A State Space Walkthrough of Two Early Stephen’s Sausage Roll Levels

We try not to shy away from hardcore geekery-peekery here, and I think this one qualifies for that nonsensical nomenclature.

We’ve brought up Stephen’s Sausage Roll (SSR) here in the past, it’s a uniquely challenging turn-based puzzle game. You move a little fork-wielding guy around to cook sausages in an infuriatingly precise way: each two-unit long sausage has two sides to each of its units, and each must be cooked exactly once per side. The controls are simple, but the puzzle start out tough and get tougher. New wrinkles get added in an organic way, and the game feels like it changes as you advance through it, even if you doesn’t actually gain any new verbs; the levels are just cleverly designed so that Stephen’s advanced tricks just aren’t possible before the game’s ready to unveil them.

In this 7½ minute video, a Youtube channel with the suitable name Stephen’s State Space examines two early levels of SSR with their move spaces graphed out, and shows that, while there is room for some slight variation, both of them require the player to progress through a specific sequence to finish the puzzle. If you don’t know anything about SSR, the shown-off solutions will seem to be brain-melting in their specificity. Let me assure you that these puzzles are only the beginning.

When people talk about why they play these kinds of hard puzzlers, they often express it in terms of how they make them feel when they solve it, the harder the puzzle, the greater the feeling of accomplishment. When I hear that, I think, duh, but more than that, why do people have a “feeling of accomplishment” when they play these games?

When you put it in terms of a feeling, I think you’re getting dangerously close to those people who put it all in terms of dopamine, which I hate. Game players aren’t dopamine addicts! If you could get it out of a syringe, would you do that?

You get a jolt of dopamine, experienced as a feeling of accomplishment, because you accomplished something! I have long thought that the best reason for playing difficult puzzles isn’t the feeling you get when you solve them, but their improving aspect. Working through tricky puzzles actually makes you a little smarter for doing them. The fact that they’re fun to do is the spoonful of sugar, to borrow Ms. Poppin’s phrase, to get you through.

So go forth and cook those sausages! If you can get all the way through SSR, I reckon that’s enough to get your INT score up to at least 15. I don’t know if I can say if it’ll affect your WIS, and it certainly won’t help your CHA, but let’s work on one D&D attribute score at a time, eh wot?