Loading screen

The picture loaded into screen RAM before the game starts.
loading_screen
The KRAKOUT wordmark on the front-end title screen, a 14-column by 3-row block of 8×8 cells. The cell bitmaps are stored in order, and the per-cell attributes that give the wordmark its color follow them. The render below reads both:
title_logo

Character font

The game's own 8×8 character set, shown here from 0 to Z. The font entry charts every glyph against its character code.
font_digits_letters

Player bat

The bat in its normal, expanded and missile forms, and the missile shot.
player_bat
normal bat
bat_expanded
expanded bat
missile_bat
missile bat
spr_missile_shot
missile shot

Ball

The ball.
ball

Walls / playfield frame

The indestructible border around the brick interior. It is built from tile glyphs. The colors below are the ones the game writes.

Side wall

The band down the edge opposite the bat. It has the same pattern and colors on either edge. Within the band the left column is bright cyan and the right bright green. The band repeats every 8 rows. One period is rendered here:
side_wall

Top / bottom strip

The strip along the top and bottom edges. On both edges, its upper row is bright cyan and its lower row bright green. It is five segments. Each opens on a post cell, closes on an end cell, and holds plain cells between them. The second and fourth segments also hold two cells of a second fill. Rendered here is the center segment, both rows:
border_strip

Corners

The four corner blocks, all bright cyan. Rendered here as they sit on the playfield:
corner_tl corner_tr
corner_bl corner_br

Bricks

The brick field is a 9×9 grid of bricks. A brick is a 2×2 block of tile glyphs plus one color. Each design appears in up to seven inks, and the brick fixes its ink. The table below shows each design once. The tile-glyph groups entry renders each one in every ink it takes.
Design Brick Slot codes Class Colors (inks used in levels)
solid brick_solid $04–$50 1, 7–15 blue, red, magenta, green, cyan, yellow, white
window brick_window $51–$57 1 blue, red, magenta, green, cyan, yellow, white
rounded brick_rounded $58–$5E 1 red, magenta, green, cyan, yellow, white
ornate brick_ornate $5F–$65 1 red, magenta, green, cyan, yellow, white
hatched brick_hatch $6D–$73 1 red, magenta, green, cyan, yellow, white
golden brick_golden $01 2 (top-left $59) cyan
silver-1 brick_silver1 $02 3 (top-left $5F) cyan
silver-2 brick_silver2 $03 5 (top-left $63) cyan
brick_shatter
Shatter – the animation a brick plays as it is destroyed. It is the plain shatter in the break-animation table. The brick's design is gone from the first sub-frame. All four quadrants take the same tile.
golden_twinkle
Golden-brick twinkle – the golden brick's idle flash.
The omitted angry-face brick and golden-brick gleam are shown under Unused resources.

Prizes

prize_reveal
The reveal – the animation a prize brick plays as it gives up its prize. Every prize plays it; only the glyph left in the cell at the end differs, as the glyphs below show.
Letter Tile(s) Glyph Prize, with its effect
S $6C prize_S Safety net
G $79 prize_G Glue
B $7D prize_B Bomb
M $81 prize_M Missile
E $85 prize_E Expand
D $89 prize_D Double bat
x2 $8D prize_8d Double score
X $91 prize_X Extra life
animated $95–$A4 slowball Slow ball

Inhabitants and the ball gem

The objects a level spawns during play, ordered by the level whose wave script first spawns each.
face monster
face_monster
debuts at Level 1run by its handler
Wanders at random. A ball hit destroys it.
hive
hive
idle
hive_spawn_burst
spawn burst
debuts at Level 3run by its handler
Wanders sideways and homes on your bat's row. Spawns bees.
ball gem
gem_fly
debuts at Level 4run by its handler
Wanders. A hit from ball A puts ball B in play.
bee
bee
a level spawns it from Level 4run by its handler
Flies across at your bat and stings it. A sting freezes your control of the bat until the last ball in play is lost or the next level starts. A hive spawns it from Level 3.
diamond
diamond
debuts at Level 6run by its handler
Homes on the ball.
bowling ball
bowling_ball
debuts at Level 8run by its handler
Homes on your bat. When it reaches the bat, the bat locks for a moment, and the bowling ball is gone.
warp gate
warp_gate
debuts at Level 8run by its handler
Sits in your bat's column. Reach it with the bat to skip levels. The ball destroys it.
hockey mask
hockey_mask_armed
armed with a comet
hockey_mask_unarmed
unarmed
debuts at Level 11run by its handler
Travels in a straight line, and turns only at walls. Drops a comet while you hold fire.
capsule
capsule
debuts at Level 12run by its handler
Wanders until it walks into a brick, which ends it. The brick takes a hit: a golden brick survives and a silver brick steps down. An orb that gives up becomes one.
orb
orb_hunt
hunt
orb_chew
chew
orb_spit
spit
orb_ball
spat-out ball
debuts at Level 13run by its handler
Hunts the ball, catches it, chews it, and spits it out over your losing edge: the ball is lost. If it cannot catch the ball in time, it turns into a capsule.
visor
visor
debuts at Level 15run by its handler
Sits still for a while, then homes on the ball.
dart
dart
debuts at Level 17run by its handler
Wanders. When the ball destroys it, the other inhabitants freeze for a while.
starburst
starburst
debuts at Level 21run by its handler
Wanders. A ball hit knocks it into a slide along the ball's heading, through bricks – golden included. The slide ends at a wall, past your losing edge, or when a ball hits it again.
H-rotor
h_rotor
debuts at Level 24run by its handler
Travels in a straight line, and turns only at walls.
wheel
wheel
debuts at Level 25run by its handler
Bounces off walls and bricks, and zig-zags up and down as it goes. When one spawns, wheels fill every free inhabitant slot.
comet
comet
a level spawns it from Level 52run by its handler
Falls straight down until a wall or a brick stops it. A hockey mask drops it while you hold fire, from Level 11. From Level 52 the level also spawns it on its own.
UFO
ufo
run by its handler
Never appears. The shipped game has no script that spawns it.

Shared animation

Every animation here is a table of frame pointers, and a sprite listed twice in a row in its table holds twice as long. The ball-gem animation is one such table.
Inhabitants and the ball gem spawn in the spawn flash. A comet that a hockey mask drops skips it and appears at once. An inhabitant destroyed in play dies in the death burst.
spawn flash
spawn_flash
An inhabitant as it spawns.
death burst
death_burst
An inhabitant dying.
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