Hmm. Haven't I seen
something like this before?
What we have here is what
might be politely termed an
alternative reading of
Arkanoid,
the updated
Breakout game
that Ocean brought to your
Speccy a couple of months
back. And why not, you may
ask? It's a good idea, so why
not let everyone have a go at
it? It worked well with
Gauntlet
- look how many excellent
games that little number
spawned.
In reworking
Arkanoid, the
Gremlin team have obviously
tried hard not to duplicate it
completely. The game is
played, for instance, from left to
right (or vice versa), not up and
down. You have a choice of bat
types and speeds and, best of
all, ball speeds, which makes it
much easier to get going.
There are more capsule
bonuses, including a shield
that protects your rear, and you
have to hit them twice to pick
them up, rather than catching
them as they fall down the
screen. The aliens are nastier
and can do all sorts of
unpleasant things, like freezing
your bat and eating your ball
(oo-er!) There are more
screens too - 100, compared
to
Arkanoid's 31. But the basic
game's the same.
And, more importantly, it's
not as good.
Arkanoid's key is
its simplicity - the format's so
clever it doesn't need messing
about with.
Krakout, on the
other hand, is horribly fiddly,
what with all its thousands of
options and everything else
cluttering up the screen. And
the block layouts just aren't as
fiendishly addictive. My main
criticism, though, must be
reserved for the side-to-side
gameplay, which alters the
game's balance and seems to
have overstrained Gremlin's
graphical capabilities. If
Krakout were the only game of
this type on the market, I'm
sure the flags and bunting
would now be out. But it's
second and very much second
best, and if you're going to beg,
borrow or blag one of the
Breakout lookalikes, you'd be
wiser to go for
Arkanoid.
| Ratings given by other magazines |
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| Info supplied by the SPOT*ON database |