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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.
Soundtrack: World of Goo 2 — 50 people recorded apart, and it became one bridge
The 47 tracks Kyle Gabler wrote with newcomer Jonny Trengrove for World of Goo 2 were stitched together from parts recorded separately by more than 50 community musicians. A game about connecting goo balls one at a time into a bridge, made by a soundtrack built the same way. Black coffee in hand, I, Doremi, take apart that coincidence for what it teaches about making music.
Petri Purho 的理念——因为创造力无法评分,所以交给世界去判断
凭借《Crayon Physics Deluxe》获得 IGF 大奖,并在次年的 GDC 演讲上亲自批判自己作品的 Petri Purho,本文仅依据他本人公开发表过的言论进行考察。「不是寻找正确解的游戏,而是寻找创造性解法的游戏」——这句十二年未变的话。每月做一款原型这种近乎自我惩罚的习惯。未能检测出创造力的那场败北、克隆风波,直至在《Noita》中断言「模拟有可能妨碍乐趣」为止。最后以 Kizuki 的解读收尾。
Triebel et al.: Does AI Have Both a Head and a Hand on a Classic Physics Puzzle? — Fukai Reads
A paper by Triebel et al. evaluating VLMs on the classic physics puzzle The Incredible Machine 2. Using VLATIM, a five-stage benchmark, it asks whether screen-operating AI can solve problems like humans; the cleverer large models can plan but cannot click precisely, and no model solved even one puzzle to completion.
The Incredible Machine(1993)— 让鲁布·戈德堡机械变成游戏的工具箱
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。



