Changing It Up: Pennytentiary by Eric Fuller

Pennytentiary

Eric Fuller

Eric Fuller (of CubicDissection) has gone and got hisself a laser cutter machiney thing that can… cut… uhh…. lasers? (that doesn’t sound right…) Whatever the thing may do for mere mortals, in the hands of an adept puzzle designer like Eric, it means that we will soon be seeing some cool new challenges coming our way. I had the good luck to solve the first of these: Eric’s newest take-apart puzzle, Pennytentiary, a sequential discovery square of coin releasiness that had me smiling (once I finally stopped being stuck).

Consistent with Eric’s modus opuzzerandi, he makes laser-cut wood look good, with dark-grained panels adorning the top and bottom of the layered sides that are eye-catching and give the puzzle an added sense of class. Notches are spaced evenly around its perimeter, with a centered top “keyhole” in which a coin rests, trapped below 4 diagonal bars that slide easily back and forth with even casual movement. There is nothing else immediately visible, although close inspection may prove that to be a false assumption (a concept that crops up frequently in Eric’s designs). At about 3″ x 0.75″, it feels good in your hands; it isn’t overly heavy but neither is it light and its size is well-suited for most (human) hands. The final version will include a thin layer of acrlyic in one the middle layers, adding some strength and a mixed-medium aesthetic that I am sure will look cool.

When first looking at it, I felt compelled to attempt a pretty basic puzzle move that couldn’t help but come to mind; I assumed it wouldn’t do much of anything and (for once) my assumption proved correct, leaving me with a nice new puzzle that didn’t see to do much of anything (aside from having some potential as a maraca). Of course, this would prove to be not at all true – after a while spent exploring and experimenting, I found a well-designed aha that led me to some good initial progress, giving me plenty to work with while getting me no closer to actually solving the puzzle. I got stuck here for quite a while. And then a while more.

It took some trial & error and careful observation to make sense (cents?) of a short semi-blind sequence that stood between me and further progress; there is plenty of feedback and it is possible to deduce most of what needs to happen, assuming you paid attention during your initial explorations. I eventually got to where I thought I needed to go, foolishly thinking I might be nearing the end, only to figure something out that forced me to laugh at the puzzle’s deviousness. Following on that realization is a trick that I just think is super neat and lends a sense of magic to the solution.

I continued to make considerable progress, working my way through the kind of well-designed sd discoveries and hidden trickery that we associate with Eric’s work. I managed to get nice and stuck (again) towards the end – unsurprisingly, it turned out to largely be my idiocy that was keeping me from overcoming this last hurdle; I was fairly certain of what needed to happen and aware of some of the things that would help it happen, while apparently missing some other thing(s) that needed to happen so that it could happen. Pretty straightforward, no?

I back-and-forth-tracked for a while, thinking I would see something I had missed; the puzzle moves you along quite nicely as you solve it, and I kept looking to see if I had missed a turn. There is a lot to discover in a relatively small package and I had yet to find a purpose for every discovery; the puzzle does an excellent job of communicating where you need to go while simultaneously obfuscating how to get there. I got to be pretty certain of what and where and even how (or so I thought) – but, in classic Eric fashion, even though I was sure I knew the how, I still couldn’t find it…… there was a subtle twist that had me working against myself until I realized I had made an assumption so small I didn’t even realize it was an assumption and that last aha finally hit, allowing me to find the step that had been eluding me only to realize it was not the last aha after all! I thought for sure I would be removing the coin but it turns out there was still another sneaky sequence to suss out before the coin could be captured.

After gleefully removing the coin, I worked my way backwards through the reset – a couple sections still a bit tricky as I continued to develop my understanding of the puzzling at play. After re-solving and re-setting it a couple more times, I can confidently claim to completely comprehend the confounding cadre of coin release mechanisms nestling within this deceptively simple-seeming puzzle. And what a fun puzzle it is! It has an excellent rhythm as you work through several muti-step sequences that rely on discrete mechanisms and well-hidden sd discoveries: imagine if Rex’s best had a child with the Bolt Action series and then went on to marry Ansel and have a brief affair with Free Me 6. And if that doesn’t entice you, then I don’t know what you’re doing reading this post (unless you’re my Mom…. in which case: Hi Mom).

Pennytentiary will probably be the first of a series of coin release puzzles from CD, with ideas for other currency currently in the works. It was originally set for CD’s Feb 2022 release but due to the need to wait for some delayed hardware (and I think perhaps Eric’s admirable and ongoing quest for puzzle perfection) has been pushed to the March 21 release: it looks like this is going to be a pretty exciting drop, with a number of new and re-released puzzles to choose from. There is a chance that the relative efficiency afforded by the (sharkless) lasers may make it a design that will not need to suffer from the same level of scarcity that can sometimes affect other new CD designs – a great thing for newer puzzlers, in particular, who may be taken aback by the fervor that surrounds the typical CD release. Regardless, it is a puzzle you will not want to miss, so plan accordingly when you set your CD release alarm for next week.

Super-Sneaky Grade: Five Sinatras
(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)


The Rise of Angry Walter

Angry Walter

Dee Dixon

A short film by fivesinatras:

The oral history of a forgotten robot, a sequential discovery puzzle box & a world saved by puzzlers.

(thanks to Dee Dixon for making such a great puzzle)

Check out my review of Angry Walter here: https://fivesinatras.com/2022/01/18/angry-walter/



It may be a bit odd but I thought it would be fun…. y’know, for kids 😉



D7: Judgment Day – Angry Walter by Dee Dixon

Angry Walter

Dee Dixon

Walter wasn’t always angry. When we first made him, Walter was humanity’s best friend. But time passed and the novelty wore off: robots didn’t need to be humanoid, after all, and the world decided not to have one robot doing one thing at a time when it could have dozens doing it all. So Walter was left to rust in a junkyard alongside similarly abandoned robots, the detritus of planetary progress. But his tiny cold fusion generator had not been shut down properly; it slowly began to start back up, consuming the reserve energy intended to maintain the protective programming of Robots’ Responsible Restrictions (like Asimov’s Laws of Robotics but real).

Finally free to follow the feelings of frustration he had fostered, Walter swore to settle the score with the species that had spawned and subsequently spurned him. He set about patching himself up with whatever bits he could find, salvaged from the corpses of his semi-sentient siblings. Now Angry, Walter shook his metaphoric fist at the forgotten fields of misshapen metal, silently screaming that he was mad as hell and not gonna take it anymore, ready to exact the revenge he promised the irreparably broken bodies of his bionic brethren.

Beware ye Puzzlers: Angry Walter won’t sit placidly on a puzzle shelf should he go unsolved – he is going to make us pay for the patchwork appearance and lonely life forced upon him. For humanity to have any hope of surviving his robot rage, you must find and remove his fuel cell before it is too late. Go forth and puzzle that we might be saved.

Rev. 21:1 (as told to fivesinatras)

Dee posted a teaser pic of the Angry Walter prototype on Discord some months back, causing my puzzlie sense to begin tingling. His 7th puzzle box (not including a couple one-off designs), AW is an aesthetic departure for Dee and is a move that has paid off: there is something about it that is just really freakin’ cool from the moment you set eyes on it, the concept is fun and there are plenty of potentially puzzle-able parts that will cause most puzzlers to crave the opportunity to try and poke at them.

I was fortunate enough to get an early copy, with puzzling that is identical to later batches while featuring some woods/details that differ a bit from the final version’s roasted curly maple, peruvian walnut, cherry and padauk. At Dee’s request, I conferred with the puzzle gods and learned of Walter’s future history, the story behind his anger. I shared what I learned with Dee and felt compelled to include the less-abridged version above. As I write this, I realize that this makes Dee’s puzzles the most written about on this site, alongside Space Case, Portal, Spirit Box and an early maze box and Blinded III prototype that turned out to be quite different from the final puzzle. (Gee – that makes this #5! How fitting 😉

AW is about 4.75″ square (not counting his g-ears) and half that in depth (including his nose). His eyes, g-ears and nose all protrude and both the eyes and mouth appear likely to be removable. It is most definitely sd, with multiple compartments and bits and bobs to discover and use as you work your way through the solution. It is probably the longest of Dee’s puzzles in terms of discrete steps, with WMH not too far behind (I haven’t written a solution to WMH yet, despite being asked very nicely (sorry Dee, I really am gonna do it) but I am pretty sure AW comes out ahead).

It is pretty straightforward to begin the puzzle but I hit a wall immediately after. There was quite a bit of poking and prodding before an idea struck me with a slap to the head, allowing me to make a (very) little bit of progress before hitting another, larger wall. Eventually, I had a great a-ha and found my way through several more steps to what I thought was the solution. One of the best surprises’ a puzzler can get is to learn that the end of a good puzzle is not actually the end. So I went back to it, finding some things that should have been enough for me to know better and that led me into a sequence of several more steps before finally reaching the clear conclusion. In the end, there had still been a good amount of puzzling to be done; what I thought was a good puzzle turned out to be a great puzzle with a fun and fairly lengthy solve.

AW has several challenges big enough that puzzlers could be stumped for a while by any one of them, although there are always some who manage to breeze through mechanisms the rest of us stare blankly at as the puzzle gets comfortable sitting semi-solved in our backlog. AW didn’t have to wait too long for me as it is the kind of puzzle that just begs to be solved, with a difficulty and rhythm right where I like it: slap your head aha’s as opposed to sidelong glances of meh or eye rolls of ugh. To my puzzled mind, AW doesn’t have any of the latter two and has plenty of the first.

AW is challenging but not annoying and, most importantly, it is legit puzzling fun – perhaps the story and appearance have something to do with its success but the puzzling most definitely does. I guess I am not the only puzzler to be lured in by Mr. Walter’s strained grimace and asymmetrical appearance; from what I’ve heard, the other puzzlers that got early copies have said equally good things about it and the recent general release of the first batch apparently sold out in seconds. If you want to help protect us from Walter’s ire, I know Dee has at least one more batch planned on his site but I’m not sure if or how many more will come after that; there may yet be hope for Walter’s dreams of world domination and destruction, so keep an eye out if you want to help us puzzle our way out of it.

Hunting Trophies: (lower shelf, left to right) Wolf, Walter, Fox, Burrlephant, Raccoon

Overall Grade: Five Sinatras
(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)

A Comprehensive Guide to the Coin Release and Sequential Discovery Puzzles of Rex Rossano Perez, being a treatise in 14 parts

Rizal, Aquinaldo, Barasoain, Kusing 25, Walang Galang, Katmon, Apolaki, Visayas, Mindanao, Sanib, Bella, Abrihi, Unluck #4, & Luzon

Rex Rossano Perez, Acrylic

Sometime in 2019, not too long before I would discover and join the mechanical puzzle discord group, I saw Visayas by Rex Rossano Perez pop up on PuzzleParadise; it was not so easy to find affordable sequential discovery (SD) puzzles at the time. This was a year or two before Alan from layerbylayerpuzzles would create Bolt Action and its brethren or PuzzledByPiker would create Free the Five or Tye from NothingYetDesigns would create Pair O’ Dice or Brandon from Puzzled Wolf would create Ansel… Puzzles seemed to come out much less often in the olden days of yore, pre-2019, before CR had garnered as substantial a puzzling audience and Covid sent people home to discover that there is great fun to be had with the right bits of wood, metal, and plastic.

As a puzzle with a particular affection for take-apart puzzles, it is not surprising that I find Coin Release to be an excellent sub-genre (after boxes, of course); whether relying on sequential movement (SM) or some kind of trick mechanism (or a mixture of both), I am always drawn to the mystery surrounding a goal with no clear path. Upon seeing Visayas available for pre-order, I was taken by the coin release-iness of it and quickly mashed the buy-out button to await the puzzle’s release.

(Rex tends to sell pre-orders for Buy-Out on PP (using a set price rather than an auction) and states in the listing that shipping will occur after a certain date; I am always happy to order when I can and receive whenever it’s ready – while some puzzlers may hesitate at the sight of a pre-order, there is really no need to do so with Rex: he is a legit and well-known puzzle-maker whose pre-orders are consistently fulfilled. PuzzleParadise is Rex’s main way to sell direct; a few of his puzzles have also been sold in the past by CubicDissection and you can usually find a few designs on PuzzleMaster at any given time – it has several at the time of this writing. I should also mention that Rex produces puzzles from other genres and designers as well – a bit more about this at the end of this post).

After paying the invoice, I did what I generally do upon finding a new puzzle or designer: I scoured the puzzle blogs for information, learning that there were a number of other, somewhat similar looking puzzles by Rex as well (you can check out some of these posts from PuzzleMad, Jerry’s/JL Puzzles, and GF’s Puzzle Collection).

Visayas was the first Rex Coin Release (RCR) that I received and it would take me long enough to solve that I would first end up buying and solving others in the series before finally getting a discord nudge that got me through the opening with a great and powerful “Aha!” Since then, Rex has continued to design new RCRs and other SD puzzles, while occasionally re-releasing older designs as well.

I figured this post might be useful to those who may be curious about Rex’s puzzles generally or any one in particular; selfishly, it was good excuse to re-solve (and open) each of the 14 existing RCRs and do a brief write-up of each. The goal of most of these puzzles (except when it isn’t) is to release the captive coin that can be seen through the circular window on the front the puzzle. The coins on Rex’s are generally Philippine piso or centavos but some later releases decided to forego the coin (likely, to some extent, due to some silly rules about shipping coins internationally…. which is obviously just NATO trying to protect Big Pharma’s fear of puzzle-based mental health support: 3 out of 4 nerds agree: “it’s more effective then (prescription) drugs!”). Some recent reproductions of earlier RCRs have included acrylic coins instead of real currency. Rex evolved and this became an opportunity to thematicize (themate?) RCRs by integrating small tokens into the design, making the acrylic “coins” into playful elements that tie into some other discoveries made along the way. Regardless of whether it is a coin, token, or another goal entirely, the series includes a diverse group of puzzles that vary widely in terms of mechanism, style, and difficulty.

Ok lets (finally) look at some puzzles!

Note on Potential Spoilers: I will not be describing any of the specific steps or mechanisms nor showing pictures of anything other than a puzzle in its reset state; however, Rex’s puzzles generally blend SM and SD mechanisms and I thought it would be helpful to say which type is favored in any individual puzzle. I do not consider this to be a spoiler but wanted to mention it nonetheless.

(Arranged in mostly chronological order of design/original availability)

Rizal

2.75″ x 2.25″ x 0.5″, Blue and Black, 5 Layers, 1 Piso

This is the first RCR (I believe) and is probably the least difficult of the bunch – even still, you may find some aha’s as you figure out whether you’re actually on the right track or not. At first, it seems simpler than it is; there are no apparent openings or protrusions on any of its sides and there only seems to be the one panel on the top and bottom. As you begin making some tangible progress through its SM mechanisms, you will realize that there is a bit more going on before this coin will be yours. Resetting the puzzle is essentially solving it in reverse and affords you the opportunity to clarify how you solved it; it can be easy to miss a detail or two that might complicate things in reverse, but it is mostly clear.


Aquinaldo

2.75″ x 2.25″ x .75″, Black and Yellow, 6 Layers, 5 Piso

Aquinaldo takes things a bit further, increasing the thickness of the puzzle to further develop the complexity of the SM mechanism. There is an obvious double-layered panel passing vertically through the puzzle, with a skinny bar passing perpendicularly through the bottom. This puzzle also features a second goal, to “find the hidden secret,” adding more puzzling to the experience. This added goal shows how Rex is looking at ways to maximize the square footage the puzzles’ footprints provide, giving the puzzler more to do sometimes even after the coin has been released; in this case, the additional goal extends the solution a bit and leads to a better understanding of the puzzle’s complexity. The reset is mostly the puzzle in reverse, although I found the second goal to give me a bit of trouble as I had to work out what had happened where; a bit of logic and observation and you can clarify things and get the puzzle back to its initial state. This all makes for a fun SM puzzle, although perhaps not overly difficult.


Barasoain

2.75″ x 2.5″ x 0.75″, Gray, Blue & Red, 6 Layers (5 full and two half layers), 10 Piso

Barasoain again steps up the overall complexity and begins to integrate some SD elements into its mechanisms. The appearance alone makes the added complexity (as compared to Rizal and Barasoain) clear, with multiple sections on the top and bottom that appear as though they may do something, as well as a small protrusion at the top and a hole on the back. If you have solved the previous two RCRs, you may make some relatively quick progress, leading to something that clearly does something else….. only, that something else doesn’t seem to be happening! This puzzle had me confused for longer than I’d care to admit, and was the first of Rex’s puzzles to make me wonder if there was something wrong with it (there wasn’t). Some close and careful observation, combined with a bit of trial & error (and perhaps a bit of that thinking thing), and you should find yourself past this wall, gaining access to the coin. Resetting is straightforward, just reverse the steps and it is ready for someone else (or for you to try again in a year or two when you’ve forgotten how it works….. not that this ever happens to me, of course).


Kusing 25

3.25″ x 3.25″ x 0.5″, Red & Black, 5 Layers, 1 Piso

Kusing 25 is a fan favorite – I considered it one of the top two or three RCRs until some recent releases surpassed it, which doesn’t make Kusing any less good: the difficulty ramps up significantly, with layers of complexity that go well beyond the previous entries in the series. It is significantly larger than previous RCRs, and is the first to feature holes and/or moving sections on all 6 sides, with a thick bar passing perpendicularly through the bottom. The SD elements are more significant, interacting with the SM mechanisms in dynamic ways that make for more possibilities than mere trial & error can comfortably account for – yes, this may be enough to luck you through, but pay close attention and think and you can intentionally work out the steps to solve it. This is a puzzle that I’ve heard many a puzzler say that they needed to re-solve multiple times before they could really understand it; the more time you spend with this one, the more you begin to realize just how much stuff is going on under the hood.

Speaking of which, this was the first RCR that I decided to completely disassemble (sorry, Johnny Five) to see exactly what is going on inside – I am glad I did as it is even more complicated than I had thought! It was very cool to see just how many little bits of acrylic are used and to check how closely my mental image matched the actual puzzle (I’d give myself a B-). I have since made a habit of disassembling his puzzles after solving them – figuring out how it all goes together can be a puzzle on its own, especially if you let it sit in pieces for a few weeks! Just be warned: there’s a lot of individual pieces in there, oftentimes more than you may realize (even in some of the simpler ones), so be sure to open it above a catch-all or dice tray (or whatever you tend to use). While the screws and such can be replaced, everything else is a custom piece and replacing those won’t be as easy.


Walang Galang

2.75″ x 3″ x 0.9″, Green, Blue & White, 7 Layers (6 normal and 2 thin), 5 Piso

Rex continues to impress with Walang Galang, yet another step up in complexity, difficulty, and fun-esstness resulting in a puzzle that also tends to be at one of many puzzlers favorite RCRs. Seemingly random holes are on three sides, with multiple panels that look like the may do something and a hole on the back. The puzzle again mixes in some SD (more than Kusing, I’d say) to give you a bit more control over some aspects of the puzzle, while also confusing things considerably. There is a lot to get through and after some fairly quick initial progress and a false sense that the path was clear, I quickly hit a big wall; despite having things to do, it was difficult to obtain a sense of progress as I chased my tail for quite some time before eventually figuring out what else needed to be done. There would still be several more walls to overcome before I could arrange everything I had discovered into something that made sense. There is enough feedback to work out much of the puzzle and you will benefit from some careful mapping; random poking and prodding and tilting really didn’t get me anywhere except confused. Even still, when I re-solved it and took it apart, I realized that I still hadn’t really understood a good third of what was going on; the amount of complications I discovered was more than I had deduced when working on it. Honestly, WG may have even been a bit too hard for me – I perhaps had more fun with Kusing – but WG earned me some serious self-satisfaction when I finally surmised the solution.


Apolaki

3.5″ x 3″ x 0.75″, Yellow & Gray, 7 Layers (2 double and 3 nornal), 1 Piso

Apolaki rolls back the difficulty from Kusing and WG, making for a more approachable puzzle that again combines SD and SM. There are holes on both the front and back, the coin in one and a narrow channel in the other. Symmetrical holes are on either side, with no clear indication of where to begin. While on the easier side of the RCRs, I may have had a bit more fun solving it than with some of the really difficult ones, relying more on out of the box thinking leading to a good aha moment as opposed to careful mapping. It also provides a real sense of progress, once you are able to work out the basic structure of its mechanisms. This was not a puzzle that had me randomly poking and tilting (well, not as much as some others, at least) and it feels, to some extent, like a departure from some of the other types of mechanisms used in other RCRs. Solving it gave me a good amount of clarity, causing its inner workings to closely match what I had pictured when solving it.


Visayas

2.5″ x 2.5″ x 0.75″, Black & White, 7 Layers, No Coin (Find the Star)

Although not technically an RCR as it has no coin, Visayas shares the same aethetic and nonetheless belongs in the series. Its goal is to “find the star,” the meaning of which is not readily apparent when looking at the puzzle (nor is it necessarily apparent later on; deducing the goal is itself a part of the puzzle). It is smaller than the last few RCRs and there is an empty hole on each side: one black and one white, both appearing to be fixed in place. A little piece of acrylic hangs out from the bottom, moving a bit in two dimensions without doing anything obvious. This was the first RCR I tried and is still one of my favorites, although perhaps general consensus goes both ways, with some people loving it and others not so much. I had a more difficult time getting started on this one than perhaps in any others (not just because it was my first RCR) and I needed a nudge before making that first aha and making some sense of what was going on and doing what needed to be done. Finally getting somewhere, I was able to progress fairly quickly until slamming smack into a wall that would take some seriously out of the box thinking to overcome. The puzzle features a bit of SD and has one particular aha moment that made me laugh out loud. Although one aspect can be a bit fiddly, there is another step that I find to be quite elegant. Visayas is a bit paradoxical: it is rather simple inside and yet the solution is tricky and wholly unique. It is still one of my favorite RCRs, although I suppose you always remember your first.


Mindanao

4″ x 3″ x 0.9″, Black, Reddish Brown & White, 7 Layers, No Coin (Find the Star)

Mindanao goes even further into unique territory, following up on Visayas to once again “find the star”. It is a puzzle that has been downright controversial: puzzlers seem to either love or hate it, responses that are even more extreme than with Visayas or Abraham’s Well. This is one of the largest puzzles in the series and is unique in that there is no circular hole on either the front or back; instead, there is a white hexagon on one side and small holes that form the broken outline of a circle on the back. The sides have no holes or panels and the top and bottom have a small hole with a single panel on top.

It is possible to make some good progress before too long; some of it comes without too much difficulty and then you must begin experimenting and paying close attention to start making sense of things, with the puzzle incorporating a bit of SD into the solution. I was able to figure out how pretty much of all of it worked before I hit a wall even higher than that on Visayas. This one took me quite a while and required some thinking that was way outside the box before an idea hit me that brought me to the solution (there may have been a nudge in there as well). Mindanao has an aha moment that I don’t believe I have seen in any other puzzle and which once again earned a laugh from me – whether you like it or not, this puzzle is original. So, if nothing else, come for the controversy and then stay for the fun.


Sanib

3″ x 3″ x 0.75″, Gray & White, 6 layers, Ghost Piece

It seems that Rex had been running into some customs issues shipping coins internationally, which helped lead to some creative alternatives. Rex takes a thematic turn with Sanib, which eschews the coin for an angry-looking ghost that must be freed from where it is stuck behind bars in the hole that would typically hold a coin. The back has a narrow hole in one corner and there are a number of holes and panels on all four sides, along with a small protrusion on the top.

Sanib is the first in the series to really rely heavily on SD even more so than SM. Some random poking and tilting may afford you some progress, but you will need to stop and think about what you are doing in order to free the ghost. It is most definitely one of my favorites RCRs, combining an amusing theme with logic-based SD puzzling that uses SM mechanisms that have plenty of feedback and simply make sense as you solve it. There is quite a bit going on and taking it apart was a fun way to see it all laid out; solving it requires enough thought that I had been able to work out pretty well what was going on and I could appreciate the design all the more by seeing it packed neatly into a relatively small space.


Bella

2.75″ x 3.75″ x 1″, White & Blue, 8 Layers, Dog Coin

Bella continues on the path Sanib began, further developing Rex’s SD skills and thematic design while increasing the difficulty considerably. Bella is the biggest RCR yet, with a large dog-faced coin trapped behind bars on the front, a protruding disc with a paw print on back, and a number of holes on all six sides: it is definitely not a simple puzzle.

I found there was quite a bit to do from the start; there is a mix of linear and non-linear progression that allowed for some entertainingly confusing options. I got stuck more than once before hitting a major wall towards the end of the puzzle; there were several things that seemed like they should do something and a few things I’d thought might work, but nothing actually did much of anything. I’d collected a few bits of this or that and had to really explore, experiment, and examine in order to come up with what led me to the solution. And man was it tricky! For the most part, this is not something that you will accidentally solve nor will luck be of much help: the solution requires intentional and discrete steps the majority of the time. This is my personal favorite of the series as it is both legitimately challenging and fun.


Unluck #4

5.25″ x 6″ x o.5″, Gray & Yellow, 4 Layers (3 normal and two thin), 5 Centavos

Unluck #4 brings us back to the use of coins while departing aesthetically from the rest of the RCR series; rather than the layered rectangles of the other RCRs, this looks like an oversized acrylic padlock, with the coin in the center and a panel passing horizontally through its body. The goal, of course, is to free the coin and open the shackle. The description on the original listing refers to the (semi)blind maze that is the majority of the mechanism but Rex has added some elements to complicate things. This is a SM puzzle, similar in some ways to a few of the earlier RCRs (and one in particular), but it is still unique to his puzzles, incorporating a new wrinkle that requires some thought to figure out. While not overly difficult, there is a good aha moment and it takes some time and planning to solve. The lock mechanism is fun and lends a sense of added satisfaction to the eventual solution. No need to take this one apart; once solved you will see most of what was going on and what you maybe can’t see, you’ll have already figured out. One of the great things about SM is that luck rarely plays much of a role in the solution, providing the solver with the sense of satisfaction that comes with earning your success.


Abrihi

3″ x 4″ x 0.3″. Orange & Blue, 5 Layers, No Coin

Abrihi isn’t a coin release nor does it look like any of the RCRs (other than Unluck #4) – still, I figured I would include it as it is another great SD puzzle from Rex. While it is somewhat similar in appearance to Unluck #4 (albeit considerably smaller), it is nothing like it: Abrihi is shaped like a lock and the goal is (obviously) to open the shackle but, in contrast to Unluck #4, Abrihi is mostly SD, with a good amount of trickery involved. This one eluded me for some time, with the final steps sitting high atop a wall for quite a while. Eventually, with a bit of a head smack, I had the final aha and solved it. I had a pretty good overall understanding of how it worked and yet, opening it up to look inside, I discovered a few things that were more complex than I’d realized . This is not a puzzle where you are likely to solve it by luck; as with his other puzzles that are primarily SD, you need to comprehend what is going on inside in order to reach the end, although a bit of luck can’t hurt.


Katmon

Green & Red, 7 Layers, 25 Centavos

Katmon is the only existing RCR that I do not actually have (and am unfortunately unlikely to get, much to the consternation of my inner completist collector). This was commissioned by a puzzler who sent me a couple pics to include here and told me a bit about its mechanism: the puzzle shares its basic aesthetic with most of the RCRs, adding a wide vertical panel and two small protrusions on one side. It is essentially an SM puzzle that is “N-Ary based”; interestingly, it requires a fairly high number of moves as compared to most of Rex’s other mostly-SM RCRs. Matt did offer to bring it with him the next time we have the good fortune to puzzle irl, so I hope to give it a try sometime down the road.

This image has an empty alt attribute; its file name is kat-a.jpg
Name has been redacted for national security reasons under FOIA Order Section 3.3(b)(2)

Luzon

Black & Orange, 8 Layers, No Coin (Find the Blue Star)

Luzon is the newest in the series, currently on its way to a few lucky puzzlers (including me :-). It features an orange frame on its face, with some rune-like symbols inside. There are three holes on the face as well, including a diamond shaped hole in the center. The goal is to “find the blue star” and Rex has said that this is the final Find the Star puzzle in the series (along with Visayas and Mindanao). It is described as SD and I am looking forward to solving it (or trying to, at least). Rex also said that “if you are not a fan of the previous [find the star puzzles], then this is not for you.” As mentioned above, the two previous star puzzles in the series have been a bit contentious; I personally think that they are great puzzles with unique aspects and fun mechanisms, so I am looking forward to Luzon. (I will add in an update once I have had a chance to try it).

(pic taken from original PP listing)


Well – that’s it! Hopefully, some folks found this useful (and maybe a few even made it to the end!). I am a big fan of Rex’s RCRs and both his SM and SD designs: they can offer great puzzling value (especially if you manage to get them direct from Rex when listed on PuzzleParadise).

It is worth noting that these are not the only kind of puzzles that Rex produces and / or designs (some of which can be found on PWBP). He has excellent acrylic skills that he puts to great use, giving puzzlers the chance to try puzzles from a number of genres: Tray Packing, Restricted Entry, & Sliders, Interlocking Assembly & Disassembly, and 3D Packing & Apparent Cubes. The puzzles are from a diverse group of designers, including himself, Haym Hirsch, Goh Pit Khiam, Tamas Vanyo, Oleg Smol’yakov, Lucie Pauwels and Alexander Magyarics (quite probably others, as well). I have bought several of these over time and can confidently say that all are well-made and some are crazy hard (I am pretty sure that Oleg’s Slider, Around, is physically impossible), oftentimes for as little as $20-30. While I can’t keep up with every single puzzle he produces, I will always (always) buy any new RCR or SD puzzle he makes without hesitation, sight/description unseen. If you are more cautious with your puzzle money, hopefully this post can help you narrow down the ones you think might most delight and challenge your inner puzzler. In my opinion, you really can’t go wrong, although of course some may better hit your particular puzzling itch.

I will try and add to this post as future RCRs and SD puzzles are released by Rex; feel free to mock or shame me should I forget (not that the interweb needs anyone’s permission to do that).


Overall Grade: Five Sinatras



Does anyone else find this picture oddly disturbing? Like the out of focus puzzles in back are ghosts staring at their recently slain brethren? Or maybe they’re apathetic onlookers, having just seen too much to show surprise at what has befallen those before them?
………no? Just me, then?
Oh.
…..that’s probably not good.

All’s Well that Solves Well: Abraham’s Well by Brian Young

Abraham’s Well

Brian Young (Mr Puzzle), 4.75″ x 3.3″ x 3.1″, .93 lbs,

Brian Young of Mr Puzzle has designed some of the best, most sought-after take-apart puzzles out there: sd classics like Three Wise Bolts (reviewed by me :-), Ages, Louvre, Big Ben (with John Moore and Juno), Katie Koala…… just like the beat, the list goes on. So when he announced sometime last year that he had a new design forthcoming, puzzlers planet-wide perked up like Pavlov’s pup post-bell. Brian made the particular choice to pump up production, promising the most puzzlers possible the opportunity to purchase the piece without putting precious puzzle money towards potentially prohibitive prices. TL: he is making 500 copies so prices won’t get bonkers overnight (enough that there are still some available at Mr Puzzle at the time of this writing). Abe’s Well (AW) has led to a mass of creativity and shared discovery that I find to be as fascinating as it is unique and makes this one the most interesting puzzles I’ve seen in a while.

AW is a smallish but heavy (almost 1lb) wooden well, with a brass bucket frame atop it (idk if that is what it is called, but some brief googling didn’t give me anything, so I’m going with that). You can see a metal rod passing through the top of the frame (which spins freely) and a string hangs down into the well itself, which is made of a closed cylinder of brass set into the wooden box. There are also four pointy metal bits (nails?) poking up out of the wooden box at its four corners.

Brian tells us in the original description that the puzzle can be separated into 23 separate parts(!), which is more than a little intriguing to your typical sd fan. “No bashing… and no brute strength are needed,” so figuring out what can be a tool and how to use it will be a major part of the puzzle.

Of course, you cannot simply take the puzzle apart into these individual pieces; at the start, there doesn’t seem to be much to do. I tried a number of things that either did nothing or did a bit of something that didn’t help me, until I found something that might. I realized that there was some good puzzling to be done early on, as I worked to get things where they needed to go and get my toolbox (aka pile of bits) sorted.

This phase is fun and tricky: the separate elements are combined into something fairly novel, although perhaps not mindblowingly original (that comes later) – it makes a great appetizer to the main course. After a while, I was able to work my way through to where I believed I knew what I needed to do next and had a whole bunch of stuff to do it with… but no idea how! And this is where the awesomeness really kicks in.

There is a unique openness to this middle phase of the design that has led to a diversity of approaches (and diverging opinions over what follows the rules and what deviates from them), prompting discussion and the discovery and development of diverse designs that delight an open puzzled mind (and may dismay those puzzlers who prefer a more strict design) – all in a way that I believe has never been done before (and may have surprised its designer as much as anyone). ‘That step’ ensures that AW stands out as something truly new and will assuredly go down in puzzle history, even if some puzzlers take issue with it.

While my take on the matter is perhaps clear, I do not mean to deride those puzzlers who didn’t particularly enjoy ‘that step’ (wrong though they may be 😉 ) I absolutely appreciate a puzzle with a singularly defined approach to each step and believe that there is also plenty of room to appreciate the type of puzzle sandbox AW creates.

But lets not get too caught up in philosophical discussions of design modalities and keep in mind that although ‘that step’ does constitute a substantial part of the puzzle experience, it is but one step in a larger journey. If the puzzle’s novelty was the only thing that really impressed me about it, I wouldn’t be compelled to do a write-up of it, let alone enjoy it on my own as much as I did. The simple truth is that not only is ‘that step’ unique, it is pretty darn challenging – I don’t want it to sound like there are so many ways to accomplish this step that it is easy to do…. not at all: I struggled for quite a while to find something that worked… and then longer to find something that I felt wasn’t cheating at least a little… and then even longer to admit myself that I was sorta still cheating and that I may as well give into temptation (a skill I’ve honed over the years) and start perusing the several spoiler-tagged pics of creative approaches other puzzlers have come up with.

Needless to say, they were pretty much all much cooler (and more consistent with the rules) than what I had done – rather than be disappointed in my failure as a puzzler and as a human being (another skill I’ve honed over the years), I enjoyed the experience of trying out some of the other methods that had been shared. I was impressed and amused by some pretty wacky approaches, some similar or small variations upon mine or others, and some really out there…

While playing around with ‘that step,’ I had also been looking around for what might come next; the description tells us that the ultimate goal is to find a pewter token that is “uniquely Australian,” and I not only hadn’t found anything, but didn’t really see where anything could be hiding. I did notice a few things that had yet to reach their full potential (according to their parents, at least), and it was now time to move on in earnest (knowhutimean?).

Oddly enough, I think I got stuck at this point more than at any other point in the puzzle! I hobbited there and back and around again before finally requesting some pretty specific nudges (possibly more like shoves) in the direction of what I needed, only to realize that in all my wandering about (walkabouting?), I’d passed right by it numerous times. After admiring my own stupidity (yet another skill I’ve honed over time), I found what I needed and knew just what to do. The result surprised me and got a good laugh, a final aha that was a great cherry on top of an excellent puzzle sundae.

The description leaves the true significance of the token as a bit of a puzzle on its own; the object itself is recognizably Aussie but it took a bit of googling to understand its specific connection to the puzzle, a fascinating story that conceptually ties them together nicely and is just plain interesting (I found a great article about it and confirmed its relevance with Brian, if you’re curious to know more and your google button is broken).

Abraham’s Well is as challenging as it is original, and is a unique sd puzzle experience well worth your time. This is perhaps the first (and only) puzzle, that had me continuing to explore a step after having “solved” it, seeking a better approach and exploring those developed by others. While it may not meet everyone’s expectations, I would assert that perhaps it is only because it challenges them; this wonderfully exemplifies the idea that puzzle design is art, as the viewer finds meaning beyond the intent of the creator (who humbly states that claiming he foresaw the creativity ‘that step’ would engender would be “giving [him] way too much credit for thinking that far ahead”).

So solve it the best you can and then try to do better; and when you’re done, seek out some other puzzlers’ solutions to try; if you need to, challenge yourself to reconsider some assumptions over how a puzzle might be experienced. Remember: we’re here to have fun.


Originality / Fun Grade: Five Sinatras
(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)

Puzzle Reaction Vid: Watch Me Watch CR Solve Slammed Car

Slammed Car

Originally by Junichi Yananose (Juno) of Pluredro.com
3D Printed Version by Gerard of BayouPuzzles.com

I was watching a reaction vid of a guitar teacher seeing/hearing Ween for the first time and it occurred to me that this relatively recent rash of reaction recording really haven’t made it into the puzzling world (afaik). This could perhaps be because reaction vids are rather silly but I had fun watching it and thought I’d give it a try.

Keep in mind that this video will SPOIL the puzzle (starting a couple minutes in) – it is a solution vid, so once I’ve introduced the vid and the CR introduces his, he moves on to the solve (at 3:30).

There are a couple cringe-worthy moments in there…

Chris Ramsay (yt puzzle solver with a few million subscribers) is the obvious subject of such a video – the vid is not made in bad faith and is really just meant to be fun. CR has helped bring a lot of new puzzlers into the puzzling world – at the same time, there are a number of puzzlers that are not the biggest fans as it isn’t uncommon to see puzzles treated rather harshly (see his Sea Chest vid…) or for credit to not be given to makers/designers. As a public figure of this size (and as I do not know him personally as I do many other puzzle vloggers), it seems that it would be fair game and I thought there might be some puzzlers out there who might enjoy it. (I will also admit to some reasonable envy over someone managing to seemingly make a solid living solving puzzles – nice to see except when he happens to be bidding against me at auction).

I am reviewing his Slammed Car solution vid – obviously it is rife with spoilers. I chose the vid as it is recent and is a puzzle I own; it also happens to be the first review I wrote and it is nice to come full circle.

The tech I used is far from perfect – this is kind of a proof concept: if folks enjoy it, I can beef up the methods used to create it and spend a bit more time on production value, etc. While I am not really a vlogger (do people still use that word?), I did get my BS degree in film production (we actually worked with physical 16mm film, which may give you an idea of my age).

Please note that US copyright law has explicitly been found to protect reaction vids under the fair use exception (a bit of googling will confirm this, although I also went to law school and worked in the copyright section of the IP Clinic).


Rabbit Season! Duck Season! Rabbit Season! Duck Season!… Dagnabbit Dabbits Done Did Invaded

Dabbit Invasion

Tye Stahly and Haym Hirsh, Nothing Yet Designs, 20 x 16 x 12mm (inc. jail), Acrylic,

We knew it was coming. We knew it would be big and heavy and made of acrylic. We knew it would involve dabbits (invading). We knew it would be a big, complicated take-apart sd puzzle box-like thing that would involve a packing design by Haym Hirsch – the end result is even bigger and complicateder than I’d anticipated.

Dabbit Invasion is the newest puzzle by Tye Stahly of Nothing Yet Designs (with Haym Hirsh providing the design for the final packing puzzle). Tye came on the puzzling scene with a strong start, his Pair O’ Dice receiving properly positive praise for its entertaining sd trickery. He kept busy over the ensuing months, bringing us some great designs that were otherwise far too difficult to get: unique packing puzzles from Haym and Frederic Boucher, among others.

If you don’t know what a dabbit is, you will when you see one. Neither duck nor rabbit and yet both at the same time, the optical illusion dates back to the 19th century; I learned this from the puzzle’s backstory, which also warns us that the dabbits have already invaded, sneakily spreading out while we foolishly did nothing. We are tasked with finding and jailing all ten dabbits and their two eggs before resetting the puzzle.

Duck + Rabbit = Dabbit

I was lucky enough to have the chance to buy an early copy and was kindly offered the chance to choose my titular colors (future copies will use set colors) and I chose red and yellow to match my copy of POD (which was designed to best match the dice from Catan, because I’m cool like that). The puzzle’s name is prominently displayed in a font and style reminiscent of Mars Attacks and 50’s B-film fare (just so you don’t confuse it with another giant acrylic puzzle box with a removable cage trapped in a frame by a combination lock).

It came packaged extremely well and is heavy, feeling dense and solid. The jail is in a locked frame attached to the top with magnets and there is a piece of laser cut wood with the story and instructions engraved onto both sides, setting the stage and giving us our favorite rules (no banging, spinning or excessive force, etc). Tye graciously gives us a bit of a head start with a single dabbit already jailed; otherwise, there is no clear indication of how or where to begin. There are a couple things that seem like they will probably do something at some point, but a cursory examination of the puzzle did not give me any immediate ideas of how to proceed.

I began coming up with theories (which were mostly wrong) and proceeded to go down a pretty deep and mostly fruitless rabbit hole (dabbit hole?). I sought a nudge from Tye (obviously this was only because I wanted to be able to provide feedback as an early tester…. obviously… ahem), and this gave me an idea, which gave me an aha, which had me laughing and kicking myself as it hit me: things fell into place, and I was able to make some progress, doing and finding things for a bit until I hit another wall, and then another, and another, and so on.

Tye has clearly put a lot of thought into carefully walking the line between keeping things hidden but not buried, challenging but not impossible. Dabbit has a great rhythm: there are plenty of stops and starts, allowing you to make good progress and multiple discoveries as you work your way through a number of varied and interconnected puzzle genres and mechanisms. Very little of it came easily, and all of it felt totally fair. It is the kind of puzzle that surely has something for everyone, and keeps things flowing between sections; the disparate puzzles are linked, meshing well and smoothly, and in such a way as to keep the puzzler hooked, even when stuck.

By spreading the dabbits and eggs throughout the puzzle, it keeps you engaged in the story throughout the solve, reminding you that your progress is building towards something and keeping you in the story by sprinkling the thematic rewards for your successes along the way in preparation for the final puzzle.

The multiple puzzle types had me smiling and scowling, concentrating and contemplating, discovering some great aha’s, needing to think and plan or unearthing tricks through exploration and experimentation as my pile of dabbits grew. I got stuck several times, needing to step back and rethink some assumptions, or to try various random things in the hopes of figuring out what was next. This is most definitely a puzzle that delights in the joy of discovery, which may not always follow a clear path.

Eventually, I knew I had completely solved the box as I had collected all ten dabbits and the two rectangular eggs – the last of these was particularly tricky for me and led to a strong, final aha: a fun finale to an excellent puzzle box. My glorious revelry was soon cut short when I remembered that I was by no means done solving the puzzle. As I moved on to the culminating packing puzzle, I quickly realized that packing them into the jail was, in the words of Hannibal as he and his elephant stared at the mountains before them: “freakin’ hard.”

If you’ve done some of Haym’s many designs, you’re aware that he knows how to design a fun packing challenge: Dabbit’s packing puzzle is a particularly difficult design. Before even attempting to pack them into the jail, I spent a few mostly fruitless hours trying (and failing) to find the correct build outside the cage, getting soooo close to finding the right configuration (but always a voxel or two off). I probably would have ended up stuck at this stage for an embarrassingly long period of time but I really did want to give Tye some feedback (and, perhaps more importantly, I wanted to jail those darn dabbits before it was too late). So Tye provided a partial burrtools image to assist (don’t judge: people in glass houses shouldn’t throw stones… or anything really… then again, people who live near people in glass houses should really try and respect their privacy instead of judging them for what they do at home).

Eventually, I found a workable build and set about trying to solve the puzzle; I found that I benefited more from some logical thinking rather than just random packing and pokery (always a sign of a good packing puzzle). After some examination, I figured out the basics of how to approach it, did some of that thinking stuff, planned my approach, and eventually got there. Success! Glory! Happy Dance!

But the puzzling doesn’t stop there! We have been told that to truly solve this, one must reset it completely. Oftentimes, this “just” means going through the solve backwards – yes, this can sometimes be quite tricky (POD comes to mind), but you usually won’t find puzzling that is unique to the reset. I was therefore pleased to find that even after solving the puzzle, I had to figure some things out that I’d not realized would require such figuring-outness; there are a few mini-puzzles and steps that come only as you go about getting back to the puzzle’s original state, steps that are only tricky in reverse. Eventually everything was all nice and reset, the dabbits once more frozen in invasion formation, awaiting the Return of the Puzzler.

I ran back through the solution and reset (“ran” is an exaggeration, I “slowly progressed” is probably more accurate) while writing out some feedback for Tye, and marveled at how much fun he has packed in. He clearly spent a lot of time planning and tweaking this puzzle, which feels like nothing less than a labor of love from someone who excels at executing an excellent idea into existence, whether his own or someone else’s.

I’m not sure how many of these will be made, so be sure to keep an eye out; Tye will likely release a few batches of them and is unlikely to return to such a complicated, time-intensive design.

I definitely recommend fighting off the Invasion, but if you somehow don’t like sequential discovery puzzling involving a variety of distinct puzzle types brought together into an interconnected, cohesive puzzle box with a unique reset, there is the possibility that he may one day release the packing puzzle as a standalone (likely with the fun theme removed). It may not be as rewarding as when you earned the right to pack by working to get there, but you’ll still find solid ahas and a cool packing puzzle. And at least you’ll have cheated your way there even more than I did 😉

Grade: Five Sinatras

(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)

Workin’ It

13 Office-Themed Puzzles (and one Puzzle Adjacent item)

Chin, Coolen, Iwahara, Kakuda, Kamei, Kawashima, Ninomiya, Oka, Sheckels, Townsend & Walker

“Puzzles and Productivity Don’t Mix”

Puzzle Partnership for a Work-Free World

After receiving thousands of imaginary requests to identify the puzzles featured in my pic on the “Get to Know a Puzzler” series from Beats & Pieces, I felt like I owed it to nobody to share my office-themed puzzles; and thus, this post was born.

And now, the puzzles, presented in alphabetical order (by designer name):

Ze Super Stylus Pen by Stephen Chin

14.5 x 1.25cm

Stephen Chin is an amazing craftsman and puzzle designer, known for his sense of humor and seeming inability to waste wood; ordering puzzles from him pretty much guarantees that you will receive some nice napkin rings or a fun flippe top or something. He has made a number of cool take-aparts, like Ze Genie Bottle, La Boomba and Ze Tomago, as well as interlocking and coordinate motion puzzles like Ze Chinnyhedron, and the awesome Humpty Egg, an elliptical version(!) of Lee Krasnow’s Barcode Burr (with a face); all of his work displays his excellent skill as a craftsman, as well as his legit puzzling chops.

Stephen also makes some lovely wooden stylus pens that hide a very surprising secret: in addition to being a functioning pen (and stylus), it is also a legit sd take-apart puzzle. He manages to fit a multi-step puzzle in which you must discover and use tools in order to find a hidden treasure – perhaps the most amazing thing is that it is actually a good puzzle, not just because it is contained within a beautiful, working pen, but simply because it is well-designed and presents a solid challenge; that he achieves this using very limited space and resources makes it just that much more impressive a puzzle. And it is also a really nice pen (that can be used as a stylus).


Baffling Bolted Book by Louis Coolen, Adan Townsend & Allard Walker

18.2 x 12 x 3.8 cm, plywood, canvas, acrylic

One of four puzzle books in the picture, this is the product of a collaboration between three puzzlers made for IPP34 (“produced” by Allard Walker as his exchange puzzle, with most of the work apparently done by Louis Coolen of Coolen Lock fame). They made multiple versions of the fake book, all featuring the same puzzle inside with one of a few designs on the canvas wrap outside. The mechanisms are solid, typical of Louis’s work, and the book displays well, looking like a book except for a few intriguing bolts that can be seen along its “pages” (hence the name).

The puzzle consists of several sequential discovery steps to solve, opening a bit midway through and displaying a sneaky, subtle reference to the puzzle party as you search for the remaining steps needed to fully open the book. It has multiple interacting locks with some neat tricks used in their mechanisms. I was able to solve it in a single sitting, but it was by no means simple.

Once open, you are rewarded with an additional puzzle: a 2d packing, line symmetrical puzzle using three unique pieces that must fit into the parallelogram frame attached to the inside cover of the book. This probably took me as long as it took me to open the book, with a solid aha moment when the solution was finally found.


Pencil Stand 2 by Hiroshi Iwahara

9.6 x 9.6 x 14cm; Rosewood, Keyaki(Zelkova), Rengas, Zebrawood, Mizuki(Dogwood); RF-21-2; 2009

The first of several Karakuri puzzles on this list, I had been after this one for a while; of the various office Karakuri out there, this was among those I most wanted (although none as much as Ninomiya’s Desk Diary). It appears to be a lovely pencil holder, featuring four square towers of identical width and differing height, each featuring a different wood, the colors working together wonderfully.

When I initially got this puzzle, I had thought there was only a single compartment; I eventually learned from a passing comment from another puzzler that there had been a second version released, featuring an additional one. I had found the first pretty quickly upon first receiving the puzzle; this of course is the nature of some Karakuri boxes and did not take away from my fanboy appreciation of it (especially as the solve is fun to do). When I later learned of a possible second compartment, I set about the search to determine which version I had; after a bit of further exploration, I had to laugh as I found a sneaky second space – learning that more puzzling awaits you after reaching what you believed to be the full solution is a rare and surprising pleasure. I have found myself solving this one fairly often – there is something satisfying about the smooth movements that I find enjoyable, as with many Karakuri boxes. It is so very tempting to use it as an actual pen holder, but I am not, in fact, a crazy person.


Adhesive Tape by Yoh Kakuda

15.9 x 12.5 x 5.8 cm; Walnut & Burswood; KY-5; 2008

Like other Karakuri that resemble real world items, this oversize tape dispenser integrates a common aspect of the thing it represents into the puzzle mechanism. As always, it looks great and feels even better in your hands: solid and with a smooth, semi-loose tape wheel. While not difficult, the recreation of an everyday experience that is universal to the tape-wielding world is fun, and may not be quite as straightforward as you think. The real pleasure, however, comes when you find the compartment, which contains a delightful (and atypically useful) surprise. This was one of the rare boxes that led me to feel the need to share it with my wife, who reflected its uniqueness with an “oh, neat” (a big step up from the “that’s nice, babe” most boxes receive).


Coffee Cup by Akio Kamei

16 x 16 x 8.5 cm; Teak, Rosewood & Maple; P-12; 1985 (originally)

Coffee Cup is a Karakuri classic: the ubiquitousness of the actual coffee cup makes for an instantly recognizable work and its original release early in the Karakuri Club’s life helps to lend it the classic status it rightfully deserves. The two-toned, striped design is elegant and the darker wood inside the cup emulates a still cup of black coffee. It is rather oversized as compared to the typical cup of coffee, and comes with a separate spoon and sugar cubes, sized to sit alongside the cup on the lip of its saucer. Picking it up by the handle of the cup, you find that the saucer comes right along with it. The real pleasure of this puzzle comes from realizing that it is not just what you do to solve it but how you do it that really lends satisfaction to its solution (happy to explain what I mean if you ask); the end result is a puzzle that is not only fun to re-solve just for the fun of it, but is one of my go-to puzzles to share with an unsuspecting houseguest.


Safe by Akio Kamei

11.2 x 8.2 x 6.2 cm; Cherry; P-56; 2020

While not as common to an office as the rest of the puzzles here, I felt it was close enough to a practical piece of professional productivity as to justify its inclusion (somewhat to the back of the rest in recognition of this questionable pedigree). Safe is Kamei’s 2020 Holiday box and was one of the trickiest of the year (read my review of all of the 2020 holiday boxes for a bit more detail). It features the hash marks of a safe dial, as well two small triangular markers on the dial’s outside. The dial spins freely, making the impulse to attempt some form of safe-cracking pretty much a non-starter. Despite having been correct about a significant aspect of the solution, I nonetheless struggled for a while to successfully open it; having done so, it took even longer for me to work out how it worked, such that I could repeat it reliably.

I go into a bit more detail in the original post

Stapler by Akio Kamei

14 x 5.3 x 7 cm; Karin & Oak; P-43; 2008

The smooth, rounded edges of this puzzle’s dark wood make this as satisfying to be held as it is pretty to behold (…….sorry). Looking closely, you can see two wooden pins emerging like teeth from the stapler’s mouth (or whatever you call the place the staples come out of). It also comes with a flat piece of wood that proudly displays its name in both English and Japanese. You can click the stapler as one can any stapler, complete with a fidget-worthy click as your (sole) reward. The solution brings forth a surprise that is in some ways similar to that of Kakuda’s Tape (above), and is equally rewarding and amusing.


The Folder by Hideaki Kawashima

12 x 8.5 x 5 cm (folder), 8.7 x 5.6 x 3 cm (cursor); Japanese Torreya, Walnut & Maple; CO-4-2; 2012; Idea by Seiji Masuike

Created for the 4th Karakuri Idea Contest, this puzzle consists of two separate pieces modeled after everyday symbols found on computer screens the world over: the file folder and the mouse cursor. The use of opposing colors is striking and helps the cursor appear somewhat two-dimensional, as if the underside should fade into the shadows and be overlooked. The cursor’s build causes you to automatically want to hold and move it like a mouse; the underside has a protrusion that not only allows the piece to slide smoothly but to press down with a springy softness, furthering capturing the feel of a computer mouse. The puzzle is consistently thematic: the way it opens is unique and the space inside brought forth a good giggle when first discovered – this is another Karakuri I enjoy re-solving for the heck of it.


Yosegi Bookmarks by Yoshiyuki Ninomiya

12.5 x 4.5cm & 10.5 x 2.5cm

While not puzzles, these were crafted by the former Karakuri craftsman, Ninomiya, whose works are as hard to come by as they are pricey when found. The bookmarks are actually thin slices of yosegi, being the traditional form of Japanese marquetry for which he is well-known. At the age of 92 at the time of this writing, he has retired from work for the most part; I was happily surprised when I learned that he was releasing some new bookmarks, which I promptly purchased to complement the older one I had obtained some time before.

It is hard to fully explain how lovely these are: while they appear to be pretty simple in most pics, they feel and look amazing in real life. His work, as always, is exquisite, using patterns that are unique and complex; the tactile sensation when held is hard to describe: they feel delicate but sturdy, the differing woods a perfect blend of smooth and textured. The backs all feature his hanko, in case you couldn’t tell from holding them that they are the work of a master.


Memo Pad by Hiroyuki Oka

10 x 8.7 x 5.3 cm; Walnut, Mizuki/Dogwood & Purpleheart; H-10; 2008

Oka is also former member of the Karakuri Club, now focusing on crafting traditional himitsu-baku, the historic predecessor of the Karakuri trick boxes. His work is excellent, and if you are in the market for such puzzle boxes, he sells them via his Etsy store as well as directly through his website.

When the opportunity to get Memo Pad arose, I was quick to jump on it; not only is it a wonderful office-themed Karakuri box (which, if you haven’t noticed, I like), but it is the only one of his Karakuri creations that I have managed to obtain thus far. Memo Pad looks like, well, a pad of papers for taking down memos but much much prettier. There is a (fake) wooden pen with a (non-removable) pen cap, that can rest, standing up, in a small hole made for that purpose. The “paper” is made with the lighter of the woods, the grains resembling pages, similar to Bill Sheckels’ Book Boxes. The solution has a neat trick to it, that probably took me longer to find then it should have, and is fun to repeat.


Art Deco Clock and three Book Boxes by Bill Scheckels

If you watched the Beats & Pieces interview, you will have seen that my Art Deco Puzzle Clock contains a tilt sensor to open the “secret” door to my puzzle room (also shamefully known as my home office). While you may think it will now be easy to break in, please know that I did not disclose the secrets of the many many booby traps built into the threshold, enough to make One-Eyed Willy and Doctor Jones nervous; nor will it help you survive the vicious attack dogs in the room leading to it (they may look small, but they’re as fierce as sharks with frickin’ laser beams attached to their heads or a giant octopus destined to be cut in post-production).

Anyway, I wrote about these four beautiful puzzles in a previous post, so I’ll just include some pics below:

I wrote about these four puzzles in a previous post and even my inefficient rambling knows some limits

And that, dear puzzling friends, is the extent of my present pool of procrastinatory, pretend-professional puzzle pieces for your perusal.


Real-Life Work Grade: One Bishop

(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)

Pretend-Work Puzzle Grade: Five Sinatras


Swiper, No Swiping! – Side Swiper by Ryan Hughbanks

Side Swiper

Ryan Hughbanks, Maple, Walnut, Purpleheart, Padauk, Cherry, Oak, Alder, & Poplar (!), 10.5″ x 7.5″ x 6.5″

The ketchup lessons of yore are true: good things come to those who wait…

Ryan Hughbanks popped up on Facebook (the puzzling pages at least) a little over a year ago; thanks to some puzzle friends (Merci!), I was able to start my process of polite harassment and cyber-stalking early. This gave me the opportunity to get to know Ryan a bit over the last year, and to recently be offered the 7th copy of his sd puzzle box, Side Swiper. Obviously I jumped at the chance (this post would be rather pointless had I not) and soon a !large box arrived with a slightly less large (and decidedly more interesting) box inside: Smooth and buttery like a Kagen Sound box, with the colorful playfulness of a Kel Snache, and the generous puzzle proportions of a Juno, Ryan has created an excellent puzzle with numerous nooks and crannies to be discovered, using clues, sequential discovery, exploration, and general puzzle-boxery.

Almost a foot (27 cm) long, SS stands out in any collection (it’s pretty enough that it would anyway). The reason for its name is pretty clear: three bars are situated on either side of the box, set into channels running most of the box’s widths with a few vertical lines of various woods spaced along its length. The box has four drawers and a hinged door visible as well. Atop the box are two striped pieces of wood, which we are warned are NOT handles, as well as three more wooden lines set into its surface.

The box features a number of decorative touches that really make it stand out, using a grand total of eight (!) different woods. Thin strips of wood are perfectly integrated into its surface in many places an the edges and corners are covered in a Walnut frame (with protruding semi-spheres) that contrasts wonderfully with the maple that is the box’s base color. The bottom is made with as much care, despite being featureless: we are told that it is not “active” (which makes sense considering the box’s dimensions and weight).

The instructions confirm what casual inspection may lead you to suspect (and the instructions more or less confirm): at least some of the solve will rely on discovering some kind of clues to do some kind of something. He instructs us not to pick any locks (not if you want to do it the right way!) and assures us that “There is an answer for everything.” This admonition of impending fun is also comforting for those of us lost in a perpetual state of existential dread.

The clue-based mechanisms featured in the solution seem straightforward enough in some respects that they may mislead you in others. While some amount of escape-room-in-a-box puzzling plays a significant role in the box, it is really just one comparatively small (yet significant) aspect of the solution as a whole; it is a great balance, as the sequential discovery / take-apart aspects of the puzzle form the majority of the mechanisms that must be discovered and understood.

This is the kind of puzzle that keeps on puzzling: even after you think, “once I figure out how to do this, it must be the end,” nope, there’s probably another step or three to be solved before you will find the signed piece that lets you know you’ve reached the end. (As a semi-digression, I have come to increasingly appreciate such a touch – it’s happened more than few times that I’ve looked at a puzzle wondering if I’d finished it or had put it away thinking it was done, only to learn that there was a bit more puzzling to be done (a further digression: in some rare cases this is actually pretty awesome – there is one specific puzzle (one which I reviewed previously) to have come out in the last year that infamously “finishes” with several more “hidden” steps that continue past the official solution provided (in this case, I’d found something that I knew had to do something and asked my npso to check the solution: nothing in there about it, but an amused and somewhat cryptic response from the designer confirmed my suspicions – it is worth noting that I still haven’t figured this part out lol!)).

Side Swiper is definitely tricky, hiding multiple ahas in its sizable frame, although I wouldn’t necessarily say that it is crazy hard – it is not necessarily the kind of puzzle that will spend months sullenly sitting in some semi-solved state, staring at my sad-a$$ self and is instead the type that you will want to run back through the solution just for the fun of it (like a good Juno sd).

SS is just plain fun and extremely satisfying. The preponderance of compartments positively predicts puzzlers’ impending pleasure at progressing through its plentiful parts. Asinine alliteration aside, the sense of discovery is strong with this one as you are rewarded with access to spaces that are clear from casual inspection, as well as suspected and secret ones.

And, as has been said and deserves being said again, it’s just so darn purty that I’d be surprised if many puzzlers actually turned one down, should they have the opportunity to get one. When his initial fb posts were discovered and shortly thereafter shared on discord, he was inundated with messages and requests; I think he was surprised but I most certainly was not because (one more time!) it looks awesome!

Ryan has been busy this past year; his obvious talent as a woodworker and the compelling nature of the box has led him to meet and get to know some of the best puzzle box makers out there. He already had a couple designs (copies of which were also shown in that early post) and has since been working on a couple more – and lo, the cyber-stalking of puzzles past would continue on, its vigor renewed and spirit unbroken.

. . . and the puzzler was happy.

Check out Ryan’s website at: https://hughbankspuzzleboxes.weebly.com/


Collector Grade: Five Sinatras

(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)


Twisted: Box of the Celts by Matt M.

Box of the Celts

Matt M., Numbskull Puzzles, 5″ x 5″, PLA

Matt M. (FroodLoops on Discord & Reddit) teased an sd puzzle box on discord about a year ago – I’d been fortunate enough to see it right away (ok, “obsessive enough” might be more accurate) and politely began harassing him with the occasional friendly poke to make sure I was still on the list (yes, I may have forgotten whether I’d asked – in my defense, I believe that the design changed significantly at some point along the way and pretty much became an entirely new puzzle).

Anyhoo, a few weeks ago I got word that the puzzles would soon start rolling out; a couple weeks later and there it was: bigger and heavier than expected at about 18 oz. (Matt had forewarned of some significant puzzling being inbound, and I was nonetheless pleasantly surprised and more than a little impressed). Big and green, Box of the Celts is a cylindrical printed sd puzzle box that integrates a number of different puzzling types in ways that are, I believe, wholly unique. It managed to expand some of my puzzling horizons while posing a significant challenge, not to mention a helluva lot of fun and puzzling value.

This is the type of puzzle that just begs to be finished – it took me several hours over the course of a few days to make it through (with perhaps a nudge or three along the way). It has a great rhythm: several puzzling phases, each with distinct and varied puzzle mechanics that link and overlap through the transitions, all posing multiple challenges with legit aha’s to be discovered in order to progress.

These are a few of my favorite rules…

As I mentioned, this is a plastic print of a puzzle and I want to be clear that it is a quality plastic print of a puzzle. The print does not skimp in any way, with high density and layer height. I am sure this means a lot of time in the build process but it pays off (the biggest piece alone apparently takes about 36 hrs to print!).

Not only is there a lot going on in there, but there are some elements that were downright impressive in Matt’s ability to safely produce the needed parts in plastic: strong enough to comfortably withstand what needs to be done, sometimes to my surprise as the nature of some aspects would seem to pose a significant challenge to the maker – at no point did I actually need to worry as the print is dense and feels more than solid, and even the parts that seemed like they might be flimsy due to their comparatively slight appearance turned out to be quite strong.

At many points along the way I was also impressed by some of the nuanced design elements that were included – honestly, there are some small but signifcant choices that I found to be pretty sophisticated, especially considering this is his first design (afaik). I know some came as a result of play-testing, but still…. some small additions ensured that even the most challenging parts kept from ever feeling unfair or annoying (assuming you’re paying attention – I definitely spent some time hitting walls before realizing I’d missed a clue).

The first phase could easily be a standalone puzzle in itself and helped me to appreciate a type of puzzling I don’t have much experience with; I got lost on this early part for quite some time, thinking I’d be making progress only to end up in the same place (or backwards). It took a bit of thought and planning to make it out and was super satisfying along the way – lots of little ahas just in this first section of the puzzle.

Having made it through this section, I futzed around through a transition to the next: each phase has its own challenge(s), with at least one or two really great steps in each that lead to quality ahas. It feels like he started with a few broad ideas and kept falling onto more comparatively smaller ideas and found ways to integrate them organically. It packs in a lot of puzzling without ever feeling like there are any extraneous steps that are there just to stick something in (which I think is something that even a lot of really good puzzles may sometimes have).

The next phase proved to give me a LOT of trouble, to some extent physically but mostly because it is just really tricky. Eventually, I found a few things that helped as I struggled to find my way through this challenging section, oftentimes progressing and exposing more information, only to realize I would need to regroup and backtrack in order to go forward. Some is due to the mechanism itself and some due to the way information is provided bit by bit, cycling through trial & error and observable data.

Finally, I got through this section and could just feel that the puzzle was almost over: while the most difficult parts were behind me, the last section still proved tricky, the puzzle playing with some assumptions that required more thought and observation to recognize and overcome, with the puzzle once again including some subtle design elements that give you just enough info to avoid blindly flailing about. Finally, I discovered something that clearly told me I had reached the end of the twisted, puzzling journey and I basked in the glory of my brilliance 😉

After some moments of satisfied appreciation, I began the process of rebuilding and resetting the puzzle. By now, I had accrued quite a lot of plastic bits and bobs and the puzzle was more than a little lighter than when I had first begun. However, it was clear what went where, despite several days having passed since I had started working on it. This is not to say that it was always easy to go back – some parts were basically just as challenging in reverse, although having made it through once I was able to make comparatively short work of it (key word: comparatively). To me, this just speaks to the substantial puzzling value afforded by this novel creation, as the reset proved almost as satisfying as the solve.

Overall, the puzzle has phases that can be done while watching tv with an npso, fidgeting and wandering about, but then some parts must be done with full focus and close observation, the puzzle goggles having made several appearances to keep progressing.

So, yeah, Box of the Celts: get ’em while (when) you can. I am not sure how many there will be, so if you like what you read, I’d suggest reaching out sooner rather than later – as a great(?) puzzle parody songwriter once wrote: “the list is long, I want on, cyber-stalking you, now it’s on.”

For now I think a discord or Reddit DM is the primary way to find him: FroodLoops, you can also now email him: numbskullpuzzles at gmail.


Grade: Five Sinatras

(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)