''Arkanoid'' is a 1986 {{puzzle game}} by Creator/{{Taito}}. It is very similar to ''{{Breakout}}'', with the addition of powerups, enemies, multi-hit and indestructible blocks, distinct levels, and a boss at the end. [[FollowTheLeader These elements were quickly adopted by similar games.]]

Several sequels were made, such as ''Arkanoid: Revenge Of Doh'', ''Arkanoid: [[PunBasedTitle Doh It Again]]'', ''Arkanoid Returns'', ''Arkanoid DS'' and ''Arkanoid Live''.

Also, oddly, the Vaus is a DLC character in ''ElevatorAction Deluxe''.

!!These works contain examples of:

* AndYourRewardIsClothes: Your reward for finishing each of the 7 main clear mode trees for the first time in ''Arkanoid [=DS=]'' is another skin for the Vaus.
* TheArk: ''Arkanoid'', the GenerationShip in which the survivors escaped the devastation of their home planet.
* ArtifactTitle: The Arkanoid only shows up in the backstory of the first game; it's not present in any of the sequels sans ''[=DoH=] it Again''. ''Arkanoid DS'' takes it a step further and takes place in a completely different universe that doesn't involve the Arkanoid (or the Vaus, or [=DoH=]) at all.
* AttractMode: The NES version has a bug where you can continue from this and skip ahead several levels.
* BagOfSpilling: Between levels, no less. Yeah, it would be great to start a level with Catch or Extend active... too bad you can't.
* BraggingRightsReward: Every unlockable in the DS version is purely cosmetic, including those requiring 100% completion to access.
* BreakingOut: The {{Trope Codifier}}.
* DroughtLevelOfDoom: ''Round 11'' in ''Arkanoid'', as well as similar levels that only have silver bricks that never release powerups. The ball will also speed up during these levels, which try to deplete your set of lives.
* EenieMeenieMinyMoai: [=DoH=].
* EliteMook: The black spheres in ''Revenge of [=DoH=]'', which only can be destroyed by touching the Vaus. In a way, the silver bricks as well, as they require between two to five hits to break (unless the Mega Ball power capsule is active).
* {{Engrish}}: The opening and ending.
* EscapePod: The Vaus that the player pilots.
* ExcusePlot: You're a spaceship trying to escape from DIMENSION-CONTROLLING FORT DOH, by destroying blocks with a bouncing ball. Right.
* FunWithAcronyms: The iOS version ''finally'' gives [=DoH=] a meaning. It's an acronym for the Arkanoid's crew's term for the thing on account of its control of the fabric of time-space, "Dominator of Hours".
* TheGoomba: In the games that have enemies, everything except the teleporting slimes that randomly move your ball to somewhere else in the level. They go down in one hit, and touching the Vaus kills ''them'' not you: Their purpose is not to inflict direct harm, only to throw your ball off trajectory. On the other hand, bosses do kill you with their attacks.
* HeadsIWinTailsYouLose: Played with. After the ending comes a GameOver screen.
* HyperDestructiveBouncingBall: The ball that the Vaus uses to destroy blocks. It can be split apart into multiple units with either the "Disrupt" or "Node" powerups and be upgraded to travel through blocks with either the Mega or Giga powerups.
* InvincibilityPowerup: The Mega Ball. For one, it could plow through the black sphere enemies. More importantly, it instantly plows through ''any'' brick - even gold and silver bricks. The only things it would bounce off of are the walls and the Vaus. However in all games starting from ''[=DoH=] it Again'', it would receive a {{Nerf}} to where it can no longer destroy gold bricks.
* {{Leitmotif}}: While the stages themselves have no music playing, the "level start" music is iconic within the series - each game has its own remix of the original tune to start each level.
* LuckBasedMission: Playing the mid-[[TheNineties Nineties]] Macintosh version on a black and white monitor? The odds were against you finding the right spot to beat Doh. True to an extent in all versions, because unless your grasp of geometry is at [=PhD=] level, you won't be able to precisely predict the trajectory of or aim the ball correctly every time.
* MinusWorld: If you use cheats to skip past [=DoH's=] stage in the arcade version of the first game, you will find yourself with levels arranged with no pattern or design, some mis-colored blocks (only in official versions, bootlegs don't have any mis-colored blocks), some blocks that are completely invisible, and Silver blocks that take ''many'' hits to destroy, rewarding about ''200,000 points'' per Silver block. You can also glitch the ball off the play field and make it reach ridiculous speeds if it hits the roof of the play field.
* MutuallyExclusivePowerups: Only one powerup is allowed at a given time. However, if you pickup a Disruption followed by a Mega Ball, the extra balls remain on the screen and can quickly clear the board. There is also a rare glowing powerup in ''Revenge of [=DoH=]'' that combines these two powerups for you.
* NintendoHard: Missions involving mostly gold bricks tend to be this. An entire mass of them with only a few, or even a single, destructable brick is a common sight in later levels.
* OneHundredPercentCompletion: The DS version has this.
* OneUp: The Player capsule. Technically counted as a powerup, which means that MutuallyExclusivePowerups came in to play.
* PoisonMushroom: The Reduce {{powerup}}, which would shrink the Vaus. For expert players, this could be CursedWithAwesome, since you'd get [[ScoringPoints doubled points]] as long as it's active, and [[EveryTenThousandPoints extra lives are available at certain point plateaus]]. However, for less expert players, and any player who sees one rolling down right where the ball is about to fall, it clearly is detrimental. On top of that, it was almost identical visually to [[OneUp the Player]] capsule.
* PowerupLetdown: The Twin powerup, as of ''Arkanoid II: The Revenge of [=DoH=]''. The Vaus would split into two smaller copies that would move together. It only barely increased the surface area of the Vaus, was distinctly smaller than both the Extend powerup or the Image/Illusion powerup (the latter was longest, but only active while in motion), and there was a gap between the two Vaus units that the ball could fall through, costing a life. In either game, the Laser powerup if there were gold bricks between the player and breakable bricks on the playfield. Also, arguably the [[OneUp Player]] powerup. Yes, the extra life ''is'' always valuable. That said, it would remove any other active powerup on the Vaus - the player would have to decide if losing Laser, Catch, or Extend was truly worth the extra life.
* SequelDifficultyDrop: The original Arkanoid would only allow one power-up capsule on the stage at the same time, would not spawn any power-up capsules from silver bricks, completely lacked any way to destroy gold bricks, had a much less effective Disrupt capsule (the original would only split the ball into three; later games upped it to eight), and the game itself was completely linear (most later titles would allow you to choose between at least two levels to advance to).
* SoundOfNoDamage: The ball makes a different sound when it bounces off of a gold brick or a silver brick that needs more hits to break.
* UpdatedRerelease: ''Arkanoid R 2000'' is this to ''Returns'', which adds 150 additional levels and even features proper bosses.
* TheVeryDefinitelyFinalDungeon: Uranoid in the DS version.
* AWinnerIsYou: The Commodore 64 version uses the standard Game Over screen in place of the ending.
* WordPureeTitle