Super DX-Ball

Last updated
Super DX-Ball
Developer(s) Michael P. Welch
Publisher(s) BlitWise Productions
Platform(s) Windows, OS X
ReleaseNovember 10, 2004
Genre(s) Breakout clone
Mode(s) Single player

Super DX-Ball is a shareware game by BlitWise Productions, released on November 10, 2004. It is an enhanced remake to the classic brick-buster hit DX-Ball . Among new features since previous games, Super DX-Ball introduces refined, classic-style graphics (as a tribute to the original game) and a new dimension of bricks with various shapes and sizes (originally inspired from Rival Ball Tournament ), adding a unique gameplay experience in a Breakout-style game.

Shareware is a type of proprietary software which is initially provided free of charge to users, who are allowed and encouraged to make and share copies of the program. Shareware is often offered as a download from a website or as a compact disc included with a magazine. Shareware is available with most computer software. Shareware differs from open-source software, in which the source code is available for anyone to inspect and alter; and freeware, which is software distributed at no cost to the user but without source code being made available.

<i>Breakout</i> clone video game genre

A Breakout clone is a sub-class of the "bat-and-ball" genre. The genre is named for the dynamics of the player-controlled block, called a "bat" or a "paddle", upon which the game is based, which hits a ball towards another player's bat or different objects such as colored tiles. The term brick buster, coined in the early 2000s, mostly refers to more modern games.

DX-Ball is a freeware computer game for the PC first released in 1996 by Michael P. Welch and Seumas McNally. The game, originally based on an earlier series of Amiga games known as MegaBall, is patterned after classic ball-and-paddle arcade games such as Breakout and Arkanoid. A level editor was also made available as well. DX-Ball has been succeeded by three direct follow-ups: DX-Ball 2 (1998), Rival Ball (2001) and Super DX-Ball (2004).

Contents

Gameplay

As a common concept of Breakout clone, the objective of the game is to clear all the bricks on the screen in order to advance to the next board. The player controls a paddle at the bottom of the screen by using the mouse or keyboard, keeping one or more balls by deflecting them into a field of bricks on the screen without missing the only ball in play. Some bricks may appear to be solid, take multiple hits to clear, invisible, or explosive. As bricks are being cleared, a random power-up will occasionally released onto the screen. The player may choose to catch these with the paddle, or avoid them depending on the effect whether it is positive, neutral or negative. Negative power-ups usually increases the difficulty, while neutral may vary depending on the situation. The power-ups of Super DX-Ball are direct clones from previous games, with several minor alterations (e.g. when the player gets a "Fast Ball", the ball now will only speed up slightly instead of accelerating to full speed, and the "Extra Life" were no longer remove the paddle enhancements).

Similar to previous installments, if only one brick remain on the board and taking too long to hit it, the brick will be destroyed by a lightning bolt.

A unique element of the game is when the ball gets stuck between the unbreakable bricks for too long, the ball transforms into a "gold ball" and can clear any bricks in one hit, unlike in previous games where unbreakable bricks are transformed into regular ones when the ball is stuck for a certain amount of time.

Development

Programmed by Michael P. Welch in 2004, Super DX-Ball was considered to be indirect sequel and as a tribute to the original game, rather than a follow-up to Rival Ball. Unlike its predecessors, the graphics were designed to retain the classic style, recycling the graphics for the bricks and power-ups, a pure black background, but with an updated texture for the paddle (vaguely resembling the "Vaus" from Arkanoid ). However, these graphics are greatly refined with a high-colour 32-bit 2D engine, giving a more smoother look and solid colours.

<i>Arkanoid</i> 1986 video game

Arkanoid is an arcade game released by Taito in 1986. It expanded upon Atari's Breakout games of the 1970s by adding power-ups, different types of bricks, a variety of level layouts, and more sculpted, layered visuals. The title refers to a doomed mother ship from which the player's ship, the Vaus, escapes. It was widely ported to contemporary systems and followed by a series of remakes and sequels, including the 1987 arcade game Arkanoid: Revenge of Doh. Arkanoid revived the Breakout concept, resulting in many clones and similar games for home computers, even over a decade later.

The key aspect of Super DX-Ball is the introduction of geometric bricks with various shapes and sizes that creates an artistic board design and eye-catching patterns, adding a unique gameplay experience of a Breakout clone. Most of these new board designs are usually based on abstract art and mosaics, though several others form simple pictures and clip-arts. While the freeware version only offer 27 of these boards, the full pack of 90 other boards are only available in the registered version.

Abstract art Art with a degree of independence from visual references in the world

Abstract art uses visual language of shape, form, color and line to create a composition which may exist with a degree of independence from visual references in the world. Western art had been, from the Renaissance up to the middle of the 19th century, underpinned by the logic of perspective and an attempt to reproduce an illusion of visible reality. By the end of the 19th century many artists felt a need to create a new kind of art which would encompass the fundamental changes taking place in technology, science and philosophy. The sources from which individual artists drew their theoretical arguments were diverse, and reflected the social and intellectual preoccupations in all areas of Western culture at that time.

Aside from the newly designed geometric boards, the game also offer the classic gameplay experience with regular rectangular bricks, by introducing several classic-style boards that paid tribute to the original game, including the original boards from DX-Ball. There are a total of 145 classic boards, with only 70 of them are made available in the freeware version.

Board packs

The freeware version comes with six different board packs: Classic, Super, Challenge (demo), Surprise (demo), Fun (demo), and Retro (demo), and features a total of 97 boards. The game also features a tribute to MegaBall 3 for the Amiga, including a hidden MegaBall board pack, which contains the 20 boards from the original game. This easter egg can be discovered by clicking on the Mega Ball power-up icon on the title screen. Notably, the Classic board pack (which contains all 50 boards from the original DX-Ball) also used to be an easter egg, prior to version 1.1, in which it could be obtained by clicking the grey Amiga Boing Ball icon on the title screen, between the words "DX" and "BALL".

Amiga Family of personal computers sold by Commodore

The Amiga is a family of personal computers introduced by Commodore in 1985. The original model was part of a wave of 16- and 32-bit computers that featured 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphics and audio over 8-bit systems. This wave included the Atari ST—released the same year—Apple's Macintosh, and later the Apple IIGS. Based on the Motorola 68000 microprocessor, the Amiga differed from its contemporaries through the inclusion of custom hardware to accelerate graphics and sound, including sprites and a blitter, and a pre-emptive multitasking operating system called AmigaOS.

The registered version of the game, referred to as Super DX-Ball Deluxe, features a total of 245 boards, expanding the demo board packs to their entirety of 30 boards each for Challenge, Surprise, and Fun, and 75 boards for Retro. It also adds support for additional board expansion packs, of which there are two available, as of June, 2012:

Trivially, there is a secret message encoded (via binary code) into the final level of Treasure Pack, which reads "DX-BALL 1996 TO 2006 AND STILL THE BEST ; )". [1]

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References

  1. "Treasure Pack Hidden Surprise" Archived 2012-02-07 at the Wayback Machine . Blitwise Forums. August 15, 2006. Retrieved June 22, 2012.