These are all the games that I have re-created till now. More cool stuff coming up really soon! Stay tuned for them!
The objective is to destroy an opposing base at the opposite end of the play area. Various units are deployed for this purpose, which can be assisted by the player’s helicopter. The enemy has the same arsenal as the player, so tactics and convoy composition are vital. Only the van, which contains electronic warfare equipment, can achieve victory by coming into contact with the enemy base. Its armor is quite weak, so these units must be protected at all times.
The two-dimensional battlefield is a long strip of ground, with the player’s base on the left end and the enemy’s base on the right. Every map has these two bases, but each map has a different pattern of fixed terrain features. The game ends when one of these two bases is captured.
The player’s view is always focused on the central unit, the helicopter. The helicopter carries 2 guided missiles, 10 bombs and has a machine gun with 64 rounds of ammunition (at higher levels the machine gun is replaced by 6 unguided missiles). The helicopter’s fuel is limited, so each player has to return to base before there’s insufficient fuel left for the trip back. The helicopter is very vulnerable to enemy fire and so relies on its agility and the player’s control to survive on the battlefield.
Breakout begins with eight rows of bricks, with each two rows a different color. The color order from the bottom up is yellow, green, orange and red. Using a single ball, the player must knock down as many bricks as possible by using the walls and/or the paddle below to ricochet the ball against the bricks and eliminate them. If the player’s paddle misses the ball’s rebound, he or she will lose a turn. The player has three turns to try to clear two screens of bricks. Yellow bricks earn one point each, green bricks earn three points, orange bricks earn five points and the top-level red bricks score seven points each. The paddle shrinks to one-half its size after the ball has broken through the red row and hit the upper wall. Ball speed increases at specific intervals: after four hits, after twelve hits, and after making contact with the orange and red rows.
The highest score achievable for one player is 896; this is done by eliminating two screens of bricks worth 448 points per screen. Once the second screen of bricks is destroyed, the ball in play harmlessly bounces off empty walls until the player restarts the game, as no additional screens are provided. However, a secret way to score beyond the 896 maximum is to play the game in two-player mode. If “Player One” completes the first screen on his or her third and last ball, then immediately and deliberately allows the ball to “drain”, Player One’s second screen is transferred to “Player Two” as a third screen, allowing Player Two to score a maximum of 1,344 points if he or she is adept enough to keep the third ball in play that long. Once the third screen is eliminated, the game is over.
The original arcade cabinet of Breakout featured artwork that revealed the game’s plot to be that of a prison escape. According to this release, the player is actually playing as one of a prison’s inmates attempting to knock a ball and chain into a wall of their prison cell with a mallet. If the player successfully destroys the wall in-game, their inmate escapes with others following.
In Doodle Jump, the aim is to guide a four-legged creature called “The Doodler” up a never-ending series of platforms without falling. The left side of the playing field is connected with the right side. For devices with an accelerometer, players tilt the device from side to side to move the Doodler in the desired direction. Players can get a short boost from various objects, such as propeller hats, jetpacks, rockets, springs, trampolines and invulnerability shields (some levels only). There are also monsters and UFOs that the Doodler must avoid, shoot, or jump on to eliminate. Aiming is performed by tapping on different parts of the screen, on the Android and Windows Phone versions of the game there is also an automatic aim mode. Depending on the game mode being played, projectiles may fly in a straight line off the screen or be affected by gravity and fall downwards. There is no definitive end to the game, but the end for each gameplay session happens when the player falls to the bottom of the screen, jumps into a monster, gets sucked into a black hole, or is abducted by a UFO. Players can choose from several different themes including Original, Christmas, Halloween, Rainforest, Space, Soccer World Cup, Underwater, Easter, Ice Blizzard, Ninja or Pirate. The themes change the look of the Doodle Jumper, his enemies, and the background. In the Ninja, Pirate, Halloween, and Easter modes, the player can buy new skins and extra lives with coins that can be earned in gameplay but may also be purchased. Furthermore, the player may enter the names of one of the Pocket God pygmies and the Doodler will turn into one of pygmies. Alternatively, the player can enter the name “Bunny” and the Doodler will wear a bunny suit, just like the one in the Easter stage.
The objective of the game is to accumulate as many points as possible by eating dots, fruits, and blue ghosts. When all of the dots in a stage are eaten, that stage is completed, and the player will advance to the next. Between some stages, one of three intermission animations plays. The four ghosts roam the maze and chase Pac-Man. If any of the ghosts touches Pac-Man, a life is lost. When all lives have been lost, the game is over. The player begins with three lives, but DIP switches in the machine can change the number of starting lives to one, two, or five. The player will receive one extra life bonus after obtaining 10,000 points. The number of points needed for a bonus life can be changed to 15,000 or 20,000 or disabled altogether.
Near the corners of the maze are four flashing energizers that allow Pac-Man to eat the ghosts and earn bonus points. The enemies turn deep blue, reverse direction and move away from Pac-Man, and usually move more slowly. When an enemy is eaten, its eyes return to the center ghost box where the ghost is regenerated in its normal color. The bonus score earned for eating a blue ghost increases exponentially for each consecutive ghost eaten while a single energizer is active: a score of 200 points is scored for eating one ghost, 400 for eating a second ghost, 800 for a third, and 1600 for the fourth. This cycle restarts from 200 points when Pac-Man eats the next energizer. Blue enemies flash white to signal that they are about to return to their normal color and become dangerous again; the length of time the enemies remain vulnerable varies from one stage to the next, generally becoming shorter as the game progresses. In later stages, the enemies begin flashing immediately after an energizer is consumed, without a solid-blue phase; starting at stage nineteen, the ghosts do not become edible at all, but still reverse direction.
Space Invaders is a fixed shooter in which the player controls a laser cannon by moving it horizontally across the bottom of the screen and firing at descending aliens. The aim is to defeat five rows of eleven aliens—although some versions feature different numbers—that move horizontally back and forth across the screen as they advance toward the bottom of the screen. The player’s laser cannon is partially protected by several stationary defense bunkers—the number also varies by version—that are gradually destroyed from the top and bottom by blasts from either the aliens or the player.
The player defeats an alien and earns points by shooting it with the laser cannon. As more aliens are defeated, the aliens’ movement and the game’s music both speed up. Defeating all the aliens on-screen brings another wave that is more difficult, a loop which can continue endlessly. A special “mystery ship” will occasionally move across the top of the screen and award bonus points if destroyed.
The aliens attempt to destroy the player’s cannon by firing at it while they approach the bottom of the screen. If they reach the bottom, the alien invasion is declared successful and the game ends tragically; otherwise, it ends generally if the player’s last cannon is destroyed by the enemy’s projectiles.
Survivor takes place on a scrolling map consisting of several areas walled off to form separate but closely spaced fortresses. The fortresses are randomly shaped and bristle with guns that fire continually. The fortresses are also surrounded by a protective wall made of blocks, which take several shots to destroy.
The player begins in space outside the forts. They begin the action by moving towards one of them and shooting enough of the blocks to provide access to the fort within. They then enter the inner area and shoot out the guns. Some of these may be located on interior sections or in locations close to the wall where they may be difficult to attack. When all of the guns on a fort are destroyed, it explodes and awards the player with two “smart bombs”. The player then moves onto another fort, and continues until all of the forts on the map are destroyed and the mission ends.
The player can be destroyed by the fortress guns, or any of the numerous moving enemies. These enemies can be destroyed with the ship’s gun, or by using up one of the smart bombs, which destroy all of the enemies on the screen. Some enemies are also blocked by the protective wall, making them easy to avoid by shooting open only small passages in the walls. Others can move through the walls and present more of a challenge. Since some of the fort guns can only be attacked from angles that demand additional holes be punched in the walls, the play can become hectic.
The game begins with three lives and four smart bombs. Another life is awarded with every 10,000 points. At the end of a round, any lives over three award an additional 3000 points.
In single player mode the player uses the joystick to move in the eight cardinal directions. When the fire button is held down, the ship continues moving in the last direction while slowing down, and the joystick instead fires the gun in those same eight directions. In two player mode, the first player controls motion while the second controls firing, allowing motion and firing at the same time. The Atari version allowed up to four players in a single mission, giving each additional user control over a different guns or weapons.
Tetriminos are game pieces shaped like tetrominoes, geometric shapes composed of four square blocks each. A random sequence of Tetriminos fall down the playing field (a rectangular vertical shaft, called the “well” or “matrix”). The objective of the game is to manipulate these Tetriminos, by moving each one sideways and/or rotating by quarter-turns, so that they form a solid horizontal line without gaps. When such a line is formed, it disappears and any blocks above it fall down to fill the space. When a certain number of lines are cleared, the game enters a new level. As the game progresses, each level causes the Tetriminos to fall faster, and the game ends when the stack of Tetriminos reaches the top of the playing field and no new Tetriminos are able to enter. Some games also end after a finite number of levels or lines.
All of the Tetriminos can fill and clear both singles and doubles. I, J, and L are able to clear triples. Only the I Tetrimino has the capacity to clear four lines simultaneously, and this is referred to as a “tetris”. (This may vary depending on the rotation and compensation rules of each specific Tetris implementation. For instance, in the Super Rotation System used in most recent implementations, certain situations allow T, S, and Z to ‘snap’ into tight spots and clear triples.