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January 2008 December 2007 November 2007

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Wednesday, January 16, 2008

Solutions for Colliso Puzzles

By kurohako @ 1:26 am
Development, Games

We are putting up solutions for Colliso Puzzles.

Here are the solutions for the first 3 levels:

Level 1

Level 2

Level 3

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Saturday, December 29, 2007

Timer Bug in Flash Player version 9.0.115.0?

By kurohako @ 8:21 pm
Development

UPDATE: This issue has already been fixed in version 1.1 of Colliso Puzzles. We see a lot of sites carrying version 1.0 of this game. If you are running one of those sites, please replace with the latest version at
http://games.mochiads.com/c/g/colliso-puzzles/colliso.swf

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Adobe has recently released Flash Player version 9.0.115.0

We have just noticed a bug in the latest release, where the Timer apparently stop working after the first play through. As a result, Colliso Puzzles is getting several logs where the “time used” is zero secs, impossible of course. This problem does not exist with previous version of the player.

Therefore, if you are playing Colliso Puzzles using the latest version of the plugin, please bear with the bug while we investigate the problem. Hopefully it is something we can solve on our side.

Thanks!

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Friday, December 28, 2007

Colliso Puzzles

By kurohako @ 8:18 am
Announcements, Games

Seasons Greetings!

We have just released Colliso Puzzles version 1.0.

In this puzzle game, players must slide tiles into the correct positions. When like tiles collide, they will be removed from the board. When different tiles collide, their colors will be swapped. Obviously, this has no effect if the tiles have the same color. In later levels, the tiles can come in black, white or red colors.

The player must remove all the tiles in a level to solve the puzzle. When a level is solved within an indicated number of moves, a bonus + level will be unlocked. In the bonus level, the player must clear the level four times consecutively - each time, the level may be flipped horizontally, vertically, or both ways. Just when you think you have solved a level, getting the level flipped may disorient and twist your mind! This release includes 10 carefully designed levels. If the flipped levels are counted, you get to solve 40 puzzles.

We reckon that the puzzles may take some time to solve, especially the later levels, so we have implemented a “auto-save” feature in this game. To be very clear, your game-in-progress will not be saved if you close the browser, but the levels you have unlocked will be saved automatically…

Try to solve the puzzles in as few moves and little time as possible.

Enjoy!

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Saturday, December 15, 2007

Railz! LITE updated to version 1.2

By kurohako @ 6:01 am
Announcements

Following the update to Railz! CLASSIC and Railz! BLITZ yesterday, we have now also updated Railz! LITE to implement the same additional in-game tooltips, the “skip next tile” ability, the upcoming tiles tracker, etc.

In the updated LITE version, you can choose to play a timed mode, which is effectively the same as in BLITZ. Of course, the tile composition in LITE is different, with no Broken Railway tiles, and is intended to be easier for new players. If you find CLASSIC and BLITZ too difficult, you can try out LITE (if you have not done so already).

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Thursday, December 13, 2007

Railz! CLASSIC+BLITZ version 1.2 released

By kurohako @ 11:36 pm
Announcements

Both Railz! CLASSIC and Railz! BLITZ have been updated to version 1.2.

[Rule Change] Broken Railway
It is now possible to remove Broken Railway tiles from the board. They are still as worthless as before (they occupy precious space and you will not get any score from them), but if you arrange them in a loop consisting of only Broken Railway tiles (no mixing with other types), all the Broken Railway tiles used to form the loop will be removed.

[Rule Change] Starting Pieces
The 8 starting pieces will now always be the same in each game - they will always be the 4 corner pieces, 2 horizontal track tiles, and 2 vertical track tiles. Their placement will still be random in each game - one of the seven rows will have two cells occupied, and the other rows will have one cell occupied each.

[New Feature] Upcoming Tiles
If you have played Railz! several times or have read our previous article Railz! Luck vs Skills, you will know that “the next tile” is taken from a shuffled deck of 18 tiles. This means that if the very first “next tile” you see at the start of the game is a normal horizontal Railway tile, it will be at least another 18 tiles before you get to see it as the “next tile” again. The game will now show you what are the tiles left in the current “cycle”. It will not show you the exact sequence the tiles are going to show up; it just helps you track what tiles have gone before and what tiles are left (and coming next) in the current cycle. It is actually possible to replicate this by writing the tiles down on a sheet of paper and checking off the tiles as they appear, so by implementing this feature, we are just leveling the playing field for those who do not want the trouble of tracking on paper (or mentally).

[New Feature] Power - Skip Next Tile
It is now possible to skip “the next tile”. If for whatever reasons you do not like the next tile that shows up, you can click on the next tile image. Doing so will discard the tile and replace it with the next tile in the current cycle (or the next cycle if it is the last tile in the current cycle). You only have limited use of this power - you start a game with five (5) uses of the power and you get one extra use of the power for each loop you complete, up to maximum of 10 uses can be stored. Remember, a tile you discard/skip will not appear until the next cycle so use this power with discretion.

[In-Game Help]
We have implemented some minor tool tips that show up at the top of the game screen as you mouse over certain elements in the game. Each tip stops showing up once you do something that demonstrates that the particular “tip” is unnecessary. For example, when you first start the game, if you mouse over a normal Railway tile, a tip will tell you to click, select and move the tile. Once you have done that at least once, we disable that tip. Likewise, once you score a loop with at least one special Bonus Railway tile in the loop, we disable the tip that tells you about the immovable tile, etc.

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So that is that. If you have any comments, suggestions or questions, please feel free to post them here.

Have fun!

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