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Heaven & Earth is a mini-game collection developed by Software Resources International and published by Buena Vista Software (Company) for MS-DOS and Macintosh computers in 1992. It was later released by Fujitsu (Company) for FM Towns (Platform) computers in Japan on June 1993 under the title Steepia (with an earlier demo version on March 1993 as Steepia Lite).
Inspired by the Tibetan Buddhist legend of the ancient kingdom of Shambhala (Location), Heaven & Earth features three different games (the toy "Pendulum", the card game "Card Game", and the puzzle game "Illusions"), as well as a campaign that combines all three (known as "Pilgrimage").
The DOS and Mac versions of the game were later released for free on the website of Ian Gilman, one of the game's designers.
Simulating a real-life pendulum, Pendulum has players looking down at a three-dimensional pendulum that can be manipulated using movement from either the mouse or keyboard.
The game includes "vortices", which have a gravitational pull on the pendulum itself (when close-by) and can be collected by the point of the pendulum resting on top of them for a short time. The objective of the game is to collect all "positive vortices" while avoiding "negative vortices".
The game includes 24 scenarios (split into four difficulty levels: Ocean, Desert, Mountain, and Sky), each with a different assortment of vortices. There is no scoring, timing, or ranking system.
Inspired by the Hanafuda series of Japanese card games, Card Game has players attempting to form tricks with cards drawn from a unique 48-card deck. The game is split into four "hands", with each hand having players making 12 "draws" from the remainder of the deck (in which players draw a certain amount of cards for each "draw", choose one, and discard the rest for subsequent hands). Players are scored for all tricks made in each hand.
The game's card deck is divided into the 12 months of the year, each month corresponding with one of four seasons (shown on the top of the card) and one of four natural elements (shown on the left of the card):
| Spring | Summer | Autumn | Winter | |
| Water | March | July | November | |
| Fire | April | August | December | |
| Earth | May | September | January | |
| Air | June | October | February |
The four cards of each month also corresponds to four "landscapes" (Ocean, Desert, Mountain, and Sky, shown on the right of the card), with some cards randomly having "celestial phenomena" (animations corresponding to weather, moon and sun positions, and other events). Both Landscapes and Celestial Phenomena affect the trick's score.
As players make "draws", they can rearrange the cards in the play area however they'd like to form the highest-scoring tricks they can find. Once all 12 cards are drawn and the tricks are finalized, they can click the discard pile to proceed.
The valid tricks are as follows:
For matching Landscapes, the scoring order is Ocean/Desert/Mountain/Sky.
Cards with Celestial Phenomena act as a multiplier to the trick's score, with some of them giving a negative multiplier. Tricks with multiple Celestial Phenomena add these multipliers together, and some combinations give unique multipliers. These multipliers are:
In addition, players earn bonus points for using all 12 cards in each hand to form tricks. It is 500 pts. for the first time, 1000 pts. for the second time, 1500 pts. for the third time, and 3000 pts. for the fourth time.
A set of 576 different puzzles, split into 12 types of puzzles (each with four difficulty levels: Ocean, Desert, Mountain, and Sky). Each puzzle can be played with a mouse or keyboard, although some puzzles are preferred with mice and some with keyboards.
While there is no scoring or timing system, players can track the puzzles completed.
Drag pieces of blocks of different colors around the Puzzle grid and rearrange them in order to form the shape in the Goal grid. When blocks of the same color overlap or are adjacent, they merge into the same piece. Pieces cannot be moved outside of the grid and moving a piece reveals the next color underneath (which cycles through all available colors).
Hover the cursor over each colored block to "deactivate" them (turning them gray). However, instead of simple mouse or keyboard movement, the cursor now moves on its own velocity (which is affected by the mouse and keyboard) and bounce off the edges of the playfield. Furthermore, targets must be deactivated in a specific color order.
Slide pieces of blocks of different designs around the Puzzle grid and rearrange them in order to form the configuration in the Goal grid. Blocks cannot move through each-other or outside of the grid. Some scenarios have the Goal grid only showing some of the pieces, with the position of other pieces ignored.
Move blocks around the playfield and have them touch each-other in a central location. Rather than a single cursor, several smaller cursors are used that tie with the same keyboard or mouse movement and are confined into a smaller playfield (which can overlap). Rather than dragging, blocks can be picked up and dropped by clicking, which sometimes has cursors picking up blocks while others are dropping them. Some scenarios have cursors moving in an opposite direction.
Control a disjointed group of two-or-more cursors that move in unison one tile at a time (horizontal and/or vertical) around the playfield in order to collect goals scattered around. Some scenarios have the walls removed, allowing the blocks to wrap around the playfield.
Control a cursor that move one tile at a time (horizontal and vertical) around the playfield in order to collect goals scattered around. Moving on top of a Frozen Cursor instead unfreezes that cursor while turning the other into a wall, potentially blocking the new cursor's path if not careful.
Control a group of cursors that move in unison one tile at a time (horizontal and vertical) around the playfield, and must change the configuration using special blocks to match the goal configuration while navigating around walls.
Control a cursor that move one tile at a time (horizontal and vertical) around the playfield in order to collect goals scattered around. The cursor itself can only move over walls in the same orientation.
Manipulate multiple sheets of blocks (by rotating or flipping them) to form an image on the Composite grid in order to form the image from the Goal grid. When sheets have different colors on them, selecting sheets puts its colors on top of others.
Drag pieces of lines around the Puzzle grid and rearrange them in order to form the shape in the Goal grid. When lines overlap or are adjacent, they merge into the same piece. Pieces cannot be moved outside of the grid, and shape-based difficulty levels allow players to "carve" from the piece.
Arrange groups of blocks of different shapes to fill the specified shape of the encarved "well" exactly, with some scenarios allowing rotation and mirroring of pieces.
Arrange pieces of reversible cubes to match the goal image without getting lost in an optical illusion. Selecting a piece brings it to the fore-front.