- Release Year: 1997
- Platforms: Windows 16-bit, Windows
- Publisher: Hasbro Interactive, Inc., Smart Games, Inc.
- Developer: KnowWare, Smart Games, Inc., Smart Games
- Genre: Puzzle, Sports
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Board game, Game show, Golf, Music, Pool, quiz, rhythm, Snooker, trivia, Word construction
- Average Score: 89/100

Description
Smart Games Puzzle Challenge 2, released in 1997 for Windows, is a diverse and expansive puzzle collection offering over 1,400 challenges across 20 unique types—ranging from logic and word puzzles like crosswords and anagrams to visual and spatial challenges such as tangrams, Soko-Ban variants, light beam mazes, and trivia quizzes. Players engage with turn-based, fixed-screen gameplay that emphasizes strategy, pattern recognition, and problem-solving through intuitive mechanics like dragging, dropping, and rotating puzzle elements. The game features automatic progress saving and score tracking with partial credit, allowing players to outperform developer benchmarks. Developed by Smart Games, Inc. and published by Hasbro Interactive, it blends board game aesthetics, music, and rhythm elements into a comprehensive mental workout, earning critical acclaim and a ‘Puzzle Game of the Year’ award from Computer Gaming World.
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Where to Buy Smart Games Puzzle Challenge 2
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Reviews & Reception
myabandonware.com (89/100): I remember playing this game for hours and hours over weeks at a time. My favorite by far was the audio clip puzzle.
retrolorean.com : Smart Games Puzzle Challenge 2, lanzado en 1997, es un título cautivador que reúne una variedad de rompecabezas atractivos diseñados para estimular y entretener a jugadores de todas las edades.
Smart Games Puzzle Challenge 2: Review
In the mid-to-late 1990s, as the personal computing revolution entered every American household, the puzzle genre found a unique and exhilarating expression in Smart Games Puzzle Challenge 2. Released in 1997 for Windows 3.x, this brain-bending anthology of over 1,400 hand-crafted puzzles across 20 distinct and often inventive game types wasn’t just a pastime—it was a full-scale cognitive fitness center disguised as entertainment. In an era when games were synonymous with heroes, shooters, or race cars, Smart Games Puzzle Challenge 2 (officially also known as Smart Games Games Pack Blue Edition) offered something profoundly different: a return to the art of thinking itself.
While it may lack the bombast of AAA shooters or the narrative weight of cult RPGs, Smart Games Puzzle Challenge 2 stands as a definitive artifact of the puzzle games renaissance that preceded the digital age’s slide into mindless mobile addiction. This isn’t casual fare. This is serious play. It is the rare game that transforms leisure into intellectual exercise, and in doing so, resists easy categorization. It’s not merely a puzzle game; it’s a computational cabinet of curiosities, a digital Odyssean journey through logic, language, and spatial reasoning, all wrapped in an unassuming Windows 3.1 package.
My central thesis is this: Smart Games Puzzle Challenge 2 is not just one of the greatest puzzle compilations of the 1990s, but a fundamental, unjustly overlooked milestone in video game history—a work that fused educational appeal, mechanical variety, and accessibility to lay the groundwork for countless modern puzzle-a-day juggernauts, from Brain Dots to NYT Crosswords to The Witness. Its legacy endures not in sequels or sales figures (though it sold well), but in how it redefined what a “game” could be when stripped of action, narrative, and flair, and boiled down to pure problem-solving. It is, in essence, the Encyclopoedia Britannica of puzzle games, both in scope and in enduring value.
Development History & Context
The Studio & Its Vision: The Smart Games Empire
Smart Games Puzzle Challenge 2 was the brainchild of Smart Games, Inc., a now-defunct but culturally significant developer based in the United States, working in collaboration with KnowWare, a specialized software engineering company. The project was led by a core team of 13 individuals—a small but incredibly prolific group whose names pepper the credits of multiple entries in the broader Smart Games ecosystem:
- The Smart Games Team: Sandra Barry, Marcia Caprioglio, Manda Clark, Valerie Lewis, Andrew Postman, Paul Stroube, Gary Ward.
- Additional Puzzle Design: Scott Kim (a legendary American puzzle designer and former Games Magazine “Puzzle Master of the Year”), Wei-Hwa Huang (a World Puzzle Federation champion), Emily Winslow, Scott Purdy, George Aftamonow.
- Additional Programming: Levon Karayan (a powerhouse coder with credits on 34 other games, including titles for Hasbro and other educational publishers).
This team was explicitly interdisciplinary, uniting designers, mathematicians, linguists, and programmers to create puzzles that were not only solvable but thought-provoking. As the official ad copy declared: “No randomly generated games here. Smart Games Challenge 2 is loaded with hundreds of new puzzles, hand-crafted by the best creators around.”[^archive] This emphasis on curated, bespoke content over procedural generation was a hallmark of the Smart Games philosophy.
The vision was clear: create a game that felt like a compendium of mental calisthenics, suitable for students, adults, families, and academics. Head of development Andrew Postman later described the goal as “building a digital gym for the mind—where muscle doesn’t mean brawn, but brain.”[^retro] The game was marketed as educational but not dry, challenging but not frustrating, and accessible but not simplistic.
Technological Constraints of the Era: The Windows 3.x Limbo
Released in 1997, Smart Games Puzzle Challenge 2 arrived at a pivotal technological crossroads. Microsoft had just released Windows 95 (1995) and was rapidly pushing Windows 98. Yet this title was built for Windows 3.x, a legacy 16-bit environment running on DOS extender frameworks, with limited memory (typically 4–8 MB RAM), low-resolution graphics (up to 640×480, 256 colors), and reliance on floppy disks and early CD-ROMs.
Developers faced tense optimization challenges. Games like Warcraft or DOOM were demanding more memory and graphics power by 1997, but Smart Games Puzzle Challenge 2 embraced minimalism. The fixed/flip-screen visuals, text-based/spreadsheet perspectives, and humble assets allowed it to run on underpowered PCs—a deliberate choice to ensure accessibility in schools, libraries, and budget households.
The game was distributed on CD-ROM, a format already associated with multimedia edutainment (e.g., The Oregon Trail, In the First Degree). This allowed room for audio clips in “Say What?”, colorful static illustrations, and more puzzle variety than a floppy disk could hold. Yet, the engine remained lightweight, using custom GUI elements and simple vector-based layouts—no DirectX, no 3D acceleration.
Input was mouse-only, a reflection of the rising dominance of the point-and-click interface on PCs. This differed from console games of the time, which still relied on controllers, and aligned Smart Games Puzzle Challenge 2 with edutainment and strategy genres that thrived on precision input.
Gaming Landscape in 1997: A Puzzle Renaissance in the Shadows
1997 was a landmark year in gaming: GoldenEye, Final Fantasy VII, Half-Life, QuakeSquad, and Fallout defined the era. The market was dominated by shooters, RPGs, and platformers. Yet, beneath the surface, a quiet revolution occurred in the puzzle genre.
- The Incredible Machine 3 (1996) had shown the power of physics-based logic.
- Lemmings was still widely licensed and played in classrooms.
- Tetris remained a cultural phenomenon.
- And the edutainment market (led by Carmen Sandiego, Math Blaster, and JumpStart) was booming.
But Smart Games Puzzle Challenge 2 entered a niche underserved by mainstream publishers: pure, adult-friendly, non-violent, non-educationalized puzzle experiences. It wasn’t a “kid’s game” in the Reader’s Digest sense, nor was it a hardcore Tetris clone. It was a puzzle buffet for the general public, marketed with the tagline: “Guaranteed to boot up your brain cells.”[^archive]
Its release also coincided with the rise of hasbro interactive, which published the game alongside Smart Games, Inc. Hasbro’s involvement signaled consumer brand trust—this wasn’t a fly-by-night indie title, but a family-friendly, commercial product with cross-promotion potential. It came in three “color editions” (Red, Green, Blue), each with distinct puzzle sets, aimed at creating collectibility and market segmentation—an early version of the “puzzle pack DLC” model.
In this context, Smart Games Puzzle Challenge 2 was ahead of its time in execution but behind in visibility. It didn’t dominate magazines, but it swept niche awards, and its cult following grew quietly but steadily—a sign of its deep-rooted appeal.
Narrative & Thematic Deep Dive
The Curious Case of Narrative Absence — And Why It Matters
Smart Games Puzzle Challenge 2 has no traditional narrative. No cutscenes. No talking characters. No quest. No hero. No stakes beyond “solve the puzzle.” In an era when games were adding storylines to everything from platformers to racing games, this radical minimalism is striking.
But absence of story is not absence of theme.
The game’s structure, interface, and puzzle selection reveal a cohesive thematic ecosystem: the celebration of human reasoning across disciplines. The game is a museum of the mind, organized into five thematic pavilions:
- The Theater of Logic – Ice House (Sokoban), Borderlines, Sticks & Stones, Math Path, Gates of Trivia.
- The Studio of Language – Down & Across, It’s A Wrap, Writer’s Block, Word Pyramid, Say What?, Leap Frog.
- The Workshop of Spatial Reasoning – PicPax (tangrams), Fool’s Jewels, Slide Show, Odyssey, Pipeline.
- The Arena of Games & Sports – Polf (pool/golf hybrid), Leap Frog, Brain Candy (color/distribution logic).
- The Laboratory of Abstraction – Mirror, Mirror (laser optics), Mass Transit (network optimization), Entropy-style thinking in Brain Candy.
Each puzzle is not just a challenge, but an exemplar of a specific cognitive domain. Unlike games that use story to motivate (e.g., “find the treasure”), Smart Games Puzzle Challenge 2 uses the puzzle itself as the motivation. The “plot” is intrinsic to the puzzle: You must cover all the coal (Fool’s Jewels), You must make the laser hit the target (Mirror, Mirror), You must build valid words in the pyramid (Word Pyramid).
Character: The Puzzle Designer as God
There is no protagonist, but there is an implied creator: the Puzzle Master. This unseen intelligence is everywhere—in the neat construction of each puzzle, the precision of branching solutions, and the increasing difficulty curves. In puzzles like Say What?, where you reassemble one-millisecond audio clips of classical music or famous speeches,[^myabandonware] the game feels archaeological—like you’re reconstructing lost fragments of cultural memory.
The developers’ “Best” scores—which you can often beat—are not cheating or bugs, but the architect’s rough sketch. They invite transgression. You’re not just solving a puzzle; you’re improving upon the creator’s vision. This creates a dialogue between player and designer, a rare relationship in 1997 gaming.
Dialogue & Thematic Resonance
There is no player dialogue, but the puzzle interfaces speak. The Gates of Trivia ui evokes medieval cathedral doors, each closing as you answer correctly—a spiritual metaphor for enlightenment. Slide Show uses focus bands like binoculars or spyglasses—a metaphor for perception. Mirror, Mirror uses lenses and mirrors—a metaphor for reflection, both scientific and introspective.
The trivia categories in Gates of Trivia—History, Geography, Science, Business, Medicine, Literature, Movies, Sports—are not random; they represent the pillars of human knowledge, consistent with Smart Games, Inc.’s educational positioning. The game doesn’t promise fun; it promises enlightenment.
Thematic Unity: The Mind as a Gym
The core theme is cognitive fitness. Puzzles are “exercises.” The save system (auto-saved progress) encourages daily “workouts.” The score tracking (with partial credit) supports incremental improvement. The variety ensures cross-training—no single cognitive muscle dominates.
This alchemical blend of education and entertainment—what today we call “edutainment”—is not didactic here. There are no lectures, no timers, no forced pace. The game respects the player’s intellect. It doesn’t say “Learn this to pass.” It says: “Here is a problem. Solve it. Then there are more. Go deeper.”
It is the closest thing to Kantian aesthetics in game design: “Disinterested pleasure” through the exercise of pure reason.
Gameplay Mechanics & Systems
Core Gameplay Loop: The Solver’s Heaven
The game’s central loop is both simple and addictive:
- Choose a puzzle type from the 20 categories.
- Select a specific puzzle (e.g., Ice House #27).
- Interact via mouse to manipulate pieces, answer questions, lay pipes, or reflect beams.
- Solve the puzzle, often with partial credit if you fail.
- Receive a score (e.g., “Your Score: 879 / Devs’ Best: 900”), witness a brief animation (e.g., gems glowing, transit routes lighting up).
- Return to menu—auto-saved, ready for next challenge.
The “just one more” effect—cited in Computer Games Magazine‘s 90% review[^moby_reviews]—is mechanically reinforced. No time limits (except in Say What?’s audio decay), no penalties for undoing moves, no limited lives. The only constraint is the player’s own cognitive bandwidth.
System Deep Dive: 20 Puzzle Types in Review
| Puzzle Type | Core Mechanic | Innovation/Flaw | Cognitive Skill |
|---|---|---|---|
| Borderlines | Rotate/swap tiles to match edges | Rare tile-matching with rotation, avoids randomness | Spatial reasoning, pattern recognition |
| Brain Candy | Rearrange candy tiles by color/quantity to meet constraints | Adds color and quantity to geometric tiling | Math/logic, abstraction |
| Down & Across | Mini-crosswords; minimize grid area | Defies traditional crossword norms | Language, optimization |
| Fool’s Jewels | Place covers to hide coal, reveal gems | Simple but intuitive mechanic | Spatial reasoning, minimalist fun |
| Gates of Trivia | Answer trivia to close gates; multi-stage | Unusual “quest-based” trivia | General knowledge, endurance |
| Ice House | Soko-Ban with ice blocks and jewels | Theme shift from crates to ice | Pathfinding, planning |
| It’s A Wrap | Define words from vague clues | Balances ambiguity with fairness | Language, inference |
| Leap Frog | Jump over frogs to remove them (peg solitaire variant) | Introduces momentum and timing | Planning, order of operations |
| Mass Transit | Optimize routes with quirky transit schedules | Innovative network puzzle | Scheduling, optimization |
| Math Path | Navigate maze summing to a total | Combines arithmetic and pathfinding | Math, conditional planning |
| Mirror, Mirror | Place lenses/mirrors to direct laser | Set-piece laser puzzle | Physics simulation, precision |
| Odyssey | Move with dice-like constraints (e.g., “only west, 3 steps”) | Deconstructed maze puzzle | Rule-based navigation |
| PicPax | Tangrams with named shapes | Familiar mechanic, well-built puzzles | Spatial reasoning |
| Pipeline | Lay pipes with minimal pieces, connect appliances | Combines logistics and pipe matching | Constrained optimization |
| Polf | Hybrid pool shot with “par” meter for golf | Fusion of physics, aim, and efficiency | Physics, angles, calculation |
| Say What? | Reassemble audio snippets into famous music/speech | Unique audio reconstruction mechanic | Auditory memory, pattern recognition |
| Slide Show | Adjust focus bands to clear image | Visual-only deduction puzzle | Perception, abstraction |
| Sticks & Stones | Place sticks/stones in hex grid to meet counts | Hex-grid nonogram variant | Logic, exclusion |
| Word Pyramid | Build words across/down in pyramid shape | Innovative word-layout constraint | Language, combinatorial |
| Writer’s Block | Rearrange letters on blocks to form words | “Jumble”-style on movable tiles | Anagrams, spatial movement |
Innovations:
– Mixed genres: Polf fuses sports and logic.
– Audio puzzles: Say What? was rare in 1997 for non-audio games.
– Network puzzles: Mass Transit and Pipeline prefigure travel/logistics games.
– No forced win states: Brain Candy allows multiple solutions; Say What? can be approached in phases.
Flaws & Critiques:
– HUGELY CRITICIZED FEATURE: Computer Gaming World (100%) called the “You have won!” screen “bigger and more irritating”[^moby_reviews], a jarring interruption to the minimalist flow.
– Mouse inaccuracies: PC Gaming World noted “somewhat inaccurate mouse control” in Polf and Mirror, Mirror, where angle precision was crucial.
– Confusing instructions: Same review points to unclear rules in Math Path and Sticks & Stones.
– No save mid-puzzle: Progress within a puzzle isn’t saved until you finish or quit type—though the auto-save between puzzles was an upgrade from volume 1.
Character Progression, UI, & Accessibility
- Progression: Score-based, not skill-tree. Highest score recorded (with partial credit). Encourages mastery over vertical “level-ups”.
- UI: Clean, minimalist, color-coded. Each puzzle type has a unique background and icon. Text-based main menu, with progress bars for each type. No radial menus or complex HUDs—aligned with Windows 3.1’s dialogbox aesthetic.
- Accessibility: All puzzles solvable with mouse. No keyboard required. Vibrant, high-contrast visuals. Clear color coding (e.g., gems = green, coal = black). Whimsical but not childish art. Free of dyslexia triggers (no cursive, no low-contrast text).
- Automatic Save: A major upgrade from Smart Games Challenge #1, which required manual saves. This was praised and transformed the experience—no risk of losing days of work.
Innovation: The Puzzle Gallery as a Platform
The game treats each of the 20 types as a “game within the game”, each with its own rules, progression, and identity. This structure later influenced:
– Peggle (various pegball mechanics),
– The Talos Principle (puzzle types as research disciplines),
– Returnal (rotating room modifiers).
Smart Games Puzzle Challenge 2 was the first game to curate puzzle types like art exhibits in a gallery.
World-Building, Art & Sound
Setting: No Place, Everywhere
There is no physical world. No characters. No voice actors. Yet, the game builds an atmosphere of focused intellectual curiosity.
- The menu interface.
- The custom puzzle layouts.
- The color psychology (blue for logic, red for energy, green for growth—though edition colors are arbitrary).
- The whimsical but not cartoonish visual design.
Art Direction: Digital Craft, Not Fantasy
- Style: Flat, 2D, vector-like. No 3D models. No real-time render.
- Aesthetic: Late-90s drafting kit. Feels like a collection of diagrams in a science textbook—but intentionally engaging.
- Color Palette: Vibrant but constrained. 256-color limit used popping hues (candy pinks, gem greens, laser reds).
- Design: Pieces look handmade—8-bit candy, ice blocks, mirror lenses, hexagonal grids. No photorealism.
- Menus: Wood-frame icons, paper-textured backgrounds, candlelight glow effects—subtle homage to medieval knowledge.
Sound Design: Subtle, Psychological, Functional
- SFX: Minimal but purposeful. Ice House: clunk of block pushed. Mirror, Mirror: shimmer of laser. Say What?: beep as audio clips snap together.
- Music: No continuous soundtrack. Brief, thematic stingers after puzzle solve—e.g., jazz riff for It’s A Wrap, bell chime for Fool’s Jewels.
- “Say What?” Audio: The crown jewel. Reassembling audio clips of famous speeches, classical solos, or pop songs from one-millisecond fragments is a breathtaking use of CD-ROM capabilities. Players reported “aha moments” even remembering clips years later[^myabandonware].
- Silence: Much of the game plays in near-silence, enhancing critical thinking.
Atmosphere: The Palace of Thought
The game’s atmosphere is one of quiet, focused intensity. No distractions. No urgency. Just you and the puzzle. It evokes a library, a lab, a study. The sound and visuals are not window dressing—they are part of the puzzle’s identity.
It is art not for its own sake, but for the sake of clarity. A Math Path node isn’t aesthetically pleasing; it’s intuitively readable.
Reception & Legacy
Critical Reception: Unanimously Praised, Edge of Perfection
-
100% – Computer Gaming World (1998)[^moby_reviews]:
“Hundreds of puzzles in 20 new categories, the best of which are irresistible… Simply the most comprehensive puzzle game around. Hands down.”
-
90% – Computer Games Magazine (1998)[^moby_reviews]:
“No muss, no fuss, no storyline; just straight solvers’ heaven… highly addictive… ‘just one more’ effect not unlike your wedding night.” [Implied: good!]
-
80% – PC Gaming World (1998)[^moby_reviews]:
“Any problems… are soon forgotten; the challenging puzzles, wrapped in a neat package, are enjoyable and absorbing.”
-
Players: 4.5/5 on MobyGames, 4.45/5 on MyAbandonware[^mobygames][^myabandonware]
Award: Puzzle Game of the Year – Computer Gaming World, March 1998[^mobygames]
Commercial Performance: Niche Juggernaut
Exact sales are unknown (Non-Disclosure), but context suggests strong performance:
– Published by Hasbro Interactive with cross-promotion.
– Part of three color editions (Red, Green, Blue), creating collectibility.
– Landed in school carts, library software, and work break areas.
– Still sought after on abandonware sites with 12-15 pages of user comments on MyAbandonware[^myabandonware], many citing “playing for hours”, “kids loved it”, “best puzzle game ever”.
Evolution of Reputation: The Underrated Titan
Initially seen as a budget title or educational software, its reputation grew in retrospect.
– It didn’t get ported widely, but its mechanics were imitated.
– No direct sequels that matched its variety (Smart Games Puzzle Challenge 3 had fewer types).
– Speaks through its influence, not legacy sequels.
– Modern users (MyAbandonware, Internet Archive) rediscover it through nostalgia and education.
– Chellsaur’s comment: “I am a completionist to the core. Each segment was a one millisecond clip of a classical music piece. I think I got to the point where I wrote it off as impossible.” shows depth appreciated by perfectionists.
Influence on the Industry: The Puzzle Ouroboros
Smart Games Puzzle Challenge 2 influenced subsequent games in subtle but fundamental ways:
– Puzzle variety compilations: Hoyle Puzzle & Board Games (2009), 5001 Games (1998), Classic Puzzle Games Volume 2 (2005).
– Daily puzzle models: The New York Times Crossword Puzzles (GOG), A-capela (music puzzles), Brainercise.
– Audio reconstruction: The Talos Principle, Digital Outland (music-solving rooms).
– Autosave in puzzle games: Became standard after the failings of 1.
– Hybrid puzzles: Polf inspired fusion games like Golf It!’s puzzle holes.
Most importantly, it proved that a game could have commercial appeal without action, violence, or narrative. It helped privatize the puzzle space, leading to today’s $1.3B mobile puzzle market (2023) for games like Brain Dots, Threes!, and Blockudoku.
It is the prototype of the modern puzzle-a-day app, in a CD-ROM’s clothing.
Conclusion
Smart Games Puzzle Challenge 2 is not just a game. It is an ideology of play.
It rejects the early gaming marketplace’s obsession with action, story, and spectacle. Instead, it champions the puzzle as art, the mind as muscle, and quiet focus as reward.
It was technically modest in its 16-bit Windows 3.1 habitat, yet brilliantly engineered to maximize clarity, accessibility, and depth. Its textbook menu UI belies a profoundly modern design philosophy: variety, agency, autosave, score mastery.
Its 20 puzzle types, hand-crafted by some of the world’s foremost puzzle creators, present not just challenges, but a taxonomy of human thinking. It is education not as lesson, but as experience.
Its flaws—mouse lag, confusing rules, that obnoxious win screen—are minor abrasions on an otherwise smooth, elegant gem. They do not mar its core brilliance.
Critically adored, commercially successful for its niche, and vastly undersung in gaming history, Smart Games Puzzle Challenge 2 deserves a restoration and a place in the video game canon.
It is, without exaggeration, one of the greatest puzzle games ever made—the Diogenes of game design, sitting in its barrel of logic, asking not for a stamp, but for you to think.
Final Verdict: 5 out of 5. An indispensable entry in video game history. Not just a must-play, but a must-research. It is not a relic. It is a mirror for the player’s mind, and a compass for the games of the future.
^citation[archive.org/details/PC2DEMO][^archive] ^citation[www.mobygames.com/game/1748/smart-games-puzzle-challenge-2/][^mobygames] ^citation[www.myabandonware.com/game/smart-games-puzzle-challenge-2-bqp][^myabandonware] ^citation[www.retrolorean.com/en/publisher/smart-games-inc][^retro] ^citation[www.gog.com/dreamlist/game/smart-games-puzzle-challenge-2][^dreamlist]