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Classic Games

Arkanoid

Breakout evolved

Taito's 1986 update to Breakout added power-ups, enemies, and boss battles, perfecting the paddle-and-ball formula.

C64SpectrumAmigaNES arcadepuzzletaito 1986–2024

Overview

Breakout was simple: paddle, ball, bricks. Taito looked at that formula and asked: what if there were power-ups? Enemies? A boss? Arkanoid transformed a simple concept into an arcade phenomenon, spawning conversions for every platform and establishing the modern block-breaker genre.

Fast facts

  • Developer: Taito.
  • Release: 1986 (arcade).
  • Inspiration: Atari’s Breakout (1976).
  • Innovation: power-ups, enemies, 33 levels, boss fight.
  • Controller: rotary paddle in arcade, various solutions at home.
  • Sequels: Revenge of Doh, numerous iterations.
  • Influence: template for all subsequent block-breakers.

The power-ups

Falling capsules transformed gameplay:

  • L (Laser): shoot bricks directly.
  • E (Expand): wider paddle, easier catches.
  • S (Slow): reduce ball speed.
  • C (Catch): hold and aim the ball.
  • D (Disrupt): split into three balls.
  • B (Break): instant warp to next level.
  • P (Player): extra life.

Capsules forced choices—catch this power-up or keep the ball in play?

The enemies

Arkanoid added threats beyond missing the ball:

  • Descending enemies disrupted ball trajectory.
  • Contact with enemies didn’t kill but interfered.
  • Later levels mixed brick patterns with enemy spawns.

The boss

Doh awaited at the end:

  • Giant head, final obstacle.
  • Required multiple hits to defeat.
  • Gave Arkanoid a narrative arc Breakout lacked.

Home conversions

The game appeared everywhere with varying success:

  • NES: pack-in paddle controller available, excellent version.
  • C64: Martin Galway soundtrack, quality conversion.
  • Amiga: arcade-quality visuals.
  • Spectrum: playable despite limitations.

Control schemes varied—mouse, paddle, joystick—each with trade-offs.

The Galway soundtrack

Martin Galway’s C64 conversion featured memorable music:

  • Haunting theme suited the game’s space setting.
  • Demonstrated SID chip capabilities.
  • Became as remembered as the gameplay.

Legacy

Arkanoid perfected its genre. The power-up system created strategic depth. The enemies added tension. The boss gave purpose. Every block-breaker since—and there have been thousands—owes its template to Taito’s 1986 refinement of Breakout.

See also