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Puzzle & Thinking Games · 76

Sokoban, created in Japan in the early 1980s, makes pushing boxes difficult for one reason: unlike many puzzle actions, a bad push cannot simply be pulled back. The player-facing version of the idea is simple: Puzzle designers use symmetry as both help and misdirection; a repeated pattern can reveal structure or convince the player to assume two sides behave the same when they do not. The phrase 'there must be a trick' is often correct and rarely comforting.

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The curious bit

The Tower of Hanoi puzzle was marketed in the nineteenth century with a story about monks moving 64 golden disks. At one move per second, the full task would take far longer than the age of the universe. There is a bonus fact hiding here too: The classic river-crossing puzzle with a wolf, goat and cabbage is centuries old in spirit. Variants appear in medieval writings, proving that people have enjoyed logistical headaches for a very long time.