Remake history at home! (With puzzles!)

Crowdsourcing has become an increasingly popular method for scientists and deep thinkers to solve problems that would otherwise be far too staggering a challenge to tackle on their own.

I’ve written in the past about crowdfunding efforts, but this is something different: actually handing over the problem to the public. It’s citizen science!

The National Museums Scotland are trying to reassemble the shattered design on a Scottish relic dated back to the year 800 or so, hoping that reaching out to nonprofessionals will help them to restore the intricate designs that once adorned a sandstone slab centuries past.

Every fragment has been scanned into a 3-D model and catalogued, making each a small piece of a truly monumental puzzle to be solved. (And without the picture on the box to guide you!)

From an NBC News article:

The pieces will be grouped into categories — for example, corner pieces, or parts of the design’s knotwork. That will help users organize the work into manageable subtasks, as if they were working collectively on a huge jigsaw puzzle. Suggested solutions to parts of the puzzle would be judged by fellow users, and then passed on to the professionals.

This mix of science and puzzle-gaming has engendered marvelous successes before. The Search for Extraterrestrial Intelligence (or SETI) utilizes dozens of citizen computers for processing power in order to more efficiently scan the skies for signs of intelligent life beyond Earth. The FoldIt program led to the crowdsourced discovery of the structure of a monkey HIV virus in ten days, after a decade of attempts by scientists.

(There are similar puzzle-game attempts being made to map the human brain, explore the potential of DNA, and catalogue animal species. Check out this IO9 link for further details.)

This is yet another amazing example of puzzle solving making a true contribution to our understanding of the world. And it’s always nice to remind ourselves that puzzles can be all fun and games, but they can also be something much much more.

Thanks for visiting the PuzzleNation blog today! You can like us on Facebook, follow us on Twitter, check out our Classic Word Search iBook (recently featured by Apple in the Made for iBooks category!), play our games at PuzzleNation.com, or contact us here at the blog!

5 Questions with game show host Wink Martindale

Welcome to the sixth edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, writers, filmmakers, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’ve never been more excited to introduce our latest 5 Questions interviewee… it’s Wink Martindale!

No list of legendary game show hosts would be complete without including Wink Martindale, a man whose winning smile and immense charm has made him one of the premiere go-to hosts on radio and television for decades.

Host of “Debt”, “The New High Rollers”, “Las Vegas Gambit”, and numerous other shows, he was awarded a well-deserved star on the Hollywood Walk of Fame in 2006, cementing his legacy as game show royalty alongside other greats like Bill Cullen and Gene Rayburn.

Wink very graciously agreed to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for Wink Martindale

1.) You have hosted an astonishing twenty-one game shows, including “Password Plus,” “The New Tic-Tac-Dough,” and my personal favorite, “Trivial Pursuit.” Beyond winning prizes, what do you think is the appeal of game shows to viewers?

Game shows have always enjoyed an appeal – from their days on radio to the present. In my view the main reason is that listeners/viewers LOVE to see other people become “winners”. They play along picturing themselves as contestants…i.e. “I can do that”! Little do they know “it’s not quite as easy as it looks”.

2.) What qualities does a great game show contestant need? In your estimation, how much of an asset is a background in puzzles when it comes to strategy and game show success?

A background in puzzles is certainly not a requirement for a contestant. The main requirement is the player’s desire to “win” and compete. He or she should know the rules of game play “backwards and forwards” before attempting to play the game on TV. Naturally if the show is Q & A it helps to be above average at all subjects of trivia.

3.) What’s your fondest memory from your work in television?

I have far too many to attempt to come up with just one “favorite” memory. But if I had to nail just one – it would probably be the day my agent called and told me I’d been selected as host of my FIRST network game show, “What’s This Song”, on NBC – 1966. Like your first car or your first house, there is nothing that can compete with THE FIRST anything!

4.) In the last few years, you’ve appeared on “Instant Recall” and Betty White’s comedy show “Off Their Rockers.” What hobbies and activities do you enjoy in your off-time?

I tried golf several years ago. But being a left-hander I quickly determined golf wasn’t for me. I took up tennis and to this day it is my favorite sport, and pastime.

5.) If you could give the readers, writers, aspiring game show contestants, and puzzle fans in the audience one piece of advice, what would it be?

The most important piece of advice I ALWAYS give to those who ask, whether they be aspiring contestants, hosts….whomever – is prepare yourself (re-read #2 above). And if possible – acquire as much formal education as possible….high school and/or college.

Plus, if hosting is one’s love, if possible get as much experience as possible in your hometown and/or small market. My BS degree from the U. of Memphis along with my years on radio helped me immensely in terms of overall knowledge and the ability to ad-lib.

Many many thanks to Wink Martindale for his time and the terrific crew at Wink Martindale Productions for their help setting this up! You can keep up with Wink’s latest endeavors on his website, Wink’s World. I can’t wait to see what he’s got for us next.

Thanks for visiting the PuzzleNation blog today! You can like us on Facebook, follow us on Twitter, check out our Classic Word Search iBook (recently featured by Apple in the Made for iBooks category!), play our games at PuzzleNation.com, or contact us here at the blog!

Wanna bet?

One of my most frequent blog post topics is how puzzles and puzzle skills relate to the modern world. I love seeking out new ways to apply what puzzles teach us to everyday life, and there are few puzzle-centric activities more gratifying than using your puzzly skills to pull a fast one on your friends.

Oh yes, I’m talking about bar bets.

We’ve spotlighted Richard Wiseman’s Quirkology videos twice before, and he’s produced another gem, featuring 10 tricks and brain-teasers with which to baffle and challenge your friends.

(Of course, if you keep bamboozling them out of money, they probably won’t want to hang out with you anymore, so use these tricks sparingly.)

Enjoy this latest batch of crafty cons and puzzly shenanigans.

Classic Word Search iBook… making a name for itself!

Hello puzzle fans and PuzzleNationers!

Yes, it’s another bonus Friday post, because I simply can’t resist spoiling you just a little bit more. =)

This will be a short one. I just wanted to talk about our Classic Word Search iBook Volume 1, because I’m so immensely proud of it, and it reached a few amazing milestones over the last week.

First off, it was featured by Apple in the Made for iBooks category, which was a wonderful bit of boost and validation.

Not only that, but Classic Word Search Volume 1 was ranked #1 in the Arts and Entertainment category!

And check out the stiff competition!

Lastly, but certainly not leastly, we cracked the Top 200 iBooks, peaking (at last check) at #167!

Thank you so much for your continued support, fellow puzzlers! We love making puzzles here at PuzzleNation, and seeing Classic Word Search hit these highs has been an absolute pleasure.

5 Questions with Tanya Thompson of ThinkFun

Welcome to the fifth edition of PuzzleNation Blog’s interview feature, 5 Questions!

We’re reaching out to puzzle constructors, video game writers and designers, writers, filmmakers, and puzzle enthusiasts from all walks of life, talking to people who make puzzles and people who enjoy them in the hopes of exploring the puzzle community as a whole.

And I’m excited to have Tanya Thompson as our latest 5 Questions interviewee!

Tanya is Head of Inventor Relations at ThinkFun, literally traveling the world to meeting with inventors and puzzle innovators in order to create new puzzle game products under the ThinkFun brand. She was part of the team that made Laser Maze a reality — check out our review of Laser Maze — and in the photo, she’s playing around with their latest puzzle game, WordARound (another coup for her and the ThinkFun team).

Tanya was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!

5 Questions for Tanya Thompson

1.) What in your estimation makes for a truly great puzzle or puzzle game?

Good question. It depends on the context. If you’re asking me personally, as an avid gamer and puzzler, I like puzzles that are new or innovative. I have over 1000 puzzles in my collection and I attend the International Puzzle Party (IPP) where some of the brightest puzzle minds (creators and solvers) gather. I love it when I see something truly new, whether it be a mechanism, a component or a solving technique.

If you’re asking me what I look for regarding a ThinkFun puzzle or puzzle game, that’s different. For ThinkFun it needs to be commercially viable. It has to be interesting to the masses, not just puzzle nuts like myself. If it can sit on the shelf and cause people just walking by to pick it up and play with it, then it might be right for ThinkFun.

As for my favorite puzzles – That’s a tough question. I have a lot of favorites. I love Rush Hour because I think ThinkFun revolutionized the toy and game industry with it. This was an entirely new way of doing puzzles. Of the classics, I love the Soma Cube, both for its elegance and its mathematical completeness.

I must mention designers here too. I love Iwahiro because he always surprises me with his puzzles. One year he’ll do wood, then aluminum, then cloth. He is so creative. Vesa Timonen and Timo Jokitalo develop wonderful single player games as well as aha-style. Oskar van Deventer has revolutionized twisties. Akio Kamei creates the most beautiful puzzles that look like everyday objects and the key to their solutions lie in those objects. Kagen Schaefer does exquisite puzzle furniture. I could go on and on!

2.) What ThinkFun products are your favorites, and which are you most proud of? Is it difficult to walk the tightrope of producing challenging, educational, AND fun products?

I love ThinkFun and what we stand for. We produce addictively fun games that sharpen and challenge your mind. We want to make the world better thinkers. I think our products do just that. I’m especially proud of this year’s releases Laser Maze and Word Around because I championed them into the company from the inventors. However kudos need to be given to the amazing Product Development team that took the ideas and made them into exceptional products as well as our incredible sales and marketing teams who knew just how to get them out into the world. You asked if it is difficult to walk the tightrope of producing challenging, educational AND fun products, it’s not so much that it’s difficult, it’s more that it is who we are. We’re awesome tightrope walkers!

3.) What’s your relationship to puzzles and games, and how did you come to be an integral part of ThinkFun?

I’ve always loved puzzles and games. My first career was a mathematics teacher and I used puzzles and games in my classroom to inspire my students. One of ways I did this as a teacher was to organize a SNAP Math Fair in my school. It brought puzzles into the classroom.

Through my work with SNAP I met Bill Ritchie, the CEO of ThinkFun. Bill soon hired me, and now I travel the world meeting inventors to bring in the new ideas for ThinkFun, and then work as part of a team that develops the ideas into products. Bill is also very passionate about reaching communities of people that want activities and games to exercise their brains. So I am also on a team of people working on programs that do just that! I love what I do and I’m blessed to have such a great job with ThinkFun!

4.) What’s next for Tanya Thompson and ThinkFun?

What’s next for me? Who knows. I’d love to attend TED someday, I’d love to travel to Asia and I’d love to sit and play a board game with Wil Wheaton. More imminent, I have been asked to launch a puzzle/game newsletter this fall. It will focus on great puzzle/game people in our industry, and will include a puzzle/game takeaway.

I am also excited to soon be off to find our next big thing! I’ve built an incredible network of inventors and creatives and I look forward to the fall when our submission cycle opens back up and I’ll be out there seeing great new ideas again! What’s next for ThinkFun? You’ll have to wait and see but you can be certain that it will be more products and programs that will sharpen and challenge your mind!

5.) If you could give the readers, aspiring inventors, and puzzle fans in the audience one piece of advice, what would it be?

Live passionately and get involved. I am passionate about mathematics, puzzles, games and education. When I was a teacher, I taught with passion. It brought me to ThinkFun and I now have a job that allows me to work within the fields I’m passionate about. 

Also, get involved with other people who share similar passions. I chair a committee called the Gathering for Gardner – Celebration of Mind (G4G – CoM) that promotes Martin Gardner’s life’s work. Martin wrote a column for 25 years in Scientific American called Mathematical Games. He was passionate about math, magic and puzzles.

Around his birthdate of October 21st parties/events occur around the world. Big or small, it doesn’t matter. The important thing is that people gather to share math, magic and puzzles. I was lucky enough to call Martin a friend and I am honored to be a part of this organization.

I am also on the Executive Advisory Board of the Chicago Toy and Game Week, a great series of events held in November for anyone wanting to know more about or to network within the Toy and Game Industry.

Many thanks to Tanya Thompson for her time and ThinkFun for their puzzly camaraderie! With so many interesting and innovative puzzle games in their arsenal, I’m sure we’ll be talking about them again soon.

Thanks for visiting the PuzzleNation blog today! You can like us on Facebook, follow us on Twitter, check out our Classic Word Search iBook (recently featured by Apple in the Made for iBooks category!), play our games at PuzzleNation.com, or contact us here at the blog!

PuzzleNation Reviews: ROFL!

Here at the PuzzleNation blog, we love spreading the word about new puzzle-solving experiences of all sorts.

So we were intrigued when we heard about a new puzzly party game that utilized textspeak and abbreviations. We contacted the folks at Cryptozoic about it, and they were gracious enough to pass along a free copy of ROFL!, allowing us the chance to give it a thorough PuzzleNation vetting.

And ROFL! is a seriously fun time.

Masterminded by John Kovalic (artist for games like Munchkin and Apples to Apples, creator of the comic strip Dork Tower), ROFL!’s concept is simple.

Players try to create abbreviations of pop culture terms, phrases, and quotations for other players to decode, using only the symbols available on a standard keyboard. (So basically, numbers, letters, punctuation, and a select few others.)

So everyone takes turns being The Guesser (the one who must unravel the abbreviations conjured up by the other players, The Writers), starting with the person who used the fewest characters in their abbreviation. You award points for correct guesses (to both Guesser and Writer), and whoever has the most points after three rounds wins.

Groups of up to seven can play (three is the minimum needed), and with hundreds of possible messages (the cards are double-sided to maximize options) across six categories, you’re not likely to run out of new abbreviations to solve anytime soon.

(Plus with personal whiteboards, markers, erasers, and tokens, you have everything you need boxed up and waiting for you.)

ROFL! slots beautifully into the same party-game niche as Taboo and Scattergories: games that rely on the ingenuity of your fellow players to make the most of the gameplay, and ones that evoke fits of laughter with total ease.

I recruited four fellow puzzlers to try it out over lunch, and not only were we playing within minutes, but the laughs were rolling soon after.

I’ll give you an example from our second round:

The quote to guess was “It’s quiet over there. Too quiet.”

So I quickly scribbled “ITS QT > THR, 2 QT”

13 characters. So I placed my marker on the 13, and luckily, I used the fewest characters, so the Guesser turned to me first.

There’s only one guess per Writer, but I was optimistic.

The guesser got the first part easily. “It’s quiet over there…”

But then she paused. Uh-oh.

“It’s quiet over there… Two quarts?”

Everybody burst out laughing. (She did end up getting it on her second try, but the points go to the second Writer in that case.)

From a puzzle perspective, figuring out how to abbreviate quotes and sentences (all while the sand in the timer quickly dwindles) is a terrific puzzly challenge. After all, anyone who solves crosswords is intimately familiar with unscrambling unlikely (and sometimes baffling) abbreviations, and with the proliferation of textspeak thanks to greater and greater smartphone use, you’re sharpening your ROFL! skills every time your phone vibrates.

But writing your abbreviation is also an exercise in strategy. Do I risk using fewer characters in order to go first (first guess is worth the most points), or do I hedge my bet and go for clarity, even if I’m second or third to go?

Here’s an example from our game:

The quote was “Live long and prosper.”

So I put all my eggs in one basket and wrote “L L & PSPR”, hoping that “prosper” would carry the load and the Guesser would be able to figure out the rest from there. With only 7 characters, I was the first Writer on the board.

The Guesser was stumped, though. Time ran out before she could even guess.

The next Writer stepped up. (She used 9 characters and was next in line.)

Her abbreviation was “Lg Lv & PSPR”, and even though she accidentally mixed up the order of “live” and “long”, the Guesser immediately blurted out “Live long and prosper!”, securing them 2 points a piece.

In this instance, it was worth using a few extra characters and sacrificing being first in order to get the points.

With the social aspect, the improvisational aspect, and the puzzly aspect, ROFL! pushes a lot of ideal game-playing buttons, and it does so with style.

(And don’t tell the bosses, but the game was so popular that we played again during work hours the same day. *wink*)

All in all, it’s a good time for puzzlers and board game fans alike. John and the Cryptozoic Entertainment crew have a real winner on their hands here.

Thanks for visiting the PuzzleNation blog today! Don’t forget about our PuzzleNation Community Contest, running all this week! You can like us on Facebook, follow us on Twitter, check out our Classic Word Search iBook (three volumes to choose from!), play our games at PuzzleNation.com, or contact us here at the blog!