Challenge yourself on the full size Pair Up/Penguin Links game: http://www.penguinlinks.com
Challenge yourself on the full size Pair Up/Penguin Links game: http://www.penguinlinks.com
Ready for more PenguinLinks/PairUp challenges? Visit http://www.penguinlinks.com
Feature:
Flash game, open to all users!
More tiles: Elementary level – 6×12; HighSchool – 7×14; College – 8×16.
Online scoreboard
Enjoy the game! As usual, write to us (support at clingmarks.com) for feedbacks!
For the last 2 Pair Up releases, we took out the mute button from the game menu, and got some questions from our users as to how to mute the game sound. Here’s how: use your phone’s volume controller.
A bit more explanation as to why we made this change: the popup menu with 4 items (hint, shuffle, pause, and mute) takes too much estate: almost 1/3 of the screen, which blocks too much of the board. Reducing it to 3 items will allow them to fit in one line and only take 1/6 of the screen. Plus, less items in the menu will make it easier and faster for users to locate and click on the intended item.
Let us know what you think: support@clingmarks.com
Thanks to our enthusiastic players: the bug during board shuffling is now fixed. Please download the latest Pair Up (free version 5.2, pro version 5.3) and give it a try!
Let us know if you have any feedback: write to us support@clingmarks.com or follow us on twitter: @clingmarks.
Good news to those android 1.5 device users (Sprint, etc.): Pair Up is now available on your android market! Go check it out! If you already have “Pair Up 1.5″ installed, convert to Pair Up now which will be continuously supported.
Stay tuned: we have more features coming soon! Enjoy the game!
As you might have noticed, we updated the Pair Up Scoreboard to reflect the last 30 days records. The old scoreboard is getting rather static these days: it becomes harder and harder to be in top 50. We hope this change will encourage you to play more SAT/GRE levels, and enjoy more of this game from the competition of other players!
I have the same ask with several people’s comments on SAT scoreboard: how did folks getting 1000+ scores? I considered myself a fairly good player, and my average score is between 600 and 700: on a good day I could get 900, but that’s considered extremely lucky.
For those who can’t get 500, here’s my tips:
a faster phone with bigger screen. I have 2 android phones: a 320×480 G1, and a 480×800 faster one. The game is a lot snappier on the latter one. I’m not asking you to buy a newer phone just for this game (haha, I’d be very flattered if you do). I’m sorry this is not very fair for ppl with slower phones. I’m still working on ways to improve my algorithm.
Try to avoid clicking on 2 connected tiles: you only gain 1 point for this move. Check around if there’s a valid path between some other …
General Rule:
The goal of this game is to eliminate all image tiles from the board by pairing up all the identical tiles. A connecting path will be drawn between the paring tiles. Here’s some simple rules about the path:
A path can can only go through the empty spaces
A path can have at most 2 turning points
A path can only go horizontally or vertically, not diagonally.
Here’s few examples of valid path:
Scoring:
You will score as you play, which is based on the time and lengths of the connecting paths: the faster you play, the more points you get; the longer the path is, the higher the score is.
Other Help:
While playing, you can get hint, shuffle the tiles, or pause the game. Just click the menu at any time to get more help. Shuffling can also to done by shaking the phone (you’ll feel the phone vibrated once shuffle is done).
You can pick …
When I was implementing the shake-to-shuffle feature in Pair-Up game, I googled for a similar code-snippet but didn’t have much luck. Eventually I came across this hidden code in Android Developer Guide which talks about using the phone motion sensor to program:
http://developer.android.com/guide/samples/ApiDemos/src/com/example/android/apis/os/Sensors.html
Alas! It can be done! But I just need a very simple function to detect if there’s a shake action. So my actual code is a lot simpler:
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// Need to implement SensorListener
public class ShakeActivity extends Activity implements SensorListener {
// For shake motion detection.
private SensorManager sensorMgr;
private long lastUpdate = -1;
private float x, y, z;
private float last_x, last_y, last_z;
private static final int SHAKE_THRESHOLD = 800;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
…… // other initializations
// start motion …
OK, so there IS a bug in this game.
Comment posted by Tony this morning:
Fun, managed to end up with two tiles that didn’t match though….
The moment I read this, I immediately know what went wrong: he’s typing too fast! (well, not his fault though). Here’s more details: when you tapped on two identical tiles, the system spent 0.3 seconds drawing a connecting path between them. Now if you have a fast finger, you can break it within that 0.3 seconds.
The bullet-proof solution to this would be freezing the board while drawing the path. But this introduced some computation overhead. Instead, I simply reduce the drawing time from 0.3 second to 0.01, and still able to see the flash of a connecting line on screen. Bingo! The bug fix was launched!