Play free preschool learning games about letters, numbers, STEM and more with all of your favorite Sesame Street friends! Same Game is a easy game.You will Love it just play ones.same abcd good Product description History: SameGame is a tile-matching puzzle video game originally released under the name Chain Shot! In 1985 by Kuniaki Moribe (Morisuke) Rule of The game 1.The object of the game is to gain high score 2 To select Same Color. 2.The game ends when the.
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.
History[edit]
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. Unlicensed product office 2010 crack. 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:
- 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.
- 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]
- 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.
- 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]
- 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).
- 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.
- 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]
- 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]
- The 'megashift' variant is a combination of the rules of the 'continuous' and 'shift' variations.[citation needed]
Scoring[edit]
Most versions of the game give points for removing tiles at once, where or , depending on the implementation. For instance, Insane Game for Texas Instrumentscalculators uses ; Ikuo Hirohata's implementation uses the formula . The Bubble Breaker implementation for Windows Mobile uses the formula. The 2001 version released by Jeff Reno uses the formula .
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. Rexbeti ultimate 750 paint sprayer user manual.
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]
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]
Name | Author | Release Date | Platforms | Notes |
---|---|---|---|---|
Chain Shot! | Kuniaki Moribe | 1985 | Fujitsu 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 Game | Eiji Fukumoto | 1992 | Unix | The first version titled Same Game; it increased the number of colors to five. |
Same Game | Wataru Yoshioka (W. Yossi) | PC-9801 | ||
Same Game | Ikuo Hirohata (Japanese) Hitoshi Ozawa (tr. English) | 1993 | Windows 3.1 | Added 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 Game | 1995 | SNES | Featured Mario franchise-related icons: Mario's head, coins, Super Mushrooms, Fire Flowers, and Yoshi eggs. | |
ColorFall | Michael LaLena | 1998 | Java/Browser based | Added 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 Schüssler | 1998 | Windows | Board 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. |
SameGame | Ronald van Dijk | 1999 | Amiga | It has a 15×10 playing field and three colors. |
Sega Swirl | Scott Hawkins (Sega) | 1999 | Dreamcast·Adobe Shockwave·Palm OS | |
MacStones | Craig Landrum | 1999 | Based on Same Gnome. | |
Cascade | 1999 | Psion Revo | ||
Spore Cubes | René Boutin / Spore Productions | 2000 | Web 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. |
Maki | Christopher G. Stach II | December 2000 | Java applet/Browser based | Three difficulty levels, five colors, scoring, cleared board bonus, online high scoring. |
PocketPop | PocketFun | 2001 | Pocket PC | Won a number of awards, including Best Game, in Pocket PC Magazine 2001.[4][failed verification] |
Jawbreaker | 2003 | Pocket PC | ||
Bubble Shot | FingerFriendlySoft | iOS | A Bubble Breaker–compatible game where adjacent bubbles visually melt into larger bubbles. Includes additional 'Folding' and 'Black Hole' modes and static challenges. | |
Sega Swirl 2 | Scott Hawkins (Sega) | 2006 | Windows | The sequel to Sega Swirl, which was only available through GameTap. |
bubbles.el | Ulf Jasper | February 2007 | GNU emacs | Can display using graphics or text, according to availability |
SameGame | Steve and Oliver Baker | 2008 | JavaScript | Online version that allows configuration of board size, number of colors and offers a range of alternative tile themes to play with. |
Bubble Bang | Decane | January 2009 | Web browser and iOS | Three-dimensional game using balls instead of blocks. The iOS version uses Nvidia PhysX for realistic physics. The web browser version requires Unity. |
SameGame | Alan Alpert | July 2009[5] | All supported Qt platforms | Written as a QML/QtQuick demo. |
Pop'Em Drop'Em SAMEGAME | Hudson Soft | March 23, 2009[6] | WiiWare | |
SameGame | Torbjörn Gustafsson | February 2009 | Android (operating system) | |
Bubble Drop! | Gizmobuddy.com | Symbian S60 | Includes 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. | |
ColorBalls | Pistooli | March 2010 | Haiku OS | |
Click-o-mania HTML | Bugaco | January 2011 | JavaScript | Written in GWT[7] |
Cube Crush | Gregor Haag | June 2011 2015 2016 | ActionScript 3 Html5 Android (operating system) | Written in OpenFL to be cross-platform. Online Highscores. 3 and 4 color mode.[8] |
Maki | appsburgers | September 2011 | Android (operating system) | |
Bubblet | Edouard Thiel | October 2011 | Linux, Mac OS X, Windows | Written in C and included in EZ-Draw[9] |
Bubblet-js | Benoit Favre | October 2011 | JavaScript | Online version, translated from C using EZ-Draw-js[10] |
Tapotron | Demura Games | October 2013 | iOS | |
One More SameGame | Dušan Saiko | October 2014 | QT5 | Online score synchronization, multilanguage, installation packages for Android, Windows, Linux[11] |
SCRUSH | Zafar Iqbal | December 2016 | Scratch (programming language) | Online, Multi-platform, Highscore[12] |
samegame1k | Gábor Bata | February 2017 | JavaScript | Online version, in 1024 bytes of JavaScript. An entry for the JS1k 2017 code golfing competition[13] |
Abcd Same Game
References[edit]
- ^http://myaccount.mytivo.com.au/tivoservice/samegame
- ^Ozawa, Hitoshi. 'ISOFT - Home of Japanese software'. Retrieved 2010-11-28.
- ^Biedl, Therese; Demaine, Erik (2001). 'The Complexity of Clickomania'. More Games of No Chance. arXiv:cs/0107031. Bibcode:2001cs....7031B.
- ^'pocketfun'. pocketfun.co.uk.
- ^'Qt Declarative UI SameGame'. Nokia. 2009-07-28. Archived from the original on 2014-03-25. Retrieved 2014-03-24.
- ^'One WiiWare Game and Two Virtual Console Games Added to Wii Shop Channel'. Nintendo. 2009-03-23. Retrieved 2009-03-25.
- ^'Archived copy'. Archived from the original on 2011-07-08. Retrieved 2011-01-19.CS1 maint: archived copy as title (link)
- ^http://gregorhaag.com
- ^http://pageperso.lif.univ-mrs.fr/~edouard.thiel/ez-draw/index.html
- ^http://pageperso.lif.univ-mrs.fr/~benoit.favre/EZ-Draw-js/jeu-bubblet/jeu-bubblet.html
- ^http://samegame.saiko.cz
- ^https://scratch.mit.edu/projects/136505698/
- ^https://gaborbata.github.io/samegame1k/
External links[edit]
- Chain Shot! on Kuniaki Moribe's homepage
How do you interpret the letter ratings (ABCD) sometimes used to refer to player ability?
Interpretations of the ABCD ratings can vary in different regions and among different league/tournament systems. Also, sometimes different labels are used (e.g., “AAA, AA, A, B, C” or “Masters, AA, A, B, C, D” or “Open A B C D” or “A+, A, A-, B+, … , D” instead of “A B C D”).
A better system for determining and monitoring a player’s level of ability is the FargoRate rating and handicapping system. If you don’t have a FargoRating, you can approximate your rating with playing-ability tests like the Runout Drill System (RDS) or the Billiard University (BU) Playing Ability Exams. They assess a wide range of important pool skills in a methodical, thorough, and consistent way. They also provide a numeric and descriptive rating. The BU rating comparison chart shows how the BU rating correlates to other commonly used rating and handicapping systems, including the ABCD rating system:
For more information, see “Player Ratings” (BD, December, 2020). Refreshing remote repositories failed sourcetree.
Here’s a simple interpretation of the A-D scale from the online glossary:
A: a good player capable of running most racks and/or playing lock-up safeties.
B: a decent player capable of running racks and playing effective safeties periodically.
C: an average player who doesn’t run racks very often and doesn’t have much of a safety game.
D: a novice player who makes many mistakes, can’t run even an easy rack, and never even considers playing safe.
Here’s an alternative and more-detailed interpretation of the A-D scale from Capelle’s “Play Your Best Pool” (p.386):
D: A beginner or someone who plays so infrequently that their game remains in the beginner category.
C-: A below average player – this denotes a player with some recognizable skills who has definitely risen from the ranks of beginners. This is the first major milestone.
C: An average player – describes a large section of pool enthusiasts with experience whose games perhaps have leveled off, or that only play occasionally.
C+: Above average player – this group plays a very acceptable game of pool. They tend to dominate their level of competition.
B-: This is perhaps the biggest hurdle, as a good number of players peak at the C+ level. A B- is a good player who is quite capable of running a rack of Eight Ball or Nine Ball. However, they usually lack consistency.
B: A solid, advanced player – these players can run out fairly regularly, but lack a little consistency.
Abcd Games For Kids
B+: Players at this level are often mistaken for lower level A players when they are playing well because they play a very tough, well-rounded game. They can run out from nearly anywhere at anytime.
A-: Another big jump is required to break through to the “A” level. This group of players could be classified as semi-pros or top amateurs. They are very skilled in nearly all facets of the game. They run out easily and very often.
A: A professional quality player who can compete with and occasionally beat all but the best players. Very skilled, solid, and consistent. Runs multiple racks quite often. Tough to beat.
A+: Touring Pro – the best. Skilled in every area of the game. Breaks and runs out multiple racks regularly. Definitely in a class by themselves.
from Tom_In_Cincy:
9-Ball Tournament race to 7
(paraphrased from Dec.1997 “All About Pool” magazine article by Bob Cambell)
Abcd Same Game Free
Handicap rankings
D-Player
– will not run a rack
– average run is about 3 balls
– with ball in hand, will get out from the 7, one out of 3 times
– rarely plays a successful safe
C-Player
– will probably run one rack, but usually not more than one rack in a typical race to 7 avg. run is 3 to 5 balls
– with ball in hand, will get out from the 7, two out of 3 times
– mixed results when playing safe
– inning ends due to botched position, missed shot or attempting a safe.
B-Player
– Able to run 1 to 3 racks
– avg. run is 5-7 balls
– with ball in hand will get out form the 5, 2 out of 3 times
– most of the time a “B” player will play a “safety” which maybe hit easily 2 out of 3 times
– a typical inning will end with a missed shot, a fair safety, or a won game
A-Player
– will string 2 to 3 racks
– avg. ball run, 7-9
– with ball in hand, will be out from the 3 ball, 2 out of 3 times
– typical inning will end with a well executed safety or a win.
OPEN-Player
– average 8+ balls
– string racks together more than once in a match
– is a threat to run out from every ball, from every position, every inning
– typical inning will end in excellent safety or win
Mr. Cambell continues this article with a handicap chart for the 4 levels of each type of player. The chart would look like this;
Lowest handicap is D4, then D3, then D2 and so on until the highest would be OPEN 1
from MattPoland (in AZB post):
D Player
Poor fundamentals, ball pocketing, cueball control, and patterns. Almost never runs a full table of 8 ball or 9 ball. Will give their opponent 3+ chances at the table.
C Player
Resembling good fundamentals but in need of fine tuning. Ball pocketing is good for easy and medium shots but struggles with hard shots. Cueball control sends the ball in the right general direction. Pattern selection is poor, 1-2 balls ahead with key shots commonly an afterthought. Attempting shots that require too precise of cueball control. Rarely runs a full table of 8 ball or 9 ball but on occasion they can. Typically will give their opponent 2-3 chances at the table.
C+ Player
Fundamentals are looking tight but there are a couple unaware hitches holding them back. Ball pocketing is good for easy and medium shots and percentages are rising to make hard shots. Cueball control sends the ball in the right general direction with more accuracy and speed control. Pattern selection is 2-3 balls ahead and more often looking at key shots. However challenges in speed control and pattern selection tends to give opponents 1-2 chances at the table.
B Player
Fundamentals are solid. Ball pocketing is good for easy, medium and hard shots. Cueball control sends the ball in precise directions. Pattern selection is 3-4 balls ahead with strong strategy for dealing with key shots and problem balls. Capable of running racks of 8 ball and 9 ball. Will give the opponent 1 chance at the table most games.
B+ Player
Just like a B player but will give the opponent 1 chance at the table every other game. Shot repertoire is fairly expansive.
BB Player
Just like a B+ player but will give the opponent 1 chance at the table every now and then. Is capable of stringing together multiple table runs. Shot repertoire is fairly expansive.
A Player
Just like a BB player but is more consistent. Able to break and run 3 or 4 out of every 5 racks.
AA Player
Just like an A player but is more consistent. They look like they play at the same level as an A player but they’ll edge out the set. Their safety and return safety game is likely a factor to that difference. Occasionally winning amateur state championships.
AAA Player
Just like an A player but is even more consistent. Frequently winning amateur state championships. Likely is within the Top 100 US players.
Pro Player
The gap between a AAA player and a top pro might as well be the same as between an A player and a C+ player. You can’t take their fundamentals and wisdom for granted but the noticeable thing is that their cueball control is darn near exact. Even when they fail, it’s typically due to playing at a level of pressure that would collapse an amateur. The pro level simply doesn’t fit this scale. That’s where Fargo is a lot more accurate for all levels but not quite comfortable for everyone to talk about yet.
Abcd Same Game Play
from Chuck Fields (in AZB post):
D players are bangers, they dont stand right, dont shoot right. Making a ball is usually more luck than skill.
C players are figuring out how to stand and the importance of a good stroke. Theyre trying to play and can make a couple of balls here and there. If the balls are laying good they might get lucky and run out once in a blue moon
B players are a little more serious students of the game. Their fundamentals are usually consistent and their pocketing is better. Position play varies from rudimentary to knowing some of the safer routes to use. If the balls lay good they are a threat to run out 50% of those racks. A tough out takes some luck to get out of.
A players are gaining consistency. Their pocketing is good, their position play is good. They are expected to get out of an easy run most of the time, and the hard outs are getting consistently better but they lack the consistency of better players.
Short stops are players capable of pro speed play, but cant hit their gear at will. The short stop is usually the best A player in the area and is the shortstop based on consistency.
Pro level players have the knowledge and the skill set to get out most racks that are runnable, and are smart enough to know when not to push it. They have learned how to hit their top gear pretty much at will and are usually separated by consistency of hitting that gear. The top guys are “on” almost all the time, and when they are off the difference is usually only one or two shots a match.
from Jude Rosenstock:
D – Will appear as though they are stumbling through the rack. Their occasional run-outs will either consist of very easy layouts (which they will nearly mess-up), a few lucky shots and/or unintentional position.
C – Greater sense of cue control and much more of a deliberate appearance than a D. They will undoubtedly run out with BIH with 3 or 4 left and will make it look routine but are suspect beyond that.
B – Really the beginning of the run out player. If they make a ball on the break and get position on the 1 ball, they should have a reasonable expectation to get out. Any cluster or unusual position play will diminish their chances significantly. Usually, B players possess unusual strength in either pocketing, strategy or position play. Rarely two of three, never all three. Their creativity is usually limited at this level but you may begin to see glimpses of what’s to come.
A – Definitely categorized as a run out player. They are supposed to capitalize on most mistakes. Greater attention is paid to more subtle details. Expect a consistent and strong break and strength in multiple attributes (pocketing, defense, position play, creativity). Most noticeable among players at this level and above is an aura of confidence.
Open & Above is very similar to what you see described in A only more refined. You will see advanced to expert break, pocketing, defense, position play and creativity. Low level opens might be advanced in all of these categories while world class professionals might be experts in most or all. All of these players are expected to run out with any routine opportunity. Any run-stopper situation (clusters, blocked position routes) is expected to be handled in such a way to still give the shooter an expectation of winning.
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