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* LiveItem: The envelope CHIMERA from the UsefulNotes/DSi version is a living ship that can automatically heal itself.

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* LiveItem: LiveItem:
** Drones in the PC version.
**
The envelope CHIMERA from the UsefulNotes/DSi version is a living ship that can automatically heal itself.

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* LostForever:
** Depending on which side you choose, either [=ESCorp=] or [=FURI=], you will not be able to own two items that are only available to players of the other team.
** In early versions of the game, there was a planet known as Karbonis that suffers from an EarthShatteringKaboom in a later update, forming it into the Karbonis belt that serves to [[Railroading railroad]] [=ESCorp=] supporters inside the belt until they clear enough cleanup missions.



* UnwinnableByDesign: [[HundredPercentCompletion 100% completion]] is not possible due to the ESCorp/FURI-exclusive upgrades.

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* UnwinnableByDesign: The PC version. [[HundredPercentCompletion 100% completion]] is not possible due to the ESCorp/FURI-exclusive [=ESCorp/FURI=]-exclusive upgrades.
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* PointOfNoReturn: Decide to break away from ESCorp? You're forced to join and permanently side with FURI for the rest of the game. If you remain with ESCorp, you won't be able to join FURI.
** This becomes important as both corporations give out exclusive upgrades that are only available to one side. Staying with ESCorp gives you a longer paddle and the final missile upgrade, while disbanding to FURI instead gives you two balls to start each level and also upgrades said balls to their strongest levels.

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* PointOfNoReturn: Decide to break away from ESCorp? [=ESCorp=]? You're forced to join and permanently side with FURI for the rest of the game. If you remain with ESCorp, [=ESCorp=], you won't be able to join FURI.
** This becomes important as both corporations give out exclusive upgrades that are only available to one side. Staying with ESCorp [=ESCorp=] gives you a longer paddle and the final missile upgrade, while disbanding to FURI instead gives you two balls to start each level and also upgrades said balls to their strongest levels.



* SpreadShot: The Kamikaze powerup does this. [[CastFromHitPoints It also drops your health to critical levels.]]

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* SpreadShot: The Kamikaze powerup does this.this in the DSi version. [[CastFromHitPoints It also drops your health to critical levels.]]
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Not to be confused with ''VideoGame/AlphaWaves'', even though both games do have a lot of bouncing...
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* LiveItem: The envelope CHIMERA from the DSi version is a living ship that can automatically heal itself.

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* LiveItem: The envelope CHIMERA from the DSi UsefulNotes/DSi version is a living ship that can automatically heal itself.



* SingleUseShield: The Barrier powerup in the DSi version.

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* SingleUseShield: The Barrier powerup in the DSi UsefulNotes/DSi version.



* UnwinnableByMistake: On hard mode in the DSi version, some planet levels are impossible to complete due to software glitches.

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* UnwinnableByMistake: On hard mode in the DSi UsefulNotes/DSi version, some planet levels are impossible to complete due to software glitches.

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* ArcadeSounds: Boop-de-doo.
* AttackDrone: The player can obtain drones which help by taking out baddies.

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* ArcadeSounds: Boop-de-doo.
Boop-de-doo, though only in the DSI version.
* AttackDrone: The player can obtain drones which help by taking out baddies.that can harvest minerals and deactivate Sentinels.


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* EscortMission


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* LevelEditor: There is one built into the game, but it's limited; only allowing you to rearrange blocks in existing levels rather than add/delete them, and there's no option to create a board from scratch. It also takes quite a while from first starting the game to unlock it.


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* PointOfNoReturn: Decide to break away from ESCorp? You're forced to join and permanently side with FURI for the rest of the game. If you remain with ESCorp, you won't be able to join FURI.
** This becomes important as both corporations give out exclusive upgrades that are only available to one side. Staying with ESCorp gives you a longer paddle and the final missile upgrade, while disbanding to FURI instead gives you two balls to start each level and also upgrades said balls to their strongest levels.


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* UnwinnableByDesign: [[HundredPercentCompletion 100% completion]] is not possible due to the ESCorp/FURI-exclusive upgrades.
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* RespawnOnTheSpot: When one of your envelopes gets destroyed in a stage, and you have spare ones.
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* GoddamnedBats: Several types of enemies are hostile ships that are ''very small'' and hard to hit correctly with the ball. Even more frustrating since they can hide behind several layers of blocks and rain down bullets on you that often kill in three hits.
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* GoddamnedBats: Several types of enemies are hostile ships that are ''very small'' and hard to hit correctly with the ball. Even more frustrating since they can hide behind several layers of blocks and rain down bullets on you that often kill in three hits.
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* DifficultySpike: The early levels rain down powerups, but there is literally no transition from power-up to power-up starvation.

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* DifficultySpike: The early levels rain down powerups, but there is literally no transition from power-up heaven to power-up starvation.
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* DifficultySpike: The early levels rain down powerups, but there is literally no transition from power-up to power-up starvation.
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* ArcadeSounds: Boop-de-doo.
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* UnwinnableByMistake: On hard mode in the DSi version, some planet levels are impossible to complete due to software glitches.
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* SpreadShot: The Kamikaze powerup does this. [[CastFromHitPoints It also drops your health to critical levels.]]
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* RPGElements
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* StatMeters
**LifeMeter
**ChargeMeter
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* PointAndClickMap
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* LevelMapDisplay
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* StarterEquipment: A standard envelope and ball are supplied to new players.

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* PoisonMushroom: In true Breakout fashion. there are numerous bad power-ups that do an assortment of vile things, such as adding more blocks, making the blocks harder to destroy, and [[ItMakesSenseInContext making your balls drunk.]]

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* PoisonMushroom: In true Breakout fashion. fashion, there are numerous bad power-ups that do an assortment of vile things, such as adding more blocks, making the blocks harder to destroy, and [[ItMakesSenseInContext making your balls drunk.]]]]
* SingleUseShield: The Barrier powerup in the DSi version.

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* PainfullySlowProjectile: Your own balls can become this is you collect the Xenox [[PoisonMushroom "powerup"]].

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* PainfullySlowProjectile: Your own balls can become this is you collect the Xenox [[PoisonMushroom "powerup"]].Xenox/Xanax power-up.
* PoisonMushroom: In true Breakout fashion. there are numerous bad power-ups that do an assortment of vile things, such as adding more blocks, making the blocks harder to destroy, and [[ItMakesSenseInContext making your balls drunk.]]
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* DifficultyByAcceleration: The ball goes faster as the stage progresses.
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* BreakingOut
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* LiveItem: The envelope CHIMERA from the DSi version is a living ship that can automatically heal itself.
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* GridInventory
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* EquipmentBasedProgression
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* AttackDrone: The player can obtain drones which help by taking out baddies.
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* PainfullySlowProjectile: Your own balls can become this is you collect the Xenox [[PoisonMushroom "powerup"]].
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* CollisionDamage
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[[http://www.alphabounce.com/ AlphaBounce]] is [[FollowTheLeader yet another take on Breakout]] that was made by Motion Twin in 2007 and released on their game site [[http://twinoid.com/en Twinoid]]. The gameplay copies the formula of those like it in the past and adds numerous things to it, such as light-RPG elements, [[RecycledINSPACE a space setting]], and a story that involves the player assuming the role of a prisoner forced to mine for the ES-Corp.

In 2010, the game was ported to ''DSiWare'' courtesy of Mad Monkey Studios. It added new things.

!!''This game provides examples of'':
* AntiFrustrationFeatures: The Javelin, which normally only acquired via power-ups, slowly charges up use as the amount of blocks in the stage goes down.
* DeathIsASlapOnTheWrist: Failing a stage merely results in you being kicked back to the world map. There are no game overs.
* InexplicableTreasureChests: Random loot floating in the vacuum of space? Why not?
* SpaceZone
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