Tuesday, September 22, 2009

The longest day of the year


Today is the longest day of the year! And so is tomorrow!

Yes, I know the equinox was two days ago. Nonetheless:
    WEDNESDAY, SEPTEMBER TWENTY-THIRD
    THURSDAY, SEPTEMBER TWENTY-FOURTH

[ed: not "twenty-second" -- thanks, Elizabeth!]

A tie, as you see, with 29 letters each. Or 31 symbols if you count the punctuation. Which I do; surely TWENTY-THIRD beats SEVENTEENTH by a hyphen?

The ideal candidate would be a WEDNESDAY, SEPTEMBER TWENTY-SEVENTH. But we won't have one of those until 2017.

For runners-up this year, we have several candidates:
    WEDNESDAY, JANUARY TWENTY-EIGHTH
    WEDNESDAY, FEBRUARY TWENTY-FIFTH
    SATURDAY, FEBRUARY TWENTY-EIGHTH
    TUESDAY, SEPTEMBER TWENTY-SECOND
    SUNDAY, SEPTEMBER TWENTY-SEVENTH
    SATURDAY, SEPTEMBER TWENTY-SIXTH
    WEDNESDAY, OCTOBER TWENTY-EIGHTH
    WEDNESDAY, NOVEMBER TWENTY-FIFTH
    SATURDAY, NOVEMBER TWENTY-EIGHTH

Those are 30 symbols each. Much too common, really.

Let's stick with discussing today (and tomorrow). I would propose a new title for these two interesting days -- the ONLY 2009 DAYS WHICH NEED 31 SYMBOLS. Unfortunately my paradoctor is running towards me, waving some sort of paper and screaming, so I'll have to break this post off and find out what she wants.

Sunday, September 20, 2009

Kory Heath's Blockhouse


Earlier this year I boosted Werewolf, Kory Heath's iPhone implementation of the cult social-game favorite. Now he's back, with an original iPhone puzzle game. Check it out: a sliding block!

Blockhouse

Is this madness? Is this 1992? How can I possibly use the word "original" for sliding blocks -- a hoary and overused puzzle format that I've been complaining about since, I think, Heaven and Earth?

I'm sure you've already recognized this screenshot as the "block slides until it hits something, then you slide it again" variety of puzzle. And that's what Blockhouse is. But seriously. In buckets. In spades. Buckets and buckets of spades.

See, you play through a few of these levels, and the little block goes zipping around, and you figure you're done with Blockhouse. Except then you hit the level with two blocks. Then you hit the level with two L-shaped blocks. And they're getting harder. The blocks are turning into zig-zag polyominoes and getting stuck on each other. Occasionally blocks contain other blocks.

And then you realize that there are one hundred of these levels, and none of them suck. No filler. One simple game mechanic, in a frankly astonishing spread of variations: wide-open levels, divided levels, levels where you have to get the blocks wedged together, levels where you have to get the blocks knocked apart. (Go ahead, ask Kory how he invented them all.)