About
Arkanoid Commodore 64 brings Taito's 1986 arcade block breaker to Commodore's eight-bit home computer. Probe Software developed this conversion for Imagine's European release in 1987; Taito later issued it in the United States in 1988. The game retains the arcade premise: after the mother ship Arkanoid is attacked by the mysterious force DOH, the small Vaus craft is cast into hostile space and must fight its way through screen after screen of brick formations.
Play takes place on a single playfield, with Vaus moving horizontally along the lower edge to keep an energy ball in motion. Sending the ball into the formation is only the start of the task. Every rebound changes its route, so successful play depends on reading angles, anticipating its return, and getting Vaus into position before the ball drops past the bottom of the screen. Clearing the required blocks opens the next layout, while tougher arrangements use obstacles and awkward gaps to make placement and timing increasingly important.
Arkanoid is more than a straight Breakout-style score chase because its falling capsules can reshape a round in an instant. Collecting them can widen Vaus, add extra balls, slow the ball, provide a catch function, or equip the craft with lasers. Other capsules have less welcome effects, so deciding what to catch is part of the action rather than an automatic reward. Roaming enemies also cross the field, adding targets and hazards while the player tries to keep the ball alive.
The Commodore 64 edition was designed for direct, responsive side-to-side control. It supports a joystick in port 1, and its support for paddles and the NEOS mouse gives players options closer to the arcade game's paddle-based feel. One or two players can take turns, making it suitable both for individual attempts to push farther through the stages and for competing for the higher score. The conversion's compact arcade format makes each lost ball matter, because a single difficult rebound can end a promising run.
Probe's C64 team included programmer David A. Collier, graphics artist Mark Kevin Jones, and musician Martin Galway. Their version supplies its own Commodore-specific presentation while preserving the colorful brick patterns, science-fiction framing, capsules, and rapid changes of momentum that defined the original. The home release arrived during a period when arcade conversions were a major part of the C64 library, and Arkanoid's recognizable rules made it immediately approachable even for players unfamiliar with its arcade cabinet.
As a licensed adaptation, Arkanoid Commodore 64 also sits at the beginning of a larger Taito series. The original game's success led to follow-ups including Arkanoid: Revenge of DOH, which also reached the Commodore 64. For players looking for a classic C64 arcade game, this version combines a simple objective with a surprisingly demanding rhythm: protect the ball, manage the capsules, break the remaining blocks, and keep Vaus alive long enough to escape DOH's distorted realm.
Gallery
Details
- Developer
- Probe Software
- Publisher
- Imagine
- Genre
- Breakout
- Players
- 1-2
- Release Date
- January 1, 1988
- System
- Commodore 64