Blast Arena Advance
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Blast Arena Advance | |
---|---|
Developer(s) | Mathew Carr |
Publisher(s) | Mathew Carr |
Designer(s) | Mathew Carr, Edward F. Biddulph |
Release date(s) | GBAX2005 edition: May 2005 Cartridge edition: |
Genre(s) | Reflex |
Mode(s) | Single player |
Platform(s) | Game Boy Advance |
Media | Game Boy Advance Cartridge |
Blast Arena Advance is a homebrew Game Boy Advance game by Mathew Carr. It was released in May 2005 as an entry to the GBAX2005 coding competition, in which it did not place.
It was independently re-released in cartridge form in January 2006 via a project entitled the Blast Arena Advance Cartridge Project, which is rare for a homebrew title on a cartridge based system.
It is based off an earlier game by Edward F. Biddulph called Blast Arena, which was available for the PC.
As of late June 2006, the old download was replaced with the cartridge edition.
[edit] Aims and scoring
The aim of Blast Arena Advance is simple: collect the most jittering yellow squares, 'flanges', or to survive for the longest time, or both. The player controls a small white square, which can slide across the screen and bounce off the walls. Over time, groups of three dots appear, shrink, and then explode, sending out eight 'shrapnels'. The player must try to maneuver the square, collecting the flanges and avoiding the shrapnels. If the player collides with a shrapnel, the game is over.
[edit] Technology
Blast Arena Advance was written in C++ and developed using DevKitPro (release 11), a popular homebrew cross-compilation development toolchain based on GCC. It uses a trial version of Apex Audio System for its audio output.