Apple Macs are less vulnerable to attack by malware than PCs. Many people, in fact, believe that Macs are immune to viruses and spyware, but this is definitely not the case. As the use of Macs increases for both personal and business use, so does the malicious activity directed against them as criminals will reap a greater return.
Get started..- Do not assume that your Mac is safe from viruses and spyware.
This driver is based on Rehabman's VoodooPS2 driver for macOS, Linux 4.7, and bpedman's earlier work. V7 support was ported by coolstarorg. The aim of this driver is to improve the usability of ALPS TouchPads in macOS. Driver Features: Supports ALPS hardware versions V1-V5, V7, V8 Supports Mac OS 10.6 to 10.12 1-finger tapping. This driver is based on Rehabman's VoodooPS2 driver for macOS, Linux 4.7, and bpedman's earlier work. V7 support was ported by coolstarorg. The aim of this driver is to improve the usability of ALPS TouchPads in macOS. Driver Features: Supports ALPS hardware versions V1-V5, V7, V8 Supports Mac OS 10.6 to 10.12 1-finger tapping.
See also..
Software Updates
Software updates are essential. Find out why and how to install correctly.
Software updates are essential. Find out why and how to install correctly.
Viruses & Spyware
A basic understanding of computer viruses and spyware.
A basic understanding of computer viruses and spyware.
Many other subjects on the Get Safe Online website are common to Macs – such as physical security and backups – and these should also be read if you want to keep your Mac safe.
This article covers Mac OS X but not earlier Mac operating systems. For maximum security, we recommend upgrading if possible.
The Risks
- Viruses, spyware and other malware.
- Attacks by hackers attempting to obtain personal or financial information.
- Physical loss of hardware due to theft, carelessness, fire/flood and other natural disaster.
Protecting your Mac
Keep your software up to date. Apply security updates and system software upgrades as soon as they become available. And remember that a Mac can carry a virus and pass it to other computers even if it is not affected itself.
- Check for updates by going to the System Preferences application and selecting Software Update and clicking Check Now.
- Make sure Check for Updates is ticked and Daily is selected in the drop-down menu. This will ensure that your computer automatically checks every day for new updates. However, this works only if you are logged in as an administrator.
- To check manually for updates, go to the Apple menu and select Software Update. This check should be performed regularly.
- You can download additional upgrades and patches from Apple.
- Check third-party software manufacturers’ websites regularly for application updates. Microsoft updates can be downloaded from www.microsoft.com/mac/downloads
Switch on Your Firewall
- Open the System Preferences application and click on Security; click on Firewall and click Start.
Antivirus/Antispyware Software
- Ensure you always have effective and updated antivirus/antispyware software running. Most internet security software suppliers sell packages and individual solutions specifically designed for Macs.
Backups
The information held on your Mac may be irreplaceable. Regularly backing up your data will ensure that you have more than one copy.
iCloud is Apple’s secure online backup and storage solution. It stores music, photos, video and documents and wirelessly pushes them to all your Apple devices – Macs, iPhones and iPad. iCloud is ideal for many users who do not require significant data storage volumes, offering a free storage limit of 5GB. Additional storage is charged annually according to the volume of date stored. iCloud backups are incremental, so while the first backup may take some time, subsequent backups will be faster, automatically uploading only data which has changed since the previous backup.
Because of the cost of backing up your data to iCloud – or if you have a slow or no internet connection – you may wish to consider backing up to a local, external hard drive manufactured by Apple and a number of other suppliers. Macs feature a built-in utility called Time Machine which creates incremental backups of files that can be restored at a later date. It also allows you to restore the whole system (from the OS X Install DVD), multiple files, or a single file.
Further Advice and Tips
- Use strong passwords and update them regularly. OS X features Keychain, a utility which generates strong passwords.
- Mac OS X disables the root user by default. It should never be enabled.
- For additional security go to the System Preferences application, select Security and tick each of the options on the bottom half of the screen: Require password to wake this computer from sleep or screen saver; Disable automatic login; Require password to unlock each secure system preference; Log out after 10 minutes of inactivity; and Use secure virtual memory. Most of these options relate to controlling access to the computer by unauthorised users.
- Consider encrypting your files in case your computer is stolen, especially if you are using a MacBook, MacBook Pro or MacBook Air. It will prevent your files being read. To do this, go to the System Preferences application, select Security and Turn on FileVault.
- If you use VirtualPC, you should make sure that it is secured as if it were a regular PC.
- If your Mac is shared by different users, set up user accounts and passwords so that private files are kept separate and the ability to reconfigure security settings on the computer are restricted. To do this, go to the System Preferences application and select Accounts. Follow the instructions to add new users and set up parental controls and other restrictions.
(Redirected from Same Game)
KSame on Ubuntu Linux
SameGame (さめがめ) is a tile-matchingpuzzle originally released under the name Chain Shot! in 1985 by Kuniaki Moribe (Morisuke). It has since been ported to numerous computer platforms, handheld devices, and even TiVo,[1] with new versions as of 2016.
History[edit]
SameGame was originally created as Chain Shot! in 1985 by Kuniaki Moribe. It was distributed for Fujitsu's FM-8 and FM-7 platforms 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. In 1993, it was ported to Windows 3.1 by Ikuo Hirohata. This version was translated into English by Hitoshi Ozawa, and is still available from his software archive.[2]In 1994, Takahiro Sumiya ported it to Macintosh. This version has some gameplay differences—three, instead of five, colors—and is probably the most widely distributed of the original series. It was the basis for the Same Gnome and KSame variations created for Linux.
In 2001, Biedl et al. Stare master 2018 mac os. proved that deciding the solvability (whether all blocks can be removed) of 1-column (or 1-row) 2-colour Clickomania can be done in linear time. Deciding the solvability of 2-column, 5-colour Clickomania is NP-Complete. Deciding the solvability of 5-column 3-colour Clickomania is also NP-Complete.[3]
Gameplay[edit]
Game mechanics[edit]
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.
In most versions, there are no time constraints during the game. The reverse broke mac os. However, some implementations gradually push the rows upward or drop blocks from above. Sometimes the player can control the number and timing of blocks that drop from above in certain ways. For example, on some implementations for the iOS, this can be done by shaking the device. The game ends if a timer runs out or if no more blocks can be removed. Some versions, including some versions for Windows Mobile, include both portrait and landscape orientations.
Gallery[edit]
- Swell-Foop, part of GNOME Games
- KSame, part of kdegames
- SameGame for Mac, by Takahiro Sumiya
Variations[edit]
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. 'Cubes' for iPhone OS uses this approach.
Some versions allow the player to rotate the playing field 90 degrees clockwise or counter-clockwise, which causes one of two things to happen:
- 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.
- 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[edit]
- 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.
- 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.[citation needed]
- 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).
- Some versions have player lives.[citation needed] 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.
- 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.[citation needed]
- 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.[citation needed]
- The 'megashift' variant is a combination of the rules of the 'continuous' and 'shift' variations.[citation needed]
Scoring[edit]
Same GNOME, the SameGame for GNOME
![Idius Idius](https://techcrunch.com/wp-content/uploads/2009/10/rebel.png)
Most versions of the game give points for removing tiles at once, where or , depending on the implementation. For instance, Insane Game for Texas Instrumentscalculators uses ; Ikuo Hirohata's implementation uses the formula . The Bubble Breaker implementation for Windows Mobile uses the formula. The 2001 version released by Jeff Reno uses the formula .
![Revenge Revenge](https://s-media-cache-ak0.pinimg.com/originals/81/91/63/819163b440fa681577c42b6d55101b74.jpg)
Some versions also offer a large bonus for removing all blocks from the screen, or leaving no more than a certain number of blocks. Others reduce the final score based on the number of blocks remaining at the end of the game. Some game versions award bonus points for clearing the field quickly, encouraging faster play. The faster the player finishes the level, the bigger the bonus. Still others offer combination, or chain, bonuses for clearing the same color of blocks two or more times in succession.
Another scoring technique awards bonus points for each chain of a certain color that has a certain number of blocks (for example, two red blocks or 11 blue blocks). After receiving the bonus once, sometimes the bonus condition changes. BPop uses this scoring variation.
Some versions have a simple scoring system: each block removed is worth one point, and there is no bonus for removing more than two blocks at a time. This is seen in the Same Pets and Same Hearths variants.
Goal-based scoring[edit]
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.
Other versions have a cumulative target score. In these versions, the player's score carries over from level to level. As a result, if the player substantially exceeds the target score on a given level, they may enter the subsequent level having already met that level's target score, as well. BPop has a cumulative target score.
Idius' Revenge Mac Os Download
Some versions maintain the same target score for each level; such variations can be played indefinitely. In such games, the player typically loses due to poor planning or a lapse in concentration. Examples of such games are Same Pets and Same Hearths.
In games without a goal score, like Bonkers for iPhone and SameGameBros for iPhone, the goal is to clear the level completely. The game ends when the player fails to do so.
Visuals[edit]
Example of gradients
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 iDrops and 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[edit]
- 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 exploding, 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[edit]
Mac Os Download
Name | Author | Release Date | Platforms | Notes |
---|---|---|---|---|
Chain Shot! | Kuniaki Moribe | 1985 | Fujitsu FM 8/7 ·PC‑8801·PC‑9800· N5200 (1988) · Macintosh (1992) | The original iteration of the game. Had a 20×10 playing field and four colors. |
Same Game | Eiji Fukumoto | 1992 | Unix | The first version titled Same Game; it increased the number of colors to five. |
Same Game | Wataru Yoshioka (W. Yossi) | PC-9801 | ||
Same Game | Ikuo Hirohata (Japanese) Hitoshi Ozawa (tr. English) | 1993 | Windows 3.1 | Added an optional large field of 25×15. The large field requires an 800×600 desktop resolution. |
KSame Same Gnome Swell Foop | Based on Takahiro Sumiya's Macintosh version. | |||
Undake 30: Same Game | 1995 | SNES | Featured Mario franchise-related icons: Mario's head, coins, Super Mushrooms, Fire Flowers, and Yoshi eggs. | |
ColorFall | Michael LaLena | 1998 | Java/Browser based | Added the concept of levels. Clear levels by removing a fixed number of colors. New colors are added every level. Five different versions are available. |
Clickomania! | Matthias Schüssler | 1998 | Windows | Board size and number of colors are configurable. Originally the goal was only to clear the playing field, the number of blocks removed in one turn did not affect the score. This is still the default setting. |
SameGame | Ronald van Dijk | 1999 | Amiga | It has a 15×10 playing field and three colors. |
Sega Swirl | Scott Hawkins (Sega) | 1999 | Dreamcast·Adobe Shockwave·Palm OS | |
MacStones | Craig Landrum | 1999 | Based on Same Gnome. | |
Cascade | 1999 | Psion Revo | ||
Spore Cubes | René Boutin / Spore Productions | 2000 | Web browser, Windows, ActionScript 3, Palm OS, Pocket PC, iOS, Android (operating system) | Inspired by the addictiveness of Clickomania! (see above), this game featured two skill levels which varied the number of colors in the playfield, consisting of 10 x 13 cubes. The original version of the game had randomly selected images behind the cubes, such that when the playfield was cleared, the player could see the entire image. |
Maki | Christopher G. Stach II | December 2000 | Java applet/Browser based | Three difficulty levels, five colors, scoring, cleared board bonus, online high scoring. |
PocketPop | PocketFun | 2001 | Pocket PC | Won a number of awards, including Best Game, in Pocket PC Magazine 2001.[4][failed verification] |
Jawbreaker | 2003 | Pocket PC | ||
Bubble Shot | FingerFriendlySoft | iOS | A Bubble Breaker–compatible game where adjacent bubbles visually melt into larger bubbles. Includes additional 'Folding' and 'Black Hole' modes and static challenges. | |
bubbles.el | Ulf Jasper | February 2007 | GNU emacs | Can display using graphics or text, according to availability |
SameGame | Steve and Oliver Baker | 2008 | JavaScript | Online version that allows configuration of board size, number of colors and offers a range of alternative tile themes to play with. |
Bubble Bang | Decane | January 2009 | Web browser and iOS | Three-dimensional game using balls instead of blocks. The iOS version uses Nvidia PhysX for realistic physics. The web browser version requires Unity. |
SameGame | Alan Alpert | July 2009[5] | All supported Qt platforms | Written as a QML/QtQuick demo. |
Pop'Em Drop'Em SAMEGAME | Hudson Soft | March 23, 2009[6] | WiiWare | |
SameGame | Torbjörn Gustafsson | February 2009 | Android (operating system) | |
Bubble Drop! | Gizmobuddy.com | Symbian S60 | Includes the ability to selectively remove obstructing bubbles by using 'tools', 'acid', 'fire', or 'bomb', and with eight different gameplay modes of three and six colors. Players can submit high scores to a website. | |
ColorBalls | Pistooli | March 2010 | Haiku OS | |
Click-o-mania HTML | Bugaco | January 2011 | JavaScript | Written in GWT[7] |
Cube Crush | Gregor Haag | June 2011 2015 2016 | ActionScript 3 Html5 Android (operating system) | Written in OpenFL to be cross-platform. Online Highscores. 3 and 4 color mode.[8] |
Maki | appsburgers | September 2011 | Android (operating system) | |
Bubblet | Edouard Thiel | October 2011 | Linux, Mac OS X, Windows | Written in C and included in EZ-Draw[9] |
Bubblet-js | Benoit Favre | October 2011 | JavaScript | Online version, translated from C using EZ-Draw-js[10] |
Tapotron | Demura Games | October 2013 | iOS | |
One More SameGame | Dušan Saiko | October 2014 | QT5 | Online score synchronization, multilanguage, installation packages for Android, Windows, Linux[11] |
SCRUSH | Zafar Iqbal | December 2016 | Scratch (programming language) | Online, Multi-platform, Highscore[12] |
samegame1k | Gábor Bata | February 2017 | JavaScript | Online version, in 1024 bytes of JavaScript. An entry for the JS1k 2017 code golfing competition[13] |
References[edit]
- ^http://myaccount.mytivo.com.au/tivoservice/samegame
- ^Ozawa, Hitoshi. 'ISOFT - Home of Japanese software'. Retrieved 2010-11-28.
- ^Biedl, Therese; Demaine, Erik (2001). 'The Complexity of Clickomania'. More Games of No Chance. arXiv:cs/0107031. Bibcode:2001cs....7031B.
- ^'pocketfun'. pocketfun.co.uk.
- ^'Qt Declarative UI SameGame'. Nokia. 2009-07-28. Archived from the original on 2014-03-25. Retrieved 2014-03-24.
- ^'One WiiWare Game and Two Virtual Console Games Added to Wii Shop Channel'. Nintendo. 2009-03-23. Retrieved 2009-03-25.
- ^'Archived copy'. Archived from the original on 2011-07-08. Retrieved 2011-01-19.CS1 maint: archived copy as title (link)
- ^http://gregorhaag.com
- ^http://pageperso.lif.univ-mrs.fr/~edouard.thiel/ez-draw/index.html
- ^http://pageperso.lif.univ-mrs.fr/~benoit.favre/EZ-Draw-js/jeu-bubblet/jeu-bubblet.html
- ^http://samegame.saiko.cz
- ^https://scratch.mit.edu/projects/136505698/
- ^https://gaborbata.github.io/samegame1k/
External links[edit]
Sidious Revenge Mac Os X
- Chain Shot! on Kuniaki Moribe's homepage
Mac Os Mojave
Retrieved from 'https://en.wikipedia.org/w/index.php?title=SameGame&oldid=996513239'