Inf. shield (after dying once)
This game has no less than twenty five one-hit kill collision checks. Imagine yourself sitting there in an air conditioned room making all those manual edits using Action Replay…and then you have to know all the offsets…and the offsets will change on different machine configurations. Forget it.
Load the game up in WinUAE and make sure the game has started proper so you are actually in the game, then make a save state…but no so fast. You will notice under the save game File name prompt it says ‘WinUAE snap shot files (*.uss)’, left click that and select ‘Uncompressed (*.uss) and then click save.
Now, deep breaths, you won’t be expecting this – open the save state file you created with your trusty hex editor (e.g. XVI32) and replace all occurrences of the following string
29 7C 00 00 00 01 84 12
29 7C 00 00 00 00 84 12
Save the changes you made in the hex editor and close it off. Now, go back to the emulator and load the save state.
Yes! Now there are no more one-hit kills, enemies safely pass through- you’re invincible!
Important note – for Probe\US Gold version of game
Inf. shield time\Only lose shield if you fall into pit (need to collect shield once)
If you prefer to just use an emulator memory editor
@C7FD replace 3A with C9
*Most* enemies need one hit to kill
*Of course, if you are using real hardware you can only use five codes so only five enemy types will be one hit. The codes are in sequential order, so the ones nearer the bottom will be for the late levels etc.
RAW (Emulator Only)
I am a huge fan of Arkanoid and while it stills remains the best of breed even now I love checking out the myriad of different takes on the general theme that are still popping up frequently to this day on both modern and retro platforms alike. I think Retroid is a great entry to breath some life into the genre for Nintendo’s aging, but still perfectly capable stalwart hand-held machine.
I think because of the similarity in hardware, Game Boy breakout\Arkanoid games tend to feel like those that appeared on the ZX Spectrum micro computer, with things like the limiting digital controls and functional graphics and that remains true with Retroid – though don’t get me wrong, I was surprised by the level of detail packed into the bricks and backgrounds that isn’t necessarily immediately evident on the first level.
Similar to Arkanoid and its contemporaries, Retroid has power-up pills that drop occasionally from destroyed bricks that grant things like extended bat, extra ball , gun etc anyone who is familiar with the game style knows that keeping the ball in play is paramount even if the temptation to slide off course for that pill is ever present. Interestingly the game gives you an option to play without those perks for those that want to stay closer to original breakout feel.
Retroid seems pretty easy going in the beginning, but later levels that include things like solid walls that surround the bricks means getting that perfect angle progressively more difficult to achieve and you might see your precious reserve lives go dwindling away.
If you want infinite lives to practice the game, try this Genie code: