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(Redirected from Block-out)

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Blockout
Developer(s)P.Z.Karen Co. Development Group
Publisher(s)California Dreams (computer versions)
American Technos (arcade version)
Designer(s)Aleksander Ustaszewski
Programmer(s)Mirosław Zabłocki (computer versions)
Artist(s)Maciej Markuszewski
Natalia Wroblewska
Renata Golaszewska
Composer(s)Dorota Błaszczak
Marcin Grzegorzewski
Platform(s)Amiga
Apple IIGS
arcade video game
Atari Lynx
Atari ST
Classic Mac OS
Commodore 64
DOS
PC-9800 series
Sega Genesis
ReleaseArcade version:
Mega Drive/Genesis
  • JP: November 1, 1991
Genre(s)Puzzle video game
Mode(s)Multiplayer
single-player

Blockout is a puzzle video game, published in 1989 by California Dreams, developed in Poland by Aleksander Ustaszewski[1] and Mirosław Zabłocki.

Gameplay[edit]

Mega Drive version

The player's perspective is that of looking down into a three-dimensional rectangular pit. Polycube blocks of various shapes appear, one at a time, and fall slowly toward the bottom of the pit. The player can use three buttons to rotate the block around any of the three coordinate axes, and can also maneuver the block horizontally and vertically with a joystick. Once any part of a block comes to rest on the floor of the pit or in contact with an already-placed cube, it freezes in place and can no longer be moved. The player can press a button on the joystick to quickly drop a block. Once a solid layer of cubes is formed with no gaps (a 'face'), it disappears and all cubes above it drop toward the bottom of the pit to fill the space. Completing multiple faces with a single block awards higher scores, and the player earns a 'Block Out' bonus for completely emptying the pit. A set number of faces must be completed in order to end each round.

As the game progresses, the blocks begin to drop faster, the dimensions of the pit change from round to round, and differently-shaped blocks begin to appear. A bonus stage is played after every fifth round, in which the player has 30 seconds to form as many faces as possible in a 2x2 pit. The game ends if the blocks stack up to the top of the pit, with the exception of the bonus stages; in the latter case, the stage ends immediately and the player advances to the next round.

The game allows head-to-head competition between two players, each of whom has their own pit and blocks. When one player completes a face, all the cubes in the opponent's pit are raised by one level. To win a round, a player must either be the first to complete a set number of faces or must force their opponent's cubes to stack up to the top of the pit.

Ports and sequel[edit]

Apart from the other known console ports of Blockout, there were also two for NES: the first is an official unreleased prototype developed in 1990 by Technos Japan Corp. under the name 'Block Out', while the second is an unauthorizedclone programmed by Hwang Shinwei and published by both himself and RCM Group in 1989/1990 (titled 3D Block).

Blockout also saw a port on Virtual Boy entitled 3D Tetris (March 22, 1996), though the game suffers greatly from the lack of colors beyond red and black.

Around 2007[2] a modernized, authorized continuation/remake[3] named 'Blockout II'[4] was released with a license from Kadon Enterprises, Inc., to use the trademarked 'Blockout' name.[5] The game is open-source and was ported to many platforms the original wasn't available before, like Windows,[2]Ubuntu,[6] and the OpenPandorahandheld.[7]

Reception[edit]

Review scores
PublicationScore
IGN8/10 (Lynx)[8]
MegaTech91%[9]
Mega67%[10]
PC Leisure[11]
Award
PublicationAward
MegaTechHyper Game

The New York Times reviewed the game in an article about educational software for mathematics, writing that Blockout 'doesn't pretend to be educational, but the skills required to master it are not unrelated to mathematics, particularly geometry.'[1] A 1993 study found evidence that playing Blockout improved the spatial visualization ability of 10- to 14-year-olds.[12]

In Japan, Game Machine listed Block Out on their March 1, 1990 issue as being the tenth most-successful table arcade unit of the year.[13]

Dragon gave the game's Atari Lynx version a perfect score.[14] Robert A. Jung reviewed the Atari Lynx version of the game which was published to IGN. In his final verdict he wrote 'This is a nice, addictive, no-nonsense strategy game. Without any patterns to memorize and several options to choose from, Blockout will keep its freshness for quite some time. If you thought Tetris was too simple, give this title a try.' Scoring the game 8 out of 10.[8]

Entertainment Weekly gave the game an A,[15] deeming it the #17 greatest game available in 1991.[16]

References[edit]

  1. ^ abL. R. Shannon: No-Frills Mathematics InstructionThe New York Times, 23 January 1990
  2. ^ abblockout II - Downloads on sourceforge
  3. ^Blockout II on reloaded.org
  4. ^blockout2 on blockout.net
  5. ^The Blockout story on gamepuzzles.com (Kadon Enterprises) 'Jean-Luc Pons, a self-declared addicted Blockout player in France, has created an improved C++ clone of the original Blockout version and offers Blockout II as an open source project for other addicted players. All these versions obtained permission from Kadon to use the Blockout name.'
  6. ^blockout2 on apps.ubuntu.com
  7. ^blockout2 on repo.openpandora.org
  8. ^ abRobert A. Jung (6 July 1999). 'Looking for a solid handheld puzzle game? Atari's got the answer'. IGN Entertainment. Retrieved 14 August 2018.
  9. ^MegaTech rating, EMAP, issue 6, page 76, June 1992
  10. ^Mega rating, issue 9, page 23, Future Publishing, June 1993
  11. ^Garth Sumpter (November 1990). 'Blockout'. PC Leisure (journal). EMAP (3): 62.
  12. ^NOSS, A. (1994): Förderung der Raumvorstellung bei 10- bis 14-Jährigen durch das Computerspiel BLOCKOUT. Diploma thesis, University of Vienna.
  13. ^'Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)'. Game Machine (in Japanese). No. 375. Amusement Press, Inc. 1 March 1990. p. 29.
  14. ^Lesser, Hartley; Lesser, Patricia & Lesser, Kirk (May 1992). 'The Role of Computers'. Dragon (181): 57–62.
  15. ^'Blockout'. EW.com. Retrieved 2018-11-03.
  16. ^'Video Games Guide'. EW.com. Retrieved 2018-11-03.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Blockout&oldid=1018000795'
[ ]

SLIME: The Superior Lisp Interaction Mode for Emacs

SLIME is a Emacs mode for Common Lisp development. Inspired by existing systems such Emacs Lisp and ILISP, we are working to create an environment for hacking Common Lisp in.

This frugal page is an invitation to learn more about what's going on.

feature highlights

  • slime-mode: An Emacs minor-mode to enhance lisp-mode with:
    • Code evaluation, compilation, and macroexpansion.
    • Online documentation (describe, apropos, hyperspec).
    • Definition finding (aka Meta-Point aka M-.).
    • Symbol and package name completion.
    • Automatic macro indentation based on &body.
    • Cross-reference interface (WHO-CALLS, etc).
    • ... and more.
  • SLDB: Common Lisp debugger with an Emacs-based user interface.
  • REPL: The Read-Eval-Print Loop ('top-level') is written in Emacs Lisp for tighter integration with Emacs. The REPL also has builtin 'shortcut' commands similar those of the McCLIM listener.
  • Compilation notes: SLIME is able to take compiler messages and annotate them directly into source buffers.
  • Inspector: Interactive object-inspector in an Emacs buffer.

supported platforms

SLIME works with GNU Emacs versions 21 and later, and with XEmacs version 21 on Unix, OSX, and Win32.

The currently supported Common Lisp implementations are:

  • CMU Common Lisp (CMUCL)
  • Steel Bank Common Lisp (SBCL)
  • Clozure CL (a.k.a. OpenMCL)
  • LispWorks
  • Allegro CL
  • CLISP
  • Scieneer CL
  • ECL
  • Corman CL
  • ABCL

downloading

Our source repository is hosted at github: https://github.com/slime/slime.

You can also grab the latest release.

documentation

We have a manual (as pdf) that explains what SLIME can do and how to use it.

screencasts and tutorials

Various tutorials about SLIME are available on the 'net:

  • Marco Baringer's SLIME tutorial from 2005. (original video, 150 MB)
  • Baggers' Installing Common Lisp, Emacs, SLIME & Quicklisp. 2013.
  • Baggers' Emacs with SLIME — Really useful keyboard shortcuts. 2014.

bug tracker

You can report bugs at the bugtracker.

mailing list and IRC

The slime-devel@common-lisp.net mailing list is used for all SLIME discussions. This is where to ask questions and generally participate in the development.
To post messages to that list you must be subscribed.

Mac

Chatter about SLIME happens on the #slime channel in the Freenode IRC network.

Slime Splash Swirlix Mac Os X

history

SLIME is an Extension of SLIM, which was written by Eric Marsden in mid-2003. Luke Gorrie and Helmut Eller took over development to create SLIME as a traditional 'open-source project.' Since then the hacking has continued at a rapid pace as many more hackers joined the fray.

A (hopefully) complete list of code contributors appears in the SLIME manual.

HTML style shamelessly stolen by Luke Gorrie from the sawfish homepage.
Any remaining HTML-conformance is solely due to Stephen Caldwell.
Last updated: 2019-01-16

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