is yet another take on Breakout
that was made by Motion Twin in 2007 and released on their game site Twinoid
. The gameplay copies the formula of those like it in the past and adds numerous things to it, such as light-RPG elements, 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:
- Anti-Frustration Features: The Javelin, which normally only acquired via power-ups, slowly charges up use as the amount of blocks in the stage goes down.
- Arcade Sounds: Boop-de-doo, though only in the DSI version.
- Attack Drone: The player can obtain drones that can harvest minerals and deactivate Sentinels.
- Breaking Out
- Collision Damage
- Death Is a Slap on the Wrist: Failing a stage merely results in you being kicked back to the world map. There are no game overs.
- Difficulty Spike: The early levels rain down powerups, but there is literally no transition from power-up heaven to power-up starvation.
- Difficulty By Acceleration: The ball goes faster as the stage progresses.
- Equipment-Based Progression
- Escort Mission
- Grid Inventory
- Inexplicable Treasure Chests: Random loot floating in the vacuum of space? Why not?
- Level Editor: 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.
- Level-Map Display
- Live Item: The envelope CHIMERA from the DSi version is a living ship that can automatically heal itself.
- Painfully Slow Projectile: Your own balls can become this is you collect the Xenox/Xanax power-up.
- Point-and-Click Map
- Point of No Return: Decide to break away from ES Corp? You're forced to join and permanently side with FURI for the rest of the game. If you remain with ES Corp, 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 ES Corp 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.
- Poison Mushroom: 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 making your balls drunk.
- Respawn On The Spot: When one of your envelopes gets destroyed in a stage, and you have spare ones.
- RPG Elements
- Single Use Shield: The Barrier powerup in the DSi version.
- Space Zone
- Spread Shot: The Kamikaze powerup does this. It also drops your health to critical levels.
- Starter Equipment: A standard envelope and ball are supplied to new players.
- Stat Meters
- Unwinnable by Design: 100% completion is not possible due to the ES Corp/FURI-exclusive upgrades.
- Unwinnable by Mistake: On hard mode in the DSi version, some planet levels are impossible to complete due to software glitches.