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Game A

Player one controls the paddle while player to changes the point values for the blocks. Player two would be able to only change one block per paddle bounce.

Game B

Each player gets their own wall and paddle, with the blocks in the middle of the screen. Each player would get points for breaking blocks. Maybe have different score values for blocks?

Each player would also get their own ball.

Game C

One player, controls two paddles at the bottom of the screen. Either both with the D-Pad, or one with the D-Pad and the other with A/B. Add a powerup to freeze one of the paddles.

Game D

BreakoutColoris: Hitting a block changes its color. Need three+ blocks of the same color touching to break all the blocks of the same color.

Game E

Brick-ception: Overworld map has color-coded bricks. Hitting a brick takes you into that brick's smaller map. Clearing the smaller map breaks the brick on the overworld.

Two board types:

  • Overworld
  • Mini

Each level will have a defined overworld world board, but will randomly pick the mini boards when they are interacted with.

The mini boards will be decompressed to RAM on demand and removed when they are cleared from the overworld.

The overworld board will be decompressed into main RAM at the start of the round and it will use two bytes per meta tile, and two byte per blank tile ($FF).

All games

Ball bounce angle changes depending on where it bounces on the paddle.

Maybies

  • Powerups to add or remove balls in play.
  • Powerups to widen or shrink paddle.
  • Powerups to just give or take away points.
  • Give blocks a health count. ie, they need to be hit multiple times in order to break.
  • Powerups to slow down or speed up ball.
  • Insta game over "powerup"
  • Powerup to darken the playfield ("blackout" type mode).
  • Rainbow mode. Colors of blocks and ball cycle.

Mapper

MMC1 SNROM

  • 256k PRG ROM
  • 8k CHR RAM
  • 8k WRAM