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Development

Origin:  The Atsumari(TM) iPhone/iPod app was developed at Quadratic Games, as was Atsumari itself.  Atsumari is related to (even an homage to) a puzzle called Nurikabe, made by the Japanese puzzle company Nikoli.  Nikoli has introduced countless people around the world to the beauty of logic puzzles (most notably Sudoku).  Nurikabe itself is based upon an array of square tiles, whereas Atsumari (a Japanese word that can be translated as "cluster") is based upon an array of hexagonal tiles.  The tile shape controls the local connectivity of the game board and makes the two puzzles play quite differently.  Moreover, Atsumari also has its own specific set of rules, introduces the 0-hex, and emphasizes a wide variety of non-rectangular board designs.

Versions:  The full version of the Atsumari app contains 125 puzzles.  The free version Atsumari Lite features the same media content as the full version (background images and sounds) but only contains 12 puzzles; 4 of these puzzles are unique to the lite version.  The free version Atsumari Holiday Edition features all-new media content and contains 16 puzzles; 8 of these puzzles are unique to the HE version.  You can learn more about the development specifics of Atsumari HE here.

Puzzles
:  All of the puzzles are hand-crafted (i.e. zero computational or AI support) at Quadratic Games.  Painstaking care is taken to ensure that each puzzle has a unique legitimate solution (if you believe that you have found an alternative legitimate solution or, even worse, believe that the proposed solution is not legitimate, please report it to:  feedback@atsumari.com).  All of the puzzles are named in some fashion or another.  The names were typically based on: the solution pattern (black hexes, white hexes, or both), the board shape, the initial set of numerical clues, something about the gameplay for that particular puzzle, or something more-or-less random.  Most often a puzzle was made and then named.  Less often a puzzle was named and then made (e.g. Orion or Telepathy).  Each puzzle in Atsumari is unique but a puzzle's dominant mode of gameplay can be used to categorize it into a style or "flavor":
  • Packing - Puzzles over a broad difficulty range can be based entirely on packing (making all the white clusters fit within the board).  Puzzles like "The Count" or "Robot" are good examples of the packing flavor.
  • Dark Hex - Puzzles that focus a lot on disrupting the 7-tiled dark hexagon shapes (see the rules for more info).  These puzzles can look very different from one another, ranging from something simple like "Bare Min" to the much-dreaded puzzle "Equilibrium" (need a hint for Equilibrium? Go here).
  • Rescue - These puzzles require a focus on making sure that all of the black hexes are connected.  They typically have strategically placed 0-hexes.  Puzzles like "Bolt" or "Topologistics 2" are good examples of this flavor.
  • Electromagnetic - These less-common puzzles typically use 2-hexes, 3-hexes, 0-hexes, and the board shape to route 'signals' around the game space.  Electric puzzles, such as "Diode", tend to have more linear signal propagation, whereas magnetic puzzles, such as "Cyclotron", tend to have the signals run in rings.
  • Algebraic - The locations of the numerical clues are given by a symbol 'X' , but not the actual values.   Not many puzzles of this flavor in the iPhone app (they were added very late in development), but they are interesting.  "Solve For X" is the first of this type.  Algebraic puzzles give the player a little more insight into the puzzle creation process (see the puzzle "Simultaneous" in the challenges section for a nice online example with two symbols).
  • Hybrid - Many of the puzzles of Atsumari are a blend of puzzle flavors, tending to make the puzzles more interesting because the player has to change their mode of thinking as a puzzle progresses.  "Samurai" is nice example of how the Dark Hex, Electric, and Packing concepts can be blended together to make a novel design.

Code:  Objective-C.  All done in Apple's XCode and Interface Builder on a Mac Mini with an 8 GB iPod Touch for testing.

Graphics:  Various graphics tools (MS Powerpoint, MS Paint, MS Photo Editor, GIMP, etc.).  Backgrounds taken with Olympus Stylus Verve.

Sound and Music:  Some of the sound effects come from an earlier XNA version of the game (unreleased) and were made using the Korg DS-10 on a Nintendo DS.  The rest of the sound effects and all of the music were done with Apple's Garage Band (and Audacity).  Apple's World Music Jam Pak was added to Garage Band to get some more authentic sounds such as koto, guzheng zither, erhu violin, santoor, di zi flute, xiao flute, shakuhachi flute, and lots of world percussion.  All of the compositions are original, essentially down to the notes (no loops were used).  All of the instruments were either coded in software or played on a USB keyboard, EXCEPT a live piano track (in the puzzle selection track) and a live guqin track (yes, I own one) recorded with an Olympus voice recorder.  I would say the tracks are pseudo-traditional, in that they were inspired by traditional Chinese and Japanese music, employ samples from Eastern instruments, and stick more-or-less rigidly to the major/minor pentatonic scale.  Beyond the overall feel, however, there was no intent to emulate traditional music (traditional rhythms, song structure, and playability on the actual instruments were never really a constraint).  One track for the top-level menus (you can listen to it here), one track for puzzle selection, and six gameplay tracks, all in the range of 30 to 60 seconds each (designed to loop reasonably well).  Ultimately, they were rendered at 64 kb/s to keep the app package size below 10 MB to allow iPhone download via cell service.  The music can be turned off (Options) and a player can use their own iPod music if they would like.

Look-and-Feel History:  Here are some iPod screenshots of how the game evolved -



The oldest screenshot I've got.  The sphere highlights are very unnatural here.



More colors, better spheres.  The spheres are actually just rendered in code using Quartz 2D circular gradients.



This puzzle became Puzzle 2 "EZ Does It" on the Atsumari iPhone release.  (The name comes from an old C64 game called Jumpman, which I think had a starting level of the same name.)



At one point in development the player could pan around a game board much larger than the screen size.  Scrolling seemed like an easy way to include harder puzzles for the game.  However, it just didn't feel right, and zooming in/out didn't make it any better.  I decided that the player needs to see the entire game board during gameplay and dropped scrolling.  This made higher-difficulty puzzle designs more challenging to develop, but I think the end result was better.  I will put some larger puzzles in the Printable Puzzles section because they work just fine on paper.


Gave up on spheres and moved to hexes (actually made first puzzles on paper using hexes).



Had the thought to just go to black-and-white while in a local Mexican restaurant that has Taoist motifs rendered in black-and-white hexagonal tiles on their countertop (it used to be a Chinese restaurant).  This resolved some of the color-cluster algorithms I was reluctant to get into.



I felt like the less colorful gamespace opened the door to better background graphics.  At first I chose to draw the backgrounds.



Transparency really seemed to make it look better.  Care had to be taken to not make the background too "busy".  The backgrounds are randomly selected  (as are the music tracks), so a player can just pop up to the puzzle selection and back into a puzzle if they don't care for a particular background.



Here is the final look-and-feel of the game.  Sometimes, as in this case, the background goes well with a particular puzzle.