TUI (Text-based User Interface) - a version of the user interface wich use only alphanumeric and pseudographics characters to form user interface.
It made possible to create a user friendly interface for machnes with extremely low performance or those wich completely not able to display graphics. But why now? Moreover - in the modern realities the output in text mode is conjugate with a lot of difficulties. In fact, the modern user systems and frameworks are focused exclusively on the graphics. However, the interface in ASCII-style have some positive characteristics besides aesthetics - it is very easy to read. Low resolution (for smartphones it rarely exceeds 30x30 literals) force to look for very bright and obvious design elements of the interface . And yet ... But it's all nonsense. The sole purpose - to squeeze out a tear of nostalgia from those who remember, and to show the ASCII to those, who have never seen.
ZweiStein is a TUI remake of "Flowix Games'" Einstein puzzle which is a remake of old DOS game "Sherlock" which in its turn was inspired by Albert Einstein's puzzle.
The game's goal is to open all cards in a square of 6x6 cards. For this a number of hints, describing relations between card positions, are given. The player must use them to find the correct layout.
What is WaHoKe? It is just abbreviation for WAreHOuse KEeper. And "warehouse keeper" is just translation of the Japanese word sōkoban (倉庫番).
But what the sokoban is?
Sokoban is a type of transport puzzle, in which the player pushes boxes or crates around in a warehouse, trying to get them to storage locations. Idea of this game was created in 1981 by Hiroyuki Imabayashi.The game is played on a board of squares, where each square is a floor or a wall. Some floor squares contain boxes, and some floor squares are marked as storage locations. The player is confined to the board, and may move horizontally or vertically onto empty squares (never through walls or boxes). The player can also move into a box, which pushes it into the square beyond. Boxes may not be pushed into other boxes or walls, and they cannot be pulled. The puzzle is solved when all boxes are at storage locations.
All levels used in this version were made by Dries de Clercq. These levels are small but very difficult.
FillField is a quite difficult puzzle game with extremely simple rules.
The complexity of this puzzle is determined not by the complexity of the rules, but by complexity of the task. Rules are trivial: there is a rectangular box filled with dual-position switches. When you change the state of one switch, this leads to a change in the status of some (what exactly -- depends on the settings of the game) nearby switches. Goal of the game is to set all switches on the box in same position.