Re: Space Duel mod?

From: Ray Ghanbari <ray_at_Agouron.COM>
Date: Mon May 03 1999 - 14:20:48 EDT

Clay Cowgill wrote:
>
> > All I want is a Space Duel mod that makes you able to survive the
> > "fuse"
> > in a 2-player connected game. Just like the early version I saw once
> > upon
> > a time.
> >
> That's a good idea too. I didn't get to put any time in on Space Duel
> stuff. Oddly enough I actually ran into a difficult problem on Breakout
> (of all things) that has me scratching my head for the last couple days.
> (Basically it's how to decide *where* I've hit a brick and thus pick a
> proper direction to "bounce". I'm doing it "wrong" now and the ball has
> a tendency to bounce around wiping out lots of bricks at once. Ooops.)
>
> On another note-- anyone care to comment on how a "real" Breakout
> behaves? Specifically I'm curious how the ball hitting the paddle acts.

There is some state bahavior. After a certain number of hits, the ball
automatically goes into a really sharp angle. After a couple more, it
gets more direct and speeds up.

My recollection is that:

Initially, paddle has three zones: reflect back, mirror, mirror
Relatively narrow angle (60 degree cone)

Sharp mode: same three zones, cone increses to 120 degrees

Fast mode: 5 zones (sharp left, narrow left, mirror, narrow right, sharp
right), can use both cones.

As an aside, every computer Steve Jobs ever produced came with a version
of Breakout (actually a big part of the genesis for the Apple I was for
Woz to have a computer that could actually recreate Breakout, which he
and Jobs developed while at Atari).

The NeXT machine has what I consider the K00Lest Breakout for any
platform (Boinkout). I believe the source comes with the developer
release. I'm happy to forward if you want to check it out (Objective C
is actually quite easy to read). Those of you with Macs can run it if
you get the MacOS X server edition.

Ray
Received on Mon May 3 13:20:55 1999

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