an arcanoid clone is harder than it seems .
Mainly for tiles manipulations .
yes there is alot of nonsense going on with Arkanoid.
however, if you do a straight 2600 breakout clone, you could do like 15x4 rows of sprites (60 sprites). This is more than adequate for a breakout clone, as 15x16 pixels would nicely cover the screen and leave you room to put a border for the playfield. It's a perfect fit, really.
and then have the paddle, and a ball. That's 62 sprites. Leaves a bit of wiggle room. Not a lot at all, but just a little
You could then make a neat looking 16 color background to figure out how backgrounds work, along with laying out all the sprites and manipulating their positions and palettes.
You wouldn't hit the line limit either since it's 15 sprites per row
Then, you could learn all about bounding boxes, and making optimal checks. There are a lot of opportunities with a simple breakout grid to do some shortcuts with checks and keep things optimal.
For example, if there's no possible way the ball could hit the topmost row, why even check ANY of those sprites?
If the ball is on the left side, why check anything who's X coordinate is on the right half?
stuff like this is good to pick up on early.
I vote you do that, since you brought it up.
A simple Atari 2600 breakout clone. No frills. Just the basics.