Our games are sprinkled with a whirlwind of smile-inducing awesomeness and polished to a shiny sheen that keeps the world coming back again and again. And best of all, you’ll find our games on mobile, console, PC, and many other devices – you may even be able to play them on the moon! Windows 7/8/10 64-bit: CPU. Core i3 3.3 GHz: CPU. Core i5 3.5 GHz: Memory. 4GB RAM: Memory. Intel HD 4000: GPU. Nvidia GTX 660 or AMD Radeon HD. Slimelicious is the most funny slime simulator, full of cute surprises. Explore the combinations, of slimes, colors, decorations and sounds. Relax and have fun, share with your best friends.
Blockout | |
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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 |
Release | Arcade version: Mega Drive/Genesis
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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.
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.
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]
Publication | Score |
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IGN | 8/10 (Lynx)[8] |
MegaTech | 91%[9] |
Mega | 67%[10] |
PC Leisure | [11] |
Publication | Award |
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MegaTech | Hyper 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]
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.
&body
.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:
Our source repository is hosted at github: https://github.com/slime/slime.
You can also grab the latest release.
We have a manual (as pdf) that explains what SLIME can do and how to use it.
Various tutorials about SLIME are available on the 'net:
You can report bugs at the bugtracker.
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.
Chatter about SLIME happens on the #slime channel in the Freenode IRC network.
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