I'm often talking about subtelty in design and what makes a good game different from a great game or bad game. Often I think it's the little things. (like pacman slowing down when he eats dots) There are certain genres that have been done to death now and anyone who's created a game of that genre has faced similar problems and solved them in different ways. Arkanoid is an example. For instance... The last brick problem. It can be boring to try and hit the last brick on the screen if you can't get the ball's angle quite right. Different arkanoid style games solve that problem in different ways. Super DX ball 2 blasts the brick away with lightning. Other games give you a "pass the level for free" bonus after some time. But what if it's 2 bricks? What is the best way to deal with it. And what are the other elements of arkanoid that are important. Its easy to launch bonuses when you hit bricks. But how many? Should the ball speed increase as the level plays? How important are the various standard bonuses? Multiball? Magnet/sticky? etc... If this thread works out.. then maybe we can discuss the details and problems that need to be solved in other genres and how people like to approach them. So who's made breakout? anyone have any specific opinions on the subtle details?