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Breakout

 
Games:

Breakout

Game Description

An updated remake of the 1976 Arcade classic of the same name, Breakout for the PlayStation dispenses with the simplistic lines and dots of the original game and adds power-ups, 3D interactive worlds, multiple levels (that must be unlocked) and, of course, a storyline. Only the basic objective remains the same: maneuvering a paddle to keep a ball in play so it can ricochet off a wall of bricks (or other items in this case), effectively eliminating the bricks from the playfield.

The Breakout world of 2000 is an island filled with bizarre creatures in the form of paddles and balls. Bouncer enjoys his life their with Daisy, his beautiful girlfriend. All was fine in paradise until one day when Bouncer took a swim out to sea to rescue a ball. While Bouncer was gone, the evil Batnix and his henchmen kidnapped Daisy.

When Bouncer returned, he was imprisoned in a dark and dank jail cell. To prevent Bouncer's friends from busting him out of prison, Batnix put them in jails all across the world. Bouncer attempted to escape on his own, but he was caught and affixed to a ball and chain. Luckily, the ball was friendly and let Bouncer smack him against the wall, shattering the bricks and mortar, freeing both ball and paddle from prison. Now, Bouncer must rescue all his friends.

The paddle you control in Breakout can be angled or curved so that you can aim the ball more precisely and hit objects that aren't directly in front of you. As you progress through the game, you can add paddle friends (each with a unique skill) to your arsenal and call on them at any time to take Bouncer's place. Also, there are many power-ups to collect, such as Extra Life, Big Paddle, and Grab Ball, which lets you catch the ball and reposition it prior to shooting it at an object.

Most of the levels in Breakout require you to hit the ball in order to knock down and demolish obstructions. However, some of the levels are less simplistic, requiring you to perform such tasks as knock down targets in a specific order. In a few of the levels, Bouncer must get up on two feet and do things most paddles have never dreamed of (you'll have to play the game to find out what).

After you complete a level, you will be ranked according to performance. The higher your ranking, the harder the challenge. To improve your ranking, you can repeat earlier levels.

If you don't want to game alone, Breakout lets you compete with up to three friends via split screen action. There are two ways to play in this manner: you can attempt to clear your playfield as quickly as possible, or you can hit colored targets in your arena in order to place additional bricks and other objects in your opponent's arena. Four multi-player levels are available: Egypt, Castle, Space, and Farm.
~ Brett Alan Weiss, All Game Guide

Review: Overall

Arcade and arcade-style videogames of the 1970s and early 1980s were, for the most part, games of skill that were easy to learn, yet challenging to master. Most games had just one to four different screens. To excel at a game, good hand-eye coordination and finely honed concentration skills were a must. This was certainly true with the original Breakout, a fun game with a user-friendly rotary controller, few rules, and increasingly intense gameplay.

With the advent of Super Mario Bros. in 1985, the so-called "twitch" games of old were suddenly outdated. Mainstream gamers began demanding storylines, power-ups, puzzles, hidden items, expansive worlds, and multiple levels. As a result, games became longer and more complex, but lost ground in areas of intensity and focus. Working with so many screens, it was simply harder for programmers to provide an engaging experience every step of the way. Videogames were still fun, just in a different way.

Retro gaming is in full swing in 2000 thanks in part to the folks at Hasbro Interactive, a company becoming increasingly known for combining the skill-based sensibilities of old-school gaming with the multi-this, super-expansive-that of newer games. Their classic remakes line of games has had its line of successes (Q*Bert) and failures (Centipede), and each new release is welcomed with excitement and curiosity, tempered by a healthy dose of trepidation.

This brings us to Breakout, yet another updated remake of an old-time favorite. So, how did Hasbro fare this time around? Well...not bad. Not great, but not bad. Breakout 2000 succeeds in some areas and fails in others. It keeps some of the important concepts of the original game (such as rebounding a ball with a paddle) while adding some strange new twists.

Yes, strange is a good word for this enhanced version of the old ball-and-paddle, bricks-smashing classic. Strangest of all are the levels in which your paddle leaves its previously horizontal state and hoofs it on two feet. He runs from angry dogs, knocks ducks off a raft, shoots at robots, throws bricks at a dragon and more. These levels are original and mildly amusing, but they interrupt the flow of gameplay and seem totally out of place.

Also strange are some of the standard levels in which you rebound a ball off a wall or objects. The simple bricks of the original game have been replaced with soldiers, chickens, 3D bricks, and other items. Gameplay in these areas is mostly fun, but the levels are short and never reach the intensity of the original game.

Once you get to a certain point in the original Breakout, your eyes, hands, and mind have to be perfectly and constantly in sync in order for you to maneuver your paddle in front of the quickly moving ball. With this game, however, once you beat a level, you can relax a bit and take a breather as you ease into the next level.

The puzzle elements of Breakout are interesting, challenging, and sometimes original. In some levels, instead of simply letting the ball hit your paddle, you must aim the ball at certain targets. If you hit the wrong target, it can spoil your progress. There is one especially clever section of the game in which you must carefully lower explosive fuel barrels by alternating hitting opposite sides of a conveyor belt. Another level has you on the outside of a rocket ship batting away meteors.

Breakout's storyline that plays out during intermission scenes between each level adds to the game by providing motivation for beating each level and by helping bring your paddle character to life. The little guy actually has a personality, as do the paddles you can unlock during the game.

After you think you have beaten Breakout, the game is still not over. After the credits roll, you'll be given a crack at playing a round of Breakout patterned closely after the original. This is a nice touch, but it doesn't go far enough. Beating all of the levels doesn't exactly unlock the original game as you only get to break down one wall of bricks, and then the game will end. After completing the game, you can break down this wall of bricks any time you want, but it is still just one wall of bricks. Contrast this with the PS remake of Space Invaders in which you can find a replica of the original Space Invaders game in its entirety.
~ Brett Alan Weiss, All Game Guide

Review: Enjoyment

Breakout is lightly entertaining and moderately funny. Rebounding the ball off a paddle in order to keep it in play is always a good time, but it's not as intense or addictive here as it is in the original game. Controls are adequate.
~ Brett Alan Weiss, All Game Guide

Review: Graphics

The graphics are surprisingly good for this type of game. They're clear and clean with smooth animation and humorous situations. Pop-up is at a minimum, and the characters and levels are cute and colorful.
~ Brett Alan Weiss, All Game Guide

Review: Sound

Again, a surprise. The music and sound effects have variety and quality and fit perfectly with each level. You'll have no need to utilize your PlayStation's ability to play music CDs while you are playing this game.
~ Brett Alan Weiss, All Game Guide

Review: Replay Value

It's cool that you can replay levels as often as you like in order to increase your ranking, thereby making the game more difficult. However, the game is short and easily beatable. What {*Breakout} needs is some classic-style modes of play in which score is kept and the action is nonstop and potentially endless.
~ Brett Alan Weiss, All Game Guide

Review: Documentation

The manual is short on information, but thanks to a special option screen you can access hints on how to play the level you are on at any time.
~ Brett Alan Weiss, All Game Guide

Production Credits

SUPERSONIC SOFTWARE LTD.; Designed and Developed by Supersonic Software Ltd.: Jim Allison, Andrew Fussey, Craig Fussey, Craig Justice, Alastair Latcham, Nic Watt, Trisha Wheatly, Andrew Williamson, Peter Williamson; Music and Sound Effects: Gerard Gourly; Special Thanks: Julie Macdonald, Saranjit Nijjar, John Turpin; HASBRO INTERACTIVE WORLDWIDE Producer: Kevin Mullard; Executive Producer: Chris Down; European Development Director: Sam Baker; Product Manager: Dave Blundell, Paula Singleton; Senior Product Manager: Havey Eagle; QA Manager: Andrew Luckett; QA Supervisor: Dan Lutton; Lead Tester: Chris Knaggs; Testers: Richarde Lewis-Hood, Andrew Masddison, Darren Newall, Matt Nation, Luke Williams, Joel Langton; Hardware Compatibility Testing Lab: Ian Palfrey, Alan Clark; Localization Project Manager: Charlotte Virgoe; Art Director: Ken Tse; Manual Manager: Sam Hart; Documentation Writer: Bill Martin; Strategic Marketing Director: Kate Webster; Commercial Director International: Chris Noone; Special Thanks: Kellie Rice, Shahid Ahmad, Loise McTighe; HASBRO INTERACTIVE CEO: Tom Dusenberry; COO: Charlie McCarthy; Product Manager: Matt Collins; Senior Product Manager: Mark Goodreau; Chief Creative Officer: John Sutyak; Senior VP Research and Development: Tony Parks; VP of Technology: Rich Reilly; VP External Development: Dave Albert; VP of Studios: Rod Nakamoto; VP of Development Operations: Rob Sears; Director of Quality Assurance: Michael Craighead; QA Certification Manager: Kurt Boutin; QA Certification Lead: Mark Huggins; QA Testing Manager: Randy Lee, Bill Carroll; General Manager: John Hurlbut; Director of Marketing: Tom Nichols; VP of Marketing Services: Gale Steiner; Chief Visual Office: Steve Webster; Manager of Creative Services: Steve Martin; Manager of Editorial/Documentation Services: Elizabeth Mackney; Marketing Services Manager: Kathryn Lynch; Senior Graphic Designer: Kristine Meier; Graphic Designer: Paul Anselmi; Graphic Designer: Morgan Tomaiolo; Documentation Writer: Mark Russell; Copywriter: Paul Collin; Channel Marketing Director: Sarah McIlroy; VP of Public Relations: Laura Tomasetti; Manager of Public Relations: Jayson Hill; Manager of Technical Services: Tony Moreira; VP of Administration and Operations: Bob Sadacca; Operations and Special Projects Manager: Tracy Kureta; Legal and Finance: Jackie Daya, Deborah Stone, Rosalie Cravotta, Linda Ferros
~ Keith Adams, All Game Guide
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