Archive for the ‘Tilting’ Category

Bees, Bots and Rolandos: playful physics puzzles

10 February 2009

IMG_0001.PNGThe three games to be discussed in this post present in my opinion the most interesting game-developments on the iPhone. They are not puzzles in the strict sense as I tend to define it, because they all require a certain amount of dexterity. However, the balance between strategic planning and dexterous maneuvering is well thought through. You won’t solve these with only dexterity! Further, all these games are extremely well made, both visually and auditory. And they are all based on a very refined physical quasi-world, as I have discussed in my previous post. Interestingly, they all take a slightly different approach to which aspect of physics is highlighted: gravity, momentum, and friction.

Are you curious? The games I am referring to are the following (links redirect to iTunes):


FLIP: nice try, but not yet ready

22 January 2009

IMG_0001.PNG The app FLIP is a combination of a Bejeweled-like match-three game, a tilt maze and a match-and-vanish puzzle. So in principle, there are many very interesting puzzle concepts combined into one neat little package. However, the execution leaves much to be desired, and the level-design is not very challenging. So, I really cannot recommend this app just now, but I will keep an eye on any updates.


Tilt mazes: replacing dexterity with logic

13 December 2008


One of the fascinating possibilities of the iPhone is to use the accelerometer to guide objects through mazes. This can be done with mazes in a literal sense, like in Labyrinth, or in a somewhat less maze-like setting, as in Super Monkey Ball. In these apps, the problems have to be solved through dexterity: a steady hand and smooth movements are necessary reach the goal.

In contrast, the principle of tilt mazes is to only use logic to reach the goal. The basic idea of such mazes is that the maze can be tilted, but the movements of all objects in the maze continue in the direction of the tilt until a wall (or hole) blocks the movement. As far as I know, Andrea Gilbert was the first to propose such puzzles in 1999.

There are three implementations available in the app store that use this principle (links redirect to iTunes):