Timeless

Timeless

par deleongames
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Timeless

Note:
2.8
Sortie : March 20, 2008
Dernière mise à jour : March 21, 2008
Développeur: deleongames

Tags pour Timeless

Description

C’est Super Breakout, version Atari 2600 de 1977 (Mode de jeu 3, alias “Doubles”), sauf que vous pouvez contrôler et inverser le “temps de la balle” pendant la partie.

Comment jouer

Détruisez toutes les briques le plus vite possible ! Souris gauche/droite pour contrôler les palettes, souris haut/bas pour contrôler le temps. Clic souris pour commencer. (Consulter les meilleurs scores sur le site de Kongregate ne les affichera plus comme “9999-[le temps]”, car j’ai trouvé comment utiliser Min Stat. Désolé si cela perturbe votre position dans le classement ! Je ne pense pas pouvoir mettre à jour les anciennes valeurs sur ce tableau.)

Commentaires

0/1000
sentenced4125 avatar

sentenced4125

Mar. 23, 2008

4
0

Easy to clear bricks out fast when you just keep chaning the direction of the ball to knock bricks out. I didn't even use the paddle for 95% of the game.

b0w5er avatar

b0w5er

Oct. 28, 2009

3
0

There needs to be more games with time control like this

deleongames avatar

deleongames

Mar. 27, 2008

2
0

Thanks for the comments!

RoninTenkai and Juze - what you are referring to are not bugs, they are the original collision rules as they behave from the Atari 2600 game, Super Breakout, skipping/diagonal/directional anomalies and all. :)

RoninTenkai avatar

RoninTenkai

Mar. 23, 2008

0
0

Nice concept, with the ability to reverse and fast forward. There are some bugs which a few have already pointed out like going through a tile. Overall a pretty neat game.

deleongames avatar

deleongames

Mar. 22, 2008

0
0

Both of the points you brought up are responded to in earlier posts, but I think they're now buried on another page. To reiterate:

"Clocks are a bit too round for that though."

Everything that wasn't in the 2600 game (text, clocks) is deliberately not styled to look like it was. And vice versa.
:)

"Kinda buggy detection of a hit"

Not a bug. The collision detection is designed to emulate the TIA single-line buffer sprite collision system, which from time to time exhibits these same anomolies. If you're referring to when it goes through several bricks at once, that's part of the design for Super Breakout, and has to do with a sign flag that flips on the ball after hitting the back wall, until it next touches the paddle.

Thanks for the feedback!