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Games
Detailed reference for all 11 games in Universal Retro Arcade. Each entry covers: rules, controls, difficulty scaling, scoring, and pro tips.
Scene: SnakeScene · Genre: Arcade · Grid: 40×30 tiles (16px each)
Navigate the snake using directional keys. Eat the red food square to grow the snake and earn 10 points per piece. The game ends on wall collision or self-collision. The snake cannot reverse direction — pressing the opposite of your current heading is ignored.
| Action | Keyboard | Gamepad |
|---|---|---|
| Move Up | ↑ |
D-Pad Up |
| Move Down | ↓ |
D-Pad Down |
| Move Left | ← |
D-Pad Left |
| Move Right | → |
D-Pad Right |
| Restart |
Space (on Game Over) |
A Button |
| Back to Lobby | Esc |
B / L1 |
| Difficulty | Move Interval | Notes |
|---|---|---|
| Easy | 150 ms | Slow, forgiving |
| Normal | 100 ms | Classic arcade speed |
| Hard | 65 ms | Reflex-testing |
| Expert | 40 ms | Near-instantaneous |
- +10 points per food eaten
- No combo or multiplier system — pure speed and longevity
- In Expert mode, queue your next turn a cell before the corner to avoid clipping walls.
- Food spawns in a guaranteed empty cell, but the algorithm retries on snake-occupied tiles, so long snakes slightly slow food placement.
Scene: PongScene · Genre: Sports · Canvas: 640×480
Classic two-panel Pong. The player controls the left paddle; a CPU-controlled right paddle mirrors the ball's Y position (with AI reaction delay tuned per difficulty). Score a point when the ball passes the opponent's paddle. First to the score limit wins.
| Action | Keyboard | Gamepad |
|---|---|---|
| Move Paddle Up | W |
Left Stick Up |
| Move Paddle Down | S |
Left Stick Down |
| Back to Lobby | Esc |
B / L1 |
| Difficulty | Ball Speed | AI Tracking Speed | Notes |
|---|---|---|---|
| Easy | Slow | Sluggish | AI misses frequently |
| Normal | Medium | Moderate | Fair CPU |
| Hard | Fast | Aggressive | CPU rarely misses |
| Expert | Very Fast | Nearly perfect | Human reflex required |
- +1 per point won
- Ball speed increases slightly with each rally
- Hit the ball with the edge of the paddle to send it at a steeper angle.
- Aim for corners — the CPU AI has a small deadzone near the edges.
Scene: AsteroidsScene · Genre: Shooter · Canvas: 640×480
Pilot a spacecraft and destroy incoming asteroids before they destroy you. The ship uses momentum-based physics — thrust accelerates in the direction you're facing, and friction gradually decays velocity. Asteroids wrap around screen edges. On destruction, large asteroids split into smaller fragments.
| Action | Keyboard | Gamepad |
|---|---|---|
| Thrust Forward | W |
Left Stick Up |
| Rotate Left | A |
Left Stick Left |
| Rotate Right | D |
Left Stick Right |
| Fire | Space |
Right Trigger / A |
| Back to Lobby | Esc |
B / L1 |
| Difficulty | Asteroid Speed | Spawn Rate |
|---|---|---|
| Easy | Slow, fewer | Low |
| Normal | Medium | Medium |
| Hard | Fast | High |
| Expert | Very fast | Very high |
- Large asteroid: 20 pts
- Medium asteroid: 50 pts
- Small asteroid: 100 pts
- Never stop moving — a stationary ship is an easy target.
- When overwhelmed, fly to the edge and use screen-wrap to escape.
Scene: BreakoutScene · Genre: Arcade · Canvas: 640×480
Classic Breakout clone. Control the paddle at the bottom to bounce the ball and destroy the grid of bricks at the top. Some bricks require multiple hits. Letting the ball fall past the paddle ends the game.
| Action | Keyboard | Gamepad |
|---|---|---|
| Move Paddle |
Mouse X / ← →
|
Left Stick X |
| Launch Ball |
Space / Click
|
A Button |
| Back to Lobby | Esc |
B / L1 |
| Difficulty | Ball Speed | Paddle Width |
|---|---|---|
| Easy | Slow | Wide |
| Normal | Medium | Standard |
| Hard | Fast | Narrow |
| Expert | Very fast | Very narrow |
- Standard brick: 10 pts
- Multi-hit brick (per hit): 25 pts
- All-clear bonus: 500 pts
- Angle the ball to the sides to catch bricks behind others.
- The ball's reflection angle changes depending on where it hits the paddle — aim for edges to create extreme angles.
Scene: FroggerScene · Genre: Arcade · Canvas: 640×480
Guide your frog from the bottom of the screen to the safe zone at the top. Cross lanes of fast-moving traffic and then hop across floating logs over a river. Falling into water, being hit by a vehicle, or running out of time ends the game.
| Action | Keyboard | Gamepad |
|---|---|---|
| Hop Up | ↑ |
D-Pad Up |
| Hop Down | ↓ |
D-Pad Down |
| Hop Left | ← |
D-Pad Left |
| Hop Right | → |
D-Pad Right |
| Back to Lobby | Esc |
B / L1 |
| Difficulty | Vehicle Speed | Log Speed | Time Limit |
|---|---|---|---|
| Easy | Slow | Slow | 60s |
| Normal | Medium | Medium | 40s |
| Hard | Fast | Fast | 25s |
| Expert | Very fast | Chaotic | 15s |
- Each successful crossing: 100 pts
- Time bonus (remaining seconds × 5)
- Memorize lane directions before moving — vehicles in the same row travel the same direction.
- On logs, you move with the log passively. Position yourself to step onto the next log or bank just before the current one exits screen.
Scene: InvadersScene · Genre: Shooter · Canvas: 640×480
Classic Space Invaders replica. The alien formation descends row by row, speeding up as their numbers dwindle. Shoot them before they reach the ground. Shields provide temporary cover but degrade with hits.
| Action | Keyboard | Gamepad |
|---|---|---|
| Move Left | ← |
Left Stick / D-Pad Left |
| Move Right | → |
Left Stick / D-Pad Right |
| Fire | Space |
A Button / Right Trigger |
| Back to Lobby | Esc |
B / L1 |
| Difficulty | Alien Speed | Fire Rate | Starting Rows |
|---|---|---|---|
| Easy | Slow | Rare | 3 rows |
| Normal | Medium | Occasional | 4 rows |
| Hard | Fast | Frequent | 5 rows |
| Expert | Very fast | Constant | 5 rows + UFO |
- Bottom-row alien: 10 pts
- Middle-row alien: 20 pts
- Top-row alien: 30 pts
- UFO (Mystery): 50–300 pts (random)
- The aliens' march speed accelerates with every kill — prioritize clearing columns, not rows.
- The UFO appears at random intervals on the top edge. Shoot it for large bonus points.
Scene: TetrisScene · Genre: Puzzle · Grid: 10×20 blocks (20px each)
Classic falling-block puzzle. Tetrominoes (I, O, T, S, Z, J, L) fall from the top. Arrange them to complete horizontal lines, which are cleared for points. The game ends when blocks stack above the top of the grid. A ghost piece (outline) shows where the active piece will land.
| Action | Keyboard | Gamepad |
|---|---|---|
| Move Left | ← |
D-Pad Left |
| Move Right | → |
D-Pad Right |
| Soft Drop | ↓ |
D-Pad Down |
| Rotate Clockwise | ↑ |
A Button |
| Hard Drop | Space |
Y Button |
| Back to Lobby | Esc |
B / L1 |
| Difficulty | Base Drop Interval | Notes |
|---|---|---|
| Easy | 1000 ms | Leisurely |
| Normal | 800 ms | Standard |
| Hard | 450 ms | Fast |
| Expert | 220 ms | Blink and you lose |
The drop interval also decreases dynamically as your score increases: dropInterval = max(100, baseInterval - (score / 10)).
| Lines Cleared | Points |
|---|---|
| 1 line | 100 |
| 2 lines | 300 |
| 3 lines | 500 |
| 4 lines (Tetris!) | 800 |
A particle burst is emitted on every line clear, and the camera flashes white.
- Use the ghost piece to plan hard drops precisely.
- Build flat — avoid towers on one side.
- A Tetris (4-line clear) is worth nearly 3× more than 4 singles — keep a column open for the I-piece.
Scene: MinesweeperScene · Genre: Puzzle · Canvas: 640×480
Classic Microsoft Minesweeper. Left-click to reveal a cell. Right-click to flag suspected mines. Numbers indicate how many adjacent cells contain mines. Reveal all non-mine cells to win. Revealing a mine ends the game.
| Action | Mouse | Touch |
|---|---|---|
| Reveal cell | Left Click | Single Tap |
| Flag / Unflag | Right Click | Long Press |
| Back to Lobby | Esc |
Back Button |
| Difficulty | Grid Size | Mine Count |
|---|---|---|
| Easy | 9×9 | 10 |
| Normal | 16×16 | 40 |
| Hard | 16×30 | 99 |
| Expert | 20×35 | 150 |
- Completing the board: base score × time bonus
- Faster completion = higher multiplier
- The first click is always safe — the board is generated around your first reveal.
-
1-2-1patterns always indicate a guaranteed safe cell between the2s. - Use flagging religiously to avoid accidental clicks in dense mine areas.
Scene: RunnerScene · Genre: Endless Runner · Canvas: 640×480
An endless side-scrolling runner. Your pixel character auto-runs and you must jump over procedurally generated obstacles. The scroll speed increases over time. Missing a jump or colliding with an obstacle ends the run.
| Action | Keyboard | Gamepad | Touch |
|---|---|---|---|
| Jump | Space |
A Button | Tap |
| Double Jump |
Space (mid-air) |
A Button (mid-air) | Tap (mid-air) |
| Back to Lobby | Esc |
B / L1 | Back |
| Difficulty | Start Speed | Speed Acceleration | Obstacle Density |
|---|---|---|---|
| Easy | Slow | Gradual | Low |
| Normal | Medium | Moderate | Medium |
| Hard | Fast | Steep | High |
| Expert | Very fast | Rapid | Very high |
- +1 point per frame survived (effectively distance-based)
- Bonus multiplier for consecutive obstacle clears without touching the ground
- Use double jump sparingly — reserve it for tall obstacles that appear after shorter ones.
- The game seeds obstacles in patterns; learn the rhythm and jump proactively.
Scene: BirdScene · Genre: Endless / Reaction · Canvas: 640×480
Flappy Bird replica. Tap/press to flap and keep the bird aloft between descending pipe pairs. Each pipe gap passed scores a point. Physics are deliberately unforgiving — the bird falls at constant gravity and each flap gives a fixed upward impulse.
| Action | Keyboard | Gamepad | Touch |
|---|---|---|---|
| Flap | Space |
A Button | Tap anywhere |
| Start / Restart | Space |
A Button | Tap |
| Back to Lobby | Esc |
B / L1 | Back |
| Difficulty | Gravity | Flap Strength | Pipe Gap | Pipe Speed |
|---|---|---|---|---|
| Easy | Low | High | Wide | Slow |
| Normal | Medium | Medium | Standard | Medium |
| Hard | High | Low | Narrow | Fast |
| Expert | Very high | Very low | Very narrow | Fast |
- +1 per pipe pair successfully passed
- No combo multiplier — pure survival
- Tap in small, rhythmic bursts rather than holding — there is no hold mechanic.
- The optimal flight path is a gentle sine wave, not a flat line.
- Pipes randomize height each run; memorize the timing of your taps relative to screen center.
Scene: CyberScene · Genre: Pac-Man-style Maze · Tile: 24px · Map: 23×20
A Pac-Man-inspired maze game with a cyber aesthetic. Navigate the yellow player through a labyrinth collecting cyan data dots (+10 pts each) and magenta power-ups. Three ghost AIs patrol the maze. Collecting a power-up activates Overclock Mode — an 8-second window where ghosts turn blue/translucent and touching them scores +500 pts instead of ending the game. Clearing all dots advances the level.
| Action | Keyboard | Gamepad |
|---|---|---|
| Move Up | ↑ |
D-Pad / Left Stick Up |
| Move Down | ↓ |
D-Pad / Left Stick Down |
| Move Left | ← |
D-Pad / Left Stick Left |
| Move Right | → |
D-Pad / Left Stick Right |
| Back to Lobby | Esc |
B / L1 |
Ghosts use a bounce-based pathfinding system: they travel in straight lines at constant velocity and randomly select a new direction when blocked by a wall. On Expert mode, ghost speed (210 px/s) exceeds player speed (200 px/s) — you cannot outrun them indefinitely.
| Difficulty | Player Speed | Ghost Speed | Overclock Duration |
|---|---|---|---|
| Easy | 200 px/s | 80 px/s | 8s |
| Normal | 180 px/s | 120 px/s | 8s |
| Hard | 180 px/s | 160 px/s | 8s |
| Expert | 200 px/s | 210 px/s | 8s |
- Data dot: +10 pts
- Ghost (during Overclock): +500 pts
- Collect power-ups when ghosts are clustered near you — hunt all three for the maximum 1,500-point haul.
- The maze has a free-passage corridor at row 10 (the
0,0,0,...row in the map array) — use it as an escape route. - In Expert mode, avoid dead-end corridors entirely.
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