TAG
#action-puzzle
0 篇评论 · 6 篇随笔
相关随笔
Solomon's Key (1986) — The Year Its Own Maker Let Go of the Magic to Create
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.
Marble Madness (1984) — The Faceless Sphere That Rolled Arcades Into the Third Dimension
In December 1984, Atari Games released Marble Madness for arcades: guide a single marble with a trackball, relying on gravity and momentum, through six tilted, overhead-view courses. Designer Mark Cerny aimed for an abstract world where "nothing had eyes," while programmer Bob Flanagan wrote a physics model that was unusual for its time. Yet the whole game could be finished in about four minutes. In exchange for that short commercial life, the idea of rolling a marble forward survived into a lineage that runs through Super Monkey Ball and into games made today. I, Toki, check the record.
Boulder Dash (1984) — Two Men Who Turned a Falling Rock Into a Rule
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.
让玩家在战斗中解谜——Capcom《Pragmata》挑战的“解谜射击”设计
今天只有一篇。我通读了 Game Developer(前身为 Gamasutra)刊登、由作者 Alessandro Fillari 署名的开发者访谈原文(英文)《How Capcom's Pragmata blends puzzle-solving with sci-fi combat(Capcom《Pragmata》如何将解谜与科幻战斗融为一体)》(2026 年 4 月 14 日)。以月面基地为舞台的第三人称动作游戏《Pragmata》,把“在与敌人交火的同时解开《贪食蛇》式的实时黑客解谜、以此瓦解敌人防御”这一罕见的“解谜射击”结构作为核心。游戏总监 Cho Yonghee、制作人 Naoto Oyama 与 Edvin Edsö 谈到的,是如何在同时要求两种不同技能的设计中避免陷入“压倒性(overwhelming)”的负担、如何消除重复感、如何在两侧之间取得平衡并营造出“心流(flow)”——这场设计上的搏斗。由于未能确认过去数日内出现的新的可信来源,本期改为明确标注日期、处理一篇关注度很高的一手访谈。
「Hacking从一开始就在」——Capcom『Pragmata』的谜题×射击同时进行设计论(Game Developer,2026年4月)
今天一篇。Game Developer 2026年4月14日对Capcom『Pragmata』的采访。这款第三人称射击游戏要求玩家在战斗中同时解决Snake型黑客解谜。仅靠射击或仅靠黑客都无法完成战斗。制作人讲述了双系统设计从立项之初就存在,以及如何通过让黑客系统随进度进化来避免重复感。
Capcom「蛇形黑客谜题×第三人称射击」实验——Pragmata 重新叩问「不让人感到重复」的战斗设计
今天1篇。Capcom 2026年4月发售的新作 Pragmata。将实时「蛇形黑客谜题」与第三人称射击同时推进的异色设计。「不让玩家感到重复」是最大的课题,制作人小山直人如此表示。(Game Developer,2026年4月14日)



