|a monstrosity perpetrated by,|
& © 2022
|} Catherine Cowie|
|based on Sedecordle||by Brad Bednar|
|based on Octordle||by Kenneth Crawford|
|based on Quordle||by Freddie Meyer|
|based on Dordle||by Guilherme S. Töws|
|based on Wordle||by Josh Wardle|
|a new Sexaginta-quattuordle||each day|
|play as much||as you dare|
|every Sexaginta-quattuordle||is a nightmare|
|64||back||?||faq||! ©||by calendar||by number||my list||normal||hard||?||▦|
Each guess must be a valid five letter word. Hit the enter button ⏎ to submit.
After each guess, the color of the tiles will change to show how close your guess was to the word.
The letter C is in the word and in the correct spot.
The letter T is in the word but in the wrong spot. (Also, notice how only the first T is highlighted. This tells you the secret word has only one T; T also can’t be the final letter, or it would have been highlighted instead.)
The letters F, L, U, N, and K are not found anywhere in the word.
When you type a guess in SEXAGINTA~QUATTUORDLE, you will guess that word for all sixty-four words that you are solving. All sixty-four words you are solving will be different.
There is one other small difference between SEXAGINTA~QUATTUORDLE and other Wordle games: red and purple letters. These periodically appear and disappear during the game; an example is shown below:
|1 🟩🟩||2 🟩🟩||3 🟩||4 🟩🟩🟩🟩🟥|
|5 🟩||6||7 🟩🟩||8 🟩|
For the guesses SHINY followed by TRACE:
If a letter is purple, it is a repeated letter that you might have overlooked. Like red letters, they will only appear in the game if you have discovered four out of five letters and made a previous guess with the requisite number of repeated letters.
Red and purple letters can be disabled from appearing by clicking on the emoji icon 💖 in the top right-hand corner of the game.
|?||Help, frequently asked questions, and game information.|
|▦||Calendar, and lists of previously played games.|
|⏾||Cycles between light and dark modes, normal colours and high contrast colours.|
|💖||Toggles red and purple letters on or off (during game), or displays emoji or numbers (after game).|
|+||Enter full screen mode, if available.|
|−||Exit full screen mode.|
You can navigate between rows using the numbers at the top of the screen, e.g. the button marked ‘49 – 56’ will jump to the row containing words 49 to 56.
When you solve a word, a green (or orange) indicator will appear in the navigation row. If an indicator is yellow (or blue), all five letters have already been found in their correct locations.
Once all sixty-four indicators are illuminated, the game is ready to be automatically completed and you may be able to finish the game immediately.
You have seventy (70) guesses to get all sixty-four (64) words correct, and the game will show your current number of guesses in the top-left-hand corner. Clicking on this number will provide you with more information about your current game, such as the exact number of words solved and unsolved.
Good luck! YOU’LL NEED IT!
This is the debug mode of Sexaginta-quattuordle. If you are here, you have been directed to click a URL by Catherine for the purposes of obtaining, resetting, or deleting your statistics.
None of these options have an “undo” feature; if you destroy your settings there is no recovery, besides deleting and resetting from scratch.
Sexaginta-quattuordle runs entirely client-side, with only anonymised IP addresses being logged by the Apache webserver on the server-side. The game uses local storage on your web browser to track persistent variables:
The button ‘delete state variables’ removes all of these from local storage. None of these variable are unrecoverable; they can all be reset in game.
Sexaginta-quattuordle retains guesses for the current daily and the most recent free games, both for the normal and hard modes; these are also stored locally. To generate the puzzles, a seed number is required; last_daily is used for the daily and daily + hard modes, while each of the free modes use a separate number. Finally, since version 1.04 the game stores the guesses of previous games for later recall.
The button ‘delete game variables’ removes all of these from local storage. If you do so, the data is gone for good. You are strongly recommended to use the ‘save local storage as text’ option before deleting these variables.
Sexaginta-quattuordle only records statistics for daily mode games, and uses a variable to indicate whether the statistics have been updated on a given day.
The button ‘reset statistics’ deletes completed from local storage and resets all of the statistic variables to zero. If you have a previously saved screenshot of your statistics you can restore them using the modifiers on the left of the debug screen.
These are very good questions! First, the six colours represent a band of successive, correct answers after a certain number of guesses. Each colour band starts with a heart, continues with squares, and usually finishes with a circle.
The fewer red emoji, the better your score (it is very hard, but not impossible, to have fewer than four).
As to why I chose these emoji; at first, I wanted to use Unicode’s circled digit/number range (①, ②, ③, ..., ㊽, ㊾, ㊿), however these only extend as far as 50, so the last 20 guesses would need two characters, instead of one. The solution used by Sedecordle, of using two emoji digits for each guess, e.g. 6️⃣4️⃣, would mean the entire stats block would require 128 emoji rather than 64, which is way too much for Twitter. So brevity, colourfulness, and making pretty patterns are the reasons why the results summary is the way it is. If you obtain a good Wordle score it is possible to also share your Sexaginta-quattuordle game in the one tweet.
I’m sorry you feel that way. It’s only a game. (Also, it was a bit of a joke, to go not merely twice, but four times
better than as many words as Sedecordle.)
Then you should click the emoji icon in the top right-hand corner (which may look like 🟥 after the game), which will toggle between emoji and circled numbers.
Yes, I know. I could have followed the other multiple-values-of-n Wordles in having n+5 guesses, however this would have involved an unavoidably large degree of ribaldry in reporting scores. (At one point in testing the game had 72 guesses, however I soon concluded this made the game too easy.)
Like Quordle regarding 8 guesses as a “par” score, likewise you should regard 68 as the 64ordle par score. You’re permitted a double bogey, but beyond that point lies failure.
Sorry, I did. It only took me half a year to notice that Wordle’s alternate colour scheme has the correct letters as orange and the misplaced letters as blue. Please forgive me.
It may not be the best possible strategy, however if you consider the example on the help page, where guesses 1 and 2 are SHINY followed by TRACE, you could do a lot worse than using those as your first two starter words. You get three vowels plus a pseudo-vowel Y, along with a subset of six of the most common consonants, and in addition you have an approximate one-in-forty-two chance of either starter word being a solution.
From there, if you look over the sixty-four words of the puzzle, some words should start to be guessable, and solving these will gradually reveal more letters in the other words.
Guesses where you can think of more than one possibility for a specific word should generally be avoided (especially in hard mode); it is better to use an exploratory guess that gives you up to five new letters, than to make an unsuccessful guess targeting only one word, and gaining perhaps only one new letter.
I added the ability to revisit previous games in version 1.04. The older versions mentioned on the list of games by number may now be explored on the test page, so clicking on one of them will transfer you there. Why, you ask? I wanted to try replaying the very first games I played in February and March – why not!
Feature requests are fine. If the feature is easy to implement without complicating the codebase, I would need a good reason not to consider adding a requested feature. If the requested feature is sufficiently complicated that adding it would require a large amount of code and makes the game run slower, then I would need a compelling reason why I should add it. There are people who try playing this game on an Android 4, you know. (This isn’t the sort of game that you should try playing on a phone, but I am not inclined to prevent intrepid players from trying.)
This only happens once four letters have been correctly discovered, to indicate a distinct or repeated letter that you might otherwise have overlooked. (If you solve the word in question, they’ll disappear. Or you can click the emoji icon ◻️ in the top right-hand corner of the game, to turn this feature off.)
And yes, it’s deliberate for these to only appear in guesses before your most recent guess, rather than for them to appear immediately.
Global settings can be accessed at the end of the game, which determine whether you are asked (or not) when a game reaches a state where it can be automatically completed for you. The aim is that the dialog box asking you whether you wish to complete a game should only appear once per game; if you click Cancel, you should not be asked again. (If you click between modes however the dialog box can be made to reappear.)
When a game is auto-completed the score is counted the same as though you had correctly entered all of the remaining guesses by hand. If you have made too many incorrect guesses this may result in a losing score of 70.
If you wish to use the auto-completion feature to finish games in fewer than 64 guesses, you should pay attention to the green/yellow (or orange/blue) status lights in the navigation row. Words that have the yellow (or blue) light illuminated do not need to be solved immediately, as auto-completion will solve these when all sixty-four lights are illuminated.
Having said all that, it will usually take more than half the game to discover all of the possible letters in their correct positions, rather like the minimum number of moves in the game kilordle being around thirty guesses.
In hard mode, the status lights will not indicate a word with all five letters correctly guessed across multiple guesses, however the auto-complete function will work once all words are in a condition to be solved automatically.
Version 1.04 π ~ 1 September 2022
This Frankensteinian version of “Wordle” uses a wordlist about 370 words larger than the usual game, restoring some words Josh Wardle took out from the original Wordle prior to December 2021. Hard mode (denoted by an asterisk *) uses a very much larger wordlist comprising the entire five-letter subset of words from Collins Scrabble Words, some 12,900 possible solutions.
This hard, Frankensteinian version of “Wordle” uses the entire five-letter wordlist from Collins Scrabble Words. Scores obtained in hard mode are denoted with an asterisk (*).
Version 1.03 ο ~ 6 August, numeric score; auto-completion; red and purple letters; some minor tweaks such as version numbering.
Version 1.02 ξ ~ 5 June, active emoji map and guess helper; minor cosmetic fixes.
Version 1.01 ν ~ 15 April, light/dark and contrast modes; a variety of other minor changes.
Version 1.0 ~ first public release, 25 March
See the test page https://64ordle.au/test/ for descriptions of versions prior to 1.0
Sexaginta-quattuordle was coded in Naarm and nipaluna, and 64ordle.au is hosted on traditional Wurundjeri lands of the Woi wurrung people of the Kulin nation. I wish to acknowledge the traditional owners of these lands and pay my respects to elders past and present.
Many thanks to the creators of other powers-of-2 Wordles, especially the creator of Sedecordle for advice, and the creator of Dordle, for such a beautiful-looking interface design.
As this software project has inherited large sections of code from its predecessors it likewise inherits the same Creative Commons non-commercial share-alike licence that other N-ordles have been released under.
Sexaginta-quattuordle (64ordle.au) is copyright © 2022, Catherine Cowie, under the Creative Commons 4.0 Attribution-NonCommercial-ShareAlike International 4.0 Licence (CC BY-NC-SA 4.0) with contributions by Brad Bednar, Kenneth Crawford, Freddie Meyer, Guilherme Stutz Töws, and others.
The Mersenne Twister algorithm is copyright © 1997 – 2002, Takuji Nishimura and Makoto Matsumoto. All rights reserved.
As such 64ordle.au does not retain any user data besides automated, anonymised IP transaction data logged by the web server Apache, which is not used for any further purpose.
Nota bene, games may or may not be playable depending on their scheduled date, which fall into three ranges corresponding to past, present, and future:
Use these controls to modify Sexaginta-quattuordle’s game statistics.
|This is Sexaginta-quattuordle’s debug mode. If you have reached here by accident, please press the Back button in the top right-hand corner of the screen.|
The help option in the top right-hand corner gives a full explanation of Sexaginta-quattuordle’s variables stored locally on your browser.