Sami Lehtinen may be more well known by those who use his code as Zorlim.
This game offers single player and multiplayer modes. With multiplayer, a victory may be obtained by either trapping an opponent into an unsurvivable situation or by eating enough pizzas before the other player.
Pizza Worm 2.1H is an update, after more than 10 years, from Pizza Worm 2.1G (found from a freeware games site's page on Pizza Worm) (zipped locally), which itself is an update from the 286-compatible, but single-player-only, Pizza Worm 1.2. Version 2.1H offers easier running under DOSBox and soundless but working execution in Windows XP, as well as altering the high score protection that could be at fault when it "mistakenly detected that highscore file has been tampered with."
Source code has been released, although it does not seem to be on Zorlim's site any longer. The same is true with the Java version, once at http://www.mpoli.fi/~zorlim/java/zjw/ZorlimsJavaWorm.html but apparently unavailable now. (An old download site TOOGAM created noted that "the java version is incredibly unfinished to the point that it really doesn't qualify as being the same game)." (Another reference to Java worm found with a URL of http://www.mpoli.fi/~zorlim/zav_pw/pw.html .) The source code for the main game is stored locally as pwormsrc.zip.
An online derivative, Pizza Worm Ex, uses some of the same sounds although this remake does have different music and obstacles and a limited number of pizzas per level, so it isn't the same game. (Pressing arrow keys works for player #1 and, in the multi-player mode, the A and D keys works for player #2. However, which following the “Flash & Games” flash hyperlink of DanielDowns.co.uk, the web page says A and W work for this, although W seems to have no impact.)
Zorlim Arcade Volleyball does not seem to be abundantly available online: What has been found may or may not be version 0.8 Beta. ZAV8B.ZIP has not been recently found online. This situation is expected to be remedied in the near future as the software is obtained from offline backups. http://members.tripod.com/kk_pesake0/ile/id4.html has a reference to http://kk_pesake0.tripod.com/sitebuildercontent/sitebuilderfiles/zav8b.zip which may be authentic, although that hasn't yet been verified.
Source code for Zorlim's Arcade Volleyball was distributed in two separate releases: http://www.zorlim.net/arcade_volleyball/zav_source.zip (of which there is not currently a local mirror available), and http://www.mpoli.fi/~zorlim/zips/zorscr.zip which is now offline but local mirror is now available. zorscr.zip is an archive of Zorlim's Source Code: Everything (including Zorlim's Arcade Volleyball) except Pizza Worm. ("Everything" but Pizza Worm is the way the archive was described at the time it was being distributed.)
unknown, apparently smaller version of ZAV: http://files.classic-trash.com/mirror1/zorlimsarcadevolleyball.zip found from http://www.classic-trash.com/gameInfo.php?gameId=541
For another game similar to this one, see Sumo Volleyball from Shizmoo. It allows for multiplayer over the Internet.
Zorlim has apparently made some other code as well.
ftp://ftp.mpoli.fi/pub/software/PROGRAMM/PASCAL/PCXLOAD.ZIP is credited to zorlim at http://www.mpoli.fi/files/software/PROGRAMM/PASCAL/index.html
Zorlim has had several websites over time: Zorlim.net current redirects to http://www.saunalahti.fi/zorlim/ which seems identical to http://www.nic.fi/~zorlim/. Zorlim.cjb.net seems to be down (as well as many other *.cjb.net sites), as does http://www.mpoli.fi/~zorlim/zips/ and http://zorlim.fiiu.org/pub/arcade_volleyball/.
Pressing the B key will use up a "Bomb". Pressing the C key will send out the claw. If the mouse is enabled, the claw may also be used by pressing both the primary (left) and secondary (right) mouse buttons at the same time. Alt-X exits or Alt-Q quits (possibly depending on what version of the game is being used). Some of these keys, like exiting the game, may only be available at appropriate times (like during active game play, not during the in-between-rounds animation).
Pressing M fires a missile. If keyboard mode is enabled, the following may also be helpful: Ctrl=Left, Alt=Right, Space Bar=Shoot, Esc=Pause. (These controls were documented based on version 1.2e of the game.) To press a button (like the buttons on the main menu), simply press the slightly-bolded first letter.
Running “INSTALL.EXE” allows changing controls (between keyboard-only, joystick(+keyboard?), or mouse (with some keyboard controls still enabled).
The graphics of the game do seem quite dated (partcularly on today's larger output displays), though they were quite suitable back in the day. Even today, though, there are some remaining highlights that can make the game quite enjoyable.
One aspect to the game that makes this game quite a bit more fun is the ability to eliminate massive built-up threats very quickly at the start of new waves. This is enabled by grabbing the “S” power-ups, and by not losing those power-ups (which happens when getting hit). Getting a blue “S” by wave 15 can be a bit of a challege, but then be highly rewarding.
The game is also quite high-stakes. If threats are not quickly eliminated, those enemy ships will start firing and catastrophe will result. The other part of the game design which leads to the game having a real feeling of having a lot at stake is that a relatively brief moment of inferior game play can substantially penalize the player. If the ship is severely damaged, re-building its firepower is much more challenging that a player would think (to the point that extended extremely good play is required).
If the player achieves a certain goal, the ship may reeive a “retrofit”. However, beyond changing stripes from red to green, the changes to the ship may not be obvious. (For instance, a player who does not get hit won't notice the next two aspects described here.)
It seems that enemy attacks continue to cause the same amount of health loss, but that the ship can absorb more lost health before the ship loses the ability to use some of the available weaponry.
Also, if the ship is ever knocked down to level 1 firing power, then the ship will get a free upgrade to level 2 firing power between rounds.
During the retrofit, the inventory of non-attached weapons (bombs and missiles) may be decreased.
Presumably, the weapons are not downgraded, but rather, enemy armor is upgraded. This is presumed because the enemy ships have received a visual overhaul.
In version 1.2e, the game has been known to fail to advance after level 80. (Level 80 had some enemies, but not the ship that leaves behind a weapon power-up. Upon eliminating the enemies, the game just continued to let the player move the ship, without closing the doors to the viewable play area.)
Game by Data East, apparently. 3-D game that is very simple in nature. Space bar propels player unit forward, and squares on the ground cause the ship to bounce up.
Continuum download (accessible via file listing) (zip file is re-zipped locally) (file was previously at a diffent URL: http://mysteryfcm.plus.com/Chris/virtual%20reality/Continuu.zip )
Fairy Godmom 5.0 Download page hyperlinking, of course, to Fairy Godmom 5.0 (Zip), Fairy Godmom 5.0 list of features, official page of techniques, and a third party Techniques guide with lots of images.
The techniques include command line options: JIG (end-game show), IMMORT (cause number of lives to never decrease), MESSY (apparently causes graphics to not disappear as sprites move), and SCRAMBLE (to make icons with several of the command line options). There is also AW (auto-warp), although warping can be done in-game by projecting "the pattern of a key onto a door" with a wand. "This move is most easily done on levels #1, #15, #33 and #42." Once the warp door is retrieved, the W key brings the player to Level 51 which shows a door for every unbeaten level.
Whereas this game used to be shareware, now the only component left as shareware is the F.Godmom Designer, a Windows-based level editor that the F.Godmom 5.0 Features page says is "available with a $20 registration".
Originally released for Linux, there is also Salvatore Meschini's port: WinBastet 0.41 for Windows (probably 32-bit).
This game has code for it to pick the worst possible piece instead of a random one. Worse yet, it shows a piece, similar to the "preview" location in many Tetris-like games, which is the piece that the game thinks would be the nicest one for the player, taunting the player with a piece that will not be available. Apparently getting five lines may be a real challenge for many people who feel that they have learned how to be decent/good at Tetris.
YouTube video showing Bastet in action
Bastet over web
Many people may be more familiar with Flash, a software program that implements ActionScript. For those who are seeking to play a copy in a web browser, this may be suitable.
The responsiveness of controls may not be very good, but that is probably implementation-dependent. If you experience controls that are not working well, try playing the game in another browser.
Caleb's “The Goto of the Underground” blog: Bastet in ActionScript 3.
For more Tetris variations, see:
A StackOverflow question about a boot loader mentioned a variation that fit within a boot sector. See: miKroTetRIS source code (archived by the Wayback Machine @ Archive.org), miKroTetRIS (locally hosted mirror).
Once available at http://Shizmoo.com but the website has been taken offline. This section has been retained in memory/honor of what once was, as well as to point to some modern alternatives for the real-time chess.
These games are mutliplayer only. These games unfortunately require an active Internet connection so that a connection is active with the servers. An announced offline version of Kung Fu Chess still has not made any appearance. The authors of these games just don't seem to understand the concept of taking turns. :)
A player can move any piece at any time as long as the piece hasn't been recently moved. This means that players do not need to take turns.
Playing against experienced players required not just an ability to know how chess pieces moved, but also a knack for being able to move the mouse very quickly.
Variations of the game included playing with a slightly larger board and placing four opposing colors, so that four players could try to be the one with the last remaining king.
Wikipedia's page about Kung-Fu Chess: section called “The End of Shizmoo” mentions the site being down, and provides some references to alternatives that have since been created. The External Links section provides hyperlinks for the clones. Namely, that involves Tempest at TempestChess.com and Ninja Chess
Quite similar to Super Mario Bros. in style, with this being primarily a platform jumping game where the character can grow, throw fireballs, and shrink when hit. However, the mechanics are different enough: Fireball pathing differs, and bouncing off enemies acts differently. Jumping when big and ducking causes a backflip that makes Tux lose the hat that grants Tux the fire-throwing power. These variations, and also the differences in enemies, are enough to provide some degree of learning curve for those who have mastered traditional Mario games by Nintendo, and so this game does has its own unique feel that makes it more than just a total Mario rip-off.
The character is the Linux mascot, a penguin named Tux. The early versions of the game were made for Linux, and the HappyPenguin.Org Game of the Month March 2004 Event helped spur development. Despite these things, the game does not have any real references to Linux other than using its Mascot, and there are versions for platforms other than Linux, such as 32-bit Windows.
Flexlay is used for older versions. SuperTux Download/Unstable page has links to an editor for version 0.3.0 (called Mono?). SuperTux 0.3.0 Editor FAQ is online.
Since 0.3.1 does not link to the editor and also doesn't have the comment, the comment by the 0.3.0 downloads that says "You may have to download and execute the OpenAL Installer for Windows" may be referring to the editor. OpenAL downloads hyperlinks to OpenAL 1.1 Installer for Windows (download page). OpenAL Install
SuperTux Stable Releases: Installers/Downloads has links for downloading this.
The Download/Installation page says "Note that starting with SuperTux 0.3.0, both a new level format and a new level editor are used." Therefore, this may have some different levels than newer versions. Since 0.3.1 is in fact quite playable (with the 32-bit Windows release), the difference in levels may be the best reason to obtain this version in addition to a newer one, despite the warnings that the main page gives about "Unstable" versions possibly having bugs that refer them unusable. Where Milestone 1 boasted 26 levels, this has that many levels plus two more bonus islands, one with 22 levels and the other with 28 levels.
The SuperTux Download/Unstable page says "The 0.3.x versions series is meant to show of new features of the engine, new graphics and such." Also, in theory, the 0.3.x versions may not be as polished, For these reasons, the main site says: it is recommend that distributions should, for example, not replace a "supertux" package of SuperTux 0.1.x, but instead ship a new "supertux2" package of SuperTux 0.3.x.
SuperTux's official site's main page says "The Milestone1 release of SuperTux features 9 enemies, 26 playable levels, software and OpenGL rendering modes, configurable joystick and keyboard input, new music and completly redone graphics." Wikipedia's SuperTux page identifies Milestone 1's release date as being after that of SuperTux, and before that of version 0.1.3.
Similar to Super Mario 64's sliding.
The most current open source version (as detailed in Wikipedia: Tux Racer, and not counting the Tux2 game Roxor Games who also makes arcade games) of Tux Racer, which has also been known by other names such as PlanetPenguin Racer.
Extreme Tux Racer download page has some downloads that describe files obtained from download path (which, without a filename appended, redirects to SF page for Extreme Tx Racer). The download page says about the Compiling Extreme Tux Racer Wiki that it "has information about build dependencies and instructions on how to compile the game."
This is software made from original code for a licensed version of SimCity for Unix. This also appears to have the blessing of Electronic Arts, who is in control of the SimCity trademarks. Therefore, the release of this code under a license that is essentially GPLv3 is not simply an unofficial clone copying a trademarked work without permission. Rather, it has full legal permission. Apparently there was at least some support for releasing this for the OLPC charitable project, and so this was called "OLPC SimCity" before its release as Micropolis. A news article about Micropolis, posted January 11, 2008 (the day after source was released, per Wikpedia SimCity article), says "The plane crash disaster has been removed as a result of 9/11." This may be impactful to game play: In the SNES SimCity at least, causing plane crashes allowed a localized disaster so that pieces of buildings, most notably airports but also seaports and stadiums, could be destroyed to eliminate pollution while retaining benefits. This probably does not have the "Gifts" that the Super NES version had (which were "buildings" that caused effects, generally benefits).
This may be limited to the X Window System, so far. A page on Micropolis history and Micropolis page (with download links).
Some games that have previously been Shareware have had their source code released. Examples:
For Microsoft Windows. Shuffle details. FreeCell FAQ
FreeCell Pro legacy page seems to describe the softare as discontinued. It notes, “Reports from users indicate that FCPro 6.5 works on Windows systems through Windows 7 and Windows 8.1.” (However, it did not seem to work as well as FCPro 6.4 on 64-bit Windows 7.) FC Pro 6.5, FC Pro 6.4 (also at freeclpr/)