The release
Krakout II is a 1988 modification of this game by Firefly Software of Poland
(ZXDB entry 35831).
Its level layouts and some of its texts differ from this game's.
The routine that draws the object pool differs in one byte. It skips an object whose Y is 175
or more, where this game skips one from Y 167.
Loading screen
The texts
| Text | Change |
|---|---|
| The name in the highest-ranked default high-score entry | TOM WAITSCOMMUNARDS |
| The menu's copyright line | @ 1987 GREMLIN GRAPHICS.@ 1988 FIREFLY SOFTWARE. |
| The credits scroll | KRAKOUT - SPECCY CONVERSION BY GREG HOLMES,ANDY GREEN - DESIGN BOB TOONE - GRAFIX TEZ LLOYD - NOT DROID & STEVIE WEEVIE KERRY - MUSIC BY BENN DAGLISH - THANKS TO SHAUN & MAD PIERRE FOR THE POP HL'S HELLO TO CHIGLEY,CLISSY,BUCK,FUNGI,PINKY,MARCO AND A SPECIAL HELLO TO PSY THE HEROINE , NOT FORGETTING OUR RASTUS! BY THE WAY THE SHIELD ONLY LASTS FOR 23 ALLIGATORS !!* KRAKOUT 2++ * WITH MEGA TRAINER @ 1988 FIREFLY SOFTWARE LIMITED. WRITTEN BY BILL GILBERT IN 27TH APRIL ANNO DOMINI 1988. MEGA TRAINER BY PHONEX 1988. MEGA GREETINGS TO COLOR MAGIC. SPECIAL GREETINGS TO PHONEX,MARCIN,MACIEK,DAREK,PIOTREK,ALF,OLO,M AND Z,MAC,JAMES. NORMAL GREETINGS TO ALL HACKERS USERS SINCLAIR COMPUTER. |
The bricks
Krakout II's levels place a brick design that this game's levels never place:
the angry face, in every ink. Its tiles and colors come from this game's
tile-glyph groups and brick attributes, which Krakout II
leaves unchanged.
| Design | Inks |
|---|---|
| angry face | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Level by level
One card per level, in level order, set as on the level set
page. Each level keeps this game's spawn cells and wave script
for its level index.
Level 21's layout opens with an extra empty cell, which moves it and every
later layout one cell along. Read one cell later, the layouts of levels 21 to
100 form whole 9×9 designs. As the game draws them, each design sits one column
to the right, and its rightmost column wraps to the left edge one row down. Up to
level 99, a design's bottom-right cell falls into the next level's layout, where
the game draws it in the top-left cell. A brick in that cell is a stray from the
previous design. Level 100's bottom-right cell lies in the spawn-cell table, and
the game never draws it.
Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Level 10

Level 11

Level 12

Level 13

Level 14

Level 15

Level 16

Level 17

Level 18

Level 19

Level 20

Level 21

Level 22

Level 23

Level 24

Level 25

Level 26

Level 27

Level 28

Level 29

Level 30

Level 31

Level 32

Level 33

Level 34

Level 35

Level 36

Level 37

Level 38

Level 39

empty×8
Level 40

Level 41

Level 42

Level 43

Level 44

Level 45

Level 46

Level 47

Level 48

Level 49

Level 50

Level 51

Level 52

Level 53

Level 54

Level 55

Level 56

Level 57

Level 58

Level 59

Level 60

Level 61

Level 62

Level 63

Level 64

Level 65

Level 66

Level 67

Level 68

Level 69

Level 70

Level 71

Level 72

Level 73

Level 74

Level 75

Level 76

Level 77

Level 78

Level 79

Level 80

Level 81

Level 82

Level 83

Level 84

Level 85

Level 86

Level 87

Level 88

Level 89

Level 90

Level 91

empty×8
Level 92

Level 93

Level 94

Level 95

Level 96

Level 97

Level 98

Level 99

Level 100








