It appears standard windows shortcut keys work on these games. So to get "fullscreen" simply press alt+space then x
Note that it does not stretch with any form of hardware acceleration and may cause a slowdown on some computers. They were coded for standard 1024 x 768 resolution. There was not time in the project to start doing separate sprite sizes for higher resolutions because of the time schedule they had me on (which wound up being coding 1 full game a week), which would be required for doing them right in the actual Flash fullscreen mode.
Also because they are flash games, they stretch infinately. And seeing as how they are standard windows (even though they don't look it) I see no reason why a launcher app couldn't simply make the window larger than the screen so that the bezel is cropped off. The issue with centipede is fixable as well. Simply write an app that monitors the mouse position and moves the cursor back into the pad area if it goes out.
No, that's completely opposite of what it was designed for, or is a lack of understanding of how it's supposed to be used (besides the fact that Flash can't change the mouse's cursor position, only read it). There is no bug with it, you do not have to keep it in the area to work it. The pad area is a trak-ball simulator. It's in fact designed to be stroked across and played like a trak-ball, and actually has a few decay algorithms to the player depending on how you work it. The issue with having to do either keyboard or the trak-ball simulator is because Flash does not provide raw mouse input, it only provides the literal mouse pointer position on the screen. MAME and other programs coded in languages that have access to the hardware level of course don't have this issue. Having access to only mouse pointer position means you have issues with coding games like Centipede, where your player will routinely run in to objects (mushrooms) that block motion. It was not an issue with paddle games like Breakout (which by the way it's Breakout and not Super Breakout, that was a screw-up on Taco Bell's end. I actually work with Al Alcorn getting a full logic simulator going for the engine of both Breakout and an unreleased PONG). I had another version of Centipede that used a secondary cursor and line of sight chase algorithm for the player (similar to what was done as a solution for the emulated version of Crystal Castles currently up on the Atari website), but it was deemed too confusing for kids (since kids were the target audience of these games). They wanted to take mouse control out completely, and I was able to compromise with the non-intrusive trak-ball simulator that's there.
These were done in Flash because A) They wanted it cross platform. B) They wanted skill levels and related changes done for the levels (hence no emulation). C) They wanted it in a ridiculous time schedule. I wound up coding 22 hours a day seven days a week on these for 8 weeks straight. Likewise these games are not done in the usual Flash vector/timeline manner, they're all bitmap based and done completely manually in AS3 like a traditional non-flash coded game. I did not want them looking like a cheap Flash knockoff like the million and one homebrew clones you see out there.