- Abcd same game for windows software#
- Abcd same game for windows series#
- Abcd same game for windows windows#
In an "endless" variant, the game starts with an empty field.If the player cannot reach the needed score-or if the timer runs out-the game ends, and the player receives a final score. When the needed score is reached, in most versions the player is allowed to clear the rest of the level. Instead of clearing the whole level, for example, a certain score or a certain number of removed blocks must be reached. The condition for winning may vary between levels. When the playing field is cleared, instead of ending the game, a new level appears-usually harder, with more block types or lower time limits, or both.At the end of play, the player receives a score. The game ends when the playing field is cleared, or if the remaining blocks cannot be removed.An example of this is the "Revenge mode" in PocketPop Revenge ( PocketFun) for iPhone OS. The different types of blocks interact in various ways with the play field for example, one type might remove all the blocks in a row. Some versions introduce new types of blocks. In some variations, blocks can be removed when connected to blocks of the same color diagonally, not just horizontally and vertically.
Bubblets Tilt for iPhone OS uses this approach.
The orientation switches between portrait and landscape.
Abcd same game for windows windows#
Some versions, including some versions for Windows Mobile, include both portrait and landscape orientations.
The game ends if a timer runs out or if no more blocks can be removed. For example, on some implementations for the iOS, this can be done by shaking the device. Sometimes the player can control the number and timing of blocks that drop from above in certain ways. However, some implementations gradually push the rows upward or drop blocks from above. In most versions, there are no time constraints during the game. The goal of the game is to remove as many blocks from the playing field as possible. Blocks that are no longer supported will fall down, and a column without any blocks will be trimmed away by other columns always sliding to one side (often the left). By selecting a group of adjoining blocks of the same color, a player may remove them from the screen. SameGame is played on a rectangular field, typically initially filled with four or five kinds of blocks placed at random. Deciding the solvability of 5-column 3-colour Clickomania is also NP-Complete. Deciding the solvability of 2-column, 5-colour Clickomania is NP-Complete. proved that deciding the solvability (whether all blocks can be removed) of 1-column (or 1-row) 2-colour Clickomania can be done in linear time. It was the basis for the Same Gnome and KSame variations created for Linux. This version has some gameplay differences-three, instead of five, colors-and is probably the most widely distributed of the original series. In 1994, Takahiro Sumiya ported it to Macintosh.
Abcd same game for windows software#
This version was translated into English by Hitoshi Ozawa, and is still available from his software archive. In 1993, it was ported to Windows 3.1 by Ikuo Hirohata.
Abcd same game for windows series#
In 1992, the game was ported as SameGame to Unix platforms by Eiji Fukumoto, and to the NEC PC-9801 series by Wataru Yoshioka. It was distributed for Fujitsu's FM-8 and FM-7 platforms in a Japanese monthly personal computer magazine called Gekkan ASCII. SameGame was originally created as Chain Shot! in 1985 by Kuniaki Moribe.