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Puzzle Games (Games)

NYTimes Files Copyright Takedown Against Hundreds of Wordle Clones (404media.co) 39

As reported by 404 Media, the New York Times has issued hundreds of copyright takedown requests against Wordle clones "in which it asserts not just ownership over the Wordle name but over the broad concepts and mechanics of the word game, which includes its '5x6 grid' and 'green tiles to indicate correct guesses.'" From the report: The Times filed at least three DMCA takedown requests with coders who have made clones of Wordle on GitHub. These include two in January and, crucially, a new DMCA filed this week against Chase Wackerfuss, the coder of a repository called âoeReactle,â which cloned Wordle in React JS (JavaScript). The most recent takedown request is critical because it not only goes after Reactle but anyone who has forked Reactle to create a different spinoff game; an archive of the Reactle code repository shows that it was forked 1,900 times to create a diverse set of games and spinoffs. These include Wordle clones in dozens of languages, crossword versions of Wordle, emoji and bird versions of world, poker and AI spinoffs, etc.

"I write to submit a revised DMCA Notice regarding an infringing repository (and hundreds of forked repositories) hosted by Github that instruct users how to infringe The New York Times Co.'s ('The Times') copyright in its immensely popular Wordle game and create knock-off copies of the same. Unfortunately, hundreds of individuals have followed these instructions and published infringing Wordle knock-off games that The Times has spent the past month removing, including off of Github's websites," the DMCA takedown request against Reactle reads. "The Times's Wordle copyright includes the unique elements of its immensely popular game, such as the 5x6 grid, green tiles to indicate correct guesses, yellow tiles to indicate the correct letter but the wrong place within the word, and the keyboard directly beneath the grid. This gameplay is copied exactly in the repository, and the owner instructs others how to knock off the game and create an identical word game," it adds.

The DMCA request then says that GitHub must delete forks of the repository, which it writes were "infringing to the same extent as the parent repository" and which it says were made in what was "clearly bad faith." [...] The DMCA takedown requests are particularly notable because they come at a time when the New York Times is financially thriving, while many of its competitors are losing money, laying people off, and shutting down. The Times is thriving in part because Wordle, the crossword puzzle, and its recipe apps are juggernauts. The company has been aggressively expanding its "Games" business with Wordle, Connections, and a brand new word search game called Strands.
The New York Times issued a statement in response: "The Times has no issue with individuals creating similar word games that do not infringe The Times's 'Wordle' trademarks or copyrighted gameplay. The Times took action against a GitHub user and others who shared his code to defend its intellectual property rights in Wordle. The user created a 'Wordle clone' project that instructed others how to create a knock-off version of The Times's Wordle game featuring many of the same copyrighted elements. As a result, hundreds of websites began popping up with knock-off 'Wordle' games that used The Times's 'Wordle' trademark and copyrighted gameplay without authorization or permission."
Nintendo

Portal 64, An N64 Demake of Valve's Classic, Now Has a Playable 'First Slice' (pcgamer.com) 19

Programmer James Lambert has been working on a demake of Valve's Portal puzzle game for the Nintendo N64. After several years of development, Portal 64: The First Slice is now out of beta with two-thirds of the game's test chambers available to play. PC Gamer reports: In the announcement video Lambert goes through some of the new features in the latest build, including a seriously impressive visual rework on the portal gun itself. The video also showcases just how much of Portal's feel this manages to successfully capture, in particular the mind-bending effects of observing rooms and Chell through the portals themselves. I once called this the most impressive homebrew game I've ever seen and, while admittedly the N64 nostalgia helps, I'd stick by that.

While this is obviously the first slice (geddit) and there's more to come, it's an incredible achievement in its own right: The first 13 test chambers of the game all present-and-correct. Portal has 19 test chambers, and Portal: Still Alive (which unbelievably has never seen an official PC release) added a further 14, so Lambert's well on his way to completing a vanilla version of Portal 64.
You can follow the Portal 64 project on YouTube and download the game here.
Movies

Gizmodo Editor-In-Chief Sues Apple Over Tetris Movie (theverge.com) 53

An anonymous reader quotes a report from The Verge: Gizmodo editor-in-chief Daniel Ackerman has sued Apple and other parties over the 2023 Apple TV Plus film Tetris, alleging it rips off his 2016 book The Tetris Effect. Ackerman claims Apple, Tetris rightsholder the Tetris Company, the Tetris film's producers, and screenwriter Noah Pink copied "the exact same feel, tone, approach, and scenes" from The Tetris Effect -- particularly its framing of the game's release as a "Cold War spy thriller." Initially reported by Reuters, Ackerman's lawsuit (PDF) outlines a yearslong correspondence with the Tetris Company as he wrote The Tetris Effect. He claims that the Tetris Company was aware of his work and threatened him with legal action for trying to pursue film and TV adaptations of his own book, only to draw heavily from his framing of the Tetris story. "The film liberally borrowed numerous specific sections and events of the book," claims Ackerman.

Apple and the Tetris Company did not immediately respond to requests for comment from The Verge. But Ackerman's case may be difficult given the fact that Tetris and The Tetris Effect both draw on real historical facts, which are not generally protected by copyright law. As a result, the suit relies heavily on arguing that Tetris copies the feel of The Tetris Effect. (He also argues that some potential inventions of the film -- like a guide who turns out to be a secret KGB agent -- are based on speculations in his narrative.) "Ackerman's book took a unique approach to writing about the real history of Tetris, as it not only applied the historical record, but also layered his own original research and ingenuity to create a compelling narrative non-fiction book in the style of a Cold War spy thriller," the suit says. "Mr. Ackerman's literary masterpiece, unlike other articles and writings, dispelled of the emphasis on the actual gameplay and fans, and instead concentrated on the surrounding narrative, action sequences, and adversarial relationship between the players ... This was the identical approach Defendants adopted for the Tetris Film, without notable material distinction."

Ackerman says that he reached out after the Tetris trailer's release and unsuccessfully requested Apple and the other defendants address legal issues before the film's release. His suit alleges copyright infringement and unfair competition, among other offenses.

Movies

First Trailer For Tetris Movie Released (polygon.com) 37

Apple has released the first trailer for its movie Tetris, which tells the extraordinary true story of the struggle between Western publishers, Nintendo, and the Soviet Union itself for the rights to Alexey Pajitnov's classic puzzle game. Polygon reports: Taron Egerton plays Henk Rogers, the gaming entrepreneur who was instrumental in discovering Tetris and securing the console gaming rights, thus enabling its release on Nintendo's then-revolutionary Game Boy handheld. To do so, he had to negotiate directly with the Soviet regime, since Communist law dictated that the game belonged to the people of the Soviet Union (read: the government) rather than Pajitnov himself. All sorts of Cold War skullduggery ensued.

It's an incredible tale that forms the centerpiece of David Sheff's classic book Game Over, which chronicles Nintendo's early rise. The film, directed by Jon S. Baird, seems to take a pretty broad approach to the material, drenching it in '80s pop needle drops, car chases (for some reason), retro game effects reminiscent of the dreadful Adam Sandler vehicle Pixels, and Egerton tearing up as he describes "the perfect game." [...] Tetris will stream on Apple TV Plus from March 31.

Puzzle Games (Games)

Merriam-Webster Acquires Wordle Clone Quordle (techcrunch.com) 12

Merriam-Webster, the Encyclopaedia Britannica subsidiary best known for its online dictionary, has acquired a popular Wordle clone called Quordle. Terms of the deal have not been disclosed. TechCrunch reports: Little fanfare has been made around the acquisition, but the Quordle website now redirects to its own space on the Merriam-Webster website, while Quordle creator Freddie Meyer quietly issued this statement at the top of the Quordle tutorial section: "I'm delighted to announce that Quordle was acquired by Merriam-Webster! I can't think of a better home for this game. Lots of new features and fun to come, so stay tuned!"

Quordle is one of a number of knock-offs that emerged in the wake of Wordle's rise to world fame. Wordle, for the uninitiated, is a simple web-based game that gives users six attempts to guess a five-letter word, with color-coded clues served as feedback if they get any of the letters correct. [...] Quordle, for its part, builds on the basic Wordle concept, except there are four five-letter words to guess at once, with just nine tries. Each guess must be a genuine word, and each guess applies to each of the four words -- the tiles change color to tell the user which guesses are correct, and whether a letter exists in that word but in a different position.

Puzzle Games (Games)

'The New Wordle Editor Is Ruining Wordle' (slate.com) 96

An anonymous reader quotes a report from Slate, written by Lizzie O'Leary: When the New York Times announced, on November 7, that Wordle would have an editor, I didn't give it much thought. How much could the mere presence of a person really change it? Oh, how naive I was! Four days later, I got my answer. And that answer was MEDAL. MEDAL? On November 11th? Wait a minute -- was the Times punning with its Wordle on Veterans Day? Hmm. I was willing to chalk it up to a coincidence, until November 23rd, the day before Thanksgiving, one of the busiest travel days of the year when DRIVE appeared. I tapped angrily on my phone, muttering to myself. And then, on the day of the holiday itself? FEAST. This -- this was too much. My treasured mind awakener had gone soft. (Two days later came CLEAN. Harrumph.)

Folks (FOLKS), I do not want a punny Wordle. Wordle should not be cutesy, or themed, or even ironic. Wordle should stay hard and weird. No hints! Especially no thematic hints! People on Twitter should post their scores, and we should be able to scoff privately. Haha, what a loser; it took him four guesses! When the word is FEAST, you then must wonder: Did he intentionally take four guesses so as not to appear lame?? Wordle's very randomness is what makes it so great! It's why thousands of people play. And, I'd wager, why the Times eagerly shelled out in the "low seven figures" for it. The ability to guess the Wordle based on context clues that would appeal to Andy Borowitz is soul-crushing. Or, at the very least, quite annoying.

Puzzle Games (Games)

Now Wordle Has An Editor In Charge of Picking the Next Answer (theverge.com) 25

Wordle will now have its own dedicated editor to help make the hit guessing game word puzzles, The New York Times announced on Monday. The Verge reports: Tracy Bennett will be the editor, and the game will have a word list curated by the NYT and "be programmed and tested" like its crosswords and the Spelling Bee game. The changes appear to mean that the NYT will be lining up some of its own solutions instead of relying on the long list of answers you could find if you knew where to look. However, it sounds like the game itself won't be changing.

"Wordle's gameplay will stay the same, and answers will be drawn from the same basic dictionary of answer words, with some editorial adjustments to ensure that the game stays focused on vocabulary that's fun, accessible, lively and varied," Everdeen Mason, the NYT's editorial director of games, wrote in an article about Bennett's appointment. You might already be seeing a different answer than someone else as a result of the change. If that's the case, Mason suggests refreshing your browser or playing the game on the Crossword app.

Puzzle Games (Games)

Major Mobile Tech Firm Buys Wordle! (techcrunch.com) 14

Wordle!, an old mobile game with the same name as the viral online game Wordle, has been bought by mobile marketing firm and game maker AppLovin in an undisclosed deal. TechCrunch reports: While you may have now heard of the popular online game Wordle, later bought by The NYT, you may have missed the story earlier this year about how a mobile game of the same name was blowing up on the App Store. [Developer Steven Cravotta] said he had been surprised to find a game he created as a teenager five years ago suddenly being downloaded 40,000 times per day, up from just 10 downloads per day the month before, The WSJ had reported at the time. As it turned out, iPhone users had gone to the App Store in search of the Wordle game everyone was talking about and had been downloading Cravotta's game by mistake.

Cravotta's Wordle! game was similar to the online version that everyone was playing. He said he had created it as a teen because he wanted to make something that would challenge people's minds and be a great game for kids. But the app never took off. Cravotta promoted it for around half a year, he says, before deciding to move on to other things. "It just sat in my developer account for the longest time getting maybe one to two downloads a day for six years ... until all this craziness happened," Cravotta tells TechCrunch.

The mobile game monetized through paid advertisements and in-app purchases. While Cravotta could have tweaked the game to make even more money to capitalize on the surge of users, he left it untouched. "I just kind of let it run and do its thing," he says. According to data from Sensor Tower, the mobile game was downloaded approximately 18.9 million times. The vast majority of the installs (more than 99.6%) arrived after the web game went viral -- with downloads spiking on Jan. 12, 2022. From Feb. 12, 2022 onward, the game has seen 13.7 million downloads -- or about 72% of its lifetime installs since its April 2016 launch, the firm said. Today, the iOS game is still the No. 19 mobile game in the U.S. by average monthly active users as of the first quarter, right behind bigger titles like Among Us and just ahead of notable games like Minecraft and PUBG Mobile.

Puzzle Games (Games)

NYT Says Wordle Drove 'Tens of Millions' of New Users, Record Growth (arstechnica.com) 30

An anonymous reader quotes a report from the New York Times: The New York Times' seven-figure purchase of viral hit Wordle in January was "incredibly valuable" to the company and was responsible for "an unprecedented tens of millions of new users to The Times," the media giant said in announcing its quarterly earnings (PDF) Wednesday morning. And while New York Times Co. CEO Meredith Kopit Levien said the "majority of these incremental users only played Wordle, many... stayed to play other games, which drove our best quarter ever for net subscriber additions to Games."

Levien said during an earnings call that the number of average weekly users for the Times' non-Wordle games "nearly doubled" during the quarter ending in March. The game "played an outsized role in the quarter's engagement and subscriber growth," she added. The Wordle acquisition was part of a larger effort to make The New York Times seem "more valuable to more people by helping them make the most of their lives and passions," Levien said during the call. [...] Despite all the Wordle love, Levien's remarks also offered a small hint that the Times doesn't necessarily expect the game to remain quite as strong of a draw going forward. Levien said the Times is "moving swiftly to leverage [Wordle's] massive audience to introduce Wordle players to our other games, recognizing that its audience may moderate over time." In other words, the Times seems aware that, across months and years, players may start to grow less interested in Wordle and that the simple five-letter daily guessing game may not be as consistent and long-lasting a draw as deeper and more complicated puzzles like the crossword.

Puzzle Games (Games)

Data Mining the Web Reveals What Makes Puzzles Hard For Humans 44

KentuckyFC (1144503) writes "The question of what makes puzzles hard for humans is deceptively tricky. One possibility is that puzzles that are hard for computers must also be hard for people. That's undoubtedly true and in recent years computational complexity theorists have spent some time trying to classify the games people play in this way (Pac Man is NP hard, by the way). But humans don't always solve problems in the same way as computers because they don't necessarily pick the best method or even a good way to do it. And that makes it hard to predict the difficulty of a puzzle in advance. Cognitive psychologists have attempted to tease this apart by measuring how long it takes people to solve puzzles and then creating a model of the problem solving process that explains the data.

But the datasets gathered in this way have been tiny — typically 20 people playing a handful of puzzles. Now one researcher has taken a different approach by mining the data from websites in which people can play games such as Sudoku. That's given him data on the way hundreds of players solve over 2000 puzzles, a vast increase over previous datasets and this has allowed him to plot the average time it takes to finish different puzzles. One way to assess the difficulty of Sudoku puzzle is in the complexity of each step required to solve it. But the new work suggests that another factor is important too — whether the steps are independent and so can be attempted in parallel or whether the steps are dependent and so must be tried in sequence, one after the other. A new model of this puzzle-solving process accurately reproduces the time it takes real humans to finish the problems and that makes it possible to accurately predict the difficulty of a puzzle in advance for the first time. It also opens the way for other studies of human problem solving using the vast datasets that have been collected over the web. Indeed work has already begun on the Sudoku-like puzzle game, Nurikabe."
Math

World's Hardest Sudoku 179

jones_supa writes "A Finnish PhD in mathematics, Arto Inkala, has allegedly created the world's toughest sudoku puzzle. 'There's no straightforward way to define the difficulty level of a sudoku. I myself doubt if this is the hardest in the world, but definitely harder than my previous ones,' Inkala sets off humbly. The news agencies around Europe are nonetheless excited (Google translation of Finnish original). The particular difficulty in this version lies in the number of deductions you have to make in order to fill in a single number on the grid. 'It is a common misconception that the less initial numbers, the harder the puzzle. The most challenging ones have 21-25', the creator adds."
It's funny.  Laugh.

Man Spends 2,200 Hours Defeating Bejeweled 2 179

An anonymous reader writes "A California steel contractor spent 2,200 total hours over the last three years racking up a high score in Bejeweled 2. He exceeded the 2^31-1 maximum score programmed for the score display, proving that there is, in fact, an end to the game. I suppose congratulations or condolences are in order."
Puzzle Games (Games)

Scribblenauts Impresses Critics 54

Despite all the announcements for popular, big-budget game franchises at this year's E3, one of the most talked-about titles is a puzzle game for the Nintendo DS called Scribblenauts. In a hands-on preview, Joystiq described it thus: "The premise of the game is simple — you play as Maxwell, who must solve various puzzles to obtain Starites spread across 220 different levels. To execute the aforementioned solving, you write words to create objects in the world that your cartoonish hero can interact with. It's a simple concept that's bolstered by one astounding accomplishment from developer 5th Cell: Anything you can think of is in this game. (Yes, that. Yes, that too.)" They even presented it with a test of 10 words they wouldn't expect it to know or be able to represent, including lutefisk, stanchion, air, and internet, and the game passed with flying colors. The game will also allow players to edit and share levels. A trailer is available on the Scribblenauts website, and actual gameplay footage is posted at Nintendorks.
Puzzle Games (Games)

Tetris Turns 25 177

teh.f4ll3n writes "25 years ago a Russian (Soviet) researcher thought of one of the world's most popular games. It is now that we celebrate its 25th anniversary. 'Twenty-five years ago, inside the bowels of the Soviet Academy of Sciences in Moscow, a young artificial intelligence researcher received his first desktop computer — the Soviet-built Elektronika 60, a copy of an American minicomputer called a PDP-11 — and began writing programs for it.'"
PC Games (Games)

Crayon Physics Combines Science and Puzzles 78

IamAHack writes "NPR covered a new game that seems like it would have great appeal to Slashdot readers: Crayon Physics. Quoting: 'A new computer game went on sale this week. It's not a blockbuster like Halo or World of Warcraft. There's no first-person shooting, no sports, no guitar, no microphone. Instead, there's a crayon. The game is Crayon Physics Deluxe. It's a simple, mesmerizing game created by a 25-year-old independent games designer from Finland named Petri Purho. "It's a game where your crayon drawings come to life,' Purho tells NPR's Melissa Block. 'You draw stuff and your drawings behave physically correctly. As soon as you release the last button, the laws of physics are applied to your drawing."' A demo is available, and Opposable Thumbs has a review of the game."
Classic Games (Games)

Categorizing Puzzles In Adventure Games 44

MarkN writes "There's hardly a video game made nowadays that doesn't involve puzzles in some sense. In some games they serve as occasional roadblocks to break up the action, and in the genre of adventure games the whole focus of the game is solving a set of related puzzles. I've written a piece for AdventureClassicGaming describing and categorizing puzzles in adventure games. Adventure games make use of explicitly designed abstract puzzles — they're explicitly designed rather than being randomly or procedurally generated, and abstract in the sense that all you need to do is figure out the right actions to perform, rather than making the performing of those actions be a challenge in and of itself. My classification makes distinctions at two levels: you have self-contained puzzles, which can depend upon using your basic verbs of interaction, solving some minigame based around achieving a particular configuration, or providing an answer to a riddle. On the other side, you have puzzles that require some external key: this could be an item, a piece of information, or an internal change to the game's state triggered somewhere else. From there, I talk about some of the possibilities and pitfalls these puzzles carry, as well as their use in other genres. I'd be interested to hear the community's thoughts on the use and application of puzzles in adventure games, and games in general."
Classic Games (Games)

Adventure Game Interfaces and Puzzle Theory 149

MarkN writes "It seems like whenever broad topics of game design are discussed on Slashdot, a few people bring up examples of Adventure Games, possibly owing to the age and interests of our members. I'd be interested to hear the community's thoughts on a piece I wrote on Adventure Games, talking about the evolution they underwent in terms of interfaces, and how the choice of interface affects some aspects of the puzzles and design. My basic premise is that an Adventure Game is an exercise in abstract puzzle solving — you could represent the same game with a parser or a point and click interface and still have the same underlying puzzle structure, and required player actions. What the interface does affect is how the player specifies those actions. Point and click games typically have a bare handful of verbs compared to parser games, where the player is forced to describe the desired interaction much more precisely in a way that doesn't lend itself to brute force fiddling. It's a point Yahtzee has made in the past; he went so far as to design a modern graphic adventure game with a parser input to demonstrate its potential." Read on for the rest of MarkN's comments.
Puzzle Games (Games)

Solving Sudoku With dpkg 190

Reader Otter points out in his journal a very neat use for the logic contained in Debian's package dependency resolver: solving sudoku puzzles. To me at least, this is much more interesting than the sudoku puzzles themselves. Update: 08/24 02:51 GMT by T : Hackaday just ran a story that might tickle the same parts of your brain on a game played entirely with MySQL database queries.
Puzzle Games (Games)

Developer Praises Complexity of Time-Based Puzzles In "Braid" 39

Raven Software game developer Manveer Heir takes a look at the design mechanics of Braid, a recently released puzzle game for Xbox Live Arcade (a review is available at Gamespot). Heir commends Braid's focus on taking an interesting mechanic and exploring it fully through level design, rather than generating complexity with the interaction of many different mechanics. "One of my favorite worlds has time move forward as the player moves to the right, and rewind as the player moves left; Time is being controlled spatially. Another world has the player make a recording of themselves that can interact with certain objects, similar to Cursor*10. ... What is amazing is how complex and devilish some of the puzzles can still be, even though they revolve around the single mechanic for that world. ... Feeling like you have to guess what the designer was thinking is how many old adventure games played out, and it was rarely fun. Feeling like you just made a discovery on your own is what makes this game and games like Portal work so well."

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