Designed and created to demonstrate my coding and artistic flexibilities for various platforms.

Back to Demo Screen

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Adversaries....sticks and stones can break your bones.

“ Not alone...and hostile. ”



The Aliens are the typical saucer types. Sleek and shiny clean as oppose to the dirty player's ship.

They are reminiscent to the original version's enemies.


There was a small 2d radar at the corner, but people tended to "play" the game through that instrumentation display than experience the entire new game. So it was removed. All large asteroids are roundish, medium size rocks are potato-ish and the small rocks are jagged.

These are the only asteroid model types in the game. Since there is no "radar" in the instrumentation, the player must rely on the shape to determine the type and relative distances of them from the player's ship. This scheme worked well. Not very realistic but beats playing a 3D game relying on a small 2D guage.

Though just three types, the models were designed in such a way so with different tumbling, angles and speed, there seem to be more variety. It also allowed for the graphic resources to be more frugal; a start of three large asteroids can yield a potential of twenty-seven small interacting rocks on the screen.




Weird space...in and out, back again...

“ How do I get out? ”




The field of play is bounded but unlimited in travel. The player's ship, also the asteroids, may hit the boundary and will emerge back into the play field at the opposite side With the same speed and direction. The exceptions to this rule are the "energy bullets", which are stopped at that point, and the Alien ships which can venture beyond.



Approaching the boundary will initiate some affects, as a warning proximity. Once engulfed there is no turning back.

Reappearance is at the direct opposite side but at a slight distance from that boundary. This is to ensure not to activate the "entry" effects and maintain the view within the play field.

Also prevents a player from riding the boundary (cheating).





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