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Instant Insanity
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Instant Insanity is the name given by Parker Brothers to their 1967 version of a puzzle which has existed since antiquity, and which has been marketed by many toy and puzzle makers under a variety of names, including: Devil's Dice (Pressman); DamBlocks (Schaper); Logi-Qubes (Schaeffer); Logi Cubes (ThinkinGames); Daffy Dots (Reiss); Those Blocks (Austin); PsykoNosis (A to Z Ideas), and many others.[1]
The puzzle consists of four cubes with faces colored with four colors (commonly red, blue, green, and white). The objective of the puzzle is to stack these cubes in a column so that each side of the stack (front, back, left, and right) shows each of the four colors. The distribution of colors on each cube is unique, and the order in which the four cubes are stacked is irrelevant as long as each side shows every color.
This problem has a graph-theoretic solution in which a graph with four vertices labeled B, G, R, W (for blue, green, red, and white) can be used to represent each cube; there is an edge between two vertices if the two colors are on the opposite sides of the cube, and a loop at a vertex if the opposite sides have the same color. Each individual cube can be placed in one of 24 positions, by placing any one of the six faces upward and then giving the cube up to three quarter-turns. Once the stack is formed, it can be rotated up to three quarter-turns without altering the orientation of any cube relative to the others. Ignoring the order in which the cubes are stacked, the total possible number of arrangements is therefore 3,456 (24 * 24 * 24 * 24 / (4 * 4!)). The puzzle is studied by D. E. Knuth in an article on estimating the running time of exhaustive search procedures with backtracking.[2]
Every position of the puzzle can be solved in eight moves or less.[3]
The first known patented version of the puzzle was created by Frederick Alvin Schossow in 1900, and marketed as the Katzenjammer puzzle.[4] The puzzle was recreated by Franz Owen Armbruster, also known as Frank Armbruster, and independently published by Parker Brothers and Pressman, in 1967. Over 12 million puzzles were sold by Parker Brothers alone. The puzzle is similar or identical to numerous other puzzles[5][6] (e.g., The Great Tantalizer, circa 1940, and the most popular name prior to Instant Insanity).
One version of the puzzle is currently being marketed by Winning Moves Games USA.
Solution
[edit]
Given the already colored cubes and the four distinct colors are (Red, Green, Blue, White), we will try to generate a graph which gives a clear picture of all the positions of colors in all the cubes. The resultant graph will contain four vertices one for each color and we will number each edge from one through four (one number for each cube). If an edge connects two vertices (Red and Green) and the number of the edge is three, then it means that the third cube has Red and Green faces opposite to each other.
To find a solution to this problem we need the arrangement of four faces of each of the cubes. To represent the information of two opposite faces of all the four cubes we need a directed subgraph instead of an undirected one because two directions can only represent two opposite faces, but not whether a face should be at the front or at the back.
So if we have two directed subgraphs, we can actually represent all the four faces (which matter) of all the four cubes.
- First directed graph will represent the front and back faces.
- Second directed graph will represent the left and right faces.
We cannot randomly select any two subgraphs - so what are the criteria for selecting?
We need to choose graphs such that:
- the two subgraphs have no edges in common, because if there is an edge which is common that means at least one cube has the pair of opposite faces of exactly the same color, that is, if a cube has Red and Blue as its front and back faces, then the same is true for its left and right faces.
- a subgraph contains only one edge from each cube, because the sub graph has to account for all the cubes and one edge can completely represent a pair of opposite faces.
- a subgraph can contain only vertices of degree two, because a degree of two means a color can only be present at faces of two cubes. Easy way to understand is that there are eight faces to be equally divided into four colors. So, two per color.
After understanding these restrictions if we try to derive the two sub graphs, we may end up with one possible set as shown in Image 3. Each edge line style represents a cube.

The upper subgraph lets one derive the left and the right face colors of the corresponding cube. E.g.:
- The solid arrow from Red to Green says that the first cube will have Red in the left face and Green at the Right.
- The dashed arrow from Blue to Red says that the second cube will have Blue in the left face and Red at the Right.
- The dotted arrow from White to Blue says that the third cube will have White in the left face and Blue at the Right.
- The dash-dotted arrow from Green to White says that the fourth cube will have Green in the left face and White at the Right.
The lower subgraph lets one derive the front and the back face colors of the corresponding cube. E.g.:
- The solid arrow from White to Blue says that the first cube will have White in the front face and Blue at the Back.
- The dashed arrow from Green to White says that the second cube will have Green in the front face and White at the Back.
- The dotted arrow from Blue to Red says that the third cube will have Blue in the front face and Red at the Back.
- The dash-dotted arrow from Red to Green says that the fourth cube will have Red in the front face and Green at the Back.
The third image shows the derived stack of cube which is the solution to the problem.
It is important to note that:
- You can arbitrarily label the cubes as one such solution will render 23 more by swapping the positions of the cubes but not changing their configurations.
- The two directed subgraphs can represent front-to-back, and left-to-right interchangeably, i.e. one of them can represent front-to-back or left-to-right. This is because one such solution also render 3 more just by rotating. Adding the effect in 1., we generate 95 more solutions by providing only one. To put it into perspective, such four cubes can generate 243 × 3 = 41472 configurations.
- It is not important to take notice of the top and the bottom of the stack of cubes.[7]
Generalizations
[edit]
Given n cubes, with the faces of each cube coloured with one of n colours, determining if it is possible to stack the cubes so that each colour appears exactly once on each of the 4 sides of the stack is NP-complete.[8][9]
The cube stacking game is a two-player game version of this puzzle. Given an ordered list of cubes, the players take turns adding the next cube to the top of a growing stack of cubes. The loser is the first player to add a cube that causes one of the four sides of the stack to have a color repeated more than once. Robertson and Munro[10] proved that this game is PSPACE-complete, which illustrates the observation that NP-complete puzzles tend to lead to PSPACE-complete games.
References
[edit]- ^ Devil's Dice
- ^ Knuth, D. E. (1975), "Estimating the efficiency of backtrack programs", Math. Comp., 29 (129): 132–136, doi:10.1090/S0025-5718-1975-0373371-6
- ^ https://habrahabr.ru/post/336858/(in Russian)
- ^ US Patent # 646,463
- ^ Slocum; Botermans (1986), Puzzles Old & New, p. 38
- ^ "Rob's Puzzle Page - Pattern Puzzles". Archived from the original on 2007-10-22. Retrieved 2007-08-12.
- ^ Beeler, R.; Instant Insanity: Supplemental Material for Intro to Graph Theory; Depr. of Mathematics & Statistics, East Tennessee State University; Johnson City, Tennessee: 2017
- ^ Garey, M. R.; Johnson, D. S. (1979), Computers and Intractibility: a guide to the theory of NP-completeness, W.H. Freeman, p. 258 (problem GP15);
- ^ Robertson, E.; Munro, I. (1978), "NP-completeness, puzzles, and games", Util. Math., 13: 99–116.
- ^ Robertson, Edward; Munro, Ian (1978). "NP-completeness, puzzles and games". Utilitas Mathematica. 13: 99–116.
- Slocum; Botermans (1987), Puzzles Old and New, Seattle: University of Washington Press, p. 38, ISBN 0-295-96579-7
Instant Insanity
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Origins and Early Versions
The puzzle now known as Instant Insanity traces its origins to the early 20th century, with the first documented version invented by Frederick A. Schossow, a resident of Detroit, Michigan. In 1900, Schossow patented a mechanical puzzle consisting of four small wooden cubes, each face marked with one of four playing card suits—spades, clubs, diamonds, or hearts—arranged in a specific configuration to limit possible arrangements.[3] The objective was to stack the cubes into a linear tower such that each of the four long sides displayed all four suits exactly once, without repetition, mirroring the core challenge of later color-based iterations.[4] Marketed under the name "Katzenjammer Puzzle," this design used suits as proxies for colors, emphasizing visual distinction and the tantalizing difficulty of achieving a unique solution through trial and error.[10] Preceding Schossow's invention, similar dice- and block-based stacking puzzles appeared under various names, evoking frustration and intrigue. One early moniker was "The Great Tantalizer," applied to versions around 1900 that involved arranging colored blocks or dice to form coherent patterns on multiple sides, often with stacking or alignment goals that tested spatial reasoning.[11] These precursors typically featured four distinct markers per block while retaining the non-repeating side requirement. Another historical name, "Devil's Dice," referred to comparable puzzles produced by multiple manufacturers.[12] Schossow's Katzenjammer Puzzle established the foundational mechanics of four aligned blocks with opposing faces constrained for solvability, influencing subsequent adaptations that shifted from suits to colors while preserving the stacking rules.[3] This early framework paved the way for broader commercialization in the mid-20th century, culminating in Parker Brothers' 1967 release of Instant Insanity.[4]Popularization and Commercial Success
The modern version of Instant Insanity was recreated in 1967 by California computer programmer Franz O. Armbruster (also known as Frank Armbruster) and commercialized by Parker Brothers as a branded iteration of Frederick A. Schossow's 1900 patented puzzle design.[13] The company positioned the puzzle as an engaging brain teaser suitable for children ages 7 and older, with packaging featuring vibrant illustrations of the colorful cubes and taglines highlighting its challenging yet solvable nature to appeal to family audiences.[12] Promotional campaigns emphasized the puzzle's quick-to-learn mechanics and mental stimulation, contributing to its rapid adoption as a holiday gift item during the late 1960s.[14] The puzzle achieved significant commercial success, with Parker Brothers selling over 12 million units worldwide between 1966 and 1967, reportedly outselling even Monopoly during that period and earning a mention in the 1966 Guinness Book of World Records for its popularity.[15] This surge transformed Instant Insanity from a niche curiosity into a mainstream toy, spawning numerous imitations and establishing it as a staple in the brain teaser category.[14] In the modern era, the puzzle has seen reprints and renewed availability through Winning Moves Games, which acquired the trademark and reissued versions starting in the 2000s, including wooden editions in the 2020s to cater to contemporary collectors and puzzle enthusiasts.[16] Its enduring legacy is reflected in cultural recognition, such as inclusion in the National Museum of American History's collection as a representative example of mid-20th-century recreational mathematics toys.[13]Puzzle Components and Objective
The Cubes
The Instant Insanity puzzle consists of four cubes of equal size, approximately 1 inch on each side, with each of the six faces colored in one of four distinct colors: red, blue, green, and white. The cubes are constructed from durable plastic, ensuring the colors remain vibrant and non-fading despite frequent manipulation.[13][9] Each cube features a unique distribution of colors, with repeats on some faces to create the challenge, but crucially, no pair of opposite faces on any cube shares the same color. This design forces players to consider rotations and orientations carefully when arranging the cubes. The exact color distributions and opposite face pairs for the standard set of cubes are detailed below.| Cube | Color Distribution | Opposite Face Pairs |
|---|---|---|
| 1 | 3 red, 1 blue, 1 green, 1 white | red-blue, red-green, red-white |
| 2 | 1 red, 2 blue, 2 green, 1 white | red-green, blue-white, blue-green |
| 3 | 1 red, 2 blue, 1 green, 2 white | blue-red, blue-white, green-white |
| 4 | 1 red, 2 blue, 2 green, 1 white | red-blue, green-white, green-blue |
Goal of the Puzzle
The objective of Instant Insanity is to arrange four cubes, each with faces colored using one of four colors (red, blue, green, and white), into a single vertical tower where both the stacking order and the orientation of each cube are crucial to achieving the solution.[1] When the tower is formed, each of its four long sides—front, back, left, and right—must exhibit exactly one instance of each color across the four visible faces, ensuring no color repeats on any individual side. The top and bottom faces of the overall tower do not factor into the win condition and can be any colors.[17][1] Each cube admits 24 distinct orientations, determined by selecting one of 6 faces to be on top and then rotating the cube in one of 4 ways around the vertical axis. Accounting for the permutations in stacking order, this yields a total of possible arrangements prior to any consideration of symmetries. The puzzle is designed such that a valid solution can be reached from any random starting configuration in eight moves or fewer, where a move typically involves reorienting or repositioning a single cube.[8][12]Solving Strategies
Brute Force and Trial-and-Error
Brute force and trial-and-error methods for solving Instant Insanity rely on systematically testing cube orientations and stack orders through manual experimentation, making them accessible for casual solvers without requiring mathematical tools. The puzzle has 41,472 possible arrangements when accounting for reduced symmetries in manual trials, such as fixing one cube's position to limit rotations to three axes, though the full search space reaches 7,962,624 without such pruning (4! cube orders × 24^4 orientations).[8][18] Only one unique solution exists up to rotation and reflection of the entire tower, as the puzzle is designed with exactly two solutions that are mirrors of each other.[2] A practical starting point is to identify the cube with three faces of the same color—typically three reds—and place it at the base or a fixed position to anchor the stack, as its repeated colors limit viable orientations.[11] With the order of cubes fixed initially, test the 24 possible orientations (6 choices for the bottom face times 4 rotations) for each subsequent cube sequentially, eliminating partial stacks early if any side already shows a repeated color on the visible faces.[11] To streamline this, count total colors across all cubes (e.g., 7 reds, 6 blues, 5 greens, 6 whites in the standard set) and determine pairs to hide on top and bottom faces (e.g., 3 reds, 2 blues, 1 green, 2 whites), ensuring the remaining faces provide one of each color per side.[2][19] Useful heuristics include prioritizing cubes with unique color pairs on opposite faces for the front-back or left-right views, as these constrain options effectively, and building the stack incrementally from bottom to top while verifying each added cube against the current side colors.[11] Beginners typically take 10-30 minutes to solve via this approach, with an average around 15 minutes for those familiarizing themselves through repeated trials.[20] A common pitfall is fixating on all six faces per cube, overlooking that top and bottom pairs are hidden and do not affect the visible sides, which can lead to unnecessary rotations and frustration.[11] For those seeking greater efficiency beyond trial-and-error, graph-theoretic methods offer a structured alternative by modeling color oppositions.[2]Graph-Theoretic Solution
The graph-theoretic solution to Instant Insanity transforms the puzzle into a problem of selecting and orienting edges in a multigraph to satisfy the color constraints on the tower's sides. This approach, introduced in combinatorial graph theory texts, systematically identifies valid configurations by modeling opposite faces as edges and ensuring balanced color appearances through cycle structures.[18][21] Begin by labeling the four cubes as 1 through 4. For each cube, determine its three pairs of opposite faces based on the fixed coloring; these pairs may connect different colors or the same color (resulting in a loop). Represent each pair as an undirected edge between the corresponding color vertices, labeling the edge with the cube number. This yields three edges per cube, capturing all possible axis assignments (front-back, left-right, or top-bottom).[22][8] Construct a multigraph with vertex set (red, blue, green, white) and incorporate all 12 edges from the four cubes. Multiple edges between the same pair of vertices are possible, as are loops if a cube has identical colors on opposite faces. The standard cubes have the following opposite pairs (derived from their fixed face arrangements):- Cube 1: -, -, -
- Cube 2: -, -, -
- Cube 3: -, -, -
- Cube 4: -, -, -