ported2browserTHE INDEPENDENT FIELD GUIDE

FIELD NOTES

A better next move.

Learn the game, keep your progress and solve the problem that is actually in front of you.

0h h1 original tutorial interface.
PUZZLE NOTEBOOK / 0H H1

0h h1: solve the next tile without guessing.

Work through pairs, color counts and duplicate lines. Each deduction should have a reason you can point to on the board.

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Actual interface capture of the featured project. Game and media credits are listed in Sources & credits.
PUZZLE NOTEBOOK / 0H N0

0h n0: count the sight lines, then place the blocker.

A numbered blue tile sees along its row and column. Red tiles stop that view. Work one direction at a time before combining the count.

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Actual interface capture of the featured project. Game and media credits are listed in Sources & credits.
SIMULATION NOTEBOOK / OPENTTD

OpenTTD: make one bus route work.

Learn the relationship between stops, a depot, a vehicle and its orders. A small service is easier to diagnose than a half-built transport empire.

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Actual interface capture of the featured project. Game and media credits are listed in Sources & credits.
PUZZLE NOTEBOOK / BREAKLOCK

BreakLock: use the feedback from every attempt.

A pattern guess is useful when its feedback changes your next choice. Start with a short practice pattern and keep the meaning of each marker clear.

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Original PrinceJS touch-control diagram from the project README.
PLAYING WELL / INPUT

Classic platform controls: learn the action before the gap.

Old-style movement often combines directional keys with a contextual action. PrinceJS is a useful example because its documentation explains those combinations directly.

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Original BananaBread screenshot from its published web archive. Credits: BananaBread / Sauerbraten contributors and Mozilla Foundation.
PLAYING WELL / DESKTOP ACTION

Browser shooters: loading, mouse capture and the first match.

An arena shooter asks the browser to load a world and receive continuous input. Check those pieces before deciding that the whole game is frozen.

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Trimps’ actual opening interface explaining local saves and exports.
PLAYING WELL / LONG SESSIONS

Incremental games: find the bottleneck, then protect the save.

Particle Clicker, Trimps and A Dark Room build different systems around repeated choices. Learn one resource loop before leaving a long-running game unattended.

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Original OpenLara waterfall screenshot from its README. Credits: XProger / OpenLara; original game rights remain with their owners.
BROWSER PORTS / SOURCE NOTES

Open engine, original game data: check both licences.

A freely licensed engine can still require separately copyrighted levels, sprites or music. The download and the licence need to describe the same material.

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Actual interface capture of the featured project. Game and media credits are listed in Sources & credits.
FIND YOUR SESSION / ARCADE

Small controls, different timing: choose a short arcade game.

A repeated tap, a paddle adjustment and a drawn loop ask for different kinds of attention. Match the action to the input you have.

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Actual interface capture of the featured project. Game and media credits are listed in Sources & credits.
PUZZLE NOTEBOOK / SPATIAL PLAY

Falling blocks: keep a useful next move available.

2048, Hextris and JavaScript Tetris all punish cramped space, but they move and clear pieces differently. Use that distinction when changing games.

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A real board in this site’s MIT-licensed original 2048 player. Source revision: 478b6ec346e3787f589e4af751378d06ded4cbbc.
Game notebook / 2048

2048: make room for the next move.

Start with the rules of Gabriele Cirulli’s original game, then use a corner and a clear lane as a learning strategy. There is no guaranteed winning pattern.

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The Hextris opening screen from the creators’ official press kit.
Game notebook / Hextris

Hextris: read all six sides.

The central hexagon rotates; the incoming blocks keep falling. Learn the boundary, the match rule and the effect of a clear before trying to extend combos.

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The actual export/import dialog in the project-linked A Dark Room web version.
Saves & storage

Keep your browser-game progress.

A saved tab, a high score and a game save are different things. Check what the game keeps before you clear a browser or move to another device.

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BreakLock’s opening interface rendered at a phone viewport. This is an interface capture, not a solved mobile game.
Device & input

Choose a game for the controls you have.

A page that fits a phone is not proof that its game supports touch. Start with the input the project actually documents, then test one action before settling in.

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Astray’s original game showing its keyboard instructions.
Inside the browser

WebGL, WebAssembly and a blank game screen.

A game can finish downloading its page and still fail to start. Knowing what draws the scene and what runs the program gives you a more useful next check.

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Keyboard instructions from the original HexGL project. A loaded page and a focused game are separate checks.
The practical checklist

Browser game not loading? Start here.

Work out which part failed before changing settings. A blank page, a stopped data download and a frozen 3D scene point to different problems.

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Freeciv-web’s published 3D client screenshot. Source: Freeciv-web repository.
Know the difference

Browser port or web-native game?

They can open in the same browser tab while getting there in very different ways. The distinction helps you understand loading, files, controls and the maintainer’s role.

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Original BreakLock banner from maxwellito’s MIT-licensed repository.
Start here

What is Ported2Browser?

Ported2Browser is a name used by an existing browser-game directory at ported2browser.com. This .sbs site is an independent field guide, with its own selection, source notes and practical starting advice.

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