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Xor is an excellent adventure game with different mazes (levels), to practise spatial insight and logic.
Goal: remove all masks and then step on Finish.
The actual shield can be moved by clicking next to it (four directions).
You got two shields; a doubleclick on the actual shield positions to the other
shield.
The '<<' button is to restart the game.
'<' undoes the last eight steps (In the original Macintiosh game a restart
is required after each misstep, making the goal almost unreachable.)
Once started, you can play offline, without an open internetconnection.
Keyboard, sound and speed are not functional.
Xor Level 1 Together.
(← click to play)
Play Together to learn by experience the properties of the few characters
and objects in Xor games. This maze has intriguing situations.
Xor Level 2 The Cave
The Cave is the most complex Xor maze, for experienced Xor gamers.
(In the original Macintosh game to start this level, one has to type a code,
received at theexit of Together.)
The game Xor is created by Paul Carruthers and Ian Downend for the Atari ST and
Amiga. Paul formed Astral Software Ltd in 1987.
The game here is a remake of Xor by 'Astral 1981 / JvdLingen 1989' on the
Macintosh computer of those days, in 2004 programmed by Rob Veldhuyzen van Zanten.
Other Xor version and mazes:
Xor of Ovine, 2004.
I played them all. The first game 'Dots and Waves' is not representative for the
XOR puzzles in the other games.
Ovine uses an algorithm different from the Macintosh version above.
Each object moves as an individual; a chicken or barrel can fly through a column
falling fishes. In the Macintosh version a column fishes fell as a whole.
When a field is emptied by a left movement, a falling fish preceeds a adjacent
chicken, otherwise a chicken (or barrel) preceeds a fish (or bomb). The last
rule is required only once in 'Penultimate'.