(Redirected from Same Game)
KSame on Ubuntu Linux

SameGame (さめがめ) is a tile-matchingpuzzle originally released under the name Chain Shot! in 1985 by Kuniaki Moribe (Morisuke). It has since been ported to numerous computer platforms, handheld devices, and even TiVo,[1] with new versions as of 2016.

Idius

History[edit]

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SameGame was originally created as Chain Shot! in 1985 by Kuniaki Moribe. It was distributed for Fujitsu's FM-8 and FM-7 platforms in a Japanese monthly personal computer magazine called Gekkan ASCII. In 1992, the game was ported as SameGame to Unix platforms by Eiji Fukumoto, and to the NEC PC-9801 series by Wataru Yoshioka. In 1993, it was ported to Windows 3.1 by Ikuo Hirohata. This version was translated into English by Hitoshi Ozawa, and is still available from his software archive.[2]In 1994, Takahiro Sumiya ported it to Macintosh. This version has some gameplay differences—three, instead of five, colors—and is probably the most widely distributed of the original series. It was the basis for the Same Gnome and KSame variations created for Linux.

In 2001, Biedl et al. 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. Deciding the solvability of 2-column, 5-colour Clickomania is NP-Complete. Deciding the solvability of 5-column 3-colour Clickomania is also NP-Complete.[3]

Gameplay[edit]

Game mechanics[edit]

SameGame is played on a rectangular field, typically initially filled with four or five kinds of blocks placed at random. By selecting a group of adjoining blocks of the same color, a player may remove them from the screen. 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). The goal of the game is to remove as many blocks from the playing field as possible.

In most versions, there are no time constraints during the game. However, some implementations gradually push the rows upward or drop blocks from above. Sometimes the player can control the number and timing of blocks that drop from above in certain ways. For example, on some implementations for the iOS, this can be done by shaking the device. The game ends if a timer runs out or if no more blocks can be removed. Some versions, including some versions for Windows Mobile, include both portrait and landscape orientations.

Gallery[edit]

  • Swell-Foop, part of GNOME Games

  • KSame, part of kdegames

  • SameGame for Mac, by Takahiro Sumiya

Variations[edit]

In one variation, the game starts with no blocks on the field. Blocks fall down to the playing field, and must be removed before they reach the top. If they reach the top and overflow, the game is over. In some variations, such as Bubble Bang, circles or balls are used instead of blocks—which alters the gameplay, as the balls form different shapes than square blocks.

In three-dimensional variants, the playing field is a cube (containing smaller cubes) instead of a rectangle, and the player has the ability to rotate the cube. 'Cubes' for iPhone OS uses this approach.

Some versions allow the player to rotate the playing field 90 degrees clockwise or counter-clockwise, which causes one of two things to happen:

  1. The left and right sides become the bottom and the top, and the blocks fall to the new bottom. The orientation switches between portrait and landscape. NeoSameGame for iPhone OS uses this approach.
  2. The blocks fall to the left or right side, but the player must rotate the field back to portrait orientation (which is fixed). Bubblets Tilt for iPhone OS uses this approach.

In some variations, blocks can be removed when connected to blocks of the same color diagonally, not just horizontally and vertically. Some versions introduce new types of blocks. 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. An example of this is the 'Revenge mode' in PocketPop Revenge (PocketFun) for iPhone OS.

Rules variations[edit]

  1. The game ends when the playing field is cleared, or if the remaining blocks cannot be removed. At the end of play, the player receives a score.
  2. 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. The condition for winning may vary between levels. Instead of clearing the whole level, for example, a certain score or a certain number of removed blocks must be reached. When the needed score is reached, in most versions the player is allowed to clear the rest of the level. If the player cannot reach the needed score—or if the timer runs out—the game ends, and the player receives a final score.[citation needed]
  3. In an 'endless' variant, the game starts with an empty field. The blocks or balls start falling down; but if they reach the top, new blocks stop falling, so they do not overflow—thus, the game never ends. The player can end the game at any time by waiting for blocks to reach the top, then performing a special action (for example, right-click instead of left-click).
  4. Some versions have player lives.[citation needed] If a player reaches a losing condition one time, the game does not end; instead, a life is lost. If all lives are lost, the game ends.
  5. In the 'continuous' variant, whenever a vertical set of blocks has been cleared and the remaining blocks have shifted to one side, a new, randomly selected column of blocks will pop up on the other side, thereby allowing a game to be played for an extended amount of time.[citation needed]
  6. In the 'shift' variant, when a set of blocks has been cleared, all remaining blocks to the top and left will shift down and to the right.[citation needed]
  7. The 'megashift' variant is a combination of the rules of the 'continuous' and 'shift' variations.[citation needed]

Scoring[edit]

Same GNOME, the SameGame for GNOME

Most versions of the game give (nk)2{displaystyle (n-k)^{2}} points for removing n{displaystyle n} tiles at once, where k=1{displaystyle k=1} or 2{displaystyle 2}, depending on the implementation. For instance, Insane Game for Texas Instrumentscalculators uses (n1)2{displaystyle (n-1)^{2}}; Ikuo Hirohata's implementation uses the formula n23n+4{displaystyle n^{2}-3n+4}. The Bubble Breaker implementation for Windows Mobile uses the n(n1){displaystyle n(n-1)} formula. The 2001 version released by Jeff Reno uses the formula n(n2){displaystyle n(n-2)}.

Some versions also offer a large bonus for removing all blocks from the screen, or leaving no more than a certain number of blocks. Others reduce the final score based on the number of blocks remaining at the end of the game. Some game versions award bonus points for clearing the field quickly, encouraging faster play. The faster the player finishes the level, the bigger the bonus. Still others offer combination, or chain, bonuses for clearing the same color of blocks two or more times in succession.

Another scoring technique awards bonus points for each chain of a certain color that has a certain number of blocks (for example, two red blocks or 11 blue blocks). After receiving the bonus once, sometimes the bonus condition changes. BPop uses this scoring variation.

Some versions have a simple scoring system: each block removed is worth one point, and there is no bonus for removing more than two blocks at a time. This is seen in the Same Pets and Same Hearths variants.

Goal-based scoring[edit]

Some versions award scores based on the attainment of goals. This is typically seen in multi-level versions of the game. There are four primary scoring systems for such games.

In one variation, each level has a target score. The player's score starts at zero, and the player must reach the target score. At the beginning of each level, the player's score is reset to zero; the target score increases with each level.

Other versions have a cumulative target score. In these versions, the player's score carries over from level to level. As a result, if the player substantially exceeds the target score on a given level, they may enter the subsequent level having already met that level's target score, as well. BPop has a cumulative target score.

Some versions maintain the same target score for each level; such variations can be played indefinitely. In such games, the player typically loses due to poor planning or a lapse in concentration. Examples of such games are Same Pets and Same Hearths.

In games without a goal score, like Bonkers for iPhone and SameGameBros for iPhone, the goal is to clear the level completely. The game ends when the player fails to do so.

Visuals[edit]

Example of gradients

Blocks typically appear as colored squares, circles, or spheres. Some variations use gradient shading to give the illusion of dimensionality. Other tile themes, or skins, include animals, hearts, stars, faces, Lego blocks, and jelly bears. Designs may follow a theme, such as Christmas or monochrome. Most games have only one skin, but others allow choosing from multiple skins.

There is a special visual aspect in some versions; instead of separate blocks, games like iDrops and SameGameManiak feature bordered areas for adjacent blocks of the same color. Some have elaborate tile graphics, featuring pictures or patterns inside the tile, like KSame and Same GNOME.

Variations[edit]

Reveal the picture
The SameGame concept can be extended to a 'Reveal the picture' game. A picture or photo is behind the blocks; it becomes increasingly visible as blocks are removed, until it is completely revealed. Examples include Same Pets, Same Hearts and the Nissan Cube promotional app for iPhone.
Animation
Some games feature animation of one or more game events, such as cleared tiles bursting or exploding, or scoring animations (BPop, Bubblets Tilt).
Block highlighting
Some versions display which blocks are selected with a border around them (BPop), jittering of the blocks (BPop), or an increase of the size of the selected blocks (Bubblets Tilt). If the blocks are deselected (usually by dragging away from them, or tapping another block chain or a single block), the highlight is removed.

Versions[edit]

Versions of SameGame
NameAuthorRelease DatePlatformsNotes
Chain Shot!Kuniaki Moribe1985Fujitsu FM 8/7 ·PC‑8801·PC‑9800· N5200 (1988) · Macintosh (1992)The original iteration of the game. Had a 20×10 playing field and four colors.
Same GameEiji Fukumoto1992UnixThe first version titled Same Game; it increased the number of colors to five.
Same GameWataru Yoshioka (W. Yossi)PC-9801
Same GameIkuo Hirohata (Japanese)
Hitoshi Ozawa (tr. English)
1993Windows 3.1Added an optional large field of 25×15. The large field requires an 800×600 desktop resolution.
KSame
Same Gnome
Swell Foop
Based on Takahiro Sumiya's Macintosh version.
Undake 30: Same Game1995SNESFeatured Mario franchise-related icons: Mario's head, coins, Super Mushrooms, Fire Flowers, and Yoshi eggs.
ColorFallMichael LaLena1998Java/Browser basedAdded the concept of levels. Clear levels by removing a fixed number of colors. New colors are added every level. Five different versions are available.
Clickomania!Matthias Schüssler1998WindowsBoard size and number of colors are configurable. Originally the goal was only to clear the playing field, the number of blocks removed in one turn did not affect the score. This is still the default setting.
SameGameRonald van Dijk1999AmigaIt has a 15×10 playing field and three colors.
Sega SwirlScott Hawkins (Sega)1999Dreamcast·Adobe Shockwave·Palm OS
MacStonesCraig Landrum1999Based on Same Gnome.
Cascade1999Psion Revo
Spore CubesRené Boutin / Spore Productions2000Web browser, Windows, ActionScript 3, Palm OS, Pocket PC, iOS, Android (operating system)Inspired by the addictiveness of Clickomania! (see above), this game featured two skill levels which varied the number of colors in the playfield, consisting of 10 x 13 cubes. The original version of the game had randomly selected images behind the cubes, such that when the playfield was cleared, the player could see the entire image.
MakiChristopher G. Stach IIDecember 2000Java applet/Browser basedThree difficulty levels, five colors, (n2)2{displaystyle (n-2)^{2}} scoring, cleared board bonus, online high scoring.
PocketPopPocketFun2001Pocket PCWon a number of awards, including Best Game, in Pocket PC Magazine 2001.[4][failed verification]
Jawbreaker2003Pocket PC
Bubble ShotFingerFriendlySoftiOSA Bubble Breaker–compatible game where adjacent bubbles visually melt into larger bubbles. Includes additional 'Folding' and 'Black Hole' modes and static challenges.
bubbles.elUlf JasperFebruary 2007GNU emacsCan display using graphics or text, according to availability
SameGameSteve and Oliver Baker2008JavaScriptOnline version that allows configuration of board size, number of colors and offers a range of alternative tile themes to play with.
Bubble BangDecaneJanuary 2009Web browser and iOSThree-dimensional game using balls instead of blocks. The iOS version uses Nvidia PhysX for realistic physics. The web browser version requires Unity.
SameGameAlan AlpertJuly 2009[5]All supported Qt platformsWritten as a QML/QtQuick demo.
Pop'Em Drop'Em SAMEGAMEHudson SoftMarch 23, 2009[6]WiiWare
SameGameTorbjörn GustafssonFebruary 2009Android (operating system)
Bubble Drop!Gizmobuddy.comSymbian S60Includes the ability to selectively remove obstructing bubbles by using 'tools', 'acid', 'fire', or 'bomb', and with eight different gameplay modes of three and six colors. Players can submit high scores to a website.
ColorBallsPistooliMarch 2010Haiku OS
Click-o-mania HTMLBugacoJanuary 2011JavaScriptWritten in GWT[7]
Cube CrushGregor HaagJune 2011
2015
2016
ActionScript 3
Html5
Android (operating system)
Written in OpenFL to be cross-platform. Online Highscores. 3 and 4 color mode.[8]
MakiappsburgersSeptember 2011Android (operating system)
BubbletEdouard ThielOctober 2011Linux, Mac OS X, WindowsWritten in C and included in EZ-Draw[9]
Bubblet-jsBenoit FavreOctober 2011JavaScriptOnline version, translated from C using EZ-Draw-js[10]
TapotronDemura GamesOctober 2013iOS
One More SameGameDušan SaikoOctober 2014QT5Online score synchronization, multilanguage, installation packages for Android, Windows, Linux[11]
SCRUSHZafar IqbalDecember 2016Scratch (programming language)Online, Multi-platform, Highscore[12]
samegame1kGábor BataFebruary 2017JavaScriptOnline version, in 1024 bytes of JavaScript. An entry for the JS1k 2017 code golfing competition[13]

References[edit]

  1. ^http://myaccount.mytivo.com.au/tivoservice/samegame
  2. ^Ozawa, Hitoshi. 'ISOFT - Home of Japanese software'. Retrieved 2010-11-28.
  3. ^Biedl, Therese; Demaine, Erik (2001). 'The Complexity of Clickomania'. More Games of No Chance. arXiv:cs/0107031. Bibcode:2001cs........7031B.
  4. ^'pocketfun'. pocketfun.co.uk.
  5. ^'Qt Declarative UI SameGame'. Nokia. 2009-07-28. Archived from the original on 2014-03-25. Retrieved 2014-03-24.
  6. ^'One WiiWare Game and Two Virtual Console Games Added to Wii Shop Channel'. Nintendo. 2009-03-23. Retrieved 2009-03-25.
  7. ^'Archived copy'. Archived from the original on 2011-07-08. Retrieved 2011-01-19.CS1 maint: archived copy as title (link)
  8. ^http://gregorhaag.com
  9. ^http://pageperso.lif.univ-mrs.fr/~edouard.thiel/ez-draw/index.html
  10. ^http://pageperso.lif.univ-mrs.fr/~benoit.favre/EZ-Draw-js/jeu-bubblet/jeu-bubblet.html
  11. ^http://samegame.saiko.cz
  12. ^https://scratch.mit.edu/projects/136505698/
  13. ^https://gaborbata.github.io/samegame1k/

External links[edit]

  • Chain Shot! on Kuniaki Moribe's homepage
Retrieved from 'https://en.wikipedia.org/w/index.php?title=SameGame&oldid=996513239'
    > >
  1. Lode Runner: The Legend Returns

Lode Runner: The Legend Returns

DOS - 1994

Also available on: Mac - Windows 3.x

4.4 / 5 - 170 votes

Description of Lode Runner: The Legend Returns

If there was ever an award for 'perfect choice of designer for game sequels,' Sierra would get this in 1994 when they tasked Jeff with designing a sequel to Brøderbund's classic Lode Runner.

The talented designer of The Incredible Machine delivered a game that is not only worthy of the name, but is also leaps and bounds better by adding new enemies, more ingenious levels, and best of all, a level editor where players can design their own torturous levels. Thumbs up!

If you love the game, check out Lode Runner Online: The Mad Monks' Revenge, the improved sequel with multiplayer support.

Review By HOTUD

Captures and Snapshots

    Screenshots from MobyGames.com

    Screenshots from MobyGames.com

Comments and reviews

tank2020-04-03-1 point

i love this game

NATHEW E GABRI2020-03-030 point

WE LOVE THIS GAME

marcio2019-06-04-2 points

boas lembranças da infancia

Tanya2019-05-09-1 point

It's amazing! I have been looking for it for sooooooo long! My childhood memory with my younger brother! Though I couldn't play it in my pc, I am more than satisfied to play in the browser! Thank you very much!

AlexD2019-04-231 point

Downloaded the .iso but it's not a true .iso file so I can't mount it on DOSBox... what gives ?

Ziesi2018-11-090 point Windows 3.x version

hey guys,
when i would save the game, it will not saved. i never find any save files in the orders.
pls help me.
greets

Tay2018-04-28-1 point

what is the button to open the portal with 2 players??

anonymous2018-01-27-1 point

http://www.quarkrobot.com/
cross-platform re-implementation
-------------------
Supported platforms
-------------------
The game has been tested on the following platforms;
Windows 7, 8, 8.1, 10
Mac OS X Mountain Lion, Yosemite, El Capitan, Sierra
Linux Debian, Ubuntu, Mint

None2017-08-230 point

To Susie
press CTRL S to save the game
then choose a name and so on

run2017-08-143 points

is it possible to play with windows 10? i dont find a download

YWY2017-06-131 point

What a wonderful game it is !

Jorge2017-05-134 points

my dear childhood in the 90s

AsPika2017-02-21-23 points

Lode Runner for Windows XP, Vista, 7, 8, 8.1 and 10 for 32 bit and 64 bit!!!
www.fireyour.it/loderunner/
Download it here!!!

RadonNebula2017-01-13-1 point DOS version

THE NOSTALGIA AAAAAAAAH!!! I haven't seen this game in like 7 years and im back! Most of the sounds are corrupted but the background music is ok!

Jim the Greek2016-09-161 point DOS version

An old gem ! A diamond !! The graphics and the gameplay remind of Prince of Persia 2 : The shadow and the Flame !!!

susie2016-07-16-2 points DOS version

How awesome game! I was playing the game when i was 7years old. DOS version is work well. but HOW CAN I SAVE THE GAME?

amanda2015-01-05-5 points Mac version

this download is only pictures of the game floppy disks. not the actual game...

oldschool892014-12-141 point DOS version

For those having difficulty with the music, run the command 'setsound.bat' in DosBox. Auto-detect for soundblaster (didn't detect for me). Select 'ATI Stereo' for sound, press 'Y' if sounds are being played. Select 'Soundblaster compatible' for music, test the music and press 'Y'. Start the game. The music plays like a dream. :)
P.S. the music settings is set to 'Adlib' by default, which explains it's stuttering nature.

Jukantos2014-11-260 point DOS version

I got the game to load into Dosbox first try, BUT none of the sounds are playing. Background music is working fine, but instead of the sounds i'm used to from the classic Windows 95 CD-Rom version, it plays broken beeps like a dialing up old-school router. Did the DOS Version not have those sound effects yet? Do i need to unlock them somehow? (Didn't find any minuses and the game didn't run anyway, Win 7 64-bit so i downloaded dosbox)

admin2014-10-14-2 points DOS version

I updated the game archive. If you have any problem, just read the f***ing howto we wrote for you :) http://www.myabandonware.com/howto/ !!

erual2014-10-143 points DOS version

'As others have pointed out, I'm not able to run the executable on dos nor win7. Even if I remove all the '-' symboles from the end of the filenames, I still get errors. Has anyone recently been able to run this on win7 64-bit?'
-- Nope, it didn't work for me, I have w7 x64 too. It didn't run.

ccuvs2014-07-231 point DOS version

As others have pointed out, I'm not able to run the executable on dos nor win7. Even if I remove all the '-' symboles from the end of the filenames, I still get errors. Has anyone recently been able to run this on win7 64-bit?

dvav2014-04-031 point DOS version

dam i was finding this forever thanks

bob2014-03-300 point DOS version

cool

angelo2014-03-171 point DOS version

nice

L0r3n302014-02-22-1 point DOS version

In order for it to work just remove the '-' at the end of all files and double click on loderunner.exe. It works fine under win 7 64bit! :D

wazza102014-01-190 point DOS version

AWESOME GAME!!!!

Flo2013-11-250 point DOS version

Cmon guys, how do i load it with D-fend reloaded, the instructions are bad, since in this case there is a - behind all files, starting as dos or windows both say its the oposite, please fix this or explain

Darth noodles2013-11-010 point DOS version

how do i get this download to work

shinnightmare2013-09-030 point DOS version

awesome game!

Arkin2013-08-250 point DOS version

Thank you for your Great Games and downloads you have been a great help to me, Thank You....

screw23432013-08-220 point DOS version

very cool

chulump (Aka arachnibear)2013-08-060 point DOS version

I played this when I was a kid...

winner2013-06-210 point DOS version

Idius' Revenge Mac Os Download

i used winXP OS

winner2013-06-211 point DOS version

hi how install the game please
i can't install

alston2012-12-300 point DOS version

good game

LodeRunner2012-08-251 point DOS version

Awesome

arkaybee2012-08-030 point DOS version

this game doesn't load using DFend

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DOS Version

Mac Version

  • Year:1994
  • Publisher:Sierra On-Line, Inc.
  • Developer:Presage Software, Inc.

Windows 3.x Version

  • Year:1994
  • Publisher:Sierra On-Line, Inc.
  • Developer:Presage Software, Inc.

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