AZTest
← All Logic Puzzles
Shading Pure Logic · No Guessing 100 Online Levels

Light Up

Place light bulbs to illuminate every white cell without any two shining on each other.

Alternative Names: Akari (あかり) Bijutsukan (美術館) Museum Guard Puzzles Lanterns

Basic Game Premise & Rules

Light Up is an untimed, deterministic pencil-and-paper logic puzzle played on a grid. Every valid puzzle has exactly one unique solution that can be discovered through rigorous deductive reasoning alone, without trial and error or guessing.

Rules by Example

See how each rule looks when done correctly versus when violated:

Illumination & Light Rays

Each light bulb shines light horizontally and vertically until blocked by a black cell or the grid edge. Every white cell must be illuminated.

11
✓ Correct Every white cell is illuminated by at least one bulb. Light rays pass through empty cells and stop at black walls.
11
✗ Wrong Unlit cell: the white cell at (2, 0) is not reached by any light bulb. All white cells must be lit.
11
✗ Wrong Bulb on a black wall: light bulbs may only be placed in white cells, never on black cells.

No Mutual Illumination (Bulb Conflicts)

No two light bulbs may shine on each other. Two bulbs cannot share a row or column unless there is a black wall between them.

01
✓ Correct Allowed: two bulbs share column 2, but the black wall between them blocks their light so they do not shine on each other.
11
✗ Wrong Row clash: two bulbs in the top row shine directly on each other with no black wall between them. This is not allowed.
11
✗ Wrong Column clash: two bulbs in the first column shine directly on each other without an intervening wall.

Numbered Black Cells

A number on a black cell indicates the exact count of light bulbs in its orthogonally adjacent white cells. Unnumbered black cells have no count restriction.

2
✓ Correct The black cell marked 2 has exactly two orthogonally adjacent bulbs placed beside it.
2
✗ Wrong Too many bulbs: the cell marked 2 has 3 adjacent bulbs. The count must match the clue exactly.
2
✗ Wrong Not enough bulbs: the cell marked 2 has only 1 adjacent bulb.

History & Origins

Light Up was invented by Nikoli and debuted in *Puzzle Communication Nikoli* #95 in 2001 under the title *Akari* (あかり, 'Light'). It was also called *Bijutsukan* ('Art Gallery'), a direct homage to the famous **Art Gallery Problem** in discrete mathematics formulated by Victor Klee in 1973.

Light Up became an instantaneous international classic. The brilliance of its design lies in its luminous clarity: every placed bulb sends visible yellow rays streaming across corridors, immediately illuminating large swaths of the board while strictly forbidding any other bulb from encroaching on its line of sight.

Mathematical Concepts & Computational Complexity

Beyond its entertainment value, Light Up formalizes core principles of discrete mathematics, theoretical computer science, and combinatorics:

The Art Gallery Problem on Orthogonal Grids

Light Up directly formalizes the Art Gallery Problem on orthogonal polygons with rectilinear barriers. While classic art gallery problems ask for the minimum number of guards to illuminate a polygon, Light Up adds the mutually independent guard condition: no two guards may have line of sight to each other.

NP-Completeness via Circuit SAT

In 2005, Laura McPhail published a proof proving that deciding whether a Light Up board has a valid bulb placement is NP-complete. By constructing logic gates (AND, OR, NOT) using corridors of light and black blocks, McPhail showed that any Boolean circuit can be simulated on a Light Up grid.

2-SAT Conflict Clauses & Corner Traps

The mutual non-illumination rule generates pure 2-SAT clauses: for any two white cells u, v sharing a row or column without an intervening black cell, (¬b_u ∨ ¬b_v). Clues on black cells generate cardinality constraints, allowing fast propagation of forced placements.

References & Further Reading

  1. McPhail, L. (2005). 'Light Up is NP-complete'. Technical Report, Department of Computer Science.
  2. Nikoli (2001). Puzzle Communication Nikoli #95. Tokyo: Nikoli Publishing.
  3. O'Rourke, J. (1987). Art Gallery Theorems and Algorithms. Oxford University Press. ISBN: 978-0195039658.
  4. Chvátal, V. (1975). 'A combinatorial theorem in plane geometry'. Journal of Combinatorial Theory, Series B, 18(1), 39–41.

Free Printable PDF Booklet

50 Levels Included · Solutions in Back

Download our beautifully formatted, high-resolution A4 puzzle booklet. Generated directly from the handcrafted levels on AZTest, it contains 50 puzzles ordered from gentle introductory boards up to master-level challenges, followed by complete solutions at the back.

Difficulty Stage Grid Size Description Puzzles
Intro 5×5 Small boards demonstrating 4-cell and 0-cell corner deductions. 3
Easy 5×5 to 6×6 Diagonal 3-clues, forced bulb rays, and unlit cell covers. 12
Medium 7×7 to 8×8 Interlocking light corridors and isolated corner illuminations. 12
Hard 8×8 to 10×10 Multi-bulb clash prevention and distant dark cell coverage. 12
Expert 10×10 Complex architectural layouts with sparse clues demanding deep lookahead. 11
📥 Download Light Up Booklet (PDF) 1916 KB

Formatted for standard A4 printing. 4 puzzles per page provides ample workspace for pencil solving. Free to distribute for personal or educational use.

Explore More Logic Puzzles

Slitherlink

Connect dots to draw a single unbroken loop guided by surrounding cell numbers.

Wolves & Sheep

Draw a Slitherlink loop that fences the gentle sheep in and keeps the fierce wolves out.

Masyu

Draw one closed loop through cell centres that rigorously obeys the black and white pearls.

Nurikabe

Shade the sea to leave numbered white islands of exact sizes in one connected ocean.

Nonogram

Shade runs of cells according to row and column number clues to reveal a hidden picture.

Themed Nonogram

Solve color picture cross puzzles that blossom into vibrant pixel art upon completion.

Hitori

Shade the repeated numbers until every row and column has unique digits, keeping all white cells connected.

Kurodoko

Shade cells so every numbered circle sees exactly that many white cells in its row and column.

Mosaic

Shade cells guided by numbers that count how many cells around them are filled, revealing a hidden picture.

Binairo

Fill every cell with blue or white circles: never three in a row, every line half and half.

Heyawake

Shade rooms according to their clues without isolating unshaded cells or leaving long straight corridors.

Searchlights

Place light beams in white cells so that every numbered black post sees its exact clue count.

Calcudoku

A Latin square where every outlined cage satisfies its arithmetic target and operator.

Skyscrapers

Place towers of heights 1 to N so that each outside clue sees the exact count of buildings.

Sum Skyscrapers

Skyscrapers where each outside clue is the sum of the heights of all visible buildings.

Suguru

The elegant polyomino number puzzle where no two identical digits can touch, even diagonally.

Futoshiki

A Latin square puzzle with inequality signs pointing between neighboring numbers.

Fillomino

Divide the grid into polyomino blocks where each cell's number equals the area of its block.

Galaxies

Partition the grid into rotational 180° symmetric galaxies, each centered on a single dot.

Shikaku

Cut the whole grid into rectangles and squares, each containing exactly one number: its area.

L-Pieces

Draw borders to partition all white cells into perfect four-cell L-shapes.

Numberlink

Connect pairs of matching numbers with continuous non-crossing paths covering the grid.

Bridges

Connect the island network with straight horizontal and vertical bridges into one united world.

Slant

Draw a diagonal slash in every cell matching the corner numbers, without ever closing a loop.

Tents

Pitch a tent beside every tree with no two tents touching, matching row and column counts.

Marupeke

Place circles and crosses in every cell without creating three in a row in any direction.

Ready to play Light Up?

Test your deduction skills online with 100 free interactive levels, automatic conflict detection, progressive hints, and continuous browser save state.

Start Playing Level 1 →