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Arkanoid DS
By James Cottee, 26/8/2008 5:42:51

Arkanoid’s appeal lies in its successful fusion of Breakout and Pachinko. The sci-fi imagery is irrelevant: what matters is moving a bat left and right to smash a bouncing ball into bricks. Each time the ball glances off something it rings like metallic chime; the aural feedback is pleasing, to say the least.



The satisfaction of clearing blocks is paired to a lucky-dip play mechanic — certain bricks when smashed will release power-up capsules. Some lengthen your bat, while others make it sticky, so you can choose when to release the ball. The most satisfying is the laser upgrade, allowing you to end the level prematurely by squirting off a jet of energy bolts.

While it’s possible to develop some skill at placing the ball where you want, the course of any game remains unpredictable.

Arkanoid was a sensation when first released in ’86, but its flaws are inescapable. Being a faithful adaptation of the original arcade experience, this hand-held version tempers nostalgia with frustration.

Like every other amusement device to ever grace a sticky-floored youth-den, Arkanoid was designed to extract coins from gamers with the reliability of a poker machine — though pokies are possibly better value for money. Since Taito (by way of Square Enix and Ubisoft) already has your money by the time the DS cartridge is in its slot, there are concessions to stretch out the play time.

Beneath the cosmic bat with which you deflect your energetic space ball is a force barrier. It can absorb a few hits before vanishing each level — a bonus score is granted depending on how many times you fall back on it. Also, you don’t have to cram dollar coins into the GBA slot when you die. You can do so if you like, but the exercise is pointless — there are unlimited continues.

As you play through each stage, smashing away those space bricks, the remaining challenge becomes more frustrating. Oft one is stuck with an orphan brick hiding in the corner like a red-headed step-child, the ball stubbornly refusing to be slung in its direction. The ball accelerates as each level progresses, too — tension builds, and frustration is his co-joined twin.

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