Puzzle Video Game
Puzzle video games are a genre of video games that emphasize puzzle solving. The types of puzzles to be solved can test many problem solving skills including logic, strategy, pattern recognition, sequence solving, and word completion.
Other articles related to "puzzle video game, puzzle video games, games, puzzle, video games":
... This section requires expansion Several dozen puzzle video games were created in the 1990s, with many games allowing players to arrange falling blocks as seen in Tetris ... However, there were several innovative games, including Pipe Dream (also known as "Pipe Mania"), a 1989 release that challenged players to create an unbroken chain of pipes to divert a toxic liquid ... of Lemmings, which is considered one of the greatest puzzle games of all time ...
... Mario is a 1990 Mario action puzzle video game by Nintendo ... In video games Dr ... Mario 64, a 2001 puzzle video game for the Nintendo 64 Dr ...
Famous quotes containing the words video game, game, puzzle and/or video:
“I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.”
—Ronald Reagan (b. 1911)
“My first big mistake was made when, in a moment of weakness, I consented to learn the game; for a man who can frankly say I do not play bridge is allowed to go over in the corner and run the pianola by himself, while the poor neophyte, no matter how much he may protest that he isnt at all a good player, in fact Im perfectly rotten, is never believed, but dragged into a game where it is discovered, too late, that he spoke the truth.”
—Robert Benchley (18891945)
“Waiting for the race to become official, he began to feel as if he had as much effect on the final outcome of the operation as a single piece of a jumbo jigsaw puzzle has to its predetermined final design. Only the addition of the missing fragments of the puzzle would reveal if the picture was as he guessed it would be.”
—Stanley Kubrick (b. 1928)
“It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . todays children have substituted television viewing and, most recently, video games.”
—Marie Winn (20th century)