Taito’s success with Arkanoid stems from well planned expansions on pre-existing game design. Its presentation isn’t all too appealing, Because there are far better Arkanoid clones out there, games that play reasonably well even without a paddle controller, I never bothered tracking one down to my library. I have to agree with most of these points. Complains I’ve seen regarding the game range from lacklustre ball physics to amateurish visual designs to irritating elevator music used in the game. The paddle doesn’t seem to have any changes to it and feels larger due to the narrower field.Īrkanoid DS seems to play in a lacklustre way without an additional paddle controller. Taito decided to include this screenless space, which does add unknown factor to the gameplay. With DS, if the developer wants to use both screens in gameplay, they can either simulate the space between the two screens or ignore the space. Arkanoid’s slight variation in the planets debris’ motion adds a random element to the mix, but with Arkanoid DS you have a dead zone where there is no visual information for the player to latch unto. Breakout is a 100% information game everything you see is what you get. This changes the dynamics of the game, especially now that there is a loss of information. It narrowed and lengthened the play field, making it far higher than in previous entries, and changed the tiles into squares. Out of them, Arkanoid DS is the most divisive entry due to how it changed dynamics of the core gameplay. Progressing through the game is done by entering a door that opens up with a certain capsule or automatic progression when the screen is cleared.Īrkanoid got a slew of sequels pretty soon and was ported to pretty much all popular systems at the time. Arkanoid abandons the idea of breaking out and increased difficulty and adopts progressive stage-by-stage transition. Another addition is unbreakable tiles and tiles that require multiple hits, adding a way to prevent player from hitting certain spots with ease.īreakout’s stage design follows the same simple idea as the rest of the game, whereas Arkanoid’s one of the best things are the stage layouts. If the player’s paddle hits one of these debris, it affects how the paddle controls. Do you pick up certain power-ups over the other, or will you stick the current ones you have? What will serve you best in what situation, and are you able to utilise them all equally well? As the game has become arguably safer to play with these additions, Taito added falling planet debris that spawns at the top of the screen. These of course change how you approach the game. Other power ups affect the length of the paddle, adds a multi-ball mode and add a ball capturing ability. There are some Space Invaders influences in there with a power-up capsule that adds a shot option, and thus another way to break the tiles. Its expansions are basically power-ups that adds on top of the existing gameplay rather than changes it. Arkanoid wasn’t the first Breakout clone, but it sure was the one that stroke true.
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