Video Game: Alpha Bounce

AlphaBounce 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 changed the formula of the game to make it entirely different from the PC version, with different powers, environments, etc.

Not to be confused with Alpha Waves, even though both games do have a lot of bouncing.

This game provides examples of:

  • Amazing Technicolor World: The planet Douriv.
  • 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
  • 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, though in the PC version this results in the loss of a fuel capsule.
  • 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: A few are present in the game. In order to do one, you must sacrifice an envelope from your starting lives per board to allow the character to use it and follow you to their destination.
  • Grid Inventory: The DS version stores items in this way.
  • 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: The overworld of both games is represented as such.
  • Live Item:
    • Drones in the PC version.
    • The envelope CHIMERA from the DSi version is a living ship that can automatically heal itself.
  • Lost Forever:
    • 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 Earth-Shattering Kaboom in a later update, forming it into the Karbonis belt that serves to railroad ESCorp supporters inside the belt until they clear enough cleanup missions.
  • New Game+: After beating the PC version, you ave the option to start a new game on Nightmare mode, which also wipes your existing save data.
  • 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 ESCorp by crossing the Karbonis' Belt early? 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 allows said balls to be upgraded one level of strength further.
  • Poison Mushroom: In true Breakout fashion, there are numerous bad power-ups that do an assortment of vile things, such as spawning additional blocks off of others (Ingestion), making the blocks harder to destroy by increasing their hit points by 1 (Boost), and making your balls drunk (Whisky).
  • Railroading: ESCorp-loyal players will be forced to stick inside the Karbonis' Belt until they do a certain number of cleanup missions, which limits the number of planets you can visit to 9 of the total 22.
  • Respawn on the Spot: When one of your envelopes gets destroyed in a stage after losing every ball on-screen, and you have spare ones.
  • RPG Elements: A rare example of this being pared with a Breaking Out title.
  • Schmuck Bait: As you play through the game, the ESCorp eventually transfers the OX-Delta drilling ball onto the overworld, though an error made on their part causes the ball to appear outside the Karbonis' belt, which will result in you being kicked out of ESCorp should you be tempted to go for it early. They say it best:
    Bad news, prisoner [Player]: we have developed an explosive drilling ball. Its power is twice that of your current ball. Unluckily, it was accidentally transferred to a position quite far from yours: [-532][123]. This position is outside Karbonis' belt. As you already know, NO prisoner is allowed to travel through the asteroid belt. Forget about this ball and return to your local mining activities.
  • Shifting Sand Land: The planet Tiboon.
  • Single-Use Shield: The Barrier powerup in the DSi version.
  • Slippy-Slidey Ice World: The planet Spignysos, which doubles as a Gimmick Level in that the Evenlope's movement speed is crippled on all levels that take place on the planet.
  • Space Zone: The entire game, minus the planets.
  • Spread Shot: The Kamikaze powerup does this in the DSi version. It also drops your health to critical levels.
  • Starter Equipment: A standard envelope and ball are supplied to new players.
  • Unwinnable by Design: The PC version. 100% completion is not possible due to the ESCorp/FURI-exclusive upgrades, in addition to the removal of the Karbonis planet.
  • Unwinnable by Mistake: On hard mode in the DSi version, some planet levels are impossible to complete due to software glitches.