DaVince wrote:The original would occasionally have your ball fall through the sides. I also do believe that if you hit closer to the side they'd bounce off a slightly wider angle than this version does.
In my logic, I made it so that the ball falls through if it's halfway past your paddle, I wasn't quite sure how the original did it. But this should make it easier to play I think.
The outgoing angle of the bounce is relative to the incoming angle. That is to say, when you bounce the ball in the opposite direction, the angle will be much smaller than when you give it a push in the direction it was already heading. If that makes sense.
It does. But I'm sure I haven't been able to bounce it off an angle as wide as the original game... I think. It could also be the enemy's speed that adds to the challenge in that respect, though.
Alright.. I'm kind of considering slowing it down and adjusting the angles after playing the original a bit, but it's really only meant as a fun javascript thing, not a serious game, so I'll probably leave it as it is.
Just thought I'd add that it runs on K-Meleon, but isn't playable. The ball moves at the speed of light and is invisible save for the odd flash as it once again sails past your paddle...
It was, of course, designed for Keen's wristwatch, which was probably a 486 or something. AmIRight Buck? So it would be much slower on there, it's just our modern computers that can't manage the game.
The game is too pro, not our hardware
Nice game and welcome to the forums Buck! I got to about 7 I think.....