Puzzle in the context of "King Features Syndicate"

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⭐ Core Definition: Puzzle

A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together (or take them apart) in a logical way, in order to find the solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology.

Puzzles are often created to be a form of entertainment but they can also arise from serious mathematical or logical problems. In such cases, their solution may be a significant contribution to mathematical research.

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In this Dossier

Puzzle in the context of Interactive fiction

Interactive fiction (IF) is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.

Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that interactive fiction games were easily ported across all the popular platforms at the time, including CP/M (not known for gaming or strong graphics capabilities). The number of interactive fiction works is increasing steadily as new ones are produced by an online community, using freely available development systems .

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Puzzle in the context of Rebus principle

A rebus (/ˈrbəs/ REE-bəss) is a puzzle device that combines the use of illustrated pictures with individual letters to depict words or phrases. For example: the word "been" might be depicted by a rebus showing an illustrated bumblebee next to a plus sign (+) and the letter "n".

It was a favourite form of heraldic expression used in the Middle Ages to denote surnames. For example, in its basic form, three salmon (fish) are used to denote the surname "Salmon". A more sophisticated example was the rebus of Bishop Walter Lyhart (d. 1472) of Norwich, consisting of a stag (or hart) lying down in a conventional representation of water. The composition alludes to the name, profession or personal characteristics of the bearer, and speaks to the beholder Non verbis, sed rebus, which Latin expression signifies "not by words but by things" (res, rei (f), a thing, object, matter; rebus being ablative plural).

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Puzzle in the context of Wicked problems

In planning and policy, a wicked problem is a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize. It refers to an idea or problem that cannot be fixed, where there is no single solution to the problem; "wicked" does not indicate evil, but rather resistance to resolution. Another definition is "a problem whose social complexity means that it has no determinable stopping point". Because of complex interdependencies, the effort to solve one aspect of a wicked problem may reveal or create other problems. Due to their complexity, wicked problems are often characterized by organized irresponsibility.

The phrase was originally used in social planning. Its modern sense was introduced in 1967 by C. West Churchman in a guest editorial he wrote in the journal Management Science. He explains that "The adjective 'wicked' is supposed to describe the mischievous and even evil quality of these problems, where proposed 'solutions' often turn out to be worse than the symptoms". In the editorial, he credits Horst Rittel with first describing wicked problems, though it may have been Churchman who coined the term. Churchman discussed the moral responsibility of operations research "to inform the manager in what respect our 'solutions' have failed to tame his wicked problems." Rittel and Melvin M. Webber formally described the concept of wicked problems in a 1973 treatise, contrasting "wicked" problems with relatively "tame", solvable problems in mathematics, chess, or puzzle solving.

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Puzzle in the context of Combination puzzle

A combination puzzle, also known as a sequential move puzzle, is a puzzle which consists of a set of pieces which can be manipulated into different combinations by a group of operations. Many such puzzles are mechanical puzzles of polyhedral shape, consisting of multiple layers of pieces along each axis which can rotate independently of each other. Collectively known as twisty puzzles, the archetype of this kind of puzzle is the Rubik's Cube. Each rotating side is usually marked with different colours, intended to be scrambled, then solved by a sequence of moves that sort the facets by colour. Generally, combination puzzles also include mathematically defined examples that have not been, or are impossible to, physically construct.

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Puzzle in the context of Suspense

Suspense is a state of anxiety or excitement caused by mysteriousness, uncertainty, doubt, or undecidedness. In a narrative work, suspense is the audience's excited anticipation about the plot or conflict (which may be heightened by a violent moment, stressful scene, puzzle, mystery, etc.), particularly as it affects a character for whom the audience feels sympathy. However, suspense is not exclusive to narratives.

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Puzzle in the context of Riddler

The Riddler (Edward Nigma, later Edward Nygma or Edward Nashton) is a supervillain appearing in American comic books published by DC Comics. The character was created by Bill Finger and Dick Sprang, and debuted in Detective Comics #140 in October 1948. He has become one of the most enduring enemies of the superhero Batman and belongs to the collective of adversaries that make up his rogues gallery.

In his comic book appearances, the Riddler is depicted as a criminal mastermind in Gotham City. He has an obsessive compulsion to incorporate riddles, puzzles, and death traps in his schemes to prove his intellectual superiority over Batman and the police. His real name—Edward Nigma—is a pun itself; an "enigma" is a person or thing that is difficult to understand. With this self-conscious use of an elaborate gimmick, the Riddler's crimes are often theatrical and ostentatious. The character commonly wears a domino mask and either a green unitard decorated with question mark prints or a green suit and bowler hat. A black, green, or purple question mark serves as his visual motif. He commonly says "Riddle me this", before stating his iconic riddles.

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Puzzle in the context of Riddle

A riddle is a statement, question, or phrase having a double or veiled meaning, put forth as a puzzle to be solved. Riddles are of two types: enigmas, which are problems generally expressed in metaphorical or allegorical language that require ingenuity and careful thinking for their solution, and conundra, which are questions relying for their effects on punning in either the question or the answer.

Archer Taylor says that "we can probably say that riddling is a universal art" and cites riddles from hundreds of different cultures including Finnish, Hungarian, American Indian, Chinese, Russian, Dutch, and Filipino sources amongst many others. Many riddles and riddle-themes are internationally widespread.

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Puzzle in the context of Polyomino

A polyomino is a plane geometric figure, connected, formed by joining a finite number of unit squares edge-to-edge. It is a polyform whose cells are squares. It may be regarded as a finite and connected subset of the regular square tiling.

Polyominoes have been used in popular puzzles since at least 1907, and the enumeration of pentominoes is dated to antiquity. Many results with the pieces made of 1 to 6 squares were first published in Fairy Chess Review between the years 1937 and 1957, under the name of "dissection problems." The name polyomino was invented by Solomon W. Golomb in 1953, and it was popularized by Martin Gardner in a November 1960 "Mathematical Games" column in Scientific American.

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