“Sudoku” by Tangram Design is a port of the classic number puzzle for the ZX Spectrum 48K home computer.
The game was developed by Serbian programmer Srbislav D. Nesic and released in 2007,
during the heyday of homebrew development for outdated but beloved platforms, known as the “ZX Spectrum renaissance”.

The key feature of this version is a huge database containing over 6,000 pre-installed puzzles of varying difficulty levels.
This is a virtually inexhaustible supply of tasks for Sudoku lovers.
The game is made in monochrome graphics mode (only the border is attributed),
which is typical for many late homebrew releases for the Spectrum, and focuses on pure gameplay,
offering a convenient and functional interface.


Story or plot of the game

As in classic Sudoku, the game does not contain any plot. It is a pure logic puzzle.
Its “history” is the story of a port for an iconic computer more than two decades after its peak popularity,
demonstrating the tenacity and dedication of the ZX Spectrum community.


Trivia about the game

Content size: 6000 puzzles on a single tape (TAP file) for the 48K Spectrum is an impressive example of data optimization.
An efficient compression or generation algorithm was used to store them.

Late release: The game was released 25 years after the ZX Spectrum 48K was introduced, making it a prime example
of the “homebrew” era and demonstrating the active community of platform enthusiasts in Serbia and Croatia.

Author: The developer, Srbislav Nesic, is also known in the narrow circles of the Spectrum community for his other works,
such as the port of the game “SameGame”.

Publisher: Tangram Design was a small Serbian label that released software for retro computers.


Recommendations and tips

Use the notes mode: To solve complex puzzles, actively use the function of writing down small candidate numbers.
This helps to visualize possible options and avoid mistakes.

Do not overuse hints: Try to solve puzzles on your own.
Constantly using hints reduces the satisfaction from finding a solution on your own.

Check the solution periodically: If you are stumped and cannot find the error, use the check function.
It will point out the wrong cell, help you understand your mistake and teach you to see patterns better.

Don’t be afraid to undo moves: If you are unsure about a move, it is better to make it, and if a contradiction arises, undo it.
This allows you to experiment with different strategies without fear of ruining your progress.


Authors

Author and programmer: Srbislav D. Nesic.

Publisher: Tangram Design (Serbia).
