Connection game
Abstract strategy games focused on forming connections between points or sides.
U.S. Army photo by Bryan Gatchell · Public domain
A connection game is a type of abstract strategy game in which players attempt to complete a specific type of connection with their pieces, such as forming a path between endpoints, completing a closed loop, or connecting all of one's pieces so they are adjacent. These games typically have simple rules but complex strategies, and they may be played as board games, computer games, or paper-and-pencil games. Connection games have minimal components and are noted for their mathematical underpinnings.
- first_known_game
- Lightning (1890s)
- earliest_modern_example
- Hex (1940s)
- typical_goal
- Connect two opposite sides of the board
- notable_subclasses
- Side-connecting, bridging, serpentile
- common_board_shapes
- Hexagonal, rhombus, three-sided
- key_publication
- Martin Gardner in Scientific American (1957)
Lore & Background
According to Browne, Hex is considered the first modern connection game, developed independently by mathematicians Piet Hein and John Nash in the 1940s. Earlier games involving connectivity predate Hex, including Lightning (1890s) and Zig-Zag (1932), making Lightning the earliest known connection game overall. Martin Gardner popularized the genre with his writeup of Hex in Scientific American (1957), later expanded in Mathematical Puzzles & Diversions (1959). Gardner noted that Claude Shannon proposed a modified version of Hex on a three-sided board, a distinct variant that is not the same as the game Y, which was invented independently by John Milnor, Charles Titus, and Craige Schensted in the early 1950s.
In the June 2000 issue of Games, R. Wayne Schmittberger identified sub-classes of connection games: those where points were bridged to form connections (e.g., Gale/Bridg-it and TwixT), and those using serpentiles with preprinted paths (e.g., Psyche-paths/Kaliko and Trax). In 1984, Larry Back began developing Onyx, a connection game with a capturing mechanic. Popular connection games include Havannah, Hex, Tak, and the Game of Y, each with distinct winning conditions and board geometries.
Reader's Guide
Connection games form a significant genre within abstract strategy, notable for their simple rules yet deep strategic complexity. They have been studied for their mathematical properties, such as the impossibility of draws in Hex due to the topology of the board, and their relation to the Brouwer fixed-point theorem. The genre has evolved from early examples like Lightning and Zig-Zag to modern classics like Hex, Y, and Havannah, each introducing new winning conditions—such as connecting sides, forming rings, or creating forks. The work of Martin Gardner in the 1950s brought widespread attention to these games, and subsequent designers like R. Wayne Schmittberger and Larry Back expanded the taxonomy and mechanics. Connection games continue to be developed and played, with examples like Tak (2016) adding three-dimensional stacking elements. Their legacy lies in their blend of accessible rules and profound strategic depth, making them enduring subjects for both casual play and mathematical analysis.
Did You Know?
- Hex was independently invented by Piet Hein and John Nash in the 1940s.
- Draws are impossible in Hex due to the topology of the game board.
- The game Y was independently invented by John Milnor, Charles Titus, and Craige Schensted in the early 1950s.
- Havannah has three winning conditions: creating a Fork, a Bridge, or a Ring.
Gameplay & Design Philosophy
The core loop asks the player to guide Clarice, a blue-haired teenager in an orange Honda City hatchback, through twelve side-scrolling stages set in world cities such as New York, London, and Japan. Her objective is straightforward: drive across every elevated highway segment so its color shifts from white to green. The car can leap over wide gaps to reach higher road sections, adding a light platforming layer to the driving. Pursuing her at all times are police cars that trail along the stage. The player can pick up oil cans and hurl them at these vehicles to briefly stun them, then ram the dazed cars off the stage. Flag-waving cats pose a separate nuisance, blocking Clarice's path, yet they are immune to oil cans and cannot be destroyed by any method. If the player lingers on a single stage too long, spikes erupt from the ground and end the run instantly. Occasionally a red balloon drifts into view; collecting three triggers a warp to a bonus area. The overall design borrows heavily from the maze-chase lineage of Pac-Man and Make Trax.
Development, Music & Cultural Context
Jaleco brought City Connection to Japanese arcades in July 1985, and the title is widely believed to derive from the Honda City hatchback that Clarice drives throughout the game. For its North American arcade release, the title was licensed to Kitkorp and rebranded as Cruisin'. The development team drew explicit inspiration from Namco's Pac-Man and Alpha Denshi's Make Trax, translating the chase-and-collect formula into a driving context. One of the game's most distinctive features is its soundtrack. Rather than looping a single track, City Connection was among the earliest titles to assign a different musical piece to each stage. Several levels feature an arrangement of Tchaikovsky's Piano Concerto No. 1, while one stage includes a remix of Deep Purple's "Highway Star." The sound effect triggered when Clarice collides with a flag-waving cat is a clip of "Der Flohwalzer," known in Japan as "Neko Funjatta," translating roughly to "I Stepped on the Cat." This musical variety, combined with the bright palette and lighthearted premise of a teenager searching for the perfect partner, gave the game a personality that set it apart from many arcade contemporaries.
Legacy, Re-releases & the Name That Lived On
City Connection's afterlife in the gaming industry is remarkable. The original arcade title was ported to the Famicom, NES, MSX, and ZX Spectrum, with the NES version marking Jaleco's first North American release on that system. Notably, the NES adaptation swapped Clarice for an unnamed male driver, a change the Japanese Famicom version did not make. The Famicom edition later appeared in Jaleco Collection Vol. 1 for PlayStation in 2003 and JaJaMaru Jr. Denshoki Jaleco Memorial for Game Boy Advance in 2004. Digital re-releases kept the title in circulation for decades: the Wii Virtual Console in 2008, the 3DS and Wii U in 2013, Hamster's Arcade Archives on PS4 in 2014 and Switch in 2018, and the Nintendo Classics service in 2019. A 2002 i-Mode phone version, a 2003 Windows port by Mediakite, a mobile remake called City Connection DX, and a 2004 sequel, City Connection Rocket, for Japanese cell phones all extended the franchise. Perhaps most tellingly, Jaleco's successor company was literally named City Connection Co., Ltd., cementing the game's place in the publisher's corporate identity.
Reception & the Japan–West Divide
Critical response to City Connection splits sharply along geographic lines. In Japan, the title became one of Jaleco's most beloved and commercially successful games, and the NES version is regarded as a genuine classic of the platform. In 2003, the magazine Yuge ranked it among the console's finest titles, praising its distinctive gameplay, vivid visuals, and memorable soundtrack, and described it as fulfilling the childhood dream of playing arcade games at home. North American critics, by contrast, were far less generous. Reviewers at IGN, Nintendo Life, and Computer Entertainment US repeatedly cited the game's simplicity, weak controls, and limited replay value as drawbacks. Steve Bowling called the Wii U port a shallow conversion of a title he felt was already lost to the ages. Yet even skeptical reviewers acknowledged the game's charming aesthetic and inventive concept. AllGame's Christopher Michael called it a must-play, Eurogamer's Dan Whitehead compared its feel to Q*bert and Defender and found it addictive, and Computer Entertainer US noted its cute style would appeal to younger players. Clarice also stands as one of the earliest female protagonists in a console game, adding a layer of historical significance to the title.
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Frequently Asked Questions
What exactly is a connection game?
A connection game is an abstract strategy game in which players try to link their pieces into a specific pattern, such as a path between two edges, a closed loop, or a fully adjacent cluster. They are known for having very simple rulesets that conceal surprisingly deep strategic complexity.
What is the earliest known connection game?
Lightning, dating to the 1890s, is generally regarded as the first recognized example of the genre. Hex, which appeared in the 1940s, is often cited as the earliest modern connection game.
What is the most typical objective in a connection game?
In the majority of these games, the goal is to build an unbroken chain of your pieces linking two opposite sides of the board. This side-to-side linking objective is the defining feature that sets the genre apart from other abstract strategy games.
How did connection games become well-known to a wider audience?
Martin Gardner's 1957 article in Scientific American played a major role in introducing these games to a broad readership. Before that publication, they were largely confined to mathematics and recreational-gaming circles.
What are the main subclasses of connection games?
The genre is typically divided into side-connecting, bridging, and serpentile categories based on the specific type of link players must complete. Boards for these games most often use hexagonal, rhombus, or three-sided shapes.
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