The screen fills with a grid of glowing tiles, and you realize this isn't a shoot-em-up or a platformer—it's a puzzle that wants to bend your brain in a very specific way. XOR, released in 1987 for the Commodore 64, is a logic game that doesn't waste time with story or fluff. Just pure, crystalline puzzle design wrapped in that distinctly British computer culture aesthetic of the mid-eighties.

You're looking at a board scattered with tiles marked with logical operators and values. The goal is to manipulate these tiles so that they satisfy certain conditions—think of it as solving equations through spatial arrangement. Each level presents a different logical problem, and you need to figure out the rules by looking at the board state and working backward from what "winning" means. It's the kind of game that makes you grab paper and pencil, or at least squint very hard at the screen.
The controls are straightforward: you move a cursor around the grid and swap or rotate tiles. What makes it tick is the feedback loop—you quickly learn what works and what doesn't. There's no timer, no arbitrary difficulty spike, just one puzzle at a time. The Commodore 64's limited color palette actually helps here; the stark contrast makes it easier to parse what you're looking at. The sound design is minimal to the point of near-silence, which somehow makes the quiet satisfaction of solving a puzzle feel earned rather than celebrated with fanfare.
What holds up is the core idea: logic puzzles translated into a visual, interactive format without handholding. What hasn't aged as gracefully is the sheer opaqueness of some solutions. Modern puzzle games often guide you gently toward understanding the mechanics. XOR assumes you'll figure it out, or you won't—and that's fine either way. It's uncompromising in a way that feels almost austere.
If you're the type who enjoys logic puzzles, constraint satisfaction problems, or games that trust your intelligence, XOR still delivers. It's lean, it's clean, and it requires you to think rather than react. Load it up in your browser, spend twenty minutes on a single puzzle, and decide if this peculiar British artifact speaks your language.