Quest for Blue

This is my first creation. I've picked easy subject to focus on tool and creation.
Hope you like it. Any comments and suggestions kindly appreciated.
I've reached tokens limit, so that is the end of this little project :). Im must admit it was a pleasure to struggle again with low level hardware programming like peek and poke, screen memory, memory addressing.
version:2.1,

fix: rolledtimed power-up is now turned off at the and of level

version:2.0,

minor bugs fixed
visual effects minor improvements

version:1.3,

start screen music changed
game-over screen background music added
fireworks error fixed
fade out effect between levels
credits scroll fixed

version:1.2,

particle system improvement
CPU heavy load intro code turned off
end of level fireworks added

version:1.1,

improved ricochet angles
small UI improvements
ball vs player collision improvements
extra live powerup added
energy initialization fixed

version:1.0,

added 30fps support for better compatibility with all devices
(it requires gamespeed variable modification directly in code)
times changes for rolled powerups,
rolled power ups no longer lasts cross levels
fire shot no longer is rolled,
player movement is slowed down for improved difficulty
mr spot electric simulation improvement
multiball is triggered only by primary ball
secondary balls collision issue fixed
aiming works after sticky hands release the ball
missing fade-out effect in instruction screen fixed

version:0.2,

new game init fixed,
added 'take me to' functionality



Close
Connection Error!

Please check your connection and try again.