Jump to content

Report Zeldanoid (Arkanoid)

Overview
Creator: Timelord Status: Active Genre: Other ZC Version: 2.55 Project Started: 04 Aug 2018 Project Opened: 06 Aug 2018
Information

Feed Description Updates Comments Screenshots

Break those bricks!

Arkanoid is a classic arcade game by Taito, based on Atari's Breakout, with many modern features (for the time), including powerups, enemies, and bosses.

The original arcade game had an analogue 'spinner' control, and most ports allowed using something similar.

The Famicom (and NES) port, was packaged with a special Vaus Controller that provided very fast, and precise control, unlike any other 'Breakout-style' game on the system.

Ports to Atari computers, the MSX, PC-8801, Apple ][, Commodore, and other systems, typically used a 'paddle' controller. The (very late; 1996) sequel released on the Super Famicom (SNES), used the Nintendo Mouse, and was one of the scant-few titles to use that accessory (including 'Mario Paint').

Other releases for some 16-bit computers, likewise used the system mouse, rather than a rotary controller.

As ZC has no way to interface with a rotary/paddle controller, this version will be mouse-enabled, as well as special joypad support that uses timed-press acceleration.

Arkanoid for ZC requires Zelda Classic v2.55, Alpha 1 [Preliminary 8] (or above).

General Theory and Physics

Bricks are npcs with no movement, sizing their their hitboxes appropriately.
Normal bricks have 1HP, grey bricks have 2 to 10 HP.
Gold bricks have a defence of 'block'.

Other enemies are standard enemies with scripted movement.

The ball is an lweapon. This has the immediate advantage of being able to kill bricks.

When the ball hits any enemy, or a wall, or the Vaus (paddle), it will need to bounce. Obviously, this needs some decent physics, particularly for the vaus.

The Vaus is an ffc, controlled either by the joystick, or the mouse.

The reason for using an ffc, is the extremely precise movement, and the acceleration factors. In fact, I'd be tempted to use an ffc for the ball, and clone a static lweapon to its position, again, for accel factors.

Powerup pills are items, dropped by brick enemy dropsets.

I'll probably use the original 'Woz' Breakout for the Apple ][ as a guideline for the physics.


Graphics

As the requisite tileset is tiny, it will be entirely 8-bit, with a single palette, using tilesheets from the arcade, MSX, Famicom (NES), and PC-8801 versions of Arkanoid. T(he arcade graphics have priority.)

Audio

Most sound effects, are from the Famiom/NES ports of 'Arkanoid' and 'Arkanoid II'; and some music is in NSF format, likewise ripped from the Famicom ROM.