Asteroids

Atari 2600 - (but it has been in arcades and many other ports since then.)
 * Which platform is this game written for?**

You have a spaceship which can turn, thrust and fire bullets. You are surrounded by asteroids that move around and wrap when they get to the edge of the screen. If your ship touches an asteroid, you die. There is also a UFO which occasionally stops by and tries to shoot you. Your ship has a tendency to glide once you give it some velocity. You want to shoot all the asteroids on the screen, but when you do, they break up into smaller and smaller pieces. (Eventually, shooting the smallest size asteroid does get rid of it.) Your goal is to remove all the asteroids on the screen, at which point you'll get a new set of asteroids for the next level.
 * Give a 1-2 paragraph description of the game. (Suppose I'd played all the games but didn't know their names - how could I tell which one you were talking about?)**

Ship, PlayerBullet, Asteroid, UFO, UFOBullet
 * If you were to write this game in Flash, what sorts of symbols would you need?**

objectsToAnimate, asteroids, playerBullets, ufoBullets
 * If you were to write this game in Flash, what things would you want to keep in arrays? (e.g., an array of all the things that animate, an array of all the player bullets, an array of the obstacles, etc.)**

ship v. asteroids collisions ship v. ufoBullet collisions playerBullet v. asteroid collisions playerBullet v. UFO collisions
 * If you were to write this game in Flash, what things would you need to test every animation to see whether they have interacted? (e.g., each playerBullet vs. each Enemy.)**

4 - The hardest part will be handling all the interactions and a changing number of asteroids. You could make things get more complicated, of course!
 * On a scale of 1-10, how hard do you think it would be to write this game? Explain.**