Arcanoid Storyboard: three scenarios Copyright by MAYOR systems. 2004. “Hit strong brick” scenario At the start of the game the basic screen initializations are done: bricks are placed at the top of the screen, paddle is located at the bottom, and one of player’s balls, placed on the top of the paddle Player launches the ball by pressing “launch key” (space by default). Ball starts flying upwards. The ball encounters brick. System detects that that brick is of “strong” type, which need several (2-3) hits by “single” (not “powerball” or “fireball”) ball. Brick gains crack, which indicates that “strong” brick was hit, and it needs several more hits to be destroyed. Ball flies in the opposite Y-direction, with different angle, depending on place of hit. “Hit special brick” scenario When a game starts, some bricks are placed at the top of the screen, paddle is located at the bottom, and one of player’s balls, placed on the top of the paddle Player launches the ball by pressing “launch key” (space by default). Ball starts flying upwards. The ball encounters special brick… Since that brick was of type “weak”, it gets destroyed from the first hit. System randomly generates a type of power-up, which then “falls” from that destroyed brick. Ball continues flying in the opposite Y-direction with X-direction depending on side of brick it hit. “Player catches multiball power-up” scenario After having destroyed special brick, fallen power-up (with randomly generated value of “Multiball power-up”) continues flying downwards, while ball encounters another brick which is of a “weak” type at this time. “Weak” brick gets destroyed. Ball flies with different directional vector after collision, which depends on point of collision with brick. Player “catches” power-up. Since power-up, which was caught, had value of “Multiball”, all player’s balls triples. All balls continue flying in given directions, following all game rules, and gaining scores for player, who they belong to.
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