What an
unfortunate title for a game.
Kinda brings a tear to the eye
- and playing the game may
bring on the same result.
Ball
Breaker is frustratingly hard -
maybe they should have called
it 'Hardball'. The game, if you
didn't already know, is a 3-D
Breakout clone. The blocks that
have to be thwacked actually
look like real blocks. No flat
indistinct shapes for this game.
Your block sits at one end of
the 3-D room, faced by a wall
of different valued bricks.
Some contain extra lives,
others slow down the ball and
so on, just like the other
Breakout games - but the
catch is you can only zap the
bottom row of bricks. Anything
balanced on top of these
blocks then drops to the floor to
be collected or zapped again.
The higher bricks can't be
touched until they reach the
ground. This can lead to big
problems - especially when a
nasty is let loose by the
destruction of a block. To
complicate matters, some
blocks can only be zapped
from behind, while some need
to be blasted with your handy
cannon (but watch that limited
ammo!).
There are many more, all
detailed in the instruction
pages accessible from the
impeccable menu screens.
Tune into the 128 version for a
pleasant ditty that plays all
through the game, or switch on
the 128 arcade-style sound
effects. These FX give the
game a good deal of extra
panache. The colour scheme
sticks to the inevitable
monotones to avoid clashes,
but it works well - the play
area is detailed enough to
stand out. I said the game was
hard - boy, is it tough! It took
me hours to crack the second
screen. The main problem is
the forced 3-D perspective.
This makes judging the return
of the ball tricky in the extreme.
Also most of the walls are far
too near the players bat for
comfort. This, together with a
couple of small bugs I noticed,
make
Ball Breaker a pig to
play. Addlctive, yes - nice on
the eye, yes - but hard all the
same. One for the
Arkanoid/
Batty crowd only.
| Ratings given by other magazines |
| |
6/10
|
|
9/10
| |
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| Info supplied by the SPOT*ON database |