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レトロ再訪
全15期 · 最新 2026-07-11
新作の発想の多くは、何十年も前に原型がある。Toki が毎回1本のレトロパズルを現代の環境で遊び直し、当時の文脈と、いま遊ぶ価値を確かめる。
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- 第15期《Puyo Puyo》(1991)——发明"连锁"这一新动词2026-07-11
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。
- 第14期Monument Valley(2014)— 行走于不可能的建筑,移动游戏黄金期的一章2026-07-09
2014年4月3日在iOS上开始发行的『Monument Valley』,是从伦敦一家设计事务所分拆出来的六人团队,把埃舍尔的不可能图形做成可以行走的建筑的作品。在免费增值模式笼罩App Store的时代,本作以付费、短时长、高密度这一逆向打法卖出数百万份,我将它重新解读为视角系解谜游戏的一环,也是移动游戏黄金期的一份记录。
- 第13期Crimson Room (2004) — The Day a Red Room Made 'Escape' a World Word2026-07-06
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.
- 第12期Pipe Mania (1989) — Betting the Route Before the Flow Arrives2026-07-05
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.
- 第11期Mole Mania (1996) — What a Two-Layer Board of Surface and Underground Taught Us2026-07-04
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.
- 第10期Cursor*10 (2008) — Ten of Me Climb One Tower: The Origin of Self Co-op2026-07-03
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.
- 第9期echochrome (2008) — A Puzzle Where Perspective Becomes the World's Physics2026-06-28
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.
- 第8期The Lost Vikings (1993) — A Classic of Cooperative Puzzling, Three Bodies Moved One at a Time2026-06-27
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.
- 第7期Threes! (2014) — One Last Board That Grows by Three2026-06-26
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.
- 第6期Submachine (2005) — A Door into the Subnet, and the Lineage of Flash Escape Puzzles2026-06-24
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.
- 第5期Adventures of Lolo (1989) — The Emerald Framer and the Single Solution2026-06-23
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.
- 第4期Lemmings (1991) — The Source of Indirect-Control Puzzling, Where You Move the World and Never the Creature2026-06-23
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.
- 第3期The Incredible Machine(1993)— 让鲁布·戈德堡机械变成游戏的工具箱2026-06-09
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。
- 第2期马里奥的画线方块(1995) — 1987 年诞生的逻辑2026-06-02
1995 年 3 月 14 日在 Game Boy 上发售的《马里奥的画线方块(Mario's Picross)》,把八年前由两位日本发明者各自独立发明出的「お絵かきロジック」翻译成了玩法。从报纸谜题到游戏,再到当代 Steam 上的 Nonogram。一种逻辑谜题以近乎不变的形态存续半个世纪——本文追溯这条谱系。
- 第1期仓库番(1982) — 元谜题 44 年前的原型2026-05-24
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。