Posted on June 18, 2008 by spotup
........:: BINIAX ::........
version 1.2
A game by Jordan Tuzsuzov
..:: Introduction ::..
BINIAX is a logical game with respect of time - there is no need of deep
thought to master the game, you only need the right simple solution in the right
time. Train your brain in background
..:: What about 1.2 ::..
Why version 1.2 is so important ? After few months of playing and feedback, in
version 1.2, for the first time since the first BINIAX prototype, the game
ballance is changed. Now the game is more dynamic at the beginning and
*possible* to play later.
* BINIAX IS AN ORIGINAL GAME, IT'S NOT A CLONE OR REMAKE. *
..:: How to play ::..
You control the box with the element inside. You can move around the field on
empty spaces. You can also remove pairs of elements, if you have the same
element as one of the pair. When you remove a pair your element becomes the
other element of the pair and the score is increased;
The gaming field scrolls down slowly (increasing the speed with your progress)
and your goal is to stay as long as possible on the field. Remember, that if you
can not take the pair in front of you, the scrolling will move your block down !
..:: Controls ::..
Space bar acts different in different cases. Pressing at the splash screen will
choose option from the menu. During the game, space bar acts as "Back to menu"
key. It also means CONTINUE when the game is over. If you go to the menu during
the game, the game is automatically saved. "Continue" in the menu means load the
saved game.
Arrow keys are used to move the cursor during the game or to choose between the
options in the menu.
..:: Credits ::..
Game idea, game rules, name, graphics and realization are (c) Jordan Tuzsuzov.
"BINIAX" is an original game, not a clone ot remake.
The third party names are property of their respective owners.
Copyright Jordan Tuzsuzov - (c) 2005.
C/SDL version, Jordan Tuzsuzov (c) 2005.
www.tuzsuzov.com
..:: WEB ::..
The official site of the game is on
www.biniax.com
Filed under: game/puzzle | Leave a Comment »
Posted on June 18, 2008 by spotup
Posted on June 18, 2008 by spotup
No Friction
In this simple puzzle game, you control a rolling ball that has to collect the
green dots and make it to the end of each level. The ball can only be sent
rolling if it's sitting still, and it only stops when it hits a wall; it can't
change direction once it's moving. It sounds simple, but there are 20
progressively harder levels - only a master can beat them all, and piece
together the code that reveals the solution to Level X. There is also a secret
level, and the entrance is hidden underneath a breakable block somewhere in the
game.
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Posted on June 15, 2008 by spotup
GAME
A simple tetris-like game - (C) Copyright 2006 Ico Doornekamp
USAGE
===========================================================================
The objective of the game is to keep the level of colored blocks down
as long as possible. New blocks are falling down at an increasing
rate, blocks can be removed by creating rows of three or more blocks
of the same color. The longer the row, the more points you get.
space - Flip two neighbour blocks.
arrow keys - Move cursor
h,j,k,l - Move cursor (vi-fans)
escape - Quit game, no questions asked.
s - Starts the game. If a game is in progress, a new game
will be started instantly.
p - Pause game. To avoid cheating, the game will be hidden
during pause.
e - Generate earthquake. This can be used as a last resort in
case of panic, and will remove approximately 30 blocks from
the field. It might help you. Then again, it might not.
Can be used once per game and costs 50 points.
Sound effects shamelessly stolen from bzflag and frozen bubble.
Music from Desertplanet - Attack of the Mutant Mirages (November 4, 2003)
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Posted on June 15, 2008 by spotup
GNU Robbo
-------------
This is very nice game oryginally written for Atari XL/XE by "LK Avalon".
+---------+
| History |
+---------+
First version of Robbo was created in 1989, and in short time
has become very popular in "little" Atari's world. Main author -
Janusz Pelc has made very good job. His next product - Robbo Kontruktor
allowed people to create their own levels.
I just ported it to Linux trying to set Robbo's behaviur as
similar as it is possible. You can still buy Windows version of Robbo
in "LK Avalon", with better graphics and new objects and levels so
this piece of code cannot work at Windows.
+--------------+
| Requirements |
+--------------+
For compiling you need to have SDL-devel and SDL_ttf library
installed at your machine. All these libraries can be downloaded
from http://www.libsdl.org
+--------------+
| Installation |
+--------------+
Just simply type:
'configure'
'make'
'make install'
If it didn't work or any file has been missing - type:
"autoheader"
"autoconf"
"automake"
and then make normal instalation procedure
+------+
| Keys |
+------+
Use cursors for moving and SHIFT for SHOOTING
ESC causes robbo killing
+-------------+
| Level files |
+-------------+
You can create own level files - more details can be found in levels.dat.
Don't hesitate to send complete working levels to the author. If it's
sensible, be sure that it will be attached to official game
As for now there're only little number of levels.
In the future I plan to release interface for graphical creating levels.
Homepage of this game is available at: http://gnurobbo.sourceforge.net
-- Alus
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Posted on June 15, 2008 by spotup
| Description: |
An NCurses based game called ‘Greed’ |
| Download: |
greed.lha (TIPS: Use the right click menu if your browser takes you back here all the time) |
| Size: |
165kb |
| Version: |
3.1 |
| Date: |
05 Nov 07 |
| Author: |
Matt Day, Eric S. Raymond, AmigaOS 4.0 compile by Spot / PFP |
| Submitter: |
Spot / Up Rough |
| Email: |
spot/triad se |
| Category: |
game/puzzle |
| Replaces: |
audio/pfp-gred.lha |
| License: |
Other |
Welcome to greed 3.1
This game is now maintained by Eric S. Raymond <esr()snark.thyrsus.com>. Matt
Day dropped out of sight and hasn't posted a new version or patch in four
years. You can surf to the latest version from
http://www.tuxedo.org/~esr/
The 3.1 version features better interrupt handling and the `p' suffix to
GREEDOPTS.
-------------------------------------------------------------------------------
Welcome to Greed v3.0a!
To install Greed, simply edit the Makefile to configure your system type, and
run "make install". It should compile the program and install it correctly.
It does run set-uid, but there is no danger of security problems.
New features to v3.0a:
I certainly hope that no patches need to be made to this game. (Yeah, sure..)
Although this might not validate a true version step from 2.1a to 3.0, I think
the archives will be happier with a reset version. On with the new features..
With Microsoft C 5.1 and PCCurses, you can get Greed running on your PC.
In fact, I'll bet a port to Turbo C 2.0 wouldn't be very hard at all, but I
use Microsoft. The whole port was done by Fred C. Smith, more info on him
can be found at the top of greed.c. All bug reports pertaining to the DOS
port should be directed to the address of Fred specified in greed.c.
Additions to v3.0a (game-wise):
Replaced '-p' option with 'p' command, to allow toggling of the highlighting
moves feature. Pretty nice, I think.. thanks to Jim Prescott.
Color curses, for users with color capabilities (color monitor & SVR3).
See the top of greed.c for details.
Couple of possible pointer problems fixed, thanks to David Connet for pointing
them out.
Who knows what else.. I didn't bother to write them down, but more than just
this did get done. Trust me!
I do not take credit for inventing the game, I once saw it on an IBM,
and wrote it for Unix in C.
If anyone has a comment or problem, please mail them to mday()iconsys.uu.net.
Here's the current high score file at Orem High School:
Rank Score Name Percentage
1 1542 stay 88.72% /* Has _anyone_ beaten this? */
2 1504 ndes 86.54%
3 1504 dvar 86.54%
4 1501 stay 86.36%
5 1497 stay 86.13%
6 1490 skel 85.73%
7 1464 dvar 84.23%
8 1463 stay 84.18%
9 1463 stay 84.18%
10 1460 stay 84.00%
+----------------------------------------------+-------------------------+
| Matthew T. Day, Icon International, Orem, UT | Xerox never comes up |
| ..!uunet!iconsys!mday (mday()iconsys.uu.net) | with anything original. |
+----------------------------------------------+-------------------------+
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Posted on June 15, 2008 by spotup
An Othello clone. Not much info to be found on it.
Enjoy!
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Posted on June 15, 2008 by spotup
Minesweeper 2 Documentation
By Daniel D'Agostino, � 2006
Contents
How to play
Customising your game
Limitations
Changes from the original game
How to play
The goal is to clear all the squares that don't have a mine.
Left-click to clear a square.
When you click on a square, a number shows you how many mines are adjacent.
If there are no mines adjacent, then the adjacent squares will be cleared.
If you hit a mine, you lose.
Use flags (right-click) to mark locations where you think there is a mine. If
you accidentally click on a flagged square, you will not hit the mine beneath.
If all the mines adjacent to a number have been flagged, you can click both
the left and right mouse buttons at the same time on the number to clear the
remaining adjacent squares.
To start a new game, click on the little face at the bottom or press F2 or N.
You cannot hit a mine on your first click.
Customising your game
Running your game from the command line allows you to customise your game as
you want, allowing you to set the width and height of the grid, the number of
mines there are, choose a predefined mode, or even cheat.
You can run Minesweeper normally by simply typing minesweeper and pressing
Enter.
The default mode is the Expert mode.
However, you can use additional parameters that allow you to customise your
game.
The following parameters are possible:
width - defines the width in tiles of each row
height - defines the height in tiles of each column
mines - defines the number of mines on the field
mode - selects a predefined mode
cheat - allows you to see where all the mines are placed
Each parameter must be followed by an equals sign (=), which in turn must be
followed by an appropriate value. The values of width, height and mines must be
a
number. The value of mode must be either beginner, intermediate or expert. If
you
want to turn on the cheat, its value must be set to true.
You can use any combination of these parameters, and there is no particular
order in
which you must write them. Keep in mind that while setting the mode will set the
width, height and mines, setting either width, height or mines separately will
override what is set by the mode.
Here are some examples:
minesweeper width=50 height=20
minesweeper mode=beginner cheat=true
If you want to keep some settings, you can create a batch file and store them
there,
and this will allow you to run the game with those settings whenever you want,
by
just double-clicking on the batch file.
To create a batch file, create a text file with the extension .bat. Then just
type
whatever you would type in the command line. For example, you can create a file
called
intermediate.bat with the following content:
minesweeper mode=intermediate
Limitations
If you were free to set any values you wanted for the game, you would end up
with
unexpected crashes. The following limitations have been set:
Your width and height cannot be less than 9 tiles long.
There can be up to (area-1) mines. If you could have more, crashes would occur.
These limitations have only been set to avoid crashes that may be flaws within
the program. You can raise the field area to the sky and make it too big to fit
on
your screen, and you can abuse it like this as much as you want,
but you do so at your own risk.
Changes from the original Microsoft Minesweeper
Right-clicking twice won't bring up a question-mark. That was useless.
Expert mode has 100 mines, not 99.
The flag counter counts how many flags have been used, not how many are left to
be used.
Changes from my Minesweeper 1
Game does not use 100% CPU.
Tiles react when you hover over them with your cursor.
The newgame icon is different and changes expression with certain actions.
Clicks are taken into account when you release the button, not as soon as you
click.
Clearing empty areas works.
The timer does not have a smooth transmission between seconds... this prevents
100% CPU usage.
Beginner mode and minimum dimensions is 9x9, not 10x10.
Expert mode has 99 mines like in the original Microsoft Minesweeper.
Minefield can handle area-1 mines, instead of needing a mine density ratio
(area/mines) > 4.5.
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Posted on June 15, 2008 by spotup
Martian Memory is a simple memomy game oriented to kids
featuring the Pachi el marciano's world characters. The goal
of the game is to pick-up 2 identical chips from a board that
contains 32. The game contains very nice visual effects,
sounds and very nice music compossed by Jonne Valtonen.
Game made by Dragontech
Santiago Radeff: programmer, project designer and gfx artist.
Contact: T-1000/reterioja/com
Nicol�s Radeff: graphic artist and hand artist.
Contact: achala/Softhome/net
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Posted on June 15, 2008 by spotup
Note from Lanch: I haven't found any docs, just inline help,
not much to understand in any case, launch and enjoy it.
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