A blog for fans of Bananagrams, word games, puzzles, and amazing things

Saturday, October 31, 2009

Another reason Scrabble dictionaries are inadequate for Bananagrams

The Scrabble board is a 15-by-15 grid, so naturally, Scrabble dictionaries have no need for words longer than 15 letters. Oddly even "Super Scrabble" which is Scrabble played on a larger board and with more tiles, still uses the 15-letter limit.

Some 16-letter words for your consideration:

ambidextrousness
anagrammatically
anthropomorphize
autobiographical
biodegradability
bureaucratically
counterclockwise
crystallographer
cryptozoological

I can totally see someone staring off with "clocks" in their grid, turning it into "clockwise", and then in a brilliant burst of insight, combining it with "count" and some stray tiles to make "counterclockwise". If I ever pulled that off, I would be so proud that I wouldn't even care if I won the game. (OK, I'd still care, but either way it would be awesome.)

What is the longest word that you have ever used in a Bananagrams match? For those who like games with rounds that escalate, the must-contain-an-N-letter-word would be an interesting and challenging variation. How high can you go?

Saturday, October 24, 2009

Scrabble Me: The chimera of Scrabble games

I recently ran across the strangest official Scrabble mutation that I have ever seen: "Scrabble Me"

It looks like, in addition to Scrabble Apple, the makers of Scrabble decided to make another game that fuses elements of Bananagrams with those of conventional Scrabble. This one is kind of a Frankenstein hybrid, so don't say I didn't warn you.

The game is divided into rounds. In each round, everyone uses up their tiles by building words on independent mini-Scrabble-boards. Then players score their words, draw new tiles, and continue building up their grids.

Unlike Scrabble Apple, which seemed to be fairly close to Bananagrams, with some Scrabble elements thrown in (scoring and double word score squares), Scrabble Me seems like it is deviating from the Scrabble - Bananagrams continuum. It's more random, in the sense that when someone uses a blank tile (called "wild" in this game), they have to swap their grid with someone else's. However, it is less random in the sense that there is a pool of face-up tiles that one can opt to draw from, instead of from the bag. It somehow reminds me of the card game Uno.

In the interest of trying to categorize these games, I've made this ASCII chart:


^ BANANAGRAMS
S |
P |
E |
E |
D | SCRABBLE SCRABBLE ME
|
|---------------------------------->
DECOUPLING OF PLAYERS


And there really ought to be a third-dimension where Scrabble Me towers above the others on the Uno-ness axis.

The reviews I've read are sort of favorable though. In spite of the Frankenstein quality, I would like to try this game.

Saturday, October 17, 2009

Palindromes you are most likely to be able to make in Appletters

Since making palindromes earns players bonus points in the Applescore game (as described in this previous post on Appletters), I've compiled a list of the palindromes you are most likely to be able to make during the game (really short ones or ones that use common letters).

Off the top of my head, using only the minimal length examples:

bib, bob
dad, deed, did, dud
eke, ere, eve, ewe, eye
gag, gig
kook
mom
noon, nun
pap, pep, pip, pop, pup
radar
sees
tat, tit, tot
wow

And, of course, there is one Scrabble-legal letter combination that is two letters long and a palindrome: AA. A'a (pronounced /ah ah/) is a type of lava, which is thicker and more viscous than other types. It is characterized by flowing in a sporadic fashion and leaving a rough surface when it cools.

And if it's not already been suggested, then I propose a variation of Appletters called Palindrominoes: The word snake is formed as in regular Appleletters, but if you can form a palindrome where the base letter (the "head" of the snake, I suppose) is inside the palindrome, then you are permitted to position letters both above and below the end-tile, as shown in the example below:
  e   
VIGOR
e I
N
KITE
Then you can give the snake multiple heads, like a hydra or a planarian or something. A little extra chaos to spice up your Appletters game.

Friday, October 9, 2009

The games of Lewis Carroll

In addition to his anagramming prowess and his wonderfully surreal and whimsical stories, Lewis Carroll is known for creating numerous games and puzzles.

He is credited with the invention and popularization of the doublet (a.k.a, Word Ladder) in which one transforms one word into another, one letter at a time, with all the intermediary steps being legitimate words. Two examples:
          EAST          CAT
FAST COT
FEST COG
WEST DOG
Admittedly, this is really more of a puzzle or a pastime than a game.

He spent much of his professional life tutoring students in mathematics and logic. He invented a game called The Game of Logic designed to teach the fundamentals of formal logic, using a unique way of representing logic propositions with a game board and colored tokens. The game is described in a book of the same name (available from Project Gutenberg (though they seem not to have gotten the figures right)). Ultimately though, it seems to be for one player and seems rather like a puzzle.

Carroll also thought about and devised rules for playing billiards (the British sort, played on a table without pockets) on a circular table.

In 1880, he wrote in his diary that "A game might be made of letters, to be moved about on a chess-board till they form words.". Martin Gardner (famous for his writings on recreational mathematics) took such notes from the writings of Carroll and fleshed them out into a board game in which, as I understand it, letters are placed on the first row of a chessboard and can be moved like queens to form a word in the fifth row. Meanwhile your opponent is trying to do the same thing while blocking you. (Rows 2, 3, 6, and 7 are open to everyone.) Like Scrabble, once a word has been formed, more letters are drawn from a bag, and the first row is replenished. You can buy the game here. I am thinking of playing an improvised version with a chessboard and a set of Bananagrams tiles.

Sunday, October 4, 2009

History of anagrams: Anagramming as recreation and social skill

Anagrams were very popular during the 17th century, and particularly in France. King Louis XIII used anagrams as a recreational form of intellectual stimulation and source of entertainment for himself and members of his court. He formed some on his own and hired a Royal Anagrammatist whose sole task was to devise anagrams. A lot of these anagrams were based on the names of people, and particularly, on the name of the king with the theme being how great he was.

The book "Of Anagrams" by Henry Benjamin Wheatley (downloadable for free from its Google Books entry) says that "Anagrams were used by fine gentlemen to add pungency to their conversation". It cites Henry Peacham's "Compleat Gentleman" (written in 1634) which basically says that among the conversational skills of a gentleman ("merry tales, wittie questions and answers", "ingenious epigrams") should be the spontaneous spouting of anagrams. He gives the example of someone who was going to say "I must goe buy a dagger" but decided to switch around the letters and say "I must goe dye a beggar". [It's not strictly an anagram though; it's actually a rearrangement of sounds. A more precise description might be "anaphone".]

In the 19th century, it was popular to anagram the names of famous people (celebrities, I suppose). Lewis Carroll produced many such anagrams, including Florence Nightingale ("Flit on, cheering angel."), Disraeli ("I lead, sir."), and a politician of the time named William Ewart Gladstone ("Wild agitator means well!"). The popularity of anagramming at the time led to the Victorian game of Anagrams (previously described here and which now is sold under the name "Snatch") which was played by Alfred Butts as a child. His first attempts at inventing a game drew inspiration from the idea of anagramming as the basis of a game, to which he added a letter distribution like that of the English language. After a few more iterations, he converged on the game of Scrabble, which led to Speed Scrabble, which led to Bananagrams.

Tuesday, September 22, 2009

Review of the Bananagrams iPhone app

The Bananagrams application for iPhone and iPod touch is now available [link to iTunes Store] for $4.99. [Update (03/2010): It is on sale for 99 cents.] It is pretty much an exact port of the Bananagrams game on Facebook and seems to differ only in the interface.

When playing offline, you can play the two one-player games: Solo Cafe (which is timed and involves forming a grid from 21 tiles, with no peeling (though dumping is an option)) and Solitaire (also timed, but requires peeling to finish the 36 or 72 tile bunch).

You can move around to different parts of the board by putting two fingers on the screen and dragging the board. You can also zoom into or away from the board by using the standard iPhone pinching motion.

If you put your finger right on top of a tile to select it, it should pop up a little bit above your finger tip so you can see what letter you are holding. (It leaves behind a white square outline to indicate the actual tile position). You then drag the tile (in pretty much exactly the same way that you use a mouse to drag a tile in the online version of the Bananagrams game) and then remove your finger off the screen to drop the tile where your finger was last touching.

One improvement over the Flash version of Bananagrams is that the iPhone version takes advantage of multi-touch technology by allowing you to select multiple individual tiles at the same time. Put one finger on one tile, a second on another tile, and a third on yet another tile, and you can move them all around independently. I confess that I have not been able to work this into my game yet, but this feature has serious potential.

It also has the ability to select a group of tiles at the same time, which works pretty much like selecting a bunch of file icons in a typical computer operating system graphical interface: 1) Click on the screen somewhere (by pressing your finger). 2) Drag somewhere else to form a rectangle, bounded by the first and last points. 3) Everything inside has been selected and can be (for instance) dragged simultaneously.

I think that there is a bug in the current implementation though, since there is no visual indication that the rectangular selection is taking place; you just have to imagine it. Once you have completed the selection, the selected tiles light up (slightly). Also, the option to rotate the selected tiles (which I described here for the Facebook version) is currently unavailable.

The game works in both landscape and portrait orientations, though I find that I have to start off in the portrait orientation (so there are the initially overturned tiles on the top and my grid on the bottom). After the grid has formed and the peeling has begun, it sometimes feels more natural to rotate the device and switch to the landscape orientation (depending on the shape of the grid).

As with the online version, if you accumulate enough points you can acquire different tile sets and backgrounds (as shown in the example above).

[At this point, I decided to consider the game for a while longer, ultimately returning six months later to finish this review.]

It would be nice if you could keep playing music while playing Bananagrams. I think that if a song is playing when Bananagrams is launched, you should have the option to suppress sound effects and listen to what you want.

When playing offline, the program does not retain your best time. When playing solitaire Bananagrams (which is a pretty good simulation of an actual Bananagrams game if you play the 36-tile version), I like to time myself and try to beat my own best time. Offline statistics-keeping would be a nice feature.

The online functionality works a bit fitfully over a slow Internet connection. The game needs to transfer things like icons (for player avatars) and background images for the board. It can take a while to transmit game results (which is surprising since very little data needs to be sent). Sometimes a dialog box would pop up saying that the game had lost the network connection, and other times I would play all the way through, and then at the end, the game would fail to report the results to the central server. If you have a decent Internet connection, this should not be a problem.

Other bugs: I got into this situation where I could not scroll the board any further to the right, and my letters were right up against this edge. A workaround is to grab all the tiles and move them away from the edge of the board. Also, though I clicked on the "Remember Me" option for logging into my account, the program has forgotten my login information at least once so far. (It is the e-mail address that you need to log in with, not the name that you register under.)

I'm not so crazy about the size of the iPhone screen. You can resize the game so either you can see the whole board simultaneously but the tiles are small (and sometimes hard to select) or so the tiles are big enough to easily select (like, you can see them pop up from around your fingertip) but then you have to pan around to see different parts of the game. The iPad, on the other hand, will probably be the ideal platform for this game once Large Animal Games releases an iPad-optimized version (not that I know that this is under development).

The final verdict: I am probably not in the target market for this game. I love Bananagrams, but I don't play iPhone games very much. Still, I sometimes fire up the app and play a few rounds of the 36-tile version of "Bananagrams Solitaire". It's OK for that. Who this game is really for is Facebook Bananagrams addicts and people with fast Internet connections. If you fit into these two categories, the bugs described above will probably fade from memory as you get caught up in the online Bananagrams slugfests which is where the action really is.

In closing, "Carpe aríenam!" [Seize the banana!].

Friday, September 18, 2009

Description of the Pairs in Pears game

Now that the new Pairs in Pears game is available, some new information has surfaced. The tiles come in four designs: solid, outline, lines and dots. The different patterns function like different suits of cards. As there are four suits, each containing a complete alphabet, there are a total of 104 tiles. Just as in a deck of cards, each tile is unique (e.g., the G of solids or the H of dots). This adds an interesting new dimension to play with.

The "Pairs in Pears" game involves making pairs of intersecting words that consist of tiles of all the same pattern (as shown in the picture). Whoever makes a certain number of word pairs first, wins. "Pairpoints" is a variation that includes a more elaborate scoring scheme.

I will post more information about gameplay here, as I find it.