Super DX-Ball | |
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Developer(s) | Michael P. Welch |
Publisher(s) | BlitWise Productions |
Platform(s) | Windows, OS X |
Release | November 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.
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).
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.
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.
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 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.
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".
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]
Marble Madness is an arcade video game designed by Mark Cerny and published by Atari Games in 1984. It is a platform game in which the player must guide a marble through six courses, populated with obstacles and enemies, within a time limit. The player controls the marble by using a trackball. Marble Madness is known for using innovative game technologies: it was Atari's first to use the Atari System 1 hardware, the first to be programmed in the C programming language, and one of the first to use true stereo sound.
Breakout is an arcade game developed and published by Atari, Inc., and released on May 13, 1976. It was conceptualized by Nolan Bushnell and Steve Bristow, influenced by the seminal 1972 Atari arcade game Pong, and built by Steve Wozniak, aided by Steve Jobs.
Alleyway is a video game developed by Nintendo and Intelligent Systems and published by Nintendo as a global launch title for the Game Boy. It is a Breakout clone and one of the first four games developed and released for the system. The game was released first in Japan in 1989, in North America later that year, and in Europe in 1990. It was later re-released via online distribution for the Nintendo 3DS Virtual Console on June 6, 2011.
Kirby's Block Ball is a 1995 action video game, a spin-off from the Kirby series for the Game Boy portable console. It is a Breakout clone; the player controls paddles along the screen's edge to knock a bouncing ball, Kirby, into destructible bricks. The game's 55 levels include power-ups, bonus rounds, and minigames. Kirby's Block Ball was developed by HAL Laboratory and Nintendo R&D1. The team spent half a year revising the gameplay to match Kirby's signature characteristics. Kirby's Block Ball was published by Nintendo first in Japan in 1995, later in Europe, and last in North America in 1996.
Gee Bee is a block breaker/video pinball hybrid arcade game developed and published by Namco in 1978. The player controls a set of paddles with a rotary knob, with the objective being to score as many points as possible by deflecting a ball against bricks, pop bumpers and other objects in the playfield. It was developed by Toru Iwatani, known as the creator of Pac-Man and Pole Position. Outside Japan, it was published by Gremlin Industries.
Super Breakout was released in arcades in September 1978 as the sequel to Atari, Inc.'s Breakout from 1976. It was written by Ed Rotberg, who later designed Battlezone for Atari. The game uses the same mechanics as Breakout, but allows the selection of three distinct game modes via a knob on the cabinet and introduced multiple, simultaneous balls to the series. Atari published home versions for most of its consoles and computers, including as the pack-in game for the Atari 5200 console.
DX-Ball 2 is a brick buster game for Microsoft Windows, developed by Longbow Games. As a follow up to DX-Ball by Michael P. Welch, the sequel is foremost remarked by the introduction of its 16-bit high-colour engine, presenting textured bricks and background graphics in vivid colours. The game also features two new Power-Ups, an easy to play "Kid-Mode", and a hotseat multiplayer mode, alongside an original soundtrack by SideWinder. DX-Ball 2 also introduces the feature of board-set selection, allowing the player to select between different sets of boards to play. The free demo thereby comes packed with a total of 24 boards divided into 6 board-sets of 4 boards search. Additional board packs can then be installed for more boards, whereas Board Pack 1 will expand the demo board-sets to 25 boards each, for a total of 150 boards. While a total of five board packs were released for the game, DX-Ball 2 was eventually succeeded by Rival Ball in 2001. A 20th Anniversary edition was announced on August 23rd, 2018 and was released on November 21st, 2018, which features a new high resolution boardset,new power ups,online leaderboard and boardset editor.
Puchi Carat is a 1997 arcade game by Taito.
Ricochet Infinity is the fourth installment and final entry of Ricochet video game series by Reflexive Entertainment. As its preceding titles Ricochet Xtreme (2001), Ricochet Lost Worlds (2004) and Ricochet Lost Worlds: Recharged (2004), it is a Breakout clone. As in Atari's Breakout game, the purpose of each stage is destroy all the bricks on the screen. Like the rest of the games in the Ricochet series, Infinity is more stylized than Breakout, adding various power-ups and brick variations.
Off the Wall is an arcade game produced by Atari Games and released in North America in 1991. A remake of Breakout, it has a much wider variety of gameplay elements of the original. Most notably, it models spin on the ball. Off the Wall supports up to three players simultaneously. The game's graphics include many backgrounds modeled after modern abstract art.
Superball Arcade is a shareware Arkanoid-like video game for Microsoft Windows first released on May 29, 2003 by Canadian developer Cheeky Monkey Software. The game is a sequel to the 2002 game Atomic Superball: The Chicken Edition.
Shatter is a Breakout clone video game developed and published by Sidhe Interactive for PlayStation 3, PC, and iOS. The game was released on July 23, 2009 on PSN, on March 15, 2010 on Microsoft Windows, on September 18, 2012 on OS X, and on March 14, 2013 on GNU/Linux.
Rival Ball is the sequel to the PC Breakout clone DX-Ball 2 from Longbow Digital Arts. Released on March 19, 2001, the game features square bricks and online split-screen multiplayer. It introduces a cursor-based layout with buttons for navigation, two new power-ups, the ability to save and resume games, and game options for randomising board order, setting timers, repeating board-sets, and choosing between four difficulty levels. The game also plays all the original DX-Ball 2 boards. A Mac version was announced on April 3, 2002. Rival Ball was the first game from Longbow Games to succeed the passing of Seumas McNally (1979–2000), the company's founder and lead programmer. Rival Ball was followed by Rival Ball Tournament in 2004.
Nintendo released a series of arcade games in the 1970s and 80s. The company made toys and trading card games prior to their film projection-based light gun games from 1973 to 1978. Nintendo released its first electronic arcade game in 1978, an adaptation of the board game Reversi. Many of Nintendo's first video games were knockoffs, or "clones", of existing games with slight variations, including Breakout clones and clones of Space Invaders and Galaga. Nintendo also successfully released its first Japanese home consoles, the Color TV series, which brought arcade games to personal televisions.
Quester is a 1987 block breaker arcade game developed and published in Japan by Namco. Controlling a paddle-like craft, the player is tasked with clearing each stage by deflecting a ball towards a formation of bricks towards the top of the screen. Power-up items are hidden in some blocks, which can increase the size of the player's paddle, a barrier that prevents the ball from moving off the screen, and a forcefield that will release eight other balls when touched. It ran on the Namco System 1 arcade board.
ZunZun Block is an arcade game released in 1979 by Taito. It runs on Taito Discrete Logic hardware and is a clone of Breakout that uses cellophane strips on the monitor to act as color. The cocktail version has a color monitor and does not rely on cellophane. Not much is known about the game since it is unavailable in MAME even though there are users claiming to own original boards. Using the rotary knob, the player must hit the ball with the paddle to break all of the bricks on the screen. A small green propeller-like object will sometimes appear at the centre of the screen, and the formation of bricks will move down if hit.
Breakout 2000 is an action video game developed by MP Games and published by Telegames exclusively for the Atari Jaguar on December 9, 1996. It is a remake of the 1976 arcade game Breakout, which spawned an entire genre of Breakout clones with its concept, such as Taito's 1986 arcade game Arkanoid. It is also one of the last licensed releases for the Jaguar, after it was discontinued in 1996 by Atari Corporation, who merged with JT Storage in a reverse takeover prior to the game's launch.