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Kaboom

by Ali Saad and Geoffrey Luu (Submitted: 2/15/2013)

[screen shot]

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## WHAT IS IT?
This model is a version of the Atari 2600 video game Kaboom.

## HOW IT WORKS
The objective of the game is to have player-controlled buckets at the bottom of the screen catch bombs that are dropped by a turtle at the top of the screen. The turtle, known as the Bomber, exhibits random horizontal motion and periodically drops bombs. The buckets are controlled by the player, but can only exhibit horizontal motion.

## HOW TO USE IT
The buckets at the bottom of the screen are guided by the player's cursor/mouse; no keys or buttons are required to play the game. The player's goal is to survive as long as possible by catching bombs (in other words, having the paddle make contact with a bomb). If the player fails to catch a bomb, the player will lose one life/bucket and the game will continue until the player has lost all lives.
There are two buttons that are required to play this game. First is the "Play" button. This button sets up the game, activates a countdown, and proceeds to run the game. The "Clear All" button clears any turtles on the screen in the event that the player wishes to restart the game.
The are three counters that the player should pay attention to during gameplay. The 'Number of bombs' counter tells the player how many bombs are on the screen at a given time. The 'Dead' counter tells the player how many bombs have been caught, while the 'Level' counter tells the player what level the game is currently on. The higher the level, the shorter the interval between bombs.
The player is given an option to enter a cheat code (in this case, a 4-number permutation). If the player put in the correct permutation, (4321), then the player wins.

## THINGS TO NOTICE
While the game is running, the player should pay attention to the three counters labeled Number of bombs, Dead, and Level. These counters provide useful information for the player, telling how many bombs are on the screen at one time, how many bombs have been caught, and what level the player is on.

## THINGS TO TRY

If the speed of the game is too low or too high, the player can adjust the speed using the slider at the top of the screen (although that would be cheating). The player can attempt to guess the correct cheat code and enter it on the side of the screen.

## EXTENDING THE MODEL

To increase the difficulty of the game, the rate that bombs are dropped can be increased in the code. In addition, after a certain number of bombs have been caught by the player, the drop rate will automatically increase.

## NETLOGO FEATURES

The import-drawing command was used on several occassions to illustrate a stage in Netlogom such as when the player advanced from one level to the next, when the player, loses, and when the player wins. To avoid using the every command which causes the entire game to wait as opposed to just the agents I need to wait, I used the every command. This allowed me to target which agents I wanted to wait.

## RELATED MODELS

This game is based off of the Atari 2600 video game Kaboom and modified in a way we thought would make the game more fun. A version Kaboom can be found online here:

http://oldfungames.com/kaboom

## CREDITS AND REFERENCES
Created by Ali Saad and Geoffrey Luu.

Intro to Comp Sci Period 4 Mr. Griffith

kaboomcover.jpg was taken from here:
http://www.fsasj.org/images/smalllogoKABOOM.jpg

winner.gif was taken from here:
http://www.michelespaintshop.com/images/winner-2.gif

Levels 1 to 5 images were taken from here:
http://www.onlinelessonvideos.com/home.php?cat=288

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