A perfectly innocuous blog post about Tango
Hi all,
I hope you are enjoying the Thirteen Days of Tango. We’re certainly seeing more solves on the site compared to our Ready Layer One or Twelve Days of Sudoku offerings which were more experimental and/or unexpectedly difficult (as narrow path Sudoku can indeed be tricky compared to usual offerings). We’ll find some other way to re-post those works next Christmas season to maybe get more activity around them.
Today I wanted to share more puzzle design history info on Tango. We’ll have a proper puzzle rules and info page in the sidebar for Tango eventually, but for now …. The style grew out of our work with LinkedIn, as we wanted to explore potential new games after the launch of Queens (1-star Star Battle variation with hand-crafted grids). The broader LinkedIn(+me) brainstorming team raised different ideas and in the list were Binary/Binairo type games. I try to score each idea on approachability, depth, and uniqueness in different ways. While Binary-style puzzles have a mostly approachable rule set because everyone knows Tic-Tac-Toe and the solver just has to forget diagonals like they do when the name Queens confuses them, the genre is very low on my list with fairly limited logic and only computer-design needed (i.e., I have no idea how to make an interesting Binary puzzle with those rules). In particular the style is plagued by one of the worst rules in somewhat common logic puzzles: the “no two rows / columns can be identical” is a negative rule that may make a puzzle unique but it is far from a positive rule that opens up amazing new modes of thinking. I’ve never met a good negative rule, and it had to go as we considered positive replacements. With the agreement we would never mention that rule again, I played with other constraints that might glue a puzzle style together as it did need some multi-row/column connections to be both unique and moderately difficult. I played with regions (any even size box allowed for a drawn region shape, with very good deduction properties and unexpected complexities that I still like), colors/ciphers for fog-of-war-like properties, and edge clues (very good as glue with a few new deductions and visual design possibilities too). The edge clues moved all scores for approachability, depth, and uniqueness to a place the team thought we had something to launch. So collectively with LinkedIn, we evolved ideas from prior puzzle styles into a new game called Tango. LinkedIn’s goals focus more on shorter daily experiences, so some of the harder puzzles and larger puzzles were released back to me to use, as with the 8×8 puzzles in this Thirteen Days of Tango series.
Before you ask, I was not behind the naming of this game nor Queens nor anything else. Very important and highly paid people do that, like the ones who think most drugs should have J’s and Q’s and X’s and Z’s in their names. But I will say the “It Take Two to …” connection is super cool even though they don’t hit enough people on the head with it. And having a NATO alphabet letter for a puzzle I write has other benefits. Now to debut an ALPHA of FOXTROT in NOVEMBER while staying in QUEBEC.
And to keep this post mostly innocuous but reassure people, I wanted to share a Seattle photo as I was taking a walk because …
… I’d promised myself to treat myself and visit a nearby tower …