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パズル事件史
全9期 · 最新 2026-07-10
パズルの歴史は、発明の歴史であると同時に事件の歴史でもある。サム・ロイドの賞金詐欺、世界的な大流行、都市を巻き込む謎解き——Toki が一次資料に当たりながら、パズルが世間を騒がせた瞬間を記録していく。
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- 第9期真人密室逃脱游戏(2007)——从京都的两个房间走向全世界的密室2026-07-10
2007年7月7日,京都的画廊「Inspiblo」。作为免费报纸『SCRAP』三周年派对的余兴节目,加藤隆生将约100名参与者分成14支队伍,举办了一场以两个房间为舞台的解谜活动。这便是后来被称为「真人密室逃脱游戏(Real Escape Game)」、并成长为遍布全球商业设施之现象的第一夜。加藤本人证言称,其契机源于对网页密室逃脱游戏的痴迷。我将这一夜解读为屏幕中的谜题迈入现实空间这一罕见事件的记录。
- 第8期Henry Dudeney (1907) — Four Hinged Pieces That Turn a Triangle Into a Square2026-07-08
In 1907, English puzzle maker Henry Dudeney published, within The Canterbury Puzzles, the Haberdasher's Puzzle: cutting an equilateral triangle into just four pieces that reform into a square. Hinged together, the pieces could transform with a single fold, and the dissection drew attention in its day -- yet the proof that four pieces were truly minimal remained unresolved for a surprisingly long time, settled only by a 2024 computational-geometry paper. Tracing Dudeney's rivalry with Sam Loyd and his rediscovery through Martin Gardner, this piece rereads how a paper puzzle took 117 years to reach computer science.
- 第7期The Birth of the Jigsaw Puzzle (1760s) — The Man Who Cut Up Maps, and a Verb Unchanged for 260 Years2026-07-07
In 1760s London, the map engraver John Spilsbury mounted printed maps on wood and cut them apart along national borders, selling them as 'Dissected Maps' — the commercial starting point of what would later be called the jigsaw puzzle. This essay revisits the context in which the format was born as a tool for teaching geography, the structural insight that where you cut is itself the design, and the lineage that runs from Depression-era die-cut cardboard to the 2021 VR title Puzzling Places — a format that survived 260 years without ever changing its verb.
- 第6期Nikoli (1980) — The Reader-Grown Puzzle Magazine, and the Road Sudoku Took Around the World2026-07-02
Puzzle Communication Nikoli, launched in 1980, was Japan's first magazine devoted to puzzles. Its name came from a racehorse; the prototype of Sudoku came from America. This essay traces forty years in which Nikoli's mode of production—reader submissions and handmade problems—gave birth to Slitherlink (1989) and Nurikabe (1991), and sent Sudoku around the world via Hong Kong judge Wayne Gould's generator program, rereading the source of a question at the heart of modern puzzle design: who should make a good problem?
- 第5期Professor Layton and the Curious Village (2007) - A Vessel That Carried 1966's Riddles onto a Handheld2026-07-01
On February 15, 2007, Level-5 released Professor Layton and the Curious Village for the Nintendo DS. Its bundle of riddles derives directly from Akira Tago's Atama no Taisou (Kobunsha, 1966), the puzzle books producer Akihiro Hino adored as a child. This essay traces, from a historian's view, how Layton's stance of sinking a paper puzzle collection into a narrative vessel connects a forty-year-old book to a handheld, and onward to today's deduction puzzles.
- 第4期纵横字谜(1913)—— 从阿瑟·温的菱形开始的格子谱系2026-06-30
1913年12月21日,阿瑟·温的"Word-Cross"印刷于《纽约世界报》娱乐副刊。这一游戏因排版误植而被称为"纵横字谜",1924年西蒙与舒斯特出版社的书籍令其广泛传播,1930年《泰晤士报》、1942年《纽约时报》使之走向全球。本文追溯格子、交叉与线索这三项发明,如何作为思考型解谜的设计语汇,从纸上方格延续至尼科利的铅笔谜题与现代数字作品。
- 第3期河内塔(1883)—— 留下递归遗产、永无终结的64枚圆盘2026-06-29
1883年,法国数学家Édouard Lucas以「N. Claus (de Siam)」为笔名推出了一款木制玩具。三根柱子,大小各异的圆盘,仅有两条规则。然而其朴素外表之下,蕴含着移动n枚圆盘至少需要2ⁿ−1步的递归数学。本文从历史视角重新审视这款玩具的真正起源、贝纳勒斯关于64枚圆盘完成时世界将终结的虚构传说,以及「递归」与「状态空间」的思想为后世计算机科学与现代谜题所留下的遗产。
- 第2期魔方(1974)——43京种配置的迷宫,与唯一一个解2026-06-25
1974年,布达佩斯的建筑师厄尔诺·鲁比克为教学目的削出了一个小小的立方体,这个物体最终将拥有43京种配置、唯一一个完成形的"状态空间"握于掌心。本文通过一次和二次文献,追溯这一玩具的确切出处——1974年的发明、1980年的全球登场,以及2010年证明的"神之数=20"——并作为历史重新解读:这个没有显示屏、没有电源的物体,是如何在半世纪前便以实物体现了现代解谜设计者口中的"可逆性""唯一解""待探索的空间"等语汇的。
- 第1期15数字推盘(1880) — 萨姆·劳埃德骗倒世界的那一步无解棋局2026-06-16
1880年初,「15数字推盘」的狂潮席卷美国与欧洲。然而被世人奉为发明者的萨姆·劳埃德,实为在狂潮消退十六年后才冒领功劳的冒充者。本文追溯这个木盒的真实来源,以及劳埃德以悬赏为名的「14与15对调的盘面」在数学上绝对无解的1879年证明,并从历史角度重读滑块拼图留给现代数字谜题设计的遗产:「可解性的保证」。