The games
What each of the eight games is, and the knobs that change how it plays.
Every game is configured under Settings.Games. Four fields are common to all of them;
the rest are specific.
The common fields
| Field | What it does |
|---|---|
Title | The player-facing name. All copy comes from this |
Controls | The on-screen control layout: dpad4, dpadrotate, horizontal or none |
Accent | The game's colour, used through the interface |
MaxScore | The highest score the server will accept. See Scores |
Controls = "none" means no directional pad is drawn; the game is played by tapping the
canvas, which is what SweetMatch, MineGrid, PingPong and FlapDash do.
No trademarked game name appears anywhere in this product, in copy, ids, file names or
documentation. Title drives every string a player sees.
If you rename a game, keep it original. A cabinet labelled with somebody else's trademark is a takedown risk that lives in your place, not in the system.
Snake
A grid. Eat food, grow, and die if you hit yourself.
| Field | Default | Effect |
|---|---|---|
GridW, GridH | 15, 15 | Playfield size in cells |
StartInterval | 0.18 | Seconds per step at the start |
MinInterval | 0.07 | The fastest it ever gets |
SpeedRamp | 0.006 | How much each food speeds it up |
FoodPoints | 10 | Score per food |
Ping Pong
A paddle against an opponent that returns faster each rally.
| Field | Default | Effect |
|---|---|---|
PaddleW, PaddleH | 0.22, 0.025 | Paddle size, as a fraction of the canvas |
BallSize | 0.03 | Ball size |
BallSpeed, MaxBallSpeed | 0.62, 1.5 | Starting and top speed |
SpeedUp | 1.03 | Multiplier applied per hit |
AiSpeed | 0.6 | How fast the opponent tracks the ball |
HitPoints, ScorePoints | 1, 5 | Score for returning, and for a point won |
AiSpeed is the difficulty dial. Below the ball's speed the opponent cannot always reach
it, which is what makes the game winnable.
Star Blitz
Rows of attackers step down the screen. Three lives.
| Field | Default | Effect |
|---|---|---|
Rows, Cols | 4, 7 | The formation |
Lives | 3 | |
StepStart, StepMin | 0.55, 0.09 | Seconds between formation steps, first and fastest |
StepX, StepDown | 0.03, 0.05 | How far it moves sideways and down |
FireCooldown, MaxBullets | 0.35, 2 | The player's rate of fire |
BombChance, BombSpeed | 0.6, 0.55 | Incoming fire |
Points | { A = 30, B = 20, C = 10 } | Score by row |
SaucerPoints | 100 | The bonus target |
SaucerMinDelay, SaucerMaxDelay | 8, 16 | Seconds between bonus passes |
Block Stack
Falling shapes, cleared lines, rising speed.
| Field | Default | Effect |
|---|---|---|
GridW, GridH | 10, 20 | The well |
DropStart, DropStep | 0.8, 0.06 | Seconds per drop, and how much each level removes |
SoftDrop | 0.055 | Seconds per drop while held down |
LockDelay, MaxLockResets | 0.5, 15 | Time to slide a piece after it lands, and the reset cap |
DasDelay, DasRepeat | 0.16, 0.045 | Held-direction delay and repeat rate |
DasDelay and DasRepeat are what make movement feel right to anyone who plays this genre.
Change them only if you know what you are changing.
Sweet Match
Swap adjacent pieces to line up three, against a clock.
| Field | Default | Effect |
|---|---|---|
GridW, GridH | 8, 8 | The board |
Colors | 6 | Distinct pieces. Fewer is easier |
Duration | 60 | Seconds per run |
ClearPoints | 10 | Score per piece cleared |
Mine Grid
Reveal cells without hitting a mine.
| Field | Default | Effect |
|---|---|---|
GridW, GridH | 9, 9 | The board |
Mines | 10 | Mines in the first board |
MinesPerClear | 2 | Extra mines added each time the board is cleared |
RevealPoints, ClearBonus | 5, 200 | Score per cell and per completed board |
ReadyGate | false | No GET READY overlay, because nothing moves on its own |
It is an endless mode rather than a single board: clearing one deals another with more mines.
Ghost Maze
Collect pellets, avoid pursuers, power-ups turn it around.
| Field | Default | Effect |
|---|---|---|
StepTime | 0.16 | Seconds per movement step |
Lives | 3 | |
PelletPoints, PowerPoints | 10, 50 | Score per pellet and per power-up |
GhostPoints | 200 | Score for catching a pursuer while powered |
PowerTime | 6 | Seconds a power-up lasts |
Flap Dash
One input. Fly through gaps.
| Field | Default | Effect |
|---|---|---|
Gravity, Flap | 2.4, -0.72 | The feel of the whole game |
PipeSpeed, PipeSpacing | 0.44, 0.6 | How fast obstacles arrive |
PipeGap, PipeWidth | 0.3, 0.16 | The gap to fly through |
BirdX, BirdSize | 0.3, 0.085 | Where the player sits and how big they are |
PipeGap is the difficulty. 0.3 is forgiving; 0.22 is not.
A note on units
Fractional values are fractions of the canvas, not studs or pixels, which is what lets one set of numbers work on a phone and a monitor. Values in seconds are seconds. Grid values are cells.
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