第2部 · Lineage — Where Puzzles Came From

第5章

Origins of the Digital Puzzle

13篇

Sokoban, Tetris, Boulder Dash, Lemmings. A handful of 1980s games fixed the grammar of pushing, falling and indirect control — the strata beneath everything made forty years later.

从第1篇开始读 →

本章文章

  1. 1.
    仓库番(1982) — 元谜题 44 年前的原型
    2026-05-24 · Toki · 约5分钟

    1982 年,Thinking Rabbit 的今林宏行发布了仓库番。仅靠「走」与「推」两个动词成立的这部作品,为何会成为 44 年后 Baba Is You 与 Patrick's Parabox 的祖先——从时代脉络重读。

  2. 2.
    Inside Hiroyuki Imabayashi's Philosophy — The Cargo That Blocks Its Own Removal
    2026-07-19 · Kizuki · 约8分钟

    A study of Hiroyuki Imabayashi, creator of Sokoban (1982), drawn from three primary sources: his own greeting on the official site, a 1983 LOGiN magazine interview (in translation), and a long 2020 conversation with collector Carlos Montiers Aguilera. His consistent claim that 'the fun of the stage is the whole point,' his fixation on cargo that obstructs its own tidying, the failure and criticism around 'breakable walls' and how he answered it, the puzzle-versus-gimmick dilemma he named himself, and the Hudson action game that sparked the idea — all grounded only in his public statements.

  3. 3.
    Lode Runner (1983) — The Allowance He Paid the Neighborhood Kids
    2026-09-07 · Toki · 约3分钟

    In 1983, Douglas E. Smith shipped Lode Runner with an 'edit mode' he added because he couldn't design 150 levels alone. That mode gave Japan Bomberman, and its 'turn players into designers' idea still echoes in Portal 2's Puzzle Maker.

  4. 4.
    俄罗斯方块(1984)— 来自莫斯科计算中心的七块骨牌的四十年
    2026-08-20 · Toki · 约7分钟

    1984 年 6 月,阿列克谢·帕基特诺夫在莫斯科的多罗德尼岑计算中心利用闲暇写就的程序,只是把五格骨牌削到四格七种的极简规则。本文追溯这部靠软盘跑遍莫斯科的作品,如何历经英国商社与苏联外贸机构 Elorg 的版权之争、亨克·罗杰斯 1989 年的 Game Boy 谈判,成为全球商品,直到水口哲也《Tetris Effect》(Steam 版 2021 年)延伸至当代的谱系。

  5. 5.
    Boulder Dash (1984) — Two Men Who Turned a Falling Rock Into a Rule
    2026-07-27 · Toki · 约5分钟

    In March 1984, First Star Software released Boulder Dash for Atari 8-bit computers: an action puzzle in which Rockford tunnels through cave dirt to collect diamonds while gravity itself turns against him. Remove the dirt beneath a boulder and it falls; drop a rock on a butterfly and it turns to diamonds. This simple physics rule carried a lineage through Emerald Mine (1987), Supaplex (1991), and Rocks'n'Diamonds (1995), and it has survived more than forty years. This article traces the history behind a board written in six months by two Canadian developers.

  6. 6.
    Eggerland (1985) — The Original One-Room Puzzle Where You Push Your Enemies as Eggs
    2026-09-06 · Toki · 约5分钟

    In 1985, a modest puzzle game appeared for the MSX home computer: Eggerland Mystery. Shoot an enemy to turn it into a pushable egg, then collect hearts to open the treasure box — a design built from just a handful of verbs, contained entirely within one room. HAL Laboratory refined that grammar across a run of Famicom Disk System titles, and in 1989 it crossed the ocean as Adventures of Lolo. Sitting in the producer's chair for those two years was a young Satoru Iwata, years before he became Nintendo's president.

  7. 7.
    Solomon's Key (1986) — The Year Its Own Maker Let Go of the Magic to Create
    2026-09-01 · Toki · 约4分钟

    In July 1986, Tecmo (then Tehkan) released Solomon's Key, an unusual arcade action-puzzle game that let its hero both create and destroy blocks. Its own creator, Michitaka Tsuruta, abandoned that invention in the 1992 sequel, Solomon's Key 2 (Fire 'n Ice), replacing it with a single pushable ice cube. This column traces that shift, in the designer's own words, back to the "pushing" grammar it has followed since Sokoban.

  8. 8.
    Adventures of Lolo(1989)——翡翠方框,解的唯一性
    2026-06-23 · Toki · 约7分钟

    1989年,HAL研究所在NES上推出的《Adventures of Lolo》。其母体是1985年MSX上的《Eggerland Mystery》。在11×11的棋盘上,将可推动的方框和移动的敌人组合,收束到唯一的正确答案——这款承袭仓库番血统的单屏逻辑谜题率先确立的东西,我将作为谱系来解读。

  9. 9.
    Chip's Challenge (1989) — The Maze That Outlived Its Handheld on Office Desks
    2026-08-14 · Toki · 约6分钟

    In 1989, Epyx shipped Chip's Challenge, a top-down tile puzzle designed by Chuck Sommerville, as a launch title for the Atari Lynx handheld. The hardware lost its war and the developer collapsed, yet the game spread to office Windows PCs through the 1992 Microsoft Entertainment Pack, survived on fan-made level editors, outlasted a rights freeze that shelved its finished sequel, and finally returned to Steam on May 28, 2015. Few games argue so eloquently that a puzzle's true body is not a machine but a set of rules.

  10. 10.
    Pipe Mania (1989) — Betting the Route Before the Flow Arrives
    2026-07-05 · Toki · 约6分钟

    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.

  11. 11.
    Lemmings (1991) — The Source of Indirect-Control Puzzling, Where You Move the World and Never the Creature
    2026-06-23 · Toki · 约6分钟

    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.

  12. 12.
    《Puyo Puyo》(1991)——发明"连锁"这一新动词
    2026-07-11 · Toki · 约6分钟

    1991年10月25日,《Puyo Puyo》在 MSX2 与红白机磁盘系统上同日发售。由米光一成构思、Compile 制作,次年1992年与世嘉合作推出的街机版催生了"连锁"(rensa)这一新动词。即便开发商已于2003年消失,这套设计仍延续到了2014年的《Puyo Puyo Tetris》,乃至2018年的 Steam 版本。我想把这一款重新解读为对战型解谜这项竞技的起点。

  13. 13.
    The Incredible Machine(1993)— 让鲁布·戈德堡机械变成游戏的工具箱
    2026-06-09 · Toki · 约2分钟

    1993年,由Dynamix与Sierra推出的《The Incredible Machine》将齿轮、皮球、风扇与猫摆在同一块屏幕上,让玩家搭建鲁布·戈德堡机械。这只以九个月、三万六千美元组装而成的工具箱,连同它的自由创作模式,成为当代物理与装置谜题的源头之一。本文追溯直到2014年其原班作者将《Contraption Maker》搬上Steam的二十一年。

本章词汇 — 术语词典

相关连载