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Review: Perfect Paths for iPhone and iPad

Hyperbolic Magnetism, in the person of Jan Split Ilavsky, surely knows how to make puzzle games that stand out from the crowd. Perfect Paths is his best so far.
Perfect Paths is based on the previous Trappped, an iPad-only game which I think was let down by the layout of the user interface. While they share the basic mechanics, everything else has been improved so much that it can be considered a wholly new game.

Since the launch of Threes, I've seen more and more developers make animated gifs to showcase their game, which is great because it makes it so much easier to explain what the game is about. So here is Perfect Paths in all its glory:
If you feel a bit overwhelmed, that's fine: the mechanics are complex. The game does a good job of introducing the concepts one at a time, so let's start from the beginning.

Your goal is to bring the blocks over the circles of the same color. To do that, you use arrows. You draw the whole path in advance, then when you are satisfied tap the play button. The blocks then start dancing an elaborate dance, underlined by very appropriate sound effects and elegant animations. It's fun to watch just for that, even if your plan fails, as will happen most of the time.
The immediate comparison that springs to mind is the classic Trainyard. That is, however, a very different game; in many ways, easier and more intuitive. The key concept of Trainyard is the railroad switches which toggle every time a train passes through them. Once you understand how those work, you can do pretty much anything, and solving the puzzles is mostly a matter of adjusting the initial position of the switches.

Parfect Paths, however, has nothing like that. Once you set an arrow, every block that passes through that cell will go in the same direction; you can't make one block turn left and the next one turn right. The only slight exception to this is crossroads, shown as diamonds on the board.
When a block passes through a crossroad, it just goes straight through it. This allows the paths to intersect, but there's not much else you can do without the other mechanics.

One important limitation is that you cannot put arrows on the goal squares (which makes sense because otherwise after reaching the goal the block would be sent away!) nor on the dashed squares. This creates configurations like the following one where some goals are apparently unreachable.
The solution to this is to use one block to push another. If you line up the blocks vertically so that the yellow one is on top and the red one is below it, when the red block moves up it will push the yellow one, and they can both reach their goals at the same time.

The extension of pushing is the other weapon you have at your disposal: by placing on the board the chain symbols that you can see at the bottom left of the screen, you can join blocks, so that when one of them moves the other will move together with it. Using this possibility can also be a requirement of the puzzles, like in this one, where the white lines between some of the goals indicate that the blocks over those cells must be joined (and note that like with arrows, you can't simply put a chain command over a goal cell).
The other two icons you can see at the bottom are the inverse command: they let you separate blocks which had previously been joined.

If you have been following carefully, you might have wondered about a possible loophole in the rules: what should happen if two blocks are joined and they are on two arrows with conflicting directions, e.g. one up and one down? Which direction should they go?

The answer lies in the most subtle element of the game: the phase timeline. The arrows are not all active at the same time: instead, one direction is processed at a time. After you tap the play button, you can see the phase timeline scroll at the bottom of the screen, showing the order of things: first UP, then DOWN, then RIGHT, then LEFT.
When the blocks start pushing and linking, the phase order becomes very important to make things work as you want, and can lead to unexpected results.

As you can see, the game's rules are surprisingly deep, and despite all the efforts that have been made to give it a gentle learning curve, the mechanics can take a while to get used to, especially if you have played Trainyard. You need a completely different mindset to solve these puzzles; the lack of control over the arrows can be extremely frustrating until something finally "clicks" in your head. I have to say that I was stuck on the Alpha Pegasus level for a long time before getting it. (Hint: remember what you did in the Cassiopeia levels).

I liked the premises and the style of one of the Jan's previous games, Escapology (developed with Vladimir Hrincar), though I marked it down in my review for having many puzzles but of erratic quality. It has to be said, however, that since then I haven't found any better game with similar mechanics.

Perfect Paths, if anything, has the opposite problem, being a bit light on content. I was lucky enough to play a beta version of the game, and I've already solved all the puzzles. However, the pack selection screen shows a couple of important things.
The first one is the promise of new puzzles to be released every week. This will be done using app updates, so if the author can keep his promise, this will be an absolutely great and novel way to keep players engaged over time without flooding them with annoying push notifications. While a few games have provided content updates from time to time, I think this would be the first time it would be done so frequently.

The second important thing on that screen is how prominently the Game Center leaderboards are displayed. They are right there on the same screen as the puzzles, instead of being tucked away inside the standard Game Center pages. This is useful because the solutions to the puzzles are totally open to your creativity, and the game doesn't provide any reference to judge how good they are, so comparing with other players is the only way to put them in context.

It is a testament to the quality of the game that despite having solved all the puzzles, I keep coming back to it attempting to further improve my score. The name Perfect Paths is very fitting, because for a programmer's mind like mine, just finding a solution isn't enough: you want it to be the best one possible, and compete on the leaderboards to prove it. Which isn't that easy if one of your friends is Federico Prat Villar.

The user interface works fine, though I found the erase button to work a bit counterintuitively and require too many taps to correct your path. Also, since most of the playing time is spent looking for optimisations, I wish the puzzle list showed thumbnails (to find quickly the puzzle you think you can improve) and there was a quick way to move to the prev/next puzzle instead of going through the puzzle list every time.I also wish that the back button had a bit larger hit area because it's difficult to tap it when the iPad is inside a case covering part of the bezel.

If you want to try and improve your leaderboard standings, let me spend a few words on how the scoring works. There are only two things that affect the score: the number of arrows you use, and how many steps it takes for the solution to run. In both cases, the less, the better.

Optimizing the first parameter is obvious: just try to use as less arrows as possible. A nice thing is that after being introduced to the advanced mechanics later in the game, you can go back to the first few levels, which you solved naively, and try to improve them using the new elements at your disposal. So do use those combinators in Andromeda!

Optimizing the solution run time is subtler. Clearly, a shorter path should be quicker. However, because of the phase timeline, blocks are slow to travel in a straight direction: 4 phases (up, down, right, left) need to pass between one move and the next. So for example if you need to move 2 cells up and 2 cells right, doing UP, UP, RIGHT, RIGHT isn't the fastest option: it needs 1+4+2+4=11 steps.  If you do UP, RIGHT, UP, RIGHT instead, you need only 1+2+2+2=7 steps.

It's important to note that you get a lot of points for just solving the puzzles, while what you get for optimizing them is peanuts in comparison. When you look at the leaderboards, a difference of just one point means a lot more than it seems.

Without a doubt this is one of the best puzzle games of the year, and it promises to only get better over time, so stop wasting time and go buy it. And beat my score if you can :-)

Summary

Nontrivialness★★★★★
Logical Reasoning★★★★★
User Interface★★★☆☆
Presentation★★★★☆
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Kuub for iPhone and iPad

Kuub by Wim Coosemans is a well designed tilt maze puzzle on the vein of Blockhouse.
Tile mazes are a well estabilished genre, and Kuub succeeds in adding new elements and ideas to keep the mechanics fresh and stimulating.

The basic goal is to bring the blocks, which move at your command, over the circles, which don't move. You can move in any direction, but when you do, all blocks move in that direction and travel until they hit an obstacle. Note that the goals are obstacles too, for blocks of a different color. When a block touches its goal, the block disappears.
Unlike Blockhouse, you don't have to bring all the blocks over their goal position at the same time; in most cases you wouldn't be able even if you wanted to.

The recurring elements of most of the puzzles are the gray, neutral blocks. They move like the other blocks, but don't have a goal and are only there to act as moving obstacles.
You might have noticed that every puzzle has a title, shown in the top left corner. This is a nice touch and increases the perceived quality of the puzzles.

The neutral blocks can be larger than 1x1, something which is used to great effect in many of the puzzles.
My favorite element is force fields. Those are squares that can only be crossed by blocks of the same color. I liked the similar feature in Membrane, but in this game it's used to even grater effect. I particularly liked this puzzle, which makes good use of the force fields peculiarities.
The game has bombs too, but luckily not of the exploding kind. They are really just a way to make the goal slightly different, since in this case you have two moving blocks instead of a moving block and a fixed goal; but when you make them touch, they just disappear without destroying what's nearby.
In some puzzles you can also combine blocks to change their color. You need to be careful not to combine the wrong blocks.
The final element is magnets. Those are cells that temporarily stop a block which passes over them, but only if it's of the same color.
As an aside, the position shown above seems unwinnable to me. In some cases the game warns you when that happens (as in the color merging example shown earlier), but it looks like it doesn't always do that. So be careful and restart the puzzle if you think you are stuck.

There's a total of 72 puzzles, split in 6 chapters; you have to solve the levels in each chapter in sequence, but the chapters are all unlocked from the beginning.

The level design is good and varied. I didn't find most of them particularly challenging, but in many cases you really need to think and use logic to plan a strategy, otherwise you'll get nowhere.

The graphics are nice too, which isn't all that common in this kind of games. The major shortcoming is the lack of Game Center integration. Since the game keeps track of your total number of moves, it would be nice to compare with other people. Hopefully this will be fixed soon!

This is an enjoyable puzzle game, which is fun to play and doesn't get boring thanks to the varied mechanics. Certainly recommended.



Summary

Nontrivialness★★★☆☆
Logical Reasoning★★★★★
User Interface★★★☆☆
Presentation★★★★☆
Loading Time★★★★☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: WrapSlide for iPhone and iPad

The Rubik's Cube turned 40 recently, and there's little doubt that it has been one of the most influential puzzles ever invented. Many puzzle games on the App Store compare themselves to the Cube, but in most cases that's just marketing fluff. WrapSlide, however, is a different story.
Developed by Alewyn Burger, a researcher at Stellenbosch University (South Africa), it might look like just another toroidal sliding block puzzle. But looks, in this case, are very deceiving. The movement mechanics are different from the usual ones, and produce a very challenging puzzle.

Usually, in toroidal sliding block puzzles you slide a single row or column at a time. This makes them pretty easy, because it gives a lot of freedom of movement. WrapSlide is different in a simple but clever way: the lines in each half of the board (both horizontally and vertically) all slide together. This is a significant constraint, and I can say that the experience I had when confronted with a scrambled puzzle was remarkably similar to the first time I played with a Rubik's cube.
Fixing one quadrant is rather simple, fixing a second one is trickier but still doable without advanced techniques. Doing the third quadrant without breaking up what you did before, however, is difficult, and I haven't managed to do it yet. Every time I try to use a commutator, I forget the moves I made and mess up everything.

Helpfully, the game provides different levels of difficulty to let you practice gradually. The number of colors can be 2, 3, or 4, and the size can be 4x4, 6x6, or 8x8. My suggestion is to initially practice with 3 colors.

In all modes, the game will scramble the board for you and your task is to put it back together. Note that you just need to make each quadrant the same color, it doesn't matter which one.

Additionally, for each board size there is one predefined puzzle, which you can use to compete on the leaderboards. I like that the predefined puzzles cover all settings for the number of colors, so the 4x4 one has 4 colors:
6x6 has 2 colors:
and 8x8 has 3 colors:
The latter two are not difficult to solve, but the first one currently has me stumped. I always seem to have one block out of place. I even wondered if there was some parity issue making it unsolvable, but that wouldn't be possible because it has been proven (in Dutch) that every configuration is reachable.

The author has done some research on the God's algorithm for this game. For the 4x4 size with 4 colors, every position can be reached in 12 moves or less.
For the 6x6 size, the lower bound is 20, while the upper bound is 31. For comparison, a few years ago it was proven that God's number for the Rubik's Cube is 20.

As you might have guessed, the premixed 4x4 puzzle needs all of those 12 moves. 12 moves don't seem many, but it's unlikely that a human can manage to find them. As far as I'm concerned, I'd be happy to just solve the puzzle, no matter in how many moves :-)
The premixed 6x6 puzzle needs 12 moves as well. I'm not sure about the 8x8 one.

The user interface is pretty hard to use. On the main menu there are two knobs at the bottom of the screen. Turning the left one you change the size, turning the right one you change the number of colors or select the premixed puzzle. Frankly I would have preferred some more standard buttons.
The user interface during the game is ok but could be improved. Touches are often ignored for a short while after making a move, which makes the controls feel unresponsive. Also, it would be nice to have multitouch support, so that you could use two fingers to slide all lines at once.

If you like rearrangement puzzles, definitely try this one. It has a rare elegance and simplicity, and yet it's uncompromisingly difficult.


Summary

Nontrivialness★★★★★
Logical Reasoning★★★★★
User Interface★★☆☆☆
Presentation★★☆☆☆
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Membrane for iPhone and iPad

A couple of months ago I tweeted about Membrane by Michael Stephens. I didn't find time to review it until now, which is all the more reason to follow me on Twitter so you don't lose any worthy puzzle game.
At first glance, Membrane might look like yet another clone of Move the Box, a game which I've seen copied so many times that I'm not even sure if it's an original idea itself. On closer inspection, however, Membrane has interestingly different mechanics that add a lot of depth.

The basic idea is that you control some blocks. You can move the blocks only horizontally, by one step at a time. The blocks are also affected by gravity, so they will fall vertically when there is nothing under them. When three or more blocks are on the same line, horizontally or vertically, they disappear. Your goal is to remove all the blocks.
The distinctive feature of this game, which also gives it its name, is the colored horizontal lines (the "membranes") that populate the puzzles. A block can only pass through a membrane if their colors are different. So in the above example, the green membrane is supporting the green blocks, while it would let the brown block pass through.

To solve this puzzle, you could move the brown block right, making it fall down above another brown block, then left to make a match; and then move the isolated green block to the left to make the second match. But that's three moves; as you can see on the top left corner, the "par" for this puzzle is just one move. How can we do that? The movement rules come to our assistance.

To move a block, the space next to it doesn't have to be empty: there can be another block there, which will be pushed. So in this case, you can move right the leftmost green block, which will push the block next to it, forming a match that will disappear. The brown block, no longer supported by the green blocks, will fall down, pass through the membrane, and land between the other two brown blocks, completing the puzzle.

But thats not all! There's a second way to solve this puzzle. Blocks can be moved even if there are other blocks on top of them. They will just slide away, while the block above them will remain where it is. So you can move the rightmost green block to the left: it will slide away from below the brown block, and go to form a match. In the meantime, the brown block, no longer supported by the block you moved, will fall down and form the second match.

Note that in the latter case the green blocks will not be removed until the brown block has finished to fall. That is, the rule is: first all blocks move as far as they can, then all the matches are removed. If the removals cause some blocks to become free, then they all move as far as they can, then all the new matches are removed, and so on until there is no more movement to be done. The order of things might seem a minor details, but in some of the puzzles you have to take full advantage of it.

There can be more than three blocks of one color on the board, and in that case you have to be careful to destroy them all at once. For example in this puzzle there are four green blocks.
If you moved the topmost green block first, you'd make a match of just three blocks, and then would be stuck because you'd have no way to remove the fourth.

The mechanics I just described are already pretty interesting, but the game also adds many variations. First of all, some blocks will float instead of falling.
The white blocks are unmovable and are just obstacles. When you move to the right the brown block with an arrow, it will go up to form a match and solve the puzzle.

Match-3 games often have explosives as power ups; in the case of Membrane, they are just part of the mechanics.
The white line around the bomb block indicates its blast radius. Moving the bomb to the right will form a line of brown blocks, which will make the bomb explode, also destroying the lonely green block.

Other special blocks destroy all blocks in the same row or column after they are matched.
Here the special block is the topmost one. If you move it right, it will make a match and then also the brown block, which is in the same column, will be destroyed.

Finally, we couldn't do without rainbow blocks.
As you can easily imagine,a rainbow block will make a match with any pair of blocks of the same color. Interestingly, rainbow blocks can't pass through any membrane of any color.

The game contains 126 puzzles, divided in three packs. You can play the puzzles in a pack in any order, but to unlock the packs after the first you need to collect a certain number of gold circles, which you earn by solving puzzles in the optimal number of moves. This will require some effort because for many of the puzzles it's easy to come up with an inefficient solution, but finding the optimal solution is a lot harder.

The quality of the puzzles is somewhat uneven. In some cases, the solution is elusive and you really need to think hard about the available options, until you get a nice a-ha! moment when you finally figure it out; other times the puzzle layout feels more like a random collection of blocks without a clear plan behind.
The puzzles that work best are the ones where all the blocks are part of the solution. Take this puzzle for example:
The brown and orange blocks are cleverly interlocked. If you move the bottom orange block, you can make a match; but then the top brown block will move up, making it impossible to form the second match. Conversely, you can easily make a match with the brown blocks, but then the orange block would fall down, again making it impossible to form the second match. The solution involves coordinated motion and reliance on the movement order I described earlier.
The green blocks, on the other hand, don't take any significant part in the solution. They are easily matched, and are not needed for anything else.

By the way, the par in the above puzzle is wrong: it can be solved in just 6 moves.

The user interface is OK, but I strongly dislike that the block colors are randomly changed every time you restart a puzzle. This is jarring and can easily make you lose track of the solution you were building in your head.

I like the premises of the visual style, but it's not polished enough. The graphics are not just lackluster, they are also confusing, for example the blast radius of the bombs is just a plain white line, which cannot be seen when the bomb is on a white background. I also don't like the asymmetry between the "normal" blocks, which fall down and have no visual markings, and the floating ones which have an up arrow on top. An idea I just had is that it might have been nice to explain the fall down/float behaviour with an underwater setting.

Anyway, the game is totally free and doesn't contain ads, so not much reason to complain. You might have to weed through some filler, but there surely are some worthy puzzles in here.


Summary

Nontrivialness★★★☆☆
Logical Reasoning★★★★★
User Interface★★★☆☆
Presentation★★☆☆☆
Loading Time★★★☆☆
Saves Partial Progress
Status Bar


©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Find Figure for iPhone and iPad

A couple of weeks ago I tweeted about Find Figure by Art Studio Dereza. Currently I'm not updating this blog as often as I would like to, but I talk about interesting new games on Twitter first, so make sure to follow me to be up to date with puzzle games news.
I find that my mind takes particular enjoyment in puzzles that require visual-spatial ability. This tends to show in the games I develop, especially in Twin Beams, a difficult puzzle which however can be solved at ridiculously high speeds if one just looks for visual patterns. Find Figure is a lot easier, but it's also more complex than it might look at first sight.

The basic idea is that you need to connect the dots on the right side of the screen, forming a series of shapes given on the left side. This looks trivial at first:
and doesn't really get much harder adding one more shape:
but a new twist gets soon added to the mix, making things a lot more interesting. The lines you draw can intersect, and you must make use of that to create the correct shapes.
Initially, the shapes shown on the left are in scale, which helps a lot. After a while, however, they start being drawn out of scale, which adds more confusion.
When there are many dots and shapes, it can seem a bit overwhelming at first. However, at this stage even if the shapes are not in scale, they are always in the correct orientation, so you can use the angles of the sides to orient yourself.
There's an interesting additional complication, which however isn't used by the game nearly as often as it should. When you draw a matching shape on the board, it is highlighted; this doesn't mean, however, that the shape is in the correct place. Look at the top left triangle in this puzzle. You can draw it this way...
... but also this way...
... or this way! And maybe more. But only one way is correct and will allow to put all the pieces on the board. It's important to be aware of this otherwise you might get stuck on the wrong track.
Inevitably, the reassuringly correct orientation of the shapes had to go away, so after a while the game starts highlighting in yellow the pieces that need to be rotated when placed on the board (I think the tutorial message says "reversed", but they really have to be rotated).
The user interface works fine; drag from a point to another to draw a line, tap a line to erase it. Playing on iPhone, it seems that you need to be just a bit more precise than necessary, which means occasionally having to draw a line twice to have it recognized, but it's not the end of the world.

There are 100 puzzles split in 10 packs. Packs are unlocked by earning enough beads, which is slightly annoying because the beads depend on how many mistakes you make. You can easily get three beads by playing a puzzle again after finding the solution, which means you are essentially forced to play most puzzles twice for no good reason. There also an optional in-app purchase to unlock everything, in case you can't be bothered to earn the beads.

All in all, this is a puzzle game which is easy enough to be relaxing, but also difficult enough to not be boring. The enjoyment I got from it was more than worth the price of admission.


Summary

Nontrivialness★★☆☆☆
Logical Reasoning★★★★☆
User Interface★★★☆☆
Presentation★★★★☆
Loading Time★★★☆☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Bicolor for iPhone and iPad

Bicolor is the latest creation of 1Button, a team specializing in puzzle games with a minimalist interface. It marks a significant evolution from the style of their previous games: SEQON/OFF, and PILE.
Continuing in their effort to "create applications not polluted by useless distractions", they have stripped away even color, leaving only the core puzzle elements at the center of the scene.

Bicolor is a path drawing puzzle which is somewhat reminiscent of SEQ, in the sense that the paths you create can share some cells. The mechanics are significantly different, however; more elegant and abstract, the final goal of your path drawing is to remain with an empty screen.
Above you can see a typical starting position. The numbers are what you interact with: each number represents the length of the path that must be drawn using it. You can freely move each number in the four main directions, with one requirement: that you must move it over cells of the opposite color. Additionally, you can't move over cells that already contain a number.

So for example, from the above position you can move right using the top left 3, or down using the left 2. The 1s can't be moved yet.
The numbers decrease as you move them, and they invert the color of the cells over which you move them. When they become 0 they disappear. For example I could move both 2s to end in this position:
Then the 1s:
And then the puzzle is easily completed with the remaining 3s.

In essence, moving numbers of one color you prepare a path that can be used by numbers of the opposite color.
You don't have to move a number all the way until it turns to 0, and actually in some puzzles it's probably not possible to do that: you need to move a few steps with one number, then move another number, and so on.

The solutions aren't unique and there is a lot of freedom of movement. I didn't find the puzzles to be particularly challenging, but they are enjoyable and the peculiar mechanics took a moment to get used to.

The main difficulty you could find is to avoid getting stuck in a dead end. For example it took me several attempts to figure out this puzzle:
The key here is that there are two dead ends at the sides of the big C; since the 34 needs to do a single continuous path, one of those dead ends needs to be removed by connecting it to the other numbers. This shows that logic reasoning is definitely needed: moving at random won't get you far in many cases.

The game contains 180 "handmade" levels, and the handmadeness surely shows in a few cases.
The menu you see at the top is normally hidden, and slides in when you tap the screen. It is slightly confusing because while it's open there is no indication that it obscures the top row of the play area.

The top right button is a cheat that can be bought using in-app purchases. No need to care about it.

The levels are split in 12 packs; make sure to swipe on the pack selection screen, because you can see only 4 packs at once and it isn't immediately obvious that there are more. I didn't notice a significant increase in difficulty in the later packs.

The user interface is very elegant, with smooth transitions, and the play area extending to the whole screen. I actually had a few problems with this because it's easy to open the notification center by mistake while moving to the edge of the screen.

There is an undo functionality implemented in a novel way, using a swipe gesture instead of a button. You can undo one step with a normal swipe, and a whole move with a two finger swipe. I think the single undo works ok, but the detection of the two finger undo was inconsistent and I usually had to try multiple times before it was recognized.

Among the games produced by 1Button, this is without doubt the one that I enjoyed the most. It isn't difficult, but it is elegant and relaxing, and ideal to pick up in any moment of the day. Recommended.


Summary

Nontrivialness★★★☆☆
Logical Reasoning★★★★☆
User Interface★★★☆☆
Presentation★★★★☆
Loading Time★★★☆☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.
 
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