Poing
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Poing is a freeware computer game, made by Paul Van der Valk, and released on the Amiga in 1992. It is a variant of the arcade games Breakout and Arkanoid.
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[edit] Description
[edit] Gameplay
The game is divided into stages, each containing a number of levels. Each level consists of a rectangular playing area, which contains an arrangement of blocks. The levels appear in a random order each game.
In each level, the player controls a simple paddle, which is positioned on the left side of the playing area and can be moved up or down. The player uses the paddle to deflect strategically a ball, which can damage or destroy blocks on contact.
To complete a level, the right-hand wall of the playing area must be hit by the ball a number of times to break it, and then the ball must pass through the right-hand side, taking it to the next level. A 'Force' bar in the corner of the screen indicates the number of hits required.
If the player fails to intercept an approaching ball with the paddle (assuming that only one ball is in play, as is normal), the ball will return to the preceding level, at high speed. This backward journey will continue for as long as the ball is not intercepted by the player's paddle, so it is entirely possible for the ball to return all the way to the first level of the stage. If the ball is not intercepted at the first level, the player loses a life and must begin again from that level. However, completed levels remain completed, so the player's only task is to get the ball through the right-hand side. However, this is not always easy even after the level has been completed.
[edit] Features
[edit] Invisible blocks
Some blocks are invisible until hit. A common arrangement is a vertical wall of invisible blocks.
[edit] Reappearing block patterns
Destroying all the blocks is not a requirement for completing a level, and in fact can make things more difficult. This is because blocks are arranged by colour, and if all blocks of a certain colour are destroyed, those blocks immediately reappear, recreating an obstacle.
[edit] Bonus counter
Some effects cause points to be added to a bonus counter, such as causing a block pattern to reappear. These points are added to the player's score when a life is lost, multiplied by any multipliers the player has obtained.
[edit] Power-ups
Some blocks, when hit, turn into light grey power-up blocks. Hitting the power-up then causes some effect, depending on its nature. The power-ups are labelled with characters or symbols to denote their nature.
Some of the power-ups are, by label:
- S - slows the ball down
- B - generates another ball, in addition to the existing one. The new ball travels at the default starting speed for the level, and is therefore usually slower than the old one. With more than one ball on screen, the rules for failing to intercept one change slightly; any ball that is not intercepted simply disappears, if there is still one in play.
- (denoted by an upward arrow) - a bonus multiplier; increases an integer coefficient by which the points in the bonus counter are multiplied.
- T - puts the game into Trace Mode, in which the screen turns green and the computer temporarily takes control of the paddle, hitting the ball (or balls) with perfect accuracy.
[edit] Legacy
The author has released several new versions of Poing for the Amiga, each adding new features. As of 2005, the latest version is Poing 6. Firestorm Productions have also produced a PC remake called Poing! PC.