The term puzzle game isn't all that old. The PC Games Bible by Robin Matthews and Paul Rigby, 1992, does not know it yet. Some of the games that we would call puzzle games nowadays (Blue Angel 69, Boulder Dash, Chip's Challenge, Lemmings, Pipe Mania) are listed under arcade, but most (7 Colors, Atomic, Blockout, Lin Wu's Challenge, Logical, Logo, Loopz, Puzznic, Sarakon, Soko-ban, Swap, Tetris, or X Rock) are listed under strategy games. The term strategy game was used far wider and more vaguely then. On the other hand, a lot of games we would call strategy games are listed as war games, a term that has completely gone out of use meanwhile.
That the PC Games Bible does not know the term puzzle game does not necessarily mean it wasn't around at the time. But obviously it wasn't established well enough to have to be included.
As a gameplay element, a puzzle is something the player has to figure out. The problem, and its solution, has been devised by the game designer.
Let's look at two examples. Soko-ban is a good example for a game where the gameplay is indeed puzzle solving. For each level there is at least one solution. It is the players task to find it out. Once you have found a solution, you may still try to find another one with fewer steps and pushes. You might even come up with one that the designer did not anticipate. But basically the level is solved, time to move on to the next. If there is really no solution, then it's the designers fault, and the level is pointless.
On the other hand, SameGame is a good example for a game based not on puzzle-solving, but strategy. The playing field is randomly generated, which alone precludes a pre-defined solution.
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