Hahaha, childrentinymonkeyt said:its like nervous brickdown i thinkdistorted.frequency said:This looks interesting.What's the gameplay supposed to be?
"What's the gameplay of this game called 'super mario bros.' supposed to be?"
"it's like crash bandicooot i think"
Anyway, this game is a huge disappointment, I can't recommend it...
It's a fucking Arkanoid game, one of the least challenging games there is for a game developer to develop, and still this game has huge gameplay flaws that makes the game really unenjoyable in the later levels, to say the least...in the later levels, expect the ball to get stuck for about a minute at least 3 times per level, getting faster and faster each time it touches the wall (which is a LOT when the ball gets stuck), while you're trying to get your ball into that tiny gap that's hidden behind another wall of solid blocks or something...it's impossible, even if the controls weren't completely broken...
The ball only flies into a limited number of directions after hitting the paddle, only like 6 different directions, so it's impossible to hit a specific block/gap on the first try most of the time, because no matter where the paddle is, the ball will just go into one of those few fixed directions...thanks to this, you also *will* encounter many occasions where the ball just flies back and forth the *exact* same pattern over and over, so you better get used to it...
So, in order to hit that specific block, what do you do?
You have no choice but to randomly hit the ball and hope that you either get it aligned properly or it hits the right block eventually...
Yes, you could take your time and learn how to align the ball the way you want by bouncing it against the wall in a specific angle in theory, but that's a huge waste of time for this piece of trash - they just shouldn't have fucked this up instead.
Why are there only like 6 directions to send your ball flying in? Is there any explanation for this?
I never had these kinds of problems with earlier Arkanoid games like "Doh It Again", so why does this game of the 21st century still have these problems?
And there's another huge issue with this game - why does every fucking stage look the same?
In order to make them look different, you have to customize each and every one of them first with skins and backgrounds that you have to unlock first - and even then it still takes a fucking eternity to apply the skins and backgrounds to every level, so I really didn't bother to do that...
What the fuck were they thinking? Would it have been so much of a problem to make every stage have a different skin and background right from the start and still make it customizable?
Apart from these huge faults, the game doesn't have much to offer, either - no enemies, no bosses (nope, a block of jello doesn't count as a boss), no awesomeness - this game is a piece of shit and the only reasons I haven't sold it yet are the paddle controller and the neat box the game came in
These are harsh words, I know, but I've seen Data Design games which were bigger efforts than this game...just think about how many BETTER Arkanoid clones there are out there, coded by some hobby coders in just a few days or weeks - and this game is all that Taito has to offer?
Just compare it to Space Invaders Extreme, it's like that game's from a whole different company