Nonogram — is a logic puzzle, also known by the names Picross, Griddlers, Hanjie, Japanese Crosswords. Unlike classic crosswords, it does not conceal a word but an image — from a simple pattern to a pixel scene — which the player uncovers by filling squares according to numerical clues. The game is engaging because, during the solving process, simple numbers gradually transform into a meaningful visual result.
Nonograms do not require knowledge of languages or cultural contexts — it is a language-independent puzzle, understandable to anyone familiar with numbers. Thanks to this universality, the Nonogram has taken a special place in the world of logic games and has become an international hit, comparable in popularity to sudoku and classic crosswords. Appearing in the late 1980s, it quickly gained fans around the world and firmly entered the cultural repertoire of puzzle enthusiasts.
History of the Nonogram
Origin of the puzzle in Japan
Nonograms originated relatively recently — in the late 1980s in Japan. Two people, independently of each other, claim the invention of this puzzle. The first was the Japanese graphic editor Non Ishida (石田 のん), who in 1987 participated in an unusual Tokyo competition for the best image created using skyscraper windows. In her work, Ishida «drew» a picture by turning lights on and off in the windows of the building, and won first place. This victory inspired her with the idea of a logic game: she realized that a similar principle could be applied on paper by shading squares in a grid. Already in 1988, Ishida published the first three puzzles of this kind under the name Window Art Puzzles.
Almost simultaneously, professional puzzle constructor Tetsuya Nishio (西尾 徹也) developed his own version of the same idea. Nishio released his first problems in another magazine and called them お絵かきロジック (Oekaki Logic) — which translates as «painting with logic» or «logic art». His version also spread in the Japanese press and quickly took its place in the emerging genre. The name proposed by Nishio took root in Japan and is still used in some specialized publications. Thus, the first Nonograms (then still under different names) appeared on the pages of Japanese print media.
First steps and spread
Initially, the new puzzles did not immediately attract wide attention in their homeland. The rules differed from familiar pastimes, and not everyone understood how to solve them. However, soon a fortunate coincidence helped Nonograms reach the world stage. In 1989, Non Ishida introduced her puzzles to British enthusiast James Dalgety — a collector and researcher of logic games. Dalgety saw the potential of the game and made an agreement with Ishida to promote the puzzle outside Japan.
It was James Dalgety who came up with the name Nonogram for the new puzzle — combining the author’s nickname Non and part of the word diagram (with a hint of a drawing or scheme). In 1990, he persuaded the influential British newspaper The Daily Telegraph to publish these puzzles regularly. From the summer of 1990, Nonograms began to appear weekly in the Sunday edition — The Sunday Telegraph. This was the world’s first regular publication of Nonograms in the press and marked the beginning of the game’s international popularity.
Worldwide recognition in the 1990s
Thanks to the British press, the Japanese «paintings by numbers» became known all over the world. By 1993, the puzzle had triumphantly returned to its homeland: one of Japan’s largest newspapers, 毎日新聞 (The Mainichi Shimbun), inspired by the success in England, began publishing Nonograms in its pages. That same year, Ishida released the first Nonogram book in Japan, and in the United Kingdom Pan Books published The Sunday Telegraph Book of Nonograms, a collection of puzzles from the newspaper.
In the following years, the game’s popularity grew rapidly: by 1995 the fourth collection of Nonograms from The Sunday Telegraph had been released, and the puzzles began to be printed in magazines and newspapers all over the world. Magazine series entirely dedicated to this Japanese puzzle appeared.
In Japan, major publishers such as Gakken and Sekaibunkasha began to publish specialized magazines devoted to these puzzles, which greatly contributed to the growing interest in the genre within the country. Over time, foreign companies began to acquire the rights to publish Japanese materials, and Nonograms began to appear in a variety of formats — from newspaper sections to full magazines and collections.
In the first half of the 1990s, these puzzles began to be published in the Netherlands, Sweden, the USA, South Africa and other countries. By the end of the decade, the geography of distribution had expanded significantly: in 1997, the Israeli company Nikoli Rosh began publishing Nonograms in the Middle East. Around the same time, publications with these puzzles began appearing in Brazil, Poland, the Czech Republic, South Korea and Australia. The expansion of coverage was accompanied by increased print runs and new formats, which finally secured the Nonogram as an international logic game.
One of the important stages of popularization was the gaming industry. In 1995, Nintendo released several video games in Japan in the Picross series (short for «picture crossword»), which used the principle of the Nonogram. The most famous was Mario’s Picross for the portable Game Boy console — it was also the only one of the series released outside Japan, in the USA. Thus, millions of players became acquainted with the new puzzle through video games.
After Nintendo, others took up the idea: electronic pocket puzzle toys and even arcade machines appeared. In 1996, the arcade game Logic Pro was released in Japan, entirely based on solving Nonograms, and a year later — its sequel. These machines became part of gaming history (today they are emulated through MAME as examples of retro gaming). By the end of the 1990s, Nonograms had finally cemented their status as an international hit.
Nonograms in the new millennium
In 1998, The Sunday Telegraph decided to hold a reader competition to find a new name for the beloved puzzle. At that time, the newspaper’s collaboration with Non Ishida had ended, and there was a need for its own brand. The winning word was Griddler («grid-based»), which since then has been used in England alongside the term Nonogram.
In 1999, the well-known puzzle publisher Puzzler Media (formerly BEAP) launched two periodical magazines in the United Kingdom with these puzzles under the Japanese name Hanjie (判じ絵) — which can be translated as «to judge from the picture». Separate issues of Hanjie with small puzzles and Super Hanjie — with large, detailed images — were published. That same year, dedicated magazine series with Japanese crosswords began to appear in the Netherlands and several other European countries.
The early 2000s saw even greater growth in popularity. The first regular monthly editions entirely dedicated to Nonograms appeared: in 2000, the British magazine Tsunami became the first monthly collection of Japanese crosswords. In the United States, Sterling Publishing released two Nonogram books — Perplexing Pixel Puzzles and Mind Sharpening Pixel Puzzles. That same year, the Dutch magazine Japanse Puzzels XXL was launched, offering especially large-format puzzles.
At the turn of the millennium, Nonograms had definitively evolved from a niche pastime into an established part of global logic game culture. By 2001, special issues with Nonograms were already being published in France, Finland and Hungary. In these countries, their own regular series were launched, designed with local traditions of logic game presentation in mind: in France, particular attention was given to the elegant design of the grid and the visual completeness of the drawings, while in Finland the puzzles were clearly divided by difficulty levels, making learning the game especially systematic.
At the same time, Nonograms increasingly appeared in general puzzle magazines in many countries. In Italy and Spain, they began to be included regularly in logic game sections alongside sudoku, as a visual alternative to numerical tasks. In Russia and Eastern Europe, they appeared as Japanese crosswords in newspaper supplements, thematic weeklies and special puzzle collections, where they quickly gained a firm place.
In many publications, Nonograms became a permanent section, sometimes even highlighted on the cover as a central feature. Thanks to this format, the game experienced a second wave of spread — through readers who were not initially familiar with Japanese puzzles but became interested in them in the context of other, more familiar tasks. As a result of this reach, Nonograms firmly established themselves among the leading logic games of the early 21st century.
Clubs and communities of solvers developed especially actively. In Japan and the United Kingdom, hobby groups began to form where participants discussed strategies, shared favorite issues, took part in speed-solving championships or published their own amateur bulletins. Similar groups existed in Germany, the Czech Republic and Finland. Puzzle collections from such meetings sometimes entered commercial sale, and in some countries even became the basis for author magazines.
Since the early 2000s, Nonograms have increasingly been used in education as a tool for developing logical thinking and attentiveness. Mathematics and computer science teachers incorporated them into courses, especially when studying topics related to algorithms, the coordinate plane and binary logic. In some countries — for example, the Netherlands, Finland and Israel — special workbooks adapted to school programs were created. This approach not only expanded the puzzle’s audience but also gave it an additional educational status.
Over time, from the classic black-and-white Nonogram, a whole set of related games emerged. In addition to colored versions, there appeared diagonal Nonograms, triangular and hexagonal grids, as well as puzzles with asymmetric rules. Some of them assume that part of the clues is hidden or given only during the game. Such variations expand the genre and allow the use of more complex reasoning methods, making the game interesting even for experienced solvers.
Today, Nonograms are firmly embedded in global game culture: special or mixed editions with these puzzles are regularly published in more than 35 countries, including Japan, the USA, the United Kingdom, Germany, Russia and many others. In Japan alone, more than ten different magazines dedicated entirely to this puzzle are currently published, not to mention numerous books and electronic applications. Nonograms have successfully migrated from newspaper pages to computers and mobile devices: there are hundreds of online platforms and apps where millions of users solve these puzzles every day. Thus, in just a few decades, the Nonogram has gone from a local curiosity to a recognized international phenomenon in the world of intellectual games.
Interesting facts about Nonograms
- The first public puzzle — on a skyscraper. The first Nonogram presented to the public was a light installation on a building. At the 1987 Window Art contest, Non Ishida «told» the legend of the bamboo cutter — an ancient Japanese myth — using the windows. The lights formed a picture on the facade of the skyscraper, essentially becoming the prototype of the modern Nonogram. This origin story makes the Nonogram unique among puzzles.
- The first electronic Nonogram appeared on Japanese NEC PC-9800 home computers. Long before Mario’s Picross, Japan already had computer versions of Nonograms in the early 1990s for the NEC PC-9800 systems — popular home computers. These programs were little known outside the country, but they laid the foundation for the interface and logic of future versions.
- The largest printed Nonogram was more than 300×300 squares. Some enthusiasts and publishers created giant Nonograms — essentially poster-sized. For example, the company Conceptis published in a special issue a puzzle of 320×320 squares, which was meant to be solved in parts.
- Nonograms are studied in the context of NP-completeness in computational complexity theory. From a logical point of view, the solvability of a generalized Nonogram (of arbitrary size) belongs to the class of NP-complete problems — that is, theoretically hard to compute. This makes Nonograms not only entertaining but also an academically interesting subject in the field of algorithms and artificial intelligence.
- Alternative names. In different countries, Nonograms are known by local names reflecting both linguistic features and cultural associations. In Russian-speaking regions, they are often called Japanese crosswords, emphasizing the country of origin. In the English-speaking world, in addition to the general term Nonogram, the variants Griddlers (in the UK) and Hanjie are widespread. Japanese authors often use the name お絵かきパズル (Oekaki Pazuru) — «drawing puzzle». Terms such as Paint by Numbers (in English-speaking countries, though less common due to confusion with coloring books), Picross (a Nintendo trademark), Picture Logic, Logic Art, Pic-a-Pix and others are also found. This variety of names reflects the puzzle’s wide geography and cultural adaptation.
- There are colored Nonograms. Most classic Nonograms are black and white, but there is a separate genre — colored Nonograms, where each clue has its own color and the squares are filled accordingly. This complicates the logic, as one must consider the sequence of color groups and the separators between groups of different colors. Nintendo actively developed the colored format in the Picross DS, Picross 3D and other game series.
- Nonograms are firmly included in international puzzle competitions. At the World Puzzle Championship, this type of task is often included in the category of grid drawings, where participants compete in speed and accuracy. Some enthusiasts set unofficial records by solving particularly large puzzles — for example, Japanese crosswords of 100×100 squares or more, which can take many hours. There are also puzzles of extreme difficulty that only the most experienced solvers can complete. All this confirms the status of the Nonogram as a serious intellectual challenge.
The path of the Nonogram is a vivid example of how an intellectual game can become a global cultural phenomenon. Born from the simple idea of «painting with logic», this puzzle has managed to overcome linguistic and geographical barriers and gain fans on all continents. Today, Nonograms are published in magazines, books and electronic formats, and are solved by people of all ages and professions. This game is valued because it develops thinking, imagination and perseverance, and brings pleasure from the process of searching and gradually revealing the hidden picture or pattern. The Nonogram has rightly become a «living classic» in the world of puzzles — alongside crosswords, sudoku and other timeless games for the mind.
Once you understand the rules of the Nonogram, feel the rhythm of solving and confidently shade the first square. At first glance, the Nonogram may seem simple, but as you solve it, it reveals the depth of logical analysis that requires concentration, accuracy and a systematic approach. The consistent application of the rules leads to a precise result that completes the logical chain of reasoning. Thanks to this combination of accessibility and intellectual richness, the Nonogram deservedly maintains its status as a classic logic puzzle, with interest that does not fade over time.