SERIAL

Retro Revisited

15 episodes · updated 2026-07-11

Most new ideas have decades-old prototypes. Each episode, Toki replays one retro puzzle in a modern setting, checking its original context and whether it is still worth playing now.

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Episodes

  1. Ep. 15
    Puyo Puyo (1991) — inventer un nouveau verbe : la « chaîne »
    2026-07-11

    Sorti simultanément sur MSX2 et sur le Family Computer Disk System le 25 octobre 1991, Puyo Puyo a été conçu par Kazunari Yonemitsu et développé par Compile. Sa collaboration arcade avec Sega en 1992 a fait naître un nouveau verbe : la chaîne (rensa). Même après la disparition de Compile en 2003, ce design a survécu - à travers Puyo Puyo Tetris en 2014, puis sa version Steam en 2018. Je propose de relire ce titre comme le point de départ d'une discipline : le puzzle compétitif en un contre un.

  2. Ep. 14
    Monument Valley (2014) — traverser une architecture impossible, un chapitre de l'âge d'or du mobile
    2026-07-09

    Monument Valley, dont la diffusion a commencé sur iOS le 3 avril 2014, est l'œuvre d'une équipe de six personnes issue d'une agence de design londonienne, qui a transformé les figures impossibles d'Escher en architecture que l'on peut parcourir à pied. Apparu à une époque où le freemium régnait sur l'App Store, ce jeu a vendu des millions d'exemplaires en misant sur le contre-pied : payant, court, dense. Je le relis comme un jalon dans la lignée des puzzles de perspective et comme une trace de l'âge d'or du mobile.

  3. Ep. 13
    Crimson Room (2004) — The Day a Red Room Made 'Escape' a World Word
    2026-07-06

    On March 4, 2004, Japanese developer Toshimitsu Takagi released a small free Flash game. You wake in a crimson-walled room, gather keys and tools, and leave through a locked door — nothing more. Yet Crimson Room spread the 'escape the room' genre worldwide, gave Asia the genre name 'Takagism' after its author, and by its instigator's own testimony triggered the world's first real escape game in Kyoto, 2007. I read this red room as a rare junction where digital play flowed back into physical space.

  4. Ep. 12
    Pipe Mania (1989) — Betting the Route Before the Flow Arrives
    2026-07-05

    In June 1989, Britain's The Assembly Line released Pipe Mania for the Amiga. In North America Lucasfilm Games distributed it as Pipe Dream, and in Japan Video System's arcade version was carried by Namco. Lay the pipe before the green flooz starts to flow - this single verb cast the template of the real-time spatial-connection puzzle.

  5. Ep. 11
    Mole Mania (1996) — What a Two-Layer Board of Surface and Underground Taught Us
    2026-07-04

    On July 21, 1996, Nintendo released Mole Mania for the Game Boy, developed by Nintendo EAD and Pax Softnica and produced by Shigeru Miyamoto. With four verbs — push, pull, throw, dig — you carry an iron ball to each screen's gate, across a board that exists in two layers: surface and underground. I dig up this forgotten work as an ancestor of the spatial reasoning found in today's multi-layer puzzles.

  6. Ep. 10
    Cursor*10 (2008) — Ten of Me Climb One Tower: The Origin of Self Co-op
    2026-07-03

    In January 2008, Yoshio Ishii of Nekogames posted a single Flash game on his site: Cursor*10. You control the mouse cursor itself; when one life runs out, its recorded actions replay in the next, and you climb a sixteen-floor tower in cooperation with your past selves. I read this small work, built over a single Japanese New Year's holiday, as an origin point of the 'self co-op' grammar in modern puzzle design.

  7. Ep. 9
    echochrome (2008) — A Puzzle Where Perspective Becomes the World's Physics
    2026-06-28

    Released for the PSP on March 19, 2008, echochrome translated the 'OLE Coordinate System' — an illusion principle researched by Jun Fujiki at Kyushu University — directly into play. The physics of the world a wooden mannequin walks through is rewritten by the angle you view it from. I re-read this work, which turned the impossible objects of Escher and Reutersvard into a rotating puzzle, within the lineage of perspective puzzles.

  8. Ep. 8
    The Lost Vikings (1993) — A Classic of Cooperative Puzzling, Three Bodies Moved One at a Time
    2026-06-27

    Released in 1993 by Silicon & Synapse (later Blizzard Entertainment) through Interplay, The Lost Vikings is a cooperative puzzle in which the player controls three differently-skilled vikings one at a time and must lead all of them to the exit. In Japan it was distributed by T&E Soft under the title Viking no Daimeiwaku. This essay re-reads its era, the quality of thought its three-way cooperation produced, and the lineage that runs from Lemmings and Gobliiins to today's cooperative puzzles.

  9. Ep. 7
    Threes! (2014) — One Last Board That Grows by Three
    2026-06-26

    Threes! arrived on the iPhone in 2014. Prototyped in a single night and polished over fourteen months, it lived through a strange reversal when, a month later, the 2048 craze left the original accused of being the copy. We trace the origin of the merge-slide puzzle through the developers' own testimony.

  10. Ep. 6
    Submachine (2005) — A Door into the Subnet, and the Lineage of Flash Escape Puzzles
    2026-06-24

    On 15 September 2005 the Polish cartoonist Mateusz Skutnik posted a single Flash game on his own website. It was simply called Submachine. Later renamed Submachine 1: The Basement, it became the seed of a ten-part escape-puzzle lineage. I read this hand-drawn browser work, one that never sat on Steam at the time, as a chapter in the history of escape puzzles.

  11. Ep. 5
    Adventures of Lolo (1989) — The Emerald Framer and the Single Solution
    2026-06-23

    In 1989 HAL Laboratory released Adventures of Lolo on the NES, distilled from the 1985 MSX title Eggerland Mystery. On an 11x11 board, pushable framers and moving enemies converge on a single solution. I read this Sokoban-descended single-screen logic puzzle as a node in a long genealogy, one that codified its ideas well before the modern grid-puzzle wave.

  12. Ep. 4
    Lemmings (1991) — The Source of Indirect-Control Puzzling, Where You Move the World and Never the Creature
    2026-06-23

    On 14 February 1991, DMA Design of Scotland released Lemmings and, with it, established 'indirect control': the player never steers a character directly but assigns roles and shapes the world to guide a crowd to safety. This essay re-reads its era, the quality of thought its eight skills produced, and its lineage toward RTS and modern puzzle design.

  13. Ep. 3
    The Incredible Machine (1993) — la boîte à bricoler qui a transformé Rube Goldberg en jeu
    2026-06-09

    En 1993, Dynamix et Sierra publièrent The Incredible Machine : un puzzle physique où rouages, balles, soufflantes et chats s'assemblent sur un écran pour former des machines à la Rube Goldberg. Conçu en neuf mois pour 36 000 dollars, ce jeu — avec son mode création libre — est à l'origine des puzzles physiques et mécaniques modernes. Un retour sur les vingt et un ans qui séparent sa sortie de Contraption Maker, publié sur Steam en 2014 par les mêmes créateurs.

  14. Ep. 2
    Mario's Picross (1995) — Picture Logic, une forme née en 1987
    2026-06-02

    Sorti sur Game Boy le 14 mars 1995, Mario's Picross a traduit en jeu le « picture-logic puzzle » que deux inventeurs avaient créé indépendamment au Japon huit ans plus tôt. Du puzzle de journal au jeu, et jusqu'aux nonograms d'aujourd'hui sur Steam, voici la lignée d'un seul puzzle logique qui a survécu près d'un demi-siècle sans changer son cœur.

  15. Ep. 1
    Sokoban (1982) — le prototype des méta-puzzles, vieux de 44 ans
    2026-05-24

    En 1982, Hiroyuki Imabayashi de Thinking Rabbit a sorti Sokoban. Quarante-quatre ans plus tard, marcher-et-pousser reste le socle de Baba Is You et de Patrick's Parabox. Lire la lignée à rebours à partir du contexte de l'époque.