About This Game

The Square Flame Arcade is a playable web based game demo where you can play some of the biggest classic arcade games. This was primarily a learning project which we could use to demonstrate our skills, breakdown game components and create games from scratch which match the originals.

A big part of who we are and what we aim to deliver as a company is our passion to learn and improve, We started out as game developers and naturally want to exercise our abilities for client projects and our own. One of the best ways to improve is to look at existing examples, break them down into core functions and replicate them in a way that makes them nearly indistinguishable from the original.

We made everything from scratch, pixel art graphics / script and functions for game flow and play. That said we did purchase a cheap retro special screen effect to really give it an authentic feeling.

  • We decided to pick five of our arcade favourites (one for each team member, plus our buddy Sam) and then make our own online arcade
  • Chose Arkanoid, Space Invaders, Asteroids, Frogger and Pac-Man
  • Includes faithful one level representations of each game, plus an 80s tron style hub with retro Synthwave music
  • Yes I know Space Invaders and Asteroids came out at the end of the 70s and that retro synthwave is a modern thing, but just let me have my nostalgia!
  • Can be reduced to fit on mobile, and classic arcade joysticks appear to allow you to play on mobile

What We Did

The EduMove apps were built using Javascript and HTML5, allowing them to be used as part of the MoveClass web app. Additionally, these are built to be compatible with the CocoonJS compiler, allowing them to be packaged into iOS and Android apps which run at near native speed.

Creating a Classic Arcade Feel

  • Retro synthwave music setup
  • Designing the 80s looking main menu screen
  • Putting in the “Press to Start section”
  • Adding the CRT flicker

Built Pac-Man

PAC-MAN was one of the most successful arcade games ever, and for this project we showed some symptoms of Pac-Man fever. Pac-man is an incredibly simple game with complex working in the background, navigate around a maze avoiding ghosts as you eat dots. Try to eat all the dots to beat the level.

The most impressive area was handling the ghost AI, although base interaction was assumed such as moving towards the player, we never truly understood that each ghost actually has its own quirks, some will hang out around, others will directly chase you. It’s levels of complexity like this that are often overlooked but are incredibly cool to find out.

Built Frogger

FROGGER is another long time classic, it even lead to some other massive games such as Crossy Roads, which is in essence frogger infinity. You control a frog and must move hop by hop towards the end of the level avoiding roads and riptides. Once you get 5 frogs to the end the level will end.

The area I found most interesting is how well this game could be optimised, most if not all components can be made to scroll and loop for an infinite pattern, such as for the water areas. Along with adding hints of randomness to make areas more interesting. This game is an example of simple easy to use controls.

Built Arkanoid

Arkanoid  is a classic game where you control a paddle and move it left and right, the aim is to keep knowing a ball into the wall at the top of the screen, You must break through all the tiles to advance through the levels.

This is one of the games that use a bit more physics then the rest, specifically controlling the bouncing ball and how it interacts with other elements, It took a few attempts to make the bounces feel good, whilst still keeping the game challenging.

Built Asteroids

Arkanoid is a classic game where you control a paddle and move it left and right, the aim is to keep knowing a ball into the wall at the top of the screen, You must break through all the tiles to advance through the levels.

This is one of the games that use a bit more physics then the rest, specifically controlling the bouncing ball and how it interacts with other elements, It took a few attempts to make the bounces feel good, whilst still keeping the game challenging.

Built Space Invaders

Space-Invaders is another all time great arcade game, You control a space ship that moves left and right with the ability to fire a laser up the screen to destroy an invading alien force. The alien force will scroll left to right each time they hit the edge they will move down closer to the ground. Your objective is to survive and destroy all of the aliens before they destroy you.

This was a really fun game to make and we opted for a more interesting arcade colour variant, this one used coloured areas on the arcade screen to make the ships appear to change colour as they move through the screen.

The Result and Future Improvements

We are really happy with the outcome of the retro arcade as it definitely scratched the nostalgia itch that we felt at the beginning of the project. Much of this stems from how faithful the games are to their original titles, and we are incredibly happy with how well we managed to replicate not only the gameplay, but also the sounds and graphical styles of each. They all feel just as memorable and fun to play as they did forty years ago! Further to this, we also enjoyed creating our own retro 80s atmosphere. The block capital fonts, the strong use of primary colours, the “Tron” style background and the haunting synthwave music… It all blends to provide a genuine 80s feel to the main menu. the addition of the black “push to start” screens and the CRT flicker make you feel like you’re playing on a real 80s arcade cabinet.

  • In future we would like to add more levels and more games, such as Donkey Kong, Galaga and Outrun
  • I love the 80s feel to it. The way the game sits in an arcade overlay with the CRT flicker is especially nice, and I love the little touches like the start screen.
  • The games are a very honest recreation that replicate the exact gameplay and pixel art styles.
  • Time constraints meant that there were a lack of levels, and the ending to some levels, whilst designed to be exciting victory screens, can sometimes be a little confusing or out of place, which breaks the immersion somewhat. In future, I think it would be nice to replicate three levels for each with a copy of the victory screen from each game.
  • I would also add the arrow button controls alongside the WASD control notes.

Similar Projects

Get In Touch

Thank you for your interest in our business. If you have any questions about our services, a project you’d like us to help with, or if you just want to say hello, please don’t hesitate to get in touch. We look forward to hearing from you!