Repository navigation
Releases
Releases · riadassoum/Arcadelux
Version 2.1.0
What's New in Version 2.1.0
Highlights:
- Nineteen new cabinets to come back to for years: side-scrollers from Rooftop Runner, a new district of the city every day, to Mine Cart and Moonlit Fox; simulations that remember you, from the Sleeper Train, whose regulars' stories carry on night after night, to the Night Ward, the Trawler and the Pigeon Loft; and curious ones like no others, the Dead Letter Office, Whispering Cafe, the Choir, the Weather Station, the Music Box Garden and the Weekly Escape Room.
- The Notice Board: every week, the same for everyone, a mutator, a Grand Expedition across four cabinets, star trials past platinum, a retro corner and the players' cabinet of the week; and the ghost of your best run plays alongside you.
- A new hall, The Adventurers' Guild: small role-playing games and roguelikes, seventeen new ones from Rogue's Descent, a classic roguelike of rooms, tunnels, potions and scrolls, to Arena Champion, Hero's Quest, Card Crawl, Spirit Tamer and Dragon's Lair; Dungeon Delve, Maze Raiders and Blast Chamber moved in from Classic Corner.
- A full picture for sighted and visually impaired players, all through the game: every hall with its own scenery, menus drawn as cards with the hint under the chosen one, and every cabinet with its score, a bar to the gold mark, subtitles and its status; the Adventurers' Guild draws its dungeons, maps, health bars and cards. The game asks once, on every save file, whether you are blind, visually impaired or sighted: blind players get sound and speech only, and anyone else chooses the text size, the colours and whether the screen moves.
- A new hall, The Pocket Arcade: twenty quick games of one or two keys, ten seconds to learn and always one more go, from Stack Tower and Lumberjack to Plinko, Stick Bridge and the Shell Game. It opens as a hall of its own in the Arcade Owner too.
- The Arcade Owner tells a story of its own: happenings with a choice to make, Pixel Palace and their champion as people who remember how you treat them, and, once every hall is open, an optional journey through a portal to the far side.
- An Arcadelux server that runs on its own, without the game: in the Server folder beside the game, for Windows or any computer with Python; players join by its address and port. Its owner caps how many may join, or leaves it open.
- Fourteen new cabinets of the arcade's own, from Bat Night and The Souk to Bell Tower and Castle Watch, and four more asked for on the forum, Colour Clash, Rune Forge, Waking Circuits and Sky Ace.
- Open halls for the arcade floor: walk freely through a hall for each world and hear every cabinet near you where it stands.
- The Gallery and the Book Shop at the Ticket Booth: famous paintings described in detail, and classic books with their stories told.
- The Workshop grows up: hit points, things that meet, walls and mazes, conditions, backwards sounds, Genny speaking in place, and chord progressions.
- Washing Up, Cat Nap, Resonance Mine and the kneading in the kitchen games remade, Dungeon Delve harder by depths, and many sounds and fairness fixes from the forum.
Arcadelux online:
- A server now turns away an address that knocks too often, guesses its password five times in ten minutes, or guesses the owner's password three times in a quarter of an hour, for a while.
- When the connection drops, one key reconnects you to the same server.
- An Arcadelux server of its own, that runs without the game on any computer that stays on, a PC or a VPS, in a few megabytes of memory. Players join by typing its address. Its owner types /owner and the password in the chat to moderate from the game, and its console lists the players and rooms and can kick, ban and make announcements. Suggested by Chris.
- It is in the Server folder of the game, with a readme, in two forms that are the same server: ArcadeluxServer.exe with a starter for Windows, and arcadelux_server.py, a single file that runs wherever Python 3 does, on Linux, a Mac, a VPS or a Raspberry Pi, with nothing else to install. Any generous host can run one.
- Join by address, in the online menu: type a server's address and its port, as its host gives them, with no invite code needed; the address is remembered for next time.
- How many may join: hosting from the game asks, from two players up to thirty-two, or open to anyone; the standalone server takes --max-players, or stays open without it. The owner can change it while it runs, at the server's console with cap 8 or cap open, or in the chat with /cap.
- The standalone server keeps what is changed while it runs, the cap, the notice, the password and the bans, in arcadelux_server.json beside it, and uses it next time. Its console can also set the notice and the password, lift bans, mute, unmute and make admins, and --log keeps a log in a file.
- Chat commands: /who for everyone here and where they are, /msg and a name to whisper to one player, /cap to hear how many may join, and /help for the list; the owner and admins can type /cap and a number, /cap open, and /motd and a notice for newcomers.
- Recent servers, in the online menu: the servers you joined last, to join again with a key.
- A race or a party round starts for everyone together, after a count of three, once every game is ready, and a table's host can change its game between games. Suggested by Chris.
- A room code works typed with spaces or without, and an invite is found anywhere in a pasted message, or an address typed as a name or a number, with or without its port; and a race says that each player plays their own game of the cabinet. Suggested by Aftershock.
The Arcade Owner:
- Happenings: things come up on opening nights, on ordinary days and from across town, nearly sixty of them, each with two or three answers and its own consequences for your reputation, the till, busier or quieter days, and how Pixel Palace and their champion feel about you; some lead to others a few days later. They wait in a list of their own, never forced on you, with a record of what you decided. Suggested by aaron.
- Pixel Palace remembers: from sworn enemies to firm friends. On good terms they suggest joint weekends, tip you off and send players your way; on bad terms the rivalry gets dirty, but beat their records in a week and the whole town comes to see, with a large sum in the till. Suggested by aaron.
- After a challenge, talk to their champion: send a message, call, or go over face to face, in the tone you choose, gracious, apologetic, playful or rude, each with its own risks and rewards; or ask them to choose your next cabinet. Lose to them twice running on a cabinet and you can ask for their help: how they think about it, the marks to aim for, the cabinet's instructions, and a gentler rematch the next day. Saying nothing costs nothing. Suggested by aaron.
- Sponsor a tournament for the town, and stay behind the counter: one of your regulars, or a stranger, rises to win it, the arcade gets the name for it, and the champions of your arcade are kept on a board. The hosted tournaments still let you play, as before. Suggested by aaron.
- Through the portal: once every hall is open, a doorway turns up in the storeroom. Go through, and you find yourself the owner of Pixel Palace, on the far side, with five dead cabinets to mend in Hardcore and a way home to find, with Om, this side's Mo, and this side's champion; then home again, a victory lap of three cabinets with an echo of the Palace in them. It is optional: say not today and the portal waits until tomorrow, or take it apart for good and the story ends kindly. Halls added later open in the ordinary way either way. Suggested by aaron.
- The owner's menu in groups, in Options: bookings and deals, people, competition, the arcade's report, running the arcade, and the story, with the repairs and the reopening always at the top. One list stays the default. Suggested by Luminia.
The Arcade Workshop:
- The Workshop: things with hit points, which rules take away and act on when they run out; things meeting things, so a bullet can hit an enemy; rules that wait on a counter, so a weapon fires only while there is ammunition; counters kept between a lowest and a highest number; walls on a grid, plain or a hazard that costs a life, set square by square or in lines, or a random maze each level with a way through always open; where the player starts; what the edges do, stop you, take you round or cost a life; rules for walking into a wall or an edge; a space that grows a size each level; every sound played backwards if you like; words said by Genny from where their thing is, in stereo or all around; and the band's chords bar by bar, up to sixteen. Suggested by KenshiraTheTrinity.
- Players' cabinets in the arcade, in the Workshop: KenshiraTheTrinity's Sheriff, with its spelling put right, its health kept between nothing and five, damsels who wander and restore it in full, and an outlaw boss who takes several shots with a bandit captain riding beside him; and his Model Airplane.
- The Workshop: rules that happen every time the score, or a counter, goes up or down by so much, such as an extra life every thousand points; things that appear on any edge of the field at random; things more than one place wide, such as a car or a serpent; things that come on only from a certain level; a limit on how many things can be about at once, all told; how long a note is held when a rule plays one; and the counters said at the end of a game. Suggested by KenshiraTheTrinity.
New cabinets:
The Adventurers' Guild, a new hall:
- Rogue's Descent: the classic roguelike. Floor after floor of rooms and tunnels, monsters that move when you move, potions, scrolls of lightning, fireball and confusion, weapons and armour, and a choice at every level up.
- Arena Champion: eight gladiators in turn; read their tells, true or not, and strike, guard or feint.
- Tower Climb: fifteen floors, tw...
Version 2.0.1
What's new in Version 2.0.1
Changes:
- An instrument from the Music Shop rings for as long as you hold its key and stops softly when you let go, so a melody no longer runs together, and a key held down no longer strikes its note over and over (Midi Sequencer).
- Tab, while playing an instrument, walks the scale quietly: the arrows say only the step, and the action key plays it, so a melody can be played without brushing over the notes between (KenshiraTheTrinity).
- The piano holds a note while its key is down instead of striking it again and again as the key repeats (Midi Sequencer).
- The Love Tester plays the note of the bulb called as each round begins, and ticks softly, quicker and quicker, while the lights are held on it, so you can tell when you are there (Arnold18).
Fixes:
- Text copied from the arcade or pasted into it in Chinese, or any language outside the computer's own, came out garbled: a Workshop code in a message written in Chinese could not be found, so the cabinet could not be played. The clipboard now carries every language as it is, and a code is found wherever it sits in a message (nicotomia).
- With Keep Playing, the Puzzle Parlour boards, Laser Mirrors among them, went on past the tenth without a word, and seemed never to end. Passing the last board now says so, and how to stop (Arnold18).
- The list of lines still to translate asked for controller buttons and the Tab key, which are named the same in every language.
- A Party online played the same run of cabinets every time: only the first twelve of the host's cabinets were ever drawn from, always shuffled the same way. A party is now drawn from all of them, at random (Arnold18).
- The names, descriptions and instructions of the museum's restored machines, and their sound schools, could not be translated: they never reached the language files (Arnold18).
- In Pong, with the stereo set to fixed, every sound leaned to the right and the left wall was never heard as a wall: your place on the table was measured from its left edge instead of its middle (Aftershock).
- Free Throw's power tone, and every sound that slides in pitch, no longer stutters as it rises: each new pitch now fades in on a second voice while the last fades out (Aftershock).
- Using a round skip when you ran out of chips locked up Gourd and Crab, and the same could happen in Hammurabi, Slots, Roulette, Blackjack and Video Poker. Games that end when the money runs out no longer use a skip there, and keep it for another game (KenshiraTheTrinity).
- Recently played went by your cabinet order instead of newest first (Giovani).
- The instrument you carry can be put back on the shelf, for the arcade's usual winning sounds again (Giovani).
- Only one Arcadelux can run at a time: two copies wrote the same save over each other. Starting a second one says the arcade is already running (Aftershock).
- Music instruments won at the prize counter can always be found in Options: the choice was hidden unless the Arcadelux engine was in use, and choosing a set now switches to that engine, which plays them (Michal).
- Genny makes its speech in a little over half the time, and begins a long passage sooner, from its first few words, while the rest is still being made (KenshiraTheTrinity).
- Updating from inside the game sets aside the program files the new version no longer has. Left beside the new ones, they stopped the updated game with "Failed to start embedded python interpreter" (Logan_Strickland, Giovani).
- Gold and platinum can be won again in every game of the Cozy Corner. Each of its games has a most it can give, and the medal marks were set far above it, so gold could not be reached however well you played. Platinum is now a flawless run, and a best score you already have earns its new medal the next time you start the arcade. 2048's gold now sits below what the 2048 tile itself is worth, and Slots and Gourd and Crab no longer ask for a lucky streak to reach gold (Kael).
- A wall is heard on its own side. Many games played the bump of a wall in the middle, and straight after a sound at the far end it seemed to come from the opposite side, as in Wind Chimes; now the bump comes from the side you pushed against, in Pong as everywhere else (Kael, Aftershock).
- Opening a room online could throw you out of the server: a connection that stayed silent for 45 seconds was dropped, and the menus for a new room, its kind, name, cabinet and rules, sent nothing while you read them. The game now keeps its connection alive by itself, and a server waits five minutes before letting a silent player go, so players still on 2.0.0 are covered too once their host updates (Arnold18).
- A race or party no longer hangs when a player leaves after everyone else has finished: the round ends and the scores are shown. A table left with one player ends too.
- When the player of a Show leaves partway, the listeners are told the Show is over instead of waiting for ever.
- One malformed message from a player no longer throws that player off the server.
- A player whose connection stalls can no longer freeze the server for everyone else; a stalled connection is let go after a few seconds.
- A connection that never introduces itself is let go after 20 seconds instead of holding a place on the server.
- When a player's line drops without a goodbye (Wi-Fi gone, a laptop closed), the server notices within a minute instead of five, so the player no longer holds a seat in a room or a round that waits for them.
- Coming back after a dropped line, you keep your own name instead of becoming "Name 2" next to your old, dead connection.
- Many connections arriving at once can no longer fill a server past its 16 players.
Version 2.0.0
What's new in Version 2.0.0
Highlights:
- Arcadelux online: host a server from your own game, or join one a friend hosts, and play together in races, parties, shows and head-to-head tables.
- The Arcade Workshop: build games of your own from menus, with every sound and every piece of music the arcade has, and share them by code or file.
- A new world, the Cozy Corner: twenty cabinets with nothing at stake, no clocks and no game over, from folding laundry to a Sunday lunch cooked from start to finish. Suggested by Adina and aziz1media.
- A hundred and five new cabinets, sixty-seven of them suggested by Kael, the twenty of the Cozy Corner, thirteen more asked for on the forum, three casual favourites, Pipe from Oriol Gomez's Arcade Room, and Blast Chamber after BSC Games: 498 cabinets in fifteen worlds.
- Tone Sudoku in a fixed size, up to the classic nine by nine, taking any number the rules allow.
- Replays: every new best is kept, and plays back exactly as you played it, every sound in its place. Share a replay with friends, or a short challenge code that gives them your very layout and your score to beat.
- Your Arcadelux story: everything the arcade has noticed about how you play, read back to you as a letter.
- Up to five save slots, each an arcade of its own.
- The Music Shop, at the Ticket Booth: fifty-four real instruments to collect for tickets, from the recorder to the pipe organ, the sitar, the koto and the darbuka, to play yourself in major, minor or the maqamat, and to carry with you. Suggested by KenshiraTheTrinity.
- The museum's twelve restored machines can be played, from the Strength Tester of 1895 to the first video game.
- 321 new achievements: one for gold in every cabinet that had none of its own, each with its own name, and more for online play, the museum and Sudoku. 949 in all.
- Dice games can be played with numbered cards instead, every word and sound with them.
- Medal marks redrawn in some 160 cabinets, so that gold and platinum can always be reached.
- Rivals and champions now really play when you watch them, and what they score is the score to beat.
- Icarus Storm rebuilt, and the sky cabinets of Deep Space rewarded for precision and speed.
Arcadelux online:
- There is no central server. A player hosts a server inside their own game, and others join it with an invite code, copied to the clipboard for sharing; when the host leaves, the server closes.
- Hosting asks the router to open the port by itself, through the bundled MiniUPnP client, the widely used open-source one: it tries again in another form for routers that refuse a permanent rule, checks the router's own list that the rule is there, and takes the rule away again when the server closes. It also tells you when your internet provider shares one address among many homes, so that no port can be opened. Inside a home or network, people can join at once.
- Help with hosting, in the online menu, walks through everything that can keep friends elsewhere out, in the order it is most often the cause: the Windows firewall, the router's automatic opening, forwarding the port by hand, and a shared address, with a free virtual network as the answer to that.
- Hosting a server needs level 20 and 25 gold medals; opening a room needs level 5. A server can have a password, and a notice of the day for everyone who joins.
- Rooms are public, listed in the lobby, or private, joined only with a short code the room reads out to its members.
- A Race has everyone play the same cabinet on the same layout at the same moment. A Party plays a run of cabinets drawn at random from the room host's own unlocked ones, scored across the night, whether the room's host is the server's owner or any player.
- A Race or a Party is won on the best score, or by whoever first reaches the target the cabinet sets, its silver medal mark: that ends the round for everyone, and the winner tops the scores. If no one reaches it, the round ends on the room's clock, from one minute to ten.
- A Show has one person play while everyone else hears their game exactly as it is played, every sound in its place, made by each listener's own Arcadelux from the player's keypresses. A listener's copy earns nothing. The cabinets played with the live band are left out of the Show, since the band keeps its own time on each machine.
- A Table is a head-to-head game played turn by turn: Pig, with dice, for two to six players; Four in a Row, for two; and Last Stick, for two to four. If a player leaves on their turn, the turn passes on.
- Any of your Workshop cabinets can be the cabinet of a Race or a Show, so a room can play a game one of its players built.
- Every server has a Workshop shelf: players put their cabinets on it, and anyone there can play them, read them or keep them on their own shelf. Whoever put a cabinet up, and the server's admins, can take it down.
- Chat in the lobby is heard only in the lobby, and chat in a room only in that room. C chats in a room, and F4 during a game.
- Everything the server sends arrives as it happens: chat and news are read out at once, whatever menu is open, and the lobby rebuilds itself when rooms open, fill or start, with no need to refresh.
- Test the connection, in the lobby, says how long a message takes to reach the server and come back, and how good that is. Shift and P does it from anywhere in the lobby, and P in a room.
- A server's owner can make others admins, and owner and admins can mute, kick, ban and close rooms.
- The Arcadelux developer can take a visible developer role on any server, announced to everyone there, to help keep play fair and friendly. It is granted by signing the server's own challenge, so it cannot be forged.
- Every one of the arcade's cabinets works online unchanged, because a room's shared seed makes the layout the same for everyone. Games played online count towards your own records and medals, as they would at home.
The Arcade Workshop:
- Build games of your own, entirely from menus, and play them as you build. Start from one of seven ready kinds, Dodge, Catch, Shooter, Whack, Runner, Rhythm or Memory, or choose Custom game and design the game itself.
- A custom game is played on lanes, on a grid heard all around you, or on a ring of directions in 3D sound that you turn to face. It holds up to twelve kinds of thing, each with its own name, sound, speed and way of appearing, and a movement: coming towards you, standing still, popping up, wandering, chasing you or running away.
- Up to forty rules say what happens. When a thing reaches you or gets past you, when a key is pressed on it or with nothing there, when you meet it, when it appears or goes away, every so many seconds, or at a score, a time or a count, then: score or lose points, gain or lose lives, remove it, make more appear, play a sound, speak, change a counter, speed up or slow down, add time, move on a level, win, lose, rumble the controller or send the player home. Up to four named counters, and up to twenty levels, each with its goal.
- Every sound in any Workshop game can be anything the arcade plays: its own effects, synth tones in six colours, the twenty-eight recorded instruments of the Studio sound bank, Genny's thirty instruments, forty-nine effects and sixteen drums, or spoken words, each at any pitch. Every place can sing its own note on a western scale or any of the sixteen maqamat.
- The music can be any mood of the arcade's composer, in ninety-nine tunes each, at any tempo and energy; the theme of any cabinet in the arcade; the live band in any of its styles, tempo and key, major or minor; or silence.
- Six twists can be mixed as you please: speeding up, golden bonuses, extra lives, fading warnings, left and right swapped, and surges.
- Write the instructions yourself, or let the arcade read your design to players rule by rule; put your name to it, and give it words for the start, the win and the loss.
- Share it as a code, copied to the clipboard ready to paste on the forum, or as a file in the Workshop folder beside your save. Whoever opens it plays exactly the same game, with best scores kept for each one, in Hardcore too. Codes pasted inside a whole message are found by themselves.
- Workshop games pay a few tickets, up to a hundred and fifty a day, but no coins or medals.
- Ten ready-made games show what the bench can make, among them three custom games, and a guide explains all of it. Three new achievements: Cabinet Maker, Master Builder and Open Doors.
Medals and rivals:
- The medal marks are redrawn in some 160 cabinets, so that a very good run reaches gold and a near-perfect one platinum: in many, a score above silver or gold could never be made. Your best scores are counted again under the new marks, once, and earn any medal they now deserve. Medals are never taken away.
- Watching a rival before a tournament match or a try at the rival arcade's champion scores is now their own performance: the machine plays as they would on the day, sharp at first and slipping as they near what they were good for, and what they score is the score to beat. Champions and tournament players no longer score round numbers, and have good days and bad ones.
New cabinets:
Parallel Universe, suggested by Kael:
- Court of the Impossible: three witnesses from three realities, and only one account the evidence rules out.
- The Heist of Tomorrow: eight artifacts and ninety seconds, hearing the guards four seconds into the future.
- Zero Fall: steer a falling sphere through fifteen chambers by turning gravity.
- Contract with Chaos: twelve arena battles, each power signed for with a price of its own.
- Silence Between Worlds: defend a core from creatures that hunt by sound, with decoys and a silence field.
- Customs of the Impossible: guard a border between universes, and catch the forged papers.
- Theater of Living Shadows: turn three lamps until their shadows...
Version 1.9.0
What's new in Version 1.9.0
Highlights:
- Arcade Owner, the years ahead: an owner's licence of sixty levels that grows with every day you run the arcade, and opens something new at every step; weekly contracts from the town; thirty renovations; a museum of twelve old machines to restore; five stars of mastery for every hall; the town's monthly awards; and the story of Mo and the arcade, a chapter every five levels.
- Two new worlds, Parallel Universe and Clockwork City, twenty cabinets each, and 82 new cabinets in all: there are now 393 cabinets in 14 worlds, with at least twenty in every world.
- A richer composer, which learnt how music moves from some thirteen thousand public-domain tunes: reels, jigs, marches, waltzes, Scottish airs, European folk songs, children's songs, Chinese pentatonic songs and Bach's chorales. Each mood moves like its own kind of tune, a march like a march and a lullaby like a children's song; the tune is written in the key and fitted to the chords under it as Bach's tunes sit on theirs, each phrase follows on from the last, phrases come to rest where real tunes rest, and the whole stays in a singable range. Arpeggiated chords, counter-melodies, walking and octave basses, slides and trills, crashes, ghost notes and seven kinds of drum fill, among them tom runs down the kit, and a proper song form in every loop. Only how tunes move was learnt: no tune is copied. Options can keep the classic composer and every theme as it was.
- A percussion section in every song, over the kit: shaker, tambourine, claps, rim clicks, cowbell, the ride cymbal and a real crash, the riq and the dum on the maqsum, and the taiko in the darker moods, each joining as the song builds. Genny and Studio play them on their own drums.
- A band for every mood: on Genny and on Studio each mood has instruments of its own, rather than the electric piano for everything. Genny plays its brass, strings, marimba, kalimba, flute, bells, glass, vibraphone, organ, harp, guitar and synth lead; Studio its trumpet, trombone, strings, choir, celesta, glockenspiel, steel drum, marimba, vibraphone, flute, harp, guitar and piano.
- The band plays with percussion too, in every style, from the shaker and the cowbell to the riq and the clave. Three new packs of band styles at the prize counter: Arabic Rhythms (baladi, malfuf, ayoub and khaleeji), Retro (rockabilly, doo-wop, synth pop, new wave and Italo disco) and Around the World (highlife, soca, calypso, zouk and klezmer).
- Twelve new moods for the music: heroic, space, groove, spooky, racing, puzzle, underwater, desert, lounge, march, festival and frost.
- Control P pings what is around you in the action cabinets and the mazes: a sweep, a ping from each of the nearest things, and a few words on what and where they are.
- Beacons in the cabinets you walk around in, the mazes among them: control B leaves up to three where you stand, each a bell of its own pitch that chimes from where it is, faster and louder as you near it, with a double chime when you reach it. Control J says which way you face and where each beacon is, nearest first; in the mazes, in steps north, south, east and west.
- Running into the edge of the lane, the field or your aim is always heard now, in every cabinet where you move across the stereo field.
- Cabinet Explorer, to search every cabinet by name and description, with the World Expedition Book inside it; a Play Journal of your recent runs; and a catalogue of every cabinet to read outside the arcade.
- Your home above the arcade, to furnish room by room with tickets; an arcade dog to go with the cat; a cabinet free and two on sale at the prize counter every day; platinum medals; Keep Playing, for cabinets that would otherwise end at their last level; and secret bosses past gold.
- Lantern Leap, a platform game by ear in two quests; Villains from Beyond, the scrolling shooter from Oriol Gomez's Arcade Room; Showdown and Disc Duel in the Sports Arena; The Attack of the Flying Saucers, by germanico; and nine cabinets suggested by Kael and nine by KenshiraTheTrinity.
New worlds:
Parallel Universe, suggested by Kael:
- Phase Courier: two maps laid over each other; gather the fragments, and cross between the two worlds only where both are open.
- Gravity Garden: the higher the ground, the more a step costs; plant at the beacons to win back your energy.
- Mirror Pilgrim: walk with a companion who moves as your mirror image, and set the paired stones in line.
- Echo Cartographer: survey the sites, map each new square once, and find your way back to the entrance.
- Rift Rescue: a creature follows you through the corridors; decoys buy you room, and the exit opens once everyone is safe.
- Chrono Vault: rewind your footsteps with a few charges of time; what you have gathered stays gathered.
- Causal Loom: switch gates that change different channels at different moments, until what you hear matches the target rhythm.
- Quantum Balance: share weighted orbs between three pulls of gravity to reach three totals.
- Mobius Courier: a strip whose edges turn the row and the surface over.
- Entangled Knights: two knights move together, jumping in opposite directions.
- Portal Solitaire: jump the pegs until exactly the pattern asked for is left.
- Causal Archive: put six events back in order, with no effect before its causes.
- Spectral Exchange: trade ore, crystals and charge on a market that runs both ways.
- Orbit Locks: bring three linked orbital wheels, each with its own period, into line.
- Mirror Mosaic: restore a sequence of tiles by turning the start of it round.
- Polarity Relay: charge a ferry and carry parcels through gates of changing polarity.
- Portal Postbox: find two keys, deliver a letter, and find the way home along the portal roads.
- Tesseract Trail: walk in four dimensions, gather the beacons, and return to where you began.
- Binary Nebula: turn one binary number into another with rotations, shifts and masks, each digit heard.
- Prism Circuit: tune a ring of four colour filters that change each other.
Clockwork City:
- Railway Dispatcher: reserve the track before each train reaches the junction.
- Harbour Master: give each ship a berth deep enough for it while the tide comes in and goes out.
- Emergency Switchboard: send a few teams to many calls, the most urgent first.
- Assembly Director: three steps for each product, in order, before the shared finishing line.
- Airlift Control: the wind changes which runways are safe, while every aircraft's fuel runs down.
- Grid Balancer: match power and reserves to demand, without overheating or a blackout.
- Resonant Crane: steady a swinging load, lower it, and let it go only when it is in line and still.
- Canal Locks: take a boat through a lock without opening a gate against the water.
- Freight Manifest: load six weights into three wagons, each to an exact total.
- Gearbox Bench: free the clutch and choose the gear the job needs.
- Relay Network: power both terminals without touching the fault.
- Water Tower Works: keep the town supplied and both tanks from running dry.
- Boiler Sequence: turn heat and water into the steam that is ordered, then shut down safely.
- Cable Timetable: exchange two cable cars on a line with a single passing place.
- Clock Calibrator: set linked hands and an escapement without upsetting each other.
- Cold Chain Courier: carry chilled parcels past the cooling station before they warm.
- Packet Router: send three packets by their branches without blocking the router.
- Conveyor Marshal: sort a circular belt with two turns and one fixed exchange.
- Magnetic Depot: lift two crates by magnet and set them down in their bays.
- Balance Bridge: get everyone across by torchlight before the bridge's time runs out.
- The puzzles of both worlds have no clock. Each has six boards; one undoes a move, and Tab gives a hint, for ten points.
New cabinets:
Neon Alley:
- Lantern Leap: a platform game by ear in two quests of four lands each, three stages a land and a guardian to beat at the end of each. The first crosses the Meadow, the Caverns, the Cloud Bridges and the Fortress; the second the Dunes, with quicksand that swallows you if you stay, the Frozen Peaks, with ice to slide on and icicles that shake before they fall, the Sunken Ruins, where you swim, and the Clockwork Tower, with steam vents and conveyor belts. Every press of left or right is exactly one step, and holding it runs step after step. Jump, duck and glide; footsteps rise and fall with the ground, wind rises from pits, higher ground knocks, every creature, coin and hazard has a sound of its own, and lanterns are checkpoints. Up reads what lies ahead, nearest first, in steps, and C says where you are, the step along the stage and then how high you stand. Extra lives come from a hundred coins, every ten thousand points, each guardian beaten, and glowing boxes, with one hidden in the middle stage of every land. A time trial times every stage against your best. Each land has its own theme, written note for note for Arcadelux and played by your sound engine. Needs level 35.
- The Arcane Master: five stages of fire, ice and water, each countered by another, cast in three directions, with gusts to duck and combos to build. Suggested by Kael.
- Road Blaster: four tracks with two gears, corners called ahead, fuel and oil slicks. Suggested by KenshiraTheTrinity.
- Motocross Clock: four courses against the clock, with ramps, jumps and clocks to collect in the air and on the ground. Suggested by KenshiraTheTrinity.
- Heat Bike: lean into the ramps, level out before you land, and ease off the throttle before the engine overheats. Suggested by KenshiraTheTrinity.
- The three racing cabinets can be raced alone or against a ghost rival, set in their DIP switches.
Sports Arena:
- Disc Duel: take turns throwing a disc high, through the middle or ...
Version 1.8.1
What's new in Version 1.8.1
Fixes:
- The arcade could close by itself on Windows while music was being made, in the menus or as a game began. A cabinet's music now comes in whole once it is made, rather than bar by bar as it is made, which is what caused it; it is still made the moment you choose the cabinet, and stops being made the moment you leave.
Version 1.8.0
What's new in Version 1.8.0
Highlights:
- The Games Room, a new world of cards and dice played for points, with Dice Football, germanico's own game, played to his rulebook. The arcade's card and dice cabinets have moved in, and your stars on them move with them.
- Sixty new cabinets in all, among them Crab Smash, Number Chain, Rhythm Atlas, Road Splat, Sonar Sub, Dance Copy, Name the Maqam, and twenty-three logic and number cabinets from aziz1media's list.
- The band and the music in stereo, and the band with a volume of its own.
- Shortcuts in every list of cabinets: watch, practise, read the instructions, switch Hardcore and No Hints, and arrange cabinets and worlds in your own order.
- Tournaments in three sizes at your arcade, and tournaments to enter at the rival's.
- Ball flight in Street Ball and Home Run Derby, and a proper fight in Boxing.
- A Getting started guide, a sound piano in the Jukebox and an Arcade Clock at the prize counter.
- Two more cabinets ported from Oriol Gomez's Arcade Room: Road Splat and Picture Grid.
- Reasons to come back tomorrow: a monthly stamp card, streak shields, the early bird's double coins, and an Arcade Owner who opens every day.
- The Great Outdoors, a new world of fifteen games in the open air, many after games in Crazy Party, and three more cabinets from the forum: Dance Copy, Shuffleboard and Foosball.
- Hungarian, translated by arnold18.
- Studio, a third free sound engine beside Arcadelux's own and Genny: real recorded instruments and a real drum kit, from GeneralUser GS by S. Christian Collins, for the music, every tone and the effects.
- The Games Room and The Great Outdoors are Arcade Owner chapters, and every world added from now on will be one too.
- Twenty-three logic and number cabinets from aziz1media's list, from Gridlock and Laser Mirrors to Calcudoku and the 24 Club.
- From my work on Maqamusic, my maqam keyboard for NVDA: three new cabinets, Name the Maqam, Quarter Tone and Iqa Echo; maqam themes with their real quarter tones; and a maqam mode for the Jukebox piano.
- The arcade keeps the calendar: Ramadan with a different night every night, the two Eids with Eidiyya, the Christmas season to New Year, Halloween week, Lunar New Year, Easter, Diwali, World Braille Day, White Cane Day and many more, each with its own cabinets, gifts and Arcade Owner events.
- Cabinet Cards, the Arcade Pass, the arcade cat, rival ladders on every cabinet, a weekly bounty board, a daily lucky hour and game chains.
New cabinets:
The Games Room:
- Dice Football: germanico's football with two dice, from his rulebook. Pass, advance, dribble or shoot against the house's hold or press, chosen in secret; fouls, free kicks, penalties, rebounds and corners; first to three goals, or the most after forty plays, with a penalty shootout to settle a draw. Needs level 7 (by germanico).
- Pig: roll one die as long as you dare; a one wipes out the turn. First to a hundred against the house. Needs level 2.
- Shut the Box: nine tiles and two dice; shut tiles that add up to each roll, and shut them all for a bonus. Needs level 3.
- Higher or Lower: will the next card be higher or lower? Three runs through one deck. Free.
- Snap: cards turn faster and faster; snap the matching pairs before the house does. Free.
- Farkle: six dice, scoring ones, fives, sets, runs and three pairs; roll on with the dice left or bank the turn, and lose it all on a roll with nothing in it. Eight turns each against the house. Needs level 6.
- Ship, Captain and Crew: find a six, a five and a four, in that order, in three rolls, then keep the other two dice as cargo or roll them again for better. Five rounds against the house. Needs level 4.
- Go Fish: ask the house for a rank, go fishing when it has none, and lay down books of four; the house remembers what you asked for, so remember what it asks for too. Needs level 5.
- Dominoes: the block game with a double-six set and a boneyard; every tile is read out with the ends it fits, played on the left end or the right. Three hands against the house. Needs level 8.
- Liar's Dice: five dice under each cup; bid on how many of a number lie under both, and call the house a liar when its bid is too much. Lose all your dice and you lose. Needs level 10.
- Ninety-Nine: play cards onto a pile against two house players and land the total exactly on 33, 66 or 99, never past; tens count ten or minus ten, aces one or eleven, a two doubles or halves, a jack skips and a four reverses. Five tokens each; outlast them both. Needs level 8 (asked for by KenshiraTheTrinity, to the rules of QuentinC's Playroom).
- Acey Ducey, Video Poker, Five Dice, Blackjack and Crazy Eights move here from Carnival Row.
The Great Outdoors:
- Mushroom Forager: every good mushroom in the wood sings the same note and a poisonous one sings a little higher or lower; fill a basket of six, then carry it home, or tip it out if you think a bad one got in, for one poisonous mushroom spoils the whole basket. Free (suggested by kody, after Crazy Party's Mycological Walk).
- Gas Valley: gather mushrooms across a valley while clouds of poison gas hiss their way from side to side. Needs level 8 (suggested by kody).
- Snowball Fight: snowballs whistle in from the left, ahead and the right; throw yours to hit each one out of the air. Needs level 5 (suggested by kody).
- Harvest Rush: five plots of crops ripening by ear; harvest each the moment it rings ripe, before it rots. A crop pulled up unripe is wasted and costs a life, like one left to rot. Needs level 5 (suggested by jescat277).
- Gold Seam: tap a rock face and listen for the ring of gold, then dig in the right spot. Needs level 9 (suggested by jescat277).
- Sonar Sub: steer a submarine through a winding sea cave by the pings of its sonar off the walls. Needs level 10 (suggested by KenshiraTheTrinity, after Wario Ware's submarine stage).
- Weeding the Woods: thorny weeds rasp and flowers ring along a woodland path; cut out every thorn before it spreads, and spare the flowers. Needs level 2 (after Crazy Party).
- Harvesting Plums: find the rustling plum tree, take hold, and shake down its plums one by one; shake too fast and they bruise. Needs level 3 (after Crazy Party).
- The Snowball's Road: climb a steep road three tracks wide while giant snowballs rumble down at you; step aside or blast them. Needs level 7 (after Crazy Party).
- Cut Down the Fir Trees: find the creaking fir, set your saw, and saw left, right, left, right until it falls. Needs level 3 (after Crazy Party).
- Tree Pruning: count the rustles of a tree's overgrown branches, then cut exactly that many; one too many harms the tree. Twelve trees. Needs level 8 (after Crazy Party).
- Log Cut: knock each log and cut only the ones that ring true to the perfect note; refuse the rest. Fifteen logs. Needs level 11 (after Crazy Party).
- Giant Snowball: press the arrows round clockwise as fast as you can for thirty seconds, and hear the snowball's crunch grow deeper. Needs level 1 (after Crazy Party).
- The Frozen Lake and Island Bridges, from aziz1media's list, are here too: see the Puzzle Parlour below for how they play.
Rhythm Row:
- Dance Copy: over the band, the caller shows seven moves on the beat, a step left, a step right or a jump, and you dance them back on the next seven, faster every round. Needs level 7 (suggested by KenshiraTheTrinity, after Wario Ware's Wario de Mambo).
- Iqa Echo: the darbuka plays a cycle of an Arabic rhythm, the low dum on the left and the sharp tak on the right; play it back on the beat. Fifteen iqa'at, from Wahda and Malfuf through Maqsum, Baladi and Saidi to Dawr Hindi in seven, Aqsaq in nine and Jurjina in ten. Needs level 11 (from Maqamusic).
Sports Arena:
- Shuffleboard: slide eight pucks down the long table into the scoring zones, turn about with a rival, and knock theirs on. Needs level 6 (suggested by jescat277).
- Foosball: table football to five; slide your rod to the rattling ball and flick it at their goal, with your keeper's last chance if it gets past. Needs level 8 (suggested by jescat277).
- Pole Vault: run down the runway, plant the pole on the box's long tone, hold to bend it, and let go at the very top of its creak; the bar rises twenty centimetres a clearance, and three failures in a row end it. Needs level 9 (suggested by KenshiraTheTrinity).
Carnival Row:
- Crab Smash: four rows of sand climb away like stairs, with burrows at both ends. Crabs scuttle sideways across, some turning back, some ducking into the shelter in the middle of the back rows; move the hammer and smash them before they get home. Needs level 9 (suggested by bookrage, after Cracky Crab, which aaron named).
Neon Alley:
- Road Splat: cross a busy road and back by ear, between traffic from both sides, every vehicle with an engine of its own, from a bicycle to an ambulance. A hit throws you through the air; levels bring faster traffic, new vehicles and a wider road. Ported from roadsplat in Oriol Gomez's Arcade Room. Needs level 6.
Puzzle Parlour:
- Picture Grid: a nonogram, its row and column clues read out, each line scanned left to right or top to bottom, ten grids growing from three by three to ten by ten, and three ten by ten tapestries in Hardcore. Ported from Etch in Oriol Gomez's Arcade Room, with aziz1media's levels. Needs level 10.
- Gridlock: slide the cars and trucks out of the way and drive the red car out of the gate, from four by four to seven by seven; Hardcore adds concrete blocks and a limit on slides. Needs level 9 (suggested by aziz1media).
- Laser Mirrors: set angled mirrors so the laser's beam reaches the bell round the concrete; Hardcore adds sliding shutters, glass and a beam that dies after ten bounces. Needs level 10 (suggested by aziz1media).
- Water Works: turn the pipe tiles until the reservoir reaches the fountain without a leak, the last board with two ...
Version 1.7.0
What's new in Version 1.7.0
Highlights:
- Arcade Owner becomes a game of months: after the story, your arcade joins the Arcade League, opens branches in other towns, hosts tournaments and takes bookings every day, with townsfolk who grow fond of you, staff who get better at their jobs, the seasons of the real year, and the old owner's diary turning up a page at a time.
- The band from Beatstar now plays across the arcade: eight new cabinets are built on it, and every cabinet with a band now draws on its whole repertoire.
- The band's repertoire grows from twelve styles to fifty-three, from reggae, salsa and tango to trance, metal, Big Band swing, dabke and Saidi. Each style has its own drum pattern, bass line, way of playing its chords and, where it belongs, its own swing. The twelve are everyone's; the new ones come in seven band style packs at the prize counter (suggested by KenshiraTheTrinity).
- Three cabinets that come free with a prize from the Ticket Booth.
- DIP switches inside every cabinet, and Hardcore records and medals of their own.
- The main menu in groups.
- Thirty-five new achievements.
New cabinets:
Rhythm Row:
- Count Them In: hear a metronome click four beats, then tap four to count the band in. The band plays at the tempo you gave it, with the true clicks over the top, so you hear how close you were. Needs level 6.
- DJ Booth: you are the DJ and the band is your record. The crowd shouts for the drums out, the bass back or a new record, and you work the decks; every change lands on the next first beat, beatmatched, the way a real DJ mixes. Needs level 5.
- Drop It: the band strips back while a snare roll builds, and you land the drop on the beat to bring the whole band slamming back in. Later builds stop for a bar of silence first. Needs level 6.
Carnival Row:
- Musical Chairs: six players, five chairs and a band. When the music stops, sit down, fast; the slowest is out, and a chair goes with them. Jump the gun and it costs one of your two chances. Win, and the next game has quicker players. Needs level 4.
Sound Lab:
- Missing Instrument: the band plays two bars in full, then the drums, the bass or the chords stop. Say which. Needs level 6.
- Name That Style: the band plays, and three styles are named. Which one is it? Every style you own, with the wrong answers drawn from other corners of music. Needs level 4.
- Key Change: the band plays, then changes key. Did it go up or down? The changes close in round by round, down to a single half step. Needs level 7.
- Jam Session: sit in with the band on the keys 1 to 7, the notes of the song's scale, and play the ones that fit each chord. The band changes style and key every eight bars. Needs level 5.
Cabinets that come with a prize:
Win the prize at the Ticket Booth and its cabinet opens, free; they are not sold for coins (suggested by jescat277 and KenshiraTheTrinity).
- Kitten Round-Up, with the Purring Cat plush, in Carnival Row: find the kittens by their meows and carry each one to the basket. Shake the treat tin to bring out the shy ones.
- Dragon's Hoard, with the super rare Neon Dragon figure, in The Night Shift: creep up on a sleeping dragon and steal its gold, moving only while it snores.
- The Maestro, with the super rare Maestro figure, in Rhythm Row: the band has no drummer and plays at the tempo you beat, from Largo to Presto.
Arcade Owner:
- Regulars: townsfolk made for your arcade alone, with names, ways of their own and favourite halls, up to twenty-four as your name grows. Play their favourite hall well, or do what they ask, and they grow fond of you, five hearts each: they tell you about their lives, bring gifts, and at five hearts leave a gem. The daily requests now come from them.
- Bookings: two or three every day, for that day only: birthday parties, school trips, streamers, team nights and the radio wanting a record live on air, each paying well.
- Happenings: every day has its news, the same in every save's town: a pigeon roosting on a cabinet, a power cut, a celebrity in the queue, a band on the pavement, market day, roadworks and more, each bringing visitors or keeping them away.
- Satisfaction: how much the visitors enjoy the place, from the prices, the halls' settings, the staff and the machines out of order. A happy arcade builds its name day by day; an unhappy one loses it.
- The halls' DIP switches: each hall's price a play, from one token to three, and how hard its cabinets are set, from easy to tough. Cheap and easy brings more visitors and happier ones; dear and tough brings fewer who spend more (suggested by KenshiraTheTrinity).
- The hiring board: cleaners, security guards, hosts, marketers, technicians, accountants and baristas, with three new candidates every week, each with a name, a skill and a wage. Staff get better the longer they stay, up to masters of their job.
- Tournaments: host one on any cabinet you have a medal on. Seven players sign up, and you play one round a day, from the quarter-final to the final, against opponents who get better each round. The trophy goes in the trophy cabinet.
- The Arcade League, once the ten halls are open: eight arcades, four weeks a season, with points for the visitors you welcome, the bookings and requests you take, the rival's records and your tournaments. The top two go up and the bottom two go down, from the Town League through the County, Regional and National Leagues to the World League.
- Branches, once the Grand Annex is open: six arcades of your own in other towns, each with a manager and a speciality hall, growing through five levels as you win medals in their halls and they welcome visitors. Their takings come home to your till.
- The seasons of the real year: New Year Fireworks, the Spring Fair, the Summer Holidays, the Autumn Lanterns and the Winter Lights, each bringing crowds and a goal to meet for a trophy.
- The old owner's diary: twenty pages, found one at a time on the arcade's good days, telling how the arcade began, and what is waiting in the basement.
- A repair you cannot manage yourself: pick a repair job and have the mechanic see to it overnight, for takings, at half price with Bassam on the staff. Playing it yourself still earns more reputation (suggested by KenshiraTheTrinity).
- Play the window's cabinets for the crowd: each says how big a crowd it draws, and a game played from the window is watched, cheered and whistled at, with the spectators calling out your name, and a good one raises the arcade's name (suggested by KenshiraTheTrinity).
- Challenge the rival's champion, by name, once a day, on any cabinet you choose: they play first, and beating their score pays side bets in takings. Losing to them, or to one of the rival's weekly records, earns a cheeky remark, and beating them a sore loser (suggested by KenshiraTheTrinity).
- Beating all three of the rival's weekly records now also pays 200 in takings (suggested by KenshiraTheTrinity).
- Takings are named as the arcade's own money on the Arcade Owner screen, kept apart from your coins (asked about by KenshiraTheTrinity).
- The town paper has far more to say, and the arcade's report shows the satisfaction, the day's news, the season, your place in the league and your branches.
Changes to existing cabinets:
- Beatstar plays every band style you own.
- Beat Blaster plays over a band, and every note lands on its beat. It used to speed up a little with every note, which no band could follow; it now plays in rounds of eight bars at a steady tempo, each followed by a bar of the band alone, after which it comes back faster. The band grows with you: on a streak of four the chords join in, and a miss drops them out again. In Hardcore notes land on the half beats too.
- Tempo Lock counts each round in with a band: two bars at the round's tempo, one in Hardcore, with the metronome ticking the first four beats, and then the silence you keep time in. Every round brings a new band.
- Math Star changes band at once when a level changes, part-way through the bar, instead of leaving a bar with only the count-in. Each level names its band as it begins, and the levels go through the whole repertoire in a new order each time.
- Statues, Off Beat and Stilt Walk play in a different style each time.
- Beatstar's instructions say how long its round lasts: ten minutes.
- Crazy Eights sounds an alarm when you or the dealer are down to the last card, rising for you and falling for the dealer, so a quick game never slips past on words alone (suggested by KenshiraTheTrinity).
- Pool: a ball dropping into a pocket thumps and rattles down the return before its own note, and the white going in has a sound of its own, a hollow drop and a falling groan (suggested by KenshiraTheTrinity).
- Four in a Row says every move, yours and the rival's, by column and row (reported by KenshiraTheTrinity).
- Dots and Boxes says what every line does: each box it closes, by row and column, and any box it leaves with three sides, with the side still missing. L reads the lines drawn from your dot and who drew each, and your lines tick with a bright tone while your rival's buzz. Enter names the missing side of any three-sided box around you (asked for by Giovani).
Cabinets and records:
- DIP switches: press D on a cabinet's instructions for its switches: its music on or off, one life fewer for a quarter more coins or one more for a quarter fewer, and, once you own Hardcore, whether that cabinet always or never plays in Hardcore. Each cabinet keeps its own (suggested by KenshiraTheTrinity).
- Hardcore keeps records and medals of its own: a Hardcore score is no longer measured against the ordinary ones. High scores and the Medal room show both (suggested by KenshiraTheTrinity).
- A coin chime when a game starts: the coin drops and a bright chime answers it, as a credit goes on in a real arcade. Options can turn it off (suggested...
Version 1.6
What's new in Version 1.6.0
Highlights:
- Arcade Owner, a new career that is also an arcade simulator: restore a ruined arcade hall by hall, then run it day by day.
- Forty-four new cabinets, among them Beatstar, ported from Oriol Gomez's Arcade Room. Every world now has at least twenty-one.
- Table Tennis, a new Sports Arena cabinet, and Pool rebuilt on a real table with real ball physics.
- Thrown and struck objects are heard flying through the air.
- Better controller support: buttons for letter keys, and the guided number pad wherever a cabinet is answered with numbers.
- Thirty-six new achievements.
New cabinets:
Twenty-four of the new cabinets are rebuilt for the ear from programs in David H. Ahl's BASIC Computer Games, as kept in the public domain by the coding-horror/basic-computer-games project under the Unlicense. Each is marked below with the program it comes from. Beatstar is ported from Dynamic Beatstar in Oriol Gomez's Arcade Room, also public domain under the Unlicense. The rest are new designs.
Sports Arena:
- Penalty Shootout: five kicks and five saves. Read the keeper's lean and shoot the other way, then dive for the ball by its sound. Needs level 4.
- Skeet Shooting: twenty-five clays whistling across from the high and low houses, with pairs at the end. Needs level 8.
- 110 Metres Hurdles: sprint against three rivals and leap ten hurdles, timed by the knocks as each one comes near. Needs level 14.
- Boxing: slip his telegraphed punches and counter. After Boxing. Needs level 6.
- Slalom: thirty gates flapping left and right, and a tuck for speed. After Slalom. Needs level 4.
- Ice Hockey: deke the defender, shoot past the goalie, and poke the puck off their forward. After Hockey. Needs level 8.
- Street Ball: one on one to twenty-one, with drives, jump shots and blocks. After Basketball. Needs level 12.
- Gridiron: call runs and passes, burst through the hole and find the open receiver. After Football. Needs level 15.
- Home Run Derby: read the fastball, the changeup and the curve, swing on time and let the wide ones go. Needs level 7.
- Table Tennis: toss the ball and serve it forward, down into the table or up high, then rally by ear, hearing each bat, every bounce on the table, the net and the floor, and the odd ball sent flying. Drive, lob or smash, and angle it away from your rival. First to eleven, best of three games. Suggested by KenshiraTheTrinity, after Battle Ping-Pong. Needs level 3.
Classic Corner:
- Paper Round: ride down a street of thirty houses and throw the paper to the ones whose doorbell chimes, not the ones with a barking dog. Hop the potholes. Needs level 3.
- Tank Battle: turn your turret to the rumble of enemy tanks, lead them with your shells, and roll away from the shells whistling down at you. Needs level 10.
- Last Orders: run four bars, each with its own bell, and slide drinks to the thirsty customers walking up them before they reach you. Needs level 18.
- Depth Charge: hunt submarines by sonar, setting position and depth by ear. After Depth Charge. Needs level 5.
- Bombs Away: release ahead of the targets sliding beneath you, and climb away from the flak. After Bombs Away. Needs level 7.
- Orbit: an enemy ship circles all the way round you; set your gun's angle and range and lead it. After Orbit. Needs level 13.
- Light Cycles: ride a grid that fills with walls, steering by radar, until the rival crashes. Needs level 11.
Neon Alley:
- Laser Run: a high hum means duck, a low hum means jump, sixty beams in a row. Needs level 5.
- Hot Potato: catch the potato, hear which of three friends claps for it, and throw it on before the fuse runs out. Needs level 7.
- The Matador: step aside from the charging bull at the last moment. After Bullfight. Needs level 9.
- Firefly Jar: move your jar under the fireflies blinking across a summer field and catch them. Needs level 3.
Rhythm Row:
- Handbells: hear the choir's tune once, then ring your low and high bells in their places on the beat. Needs level 6.
- Rock Paper Beat: rock, paper, scissors on the beat, against rivals whose habits you can learn. After Rock Scissors Paper. Needs level 4.
- Bouncing Ball: hear the first two bounces, then keep time with the rest as they come quicker and quicker. After Bounce. Needs level 5.
- Beatstar: a band plays, a phrase of notes is played over it, and you play the phrase back on the arrows in time, each arrow a note of the chord. Every level brings a new band, twelve styles from lounge, jazz and funk to chiptune, house and a Maqam Hijaz takht on the maqsum rhythm, with the tempo rising, the key and the beats to the bar changing, and quicker notes creeping in. The band plays through your chosen sound engine, Genny included. A clean level with good timing earns a life, and a long run of perfect notes brings Star Power, double points for two rounds. After Dynamic Beatstar by Oriol Gomez. Needs level 5.
Deep Space:
- Signal Hunt: tune a radio telescope through the static, lock on to a signal from the stars, and count its pulses to decode it. Needs level 9.
- Splat: parachute jumps on eight worlds, each with its own pull; open the chute as late as you dare. After Splat. Needs level 6.
- Slingshot: swing past a giant planet and fire your engine at the closest point for the biggest boost. Needs level 10.
The Night Shift:
- Night Radio: keep a little radio station on air through the night, changing songs as they fade, taking listeners' calls and playing the adverts. The background music stays off, so the station's songs are the only music. Needs level 11.
- Hammurabi: rule ancient Sumeria for ten years, buying and selling land, feeding your people and planting the fields. Type each figure, or step it up and down. After Hamurabi. Needs level 16.
Puzzle Parlour:
- Awari: the ancient sowing game of six pits a side, against the original program's computer player. After Awari. Needs level 5.
- The Tower: move a stack of discs, each its own note, from one peg to another, never a big one on a small one. After Tower. Needs level 3.
- Hexapawn: three pawns each on a tiny board, against an opponent that learns from every game it loses. After Hexapawn. Needs level 10.
- Gomoko: five in a row on a nine by nine board, against the computer. After Gomoko. Needs level 9.
- Chomp: Martin Gardner's poisoned cookie; whoever takes the last square loses. After Chomp. Needs level 12.
- Checkers: draughts on an eight by eight board, with forced captures, multiple jumps and kings, against the computer. Needs level 13.
Number Hall:
- Hunt the Hurkle: find a hurkle hiding on a ten by ten grid from the directions you are given. After Hurkle. Needs level 3.
- Kinema: a ball thrown upward; work out how high it goes, how long it flies and how fast it moves. After Kinema. Needs level 14.
- Mugwump: four mugwumps on a grid, found from how far away each one is. After Mugwump. Needs level 11.
- Be Random: type nought, one or two, thirty times, while the computer learns your habits and tries to guess each one. After Digits. Needs level 8.
Carnival Row:
- Acey Ducey: bet whether the third card falls between the first two. After Acey Ducey. Needs level 4.
- Video Poker: jacks or better, holding cards with the keys one to five. Needs level 6.
- Five Dice: roll five dice up to three times a turn and fill thirteen boxes, from the ones to five of a kind. Needs level 3.
Sound Lab:
- Reverse: a jumbled scale, put in order by flipping the front of it. After Reverse. Needs level 7.
Arcade Owner:
- A new career on the main menu, also opened from the owner's office in the entrance hall of the arcade floor. The old arcade on the corner has been left to you, and it is a ruin.
- Ten chapters, one for each world: repair three of its cabinets by playing them to their bronze mark, then reopen the hall for coins, tickets and the next part of the story.
- Three new wings after the ten halls: the Rooftop Terrace, the Basement Lanes and the Grand Annex, each asking for silver on four of its harder cabinets.
- Name your arcade when you take it over, or later from its menu. The name goes up over the door, on the arcade's report and in the town paper's headlines.
- Visitors come every day and fill the till, which holds up to three days of takings. More come as your reputation grows and the star rating rises from one star to five, with coins for every new star and a gem for the fifth.
- The token price is yours to set, from Bargain to Premium: cheap tokens bring more visitors who spend less, dear ones fewer who spend more, and a good name makes high prices easier to bear. The price screen tells you what each would bring today.
- The window display holds three of your cabinets. Each brings visitors in, more for a better medal.
- Staff to hire for a daily wage: a DJ who brings more visitors, a cook who makes every visitor spend more, a prize clerk who adds tickets to every game you play, and a mechanic who adds reputation every day.
- Events to host: Family Day, Retro Night, a Charity Marathon and a Tournament Weekend, where every medal you win is worth extra reputation.
- Requests from the regulars: every day, three of them ask to see a score on their favourite cabinet, and tip well when you deliver it.
- Thirteen improvements to buy with the takings, from a good sweep to an arcade museum, some bringing more visitors and some paying more coins or tickets from every game.
- Every day is different: the weekend is busy, a rainy or snowy day sends the town indoors, and a sunny one keeps some people out. The weather is the same for every player on a given day.
- Busy days wear the machines: now and then a cabinet goes out of order and keeps visitors away until you play it again, at any score. The mechanic sees to one a day.
- A rival, Pixel Palace, opens across town once three halls are open and takes some of your visi...
Version 1.5.0
What's new in Version 1.5.0
Fixes:
- Fixed being able to walk on for ever in the Hall of Mirrors, Echoes, Odd Duck, the Asteroid Mine, Bumblebee, Night Watch and the Forklift, with nothing to say you had passed everything: each now has walls, which bump from their side when you walk into them, suggested by KenshiraTheTrinity.
- Fixed clicks and effects sounding lowered, as if ducked, after every game until the menu music came back: once the music had stopped, effects were played on the music's own channel, at the music's volume. Effects now only ever use channels of their own, at full volume, and never Genny's voice channel either. The menu music also comes back after the Ticket Alley machines and the Weekly Challenge, as it does after every other game.
- Fixed world ambience making every effect a little quieter: the room was mixed in and then the whole sound turned down to the old peak. Effects now keep their own level, with the room around them.
- Fixed The Kitchen crashing when F was pressed outside Hardcore, where there are only three pans; the pans are now also spread evenly from left to right in Hardcore, where the fourth was placed past the right edge.
- Fixed Portuguese showing "{up}" and "{down}" in the description of Scale Runner.
- Fixed Arcadelux closing at start with "'NoneType' object has no attribute 'write'" when part of it could not load, often because antivirus software blocked one of its files. It now says plainly what happened and what to do, in a message box your screen reader reads and in startup_error.txt in the game folder.
- Fixed fanfares and stingers ignoring the sound effects volume.
- Fixed the plus, minus, star and slash keys not working on some keyboard layouts and on the number pad.
- Fixed Genny's voice taking a long time to start long lines, and the game waiting too long or too little for it to finish.
- Fixed the controller test and remapping: holding a button no longer gets taken as the new mapping, any key cancels, and the test closes with any key or any button held for two seconds, Back for one.
- The controller shoulder buttons no longer change the music volume, which Page Up and Page Down still do anywhere; on a game's instructions screen they set the speed, as the instructions now say.
- Fixed Beat Blaster on Normal being far too fast, with no gap between beats; the left and right arrows now play the side lanes.
- Quick Draw's "go" with Genny is now a sharp crack you cannot miss.
- Ghost Chase: the maze has loops again, so you can escape round corners; eaten ghosts stay away for a while and return from a far corner, ghosts scatter now and then, and they flee while you are powered up.
- Cube Hop: each board has its own clock, longer for bigger boards, the help says exactly where you start, and clearing ten boards wins.
- Duck Season: the dog really barks, and shooting it costs you points.
- Sound Duel and Fighters: the low tell is now clearly audible, and each is a ladder of five rivals.
- Coming Or Going: passers-by now grow louder as they come and fade as they go.
- Warehouse Shift: Enter twice restarts the level, and a crate already on its pad needs two pushes to move off it.
- Deep Listen: the ping is now on Enter.
- Coin Rush: coins are heard in the right lane, and the help explains the lanes.
- Marathon now plays every game in full, and explains how its bank works.
- Your rank is now read on the results screen.
- The summary when you quit is read in full before the goodbye.
- Practice Room now groups its cabinets by world, with every cabinet at the end.
- Options and prize choices now say what they do as you move to them.
- World ambience now reaches every sound, not only the music, with a new slider for how much.
New:
- Breakout is now Oriol Gomez's Breakout, ported from his Arcade Room: a full wall with hard bricks that take two hits, and levels that speed up. The ball hums all the time from where it is, rising as it comes down towards you, and while you move, a scan tone tells you how many rows of bricks are above your paddle. Broken bricks sometimes drop a power-up, named and calling as it falls: a wider paddle, a slower ball, a sticky paddle, lasers, more balls or an extra life. Wall Breaker is earned by clearing a whole wall.
- Genny has a menu theme of its own, a warm lounge groove for its piano, bass and pads.
- Snake is now COIL, Oriol Gomez's Snake, ported from his Arcade Room: the board is fixed to the screen, up always ahead, and the snake waits until you choose a way to go. Everything that blocks you, up to five squares away, ticks from its side, faster and louder as it closes in, your own body brighter than the walls, and the food calls from where it is. Long Snake and Long Tail now count the apples you eat in one game.
- Pong is now Oriol Gomez's Pong, ported from his Arcade Room: a long table seen from your end, a paddle that moves in steps, each a little higher to the right, and a swing you time as the ball arrives, aiming your return by where it meets the paddle. You serve against warning beeps, and the first to seven points wins the match. The ball speeds up as a rally goes on, and power-up balls roll across each end of the table: a wider paddle, a shield, a stronger swing, freezing your opponent, curving returns or bouncy walls. Long Rally and Endless Rally now count the returns in a single rally.
- Asteroids is now Oriol Gomez's Asteroids, ported from his Arcade Room: fly your ship around a field of space that wraps round at its edges, turning, thrusting and braking, while every rock pulses from where it is compared with your nose, faster as it closes in, low for a large rock and high for a small one. A lock tone tells you a rock is in your line of fire. Rocks split as you shoot them, saucers hunt you and fire back, hyperspace saves you, or not, and every ten thousand points brings another ship.
- Space Invaders is now Oriol Gomez's Space Invaders, ported from his Arcade Room: you hold the centre and sweep a crosshair across the stereo field as ships close in, each with its own voice: scouts buzz high, bombers hum, battleships growl low, and civilian freighters chime, not to be shot. Keys 1, 2 and 3 fire the pulse, the beam and the missile, each right against one kind of warship, wrong against another and useless against the third; a lock tone in the ship's own voice tells you it is under your aim. Right-weapon kills in a row multiply your score, and Wave Five now counts the waves you reach.
- Missile Command is now Oriol Gomez's Missile Command, ported from his Arcade Room: move a crosshair anywhere in the sky, a ping rising as you aim higher and a lock tone swelling as you near a threat. Fire from the left, centre or right battery with Z, X and C, each with its own sound, or from the nearest one with the action key, and your shot bursts into a cloud that destroys whatever flies into it. Missiles whistle as they fall, splitters divide on the way down, and bombers cross the sky dropping bombs; whatever is left of your missiles and cities scores a bonus, and every ten thousand points rebuilds a lost city.
- Tennis is now Oriol Gomez's Tennis, ported from his Arcade Room: a real singles court and a ball that flies, bounces and hits the net as a real one does. Walk around your half with the arrow keys, and once the ball has bounced on your side and is within reach, swing a forehand with D, a backhand with A or a smash with S; serve into the box diagonally across the net, with faults and double faults. Points are called as in tennis, from love to deuce and advantage, and the first to three games wins the match. Straight Sets now counts matches you win.
- Music starts at once, even the first time: the arcade's main themes come already made, the music for the cabinet under your cursor is made first, the rest is made while you are in the menus, never during a game, and every track is made faster.
- A new world, the Sports Arena: Free Throws, Swimming, High Jump, Curling, Golf and Pool are new, joined by Tennis and Bowling. Each has an achievement of its own.
- Helper perks such as slow starts, skips, coaching and continues can be turned off, and the new No Help Needed achievement is earned by winning without them.
- A new Charms tab in the shop, for charms that double your coins, boost your experience or bring luck.
- Number games can be played on a controller: the right stick opens an on-screen number pad.
- The pause screen now lets you change the game speed, music and sound volume.
- Decathlon, a new mode at the prize counter from level 22: ten Sports Arena events in turn, from the 100 metres to bowling; Escape leaves the whole Decathlon. Each event scores up to a thousand points for reaching its par and more beyond it. Nobody is knocked out, your best total is kept, and Decathlete and Champion of the Arena are there to earn.
- Gem Chimes, a new match-three cabinet in the Puzzle Parlour: every kind of gem rings with its own note and voice, panned to its column. Pick a gem up and swap it to line up three or more, and set off chains as the gems above fall. Chain Reaction is earned by ten chains.
- Tone Sudoku, a new cabinet in the Puzzle Parlour: four by four grids, then six by six, where every number has its own note. Hear a whole row or column at a touch, and every grid has only one answer, so nothing ever needs guessing. Grid Master is earned by ten grids, and it can be played on a controller's number pad.
- A results screen can now be played again from a controller, by clicking either stick, as R does on the keyboard, with the Instant Retry perk.
- Lights Out, a new cabinet in the Puzzle Parlour: lit squares ring, dark ones tick, and every switch flips its neighbours too. Switch the whole board off in as few flips as you can.
- Tile Slide, a new cabinet in the Puzzle Parlour: the sliding tile puzzle, where every tile says its number and plays its own note as it moves, and a coin rin...
Version 1.4.2
What's new in Version 1.4.2
Fixes:
- Fixed updates from inside the game giving up when a file was in use by the game, such as one of its fonts: files that have not changed are now left alone, and a changed file still in use is put in place the next time the game starts. Updating from 1.4.1 or earlier still needs this one version downloaded by hand.
- Fixed Round Skip wiping your score in games such as Launch Control, and the low score that followed being the only one recorded: the score you had is kept, and a skip now gives back rockets, balls and ships as well as lives.