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Experiment No.

:-1
Experiment Name:- Write a design document for “Same” Game.

 Problem Statement:
Smooth implementation of classic Same game. Clear the field by clicking groups of same
colors.

Click groups of three or more blocks to remove them. Clear field completely to advance to
next level. There are three specials available as well. Use specials with care as number of these is
limited.

 Game Descriptions:
1 History
2 Gameplay
2.1 Game mechanics
2.1.1 Variations
2.1.2 Rules variations
2.2 Scoring
2.2.1 Goal-based scoring
3 Visuals
3.1 Variations
4 Versions
• History

Same Game was originally created as Chain Shot! in 1985 by Kinaki Moribe. It was distributed for
the Fujitsu FM-8/7 series 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.

• Gameplay

Game mechanics

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.

Variations

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.

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

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.
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. 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.
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.
7. The "megashift" variant is a combination of the rules of the "continuous" and "shift"
variations.

Scoring

Most versions of the game give (n − k)2 points for removing n tiles at once, where k = 1 or 2,
depending on the implementation. For instance, Insane Game for Texas
Instruments calculatorsuses (n − 1)2; Ikuo Hirohata's implementation uses the formula n2 − 3n + 4.
The Bubble Breakerimplementation for Windows Mobile uses the n(n − 1) formula. The 2001 version
released by Jeff Reno uses the formula n(n − 2).

Goal-based scoring

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.

• Visuals

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 iDropsand 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
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 expoding,
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

Release
Author Notes
Platforms
Date
Name

The
original
iteration of
the game.
Chain
Kuniaki Moribe 1985 Fujitsu FM 8/7 ·PC-8801 ·PC-9800 ·N5200 (1988) ·Macintosh (1992) Had a
Shot!
20×10
playing
field and
four colors.

The first
version
titled Same
Same Game; it
Eiji Fukumoto 1992 Unix
Game increased
the number
of colors to
five.

Same Wataru Yoshioka


PC-9801
Game (W. Yossi)

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