reason and draw inferences and epistemic monitoring. Another well-defined problem for the nine dots starting point is to connect the dots with a single straight line; the solution involves looking outside the two-dimensional sheet of paper on which the nine dots are drawn and coning the paper three-dimensionally aligning the dots along a spiral, thus a single line can be drawn connecting all nine dots - which would appear as three lines in parallel on the paper, when flattened out. If solving the four line solution is called lateral thinking solving the one line solution could well be called orthogonal thinking, as it requires two distinct phases: drawing the line and assembling the line.
The Nine Dots Prize is a competition-based prize for "creative thinking that tackles contemporary societal issues." It is sponsored by the Kadas Prize Foundation and supported by the Cambridge University Press and the Centre for Research in the Arts, Social Sciences and Humanities at the University of Cambridge. It was named in reference to the nine-dot problem; this flexible English phrase is a rhetorical trope with a range of variant applications. The metaphorical "box" in the phrase "outside the box" may be married with something real and measurable — for example, perceived budgetary or organizational constraints in a Hollywood development project. Speculating beyond its restrictive confines the box can be both: positive— fostering creative leaps as in generating wild ideas. James Bandrowski states that this could result in a frank and insightful re-appraisal of a situation, the organization, etc. On the other hand, Bandrowski argues that the process of thinking "ins
A dissection puzzle called a transformation puzzle or Richter Puzzle, is a tiling puzzle where a set of pieces can be assembled in different ways to produce two or more distinct geometric shapes. The creation of new dissection puzzles is considered to be a type of dissection puzzle. Puzzles may include various restraints, such as hinged pieces, pieces that can fold, or pieces that can twist. Creators of new dissection puzzles emphasize using a minimum number of pieces, or creating novel situations, such as ensuring that every piece connects to another with a hinge. Dissection puzzles are an early form of geometric puzzle; the earliest known descriptions of dissection puzzles are from the time of Plato in Ancient Greece, involve the challenge of turning two equal squares into one larger square using four pieces. Other ancient dissection puzzles were used as graphic depictions of the Pythagorean theorem. A famous ancient Greek dissection puzzle is the Ostomachion, a mathematical treatise attributed to Archimedes.
In the 10th century, Arabic mathematicians used geometric dissections in their commentaries on Euclid's Elements. In the 18th century, Chinese scholar Tai Chen described an elegant dissection for approximating the value of π; the puzzles saw a major increase in general popularity in the late 19th century when newspapers and magazines began running dissection puzzles. Puzzle creators Sam Loyd in the United States and Henry Dudeney in the United Kingdom were among the most published. Since dissection puzzles have been used for entertainment and maths education, creation of complex dissection puzzles is considered an exercise of geometric principles by mathematicians and math students; the dissections of regular polygons and other simple geometric shapes into another such shape was the subject of Martin Gardner's November 1961 "Mathematical Games column" in Scientific American. The haberdasher's problem shown in the figure below shows how to divide up a square and rearrange the pieces to make an equilateral triangle.
The column included a table of such best known dissections involving the square, hexagon, greek cross, so on. Some types of dissection puzzle are intended to create a large number of different geometric shapes; the tangram is a popular dissection puzzle of this type. The seven pieces can be configured into one of a few home shapes, such as the large square and rectangle that the pieces are stored in, to any number of smaller squares, parallelograms, or esoteric shapes and figures; some geometric forms are easy to create. This variability has ensured the puzzle's popularity. Other dissections are intended to move between a pair of geometric shapes, such as a triangle to a square, or a square to a five-pointed star. A dissection puzzle of this description is the haberdasher's problem, proposed in 1907 by Henry Dudeney; the puzzle is a dissection of a triangle to a square, in only four pieces. It is one of the simplest regular polygon to square dissections known, is now a classic example, it is not known whether a dissection of an equilateral triangle to a square is possible with three pieces.
Ostomachion Pizza theorem Puzzle Coffin, Stewart T.. The Puzzling World of Polyhedral Dissections. Oxford University Press. ISBN 0-19-853207-5. Frederickson, Greg N.. Dissections: Plane and Fancy. Cambridge University Press. ISBN 0-521-57197-9. Frederickson, Greg N.. Hinged Dissections: Swinging and Twisting. Cambridge University Press. ISBN 0-521-81192-9. Frederickson, Greg N.. Piano-hinged Dissections: Time to Fold!. A K Peters. ISBN 1-56881-299-X. Weisstein, Eric W.. "Haberdasher's Problem". MathWorld. Wolfram Web Resources. Retrieved 2006-08-08
A logic puzzle is a puzzle deriving from the mathematics field of deduction. The logic puzzle was first produced by Charles Lutwidge Dodgson, better known under his pen name Lewis Carroll, the author of Alice's Adventures in Wonderland. In his book The Game of Logic he introduced a game to solve problems such as confirming the conclusion "Some greyhounds are not fat" from the statements "No fat creatures run well" and "Some greyhounds run well". Puzzles like this, where we are given a list of premises and asked what can be deduced from them, are known as syllogisms. Dodgson goes on to construct much more complex puzzles consisting of up to 8 premises. In the second half of the 20th century mathematician Raymond M. Smullyan has continued and expanded the branch of logic puzzles with books such as The Lady or the Tiger?, To Mock a Mockingbird and Alice in Puzzle-Land. He popularized the "knights and knaves" puzzles, which involve knights, who always tell the truth, knaves, who always lie. There are logic puzzles that are non-verbal in nature.
Some popular forms include Sudoku, which involves using deduction to place numbers in a grid. Another form of logic puzzle, popular among puzzle enthusiasts and available in magazines dedicated to the subject, is a format in which the set-up to a scenario is given, as well as the object, certain clues are given, the reader fills out a matrix with the clues and attempts to deduce the solution; these are referred to as "logic grid" puzzles. The most famous example may be the so-called Zebra Puzzle, which asks the question Who Owned the Zebra?. Common in logic puzzle magazines are derivatives of the logic grid puzzle called "table puzzles" that are deduced in the same manner as grid puzzles, but lack the grid either because a grid would be too large, or because some other visual aid is provided. For example, a map of a town might be present in lieu of a grid in a puzzle about the location of different shops. Category:Logic puzzles, a list of different logic puzzles List of puzzle video games Logic programming Mechanical puzzle Recreational mathematics Logic Test by Colin Beckley: http://think-logically.co.uk/lt.htm
A sliding puzzle, sliding block puzzle, or sliding tile puzzle is a combination puzzle that challenges a player to slide pieces along certain routes to establish a certain end-configuration. The pieces to be moved may consist of simple shapes, or they may be imprinted with colors, sections of a larger picture, numbers, or letters. Sliding puzzles are two-dimensional in nature if the sliding is facilitated by mechanically interlinked pieces or three-dimensional tokens; as this example shows, some sliding puzzles are mechanical puzzles. However, the mechanical fixtures are not essential to these puzzles. Unlike other tour puzzles, a sliding block puzzle prohibits lifting any piece off the board; this property separates sliding puzzles from rearrangement puzzles. Hence, finding moves and the paths opened up by each move within the two-dimensional confines of the board are important parts of solving sliding block puzzles; the oldest type of sliding puzzle is the fifteen puzzle, invented by Noyes Chapman in 1880.
Chapman's invention initiated a puzzle craze in the early 1880s. From the 1950s through the 1980s sliding puzzles employing letters to form words were popular; these sorts of puzzles have several possible solutions, as may be seen from examples such as Ro-Let, Scribe-o, Lingo. The fifteen puzzle has been computerized and examples are available to play for free on-line from many Web pages, it is a descendant of the jigsaw puzzle. The last square of the puzzle is displayed automatically once the other pieces have been lined up. Fifteen puzzle Klotski Minus Cube Rush Hour Sokoban Puzzle Mechanical puzzle Combination puzzle Rubik's Cube Ro – A rotational variation Sliding Piece Puzzles is said to be the definitive volume on this type of puzzle. Winning Ways The 15 Puzzle US Patent 4872682 - sliding puzzle wrapped on Rubik's Cube
Drop Mania is a falling-block puzzle video game, developed by Ninai Games and published by Suomen Kotijäätelö Oy in 1999 for Windows. It was sold in Finnish ice cream vans. In a similar fashion to Tetris, coloured blocks drop from the top of the screen and collect at the bottom; the aim is to arrange groups of colours and make contact with an explosion block. This destroys all the same-colour blocks in larger groups earning more points. More points are earned for combos and chains This same gameplay would be implemented in the 2001 game, Rampage Puzzle Attack; the sequel, Super Drop Mania was developed by Ninai, published by Fathammer in 2005. It is designed for portable devices, being released for Windows Mobile, it met with good critical reaction, reviewers highlighting the floating game-play area, rounded graphics and entertaining gameplay. One review criticising the lack of a "one more go" feeling found in other Tetris variants, whilst another felt that it was more addictive. Http://www.ninai.com/ – official site