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Review: Arkanoid for Nintendo DS
Enter Arkanoid DS, a slightly re-imagined update to the classic game. As I eyed my tiny game card and the two horizontal screens of my Nintendo DS, my only thought was “How on Earth are they going to pull this off?” The answer, surprisingly, is, “Very well, thank you very much.” The Story Gameplay options Solo players can choose from all three gameplay options, multi-players can play the third: 1) Clear game, in which you must work your way through 7 different “zones,” each made up of 5 “rounds.” Each round consists of a screen with a new layout of blocks to clear away, and as you advance to each next zone (or group of 5 rounds), there is an increasing level of difficulty. There are multiple zones to choose from at each difficulty level, ensuring a great deal of block layout variety as you play the game over time. 2) Quest game, in which you must clear rounds by satisfying specific objectives, such as “destroy all blue blocks” within a specified time limit. When you complete your mission, you’re rewarded with a certain number of points, which can be used to personalize your game (more on that later). You can only choose quests from rounds that you have cleared during earlier games. 3) vs Com and Multi-player allow you to compete against an opponent, either the computer (vs Com) or another person. You must race to either clear a given round, or destroy specific-colored blocks before your opponent does. You can follow your opponent’s progress in a tiny thumbnail version of his screen, as well as a countdown of how many blocks you both have left to complete the round. In addition to beneficial item drops, you can also catch items that hinder your opponent’s progress, such as “Increase,” which deposits additional blocks on his screen. Gameplay I have to admit that I was worried about how this game would play across the two small screens of the Nintendo DS. I think Taito did a remarkable job in keeping the game fun on this platform, using the separation between the two screens as part of the challenge. Your VAUS is near the bottom of the lower screen, and the blocks take up most of the upper screen. The energy ball travels through the plastic dead space of the hinge as if the plastic is merely blocking your view through a window, which makes it easy to track once you get the hang of it. More difficult levels tend to set the blocks closer to the bottom of the upper screen, and therefore closer to the plastic partition, which adds to the challenge of mentally keeping track of where the ball will hit, and how quickly and from where it will bounce back. The more difficult levels also set the side walls closer to each other in width, causing your ball to quickly gain speed as it careens wildly against them and making it difficult to position your VAUS in such a way as to change the ball’s trajectory. There are a couple of other changes from the arcade game. Rather than having multiple lives to draw from every time you miss an energy ball, there is now a “barrier” underneath your VAUS. In normal mode, the energy ball can bounce on the barrier three times before the barrier disappears. When you miss the energy ball a fourth time, you lose the game. Luckily, if you’re playing “Clear game” you have the opportunity to continue playing, which saves your place so you don’t have to replay all the zones you’ve already cleared if you’re trying to get to the end. One of my favorite new items is the “Megaball,” which causes the energy ball to transform into a comet, smashing through multiple blocks at once, bouncing only after hitting a wall rather than after hitting a block. Bonus goodies All in all, I’d recommend this game to anyone who pines for the old days of simply just playing a game. It’s a well done remake of an old classic. Term Images for "Review: Arkanoid for Nintendo DS" |
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