Short:        The famous 2003 Arkanoid/Breakout clone
Author:       Richard 'Dawnbringer' Fhager
Uploader:     aminet aminet net
Type:         game/misc
Version:      2.0
Architecture: m68k-amigaos

BabeAnoid v2.0 - Final Release (2003-03-29), full game (Amiga Classic)

So here it is after eight years of work: The biggest, badest Arkanoid/BreakOut
clone known to man! Take it or leave it, hate it or love it...

If I were to write a full doc or guide covering all features of BabeAnoid it 
would take me a whole month! And No-one reads 'em anyways...well, most people 
don't.

Most things you need to know is explained in the game, or is meant to be a 
learning experience. Here is a point though:

 * Changing the direction of the ball: BabeAnoid does NOT use the classic
   way for this, but rather real physics - Hit the ball with a moving bat
   and you will change its direction accordingly - and increase its speed.

--------
Features
--------

BabeAnoid is a 32-colour/ECS game written in AMOS and is aimed at a minimum 
of 020 CPU and 2MB of FAST Ram, Hopefully it should be possible to play it on 
1MB CHIP by reducing settings in the preferences.

Here's a list of some of the things you can find in BabeAnoid:

 * +30 Diffrent Bonuses (Balls, Bats, Weapons, BonusLetters, Lemmings!..etc)
 * 6 diffrent Balls (Normal, Plasma, Shield, Fly, Rubber & Spike)
 * Bats: 5 Sizes, Help-bat, Gold-bat (That will survive one enemy hit)
 * Blocks: Moveable, Walls, Multi-hit, Lamps, Invisible, Round, Spawn etc...
 * Weapons: Cannon and Laser (To use against enemies)
 * Many Enemies: Tank, Invader, Morpher, Blocker and Enemy bat.
 * 2 Teleporter sets, 2 hit-all-switches-to-open-gate sets.
 * Fruit-bonuses to pickup, X-tra balls that gives more points for each save.
 * Lemmings that can catch a ride with the ball(!) or be saved by the bat.
 * Expandable ScoreBoard and Minimum-Batsize by using MegaBonus-system.
 * Bonus-game by collecting letters B-O-N-U-S.
 * Roofs, One-way zones, Pinball-like slides, Speed-zones, Bumps etc... 

Background pics, Blocks cast shadows, Ball smoking when hot, Music + SFX, 
Speech samples, +16 Tunes, Storable itmes/balls, Preferences, Store: Buy & 
sell items , Help-On-Line system, Load/Save opt., Rescue probes, Glue/Aiming 
bat, Shrapnel from destroyed blocks, Twinkles, Extra life at 
10,20,40.000...points etc, Diffrent explosions and sounds to diffrent blocks, 
A possible +63 Sprites/Bobs on screen...and more 

----
Help
----

In-game controls:

 * To change the ball's angle and speed you need to hit it with a Moving bat!
 * Use the F1-F6 keys to activate the items in your Storage in the top-right
   of the screen!
 * "Return"-key selects/activates the high-lighted item on the Mega-Bonus
   ladder on the left-side screen!
 * You can view Help/Info at any time by pressing "ESC" and selecting
   "Help-On-Line"!
 * It is possible to multitask by pressing "Alt-A", make sure the game is
   paused or in a low CPU-place if you do. 

Notes:

 * Some (tactical) bonuses are not activated right away when you pick them up,
   but go directly into your Storage: like the Fly-ball and Spike ball
   (Activate with F-keys)
 * The Laser-weapon is charged by hitting the top-bar 10 times - and it only
   works on enemies!
 * I'm not sure BabeAnoid runs on 1MB-chip systems - But turning of Music &
   SFX in the Options will save a lot of chip-ram!
 * You can only have 6 lifes/bats at any time, but if you are qualified for
   extra lifes by your score - they will be given as you lose.
 * Fruits will only occur when there are no enemies left and half of the
   blocks have been destroyed. 

Tips:

 * It's a good idea to sell your Laser if you are about to play a level
   without enemies, since it's of no-use then, and you only risk to lose it. 


-------
History
-------

It all started the summer of '95. I was studying to be a Virtual Reality 
technician, using a lot of Silicon GFX machines with expensive software. We 
were developing a game for the Nintendo U64 (a converted SGI-Indy)...but 
despite these hi-tech flashy computers we didn't have a decent paint-prog or 
raytracer...so i brought my A1200-Blizzard030 and won the day!

To help us with the devlopment of this game we had some consultants; a 
game-development team called Neurostoners (They did Nintendo games at the 
time but were old Amiga-coders). Naturally we spent a lot of time by my 
AMIGA, playing around, brainstorming about cool game ideas...

As always i was testing diffrent routines and problem solving in AMOS (Forget 
all the crap you've seen made with AMOS...BA beats it all!) ...in this case i 
was looking at a ball-bounce routine and a zone-detection system...and what 
better way is there to truly test this but a simple BreakOut-game?

Sitting around with a bunch of Hi-IQ-Over-Creative guys it didn't take long 
before the ideas started to rain...and suddenly i was on my way of writing 
BabeAnoid!...

In just four days i wrote and designed what most people at first sight would 
belive to be most of the current game...trust me, it wasn't!

Many, Many ideas and features have been added over the years, some have been 
removed or changed...all to utilize the classic-Amigas features and to assure 
a versitale and intriging gameplay, well beyond the simple, repeative nature 
of any other BreakOut/Arkanoid game.

I can write a BreakOut-Clone in an afternoon...i've spent almost 8 YEARS on 
BabeAnoid...YOU do the math ;)