New concept breakout to blow your socks off!. Enjoy 100 fun action-packed levels. Vibrant graphics and cool sound. No place for boredom. In addition to the energizing gameplay with a superior physics concept and advanced collision system.
BreakQuest is a multi-platform brick buster game created by Spanish studio Nurium Games, later ported to Mac OS by Red Marble Games. It was released on November 16, 2004, and was published by Stardock as part of TotalGaming.net.PSP Minis version developed and published by Beatshapers released in Europe/Asia with PSP Go launch, October 1, 2009. It was later released in the North America region for PSP Go on March 18, 2010.[1]
BreakQuest for Mac -- Breakout game for Mac OS X
There are two modes of play: Arcade and Quest. Quest is basically a "campaign mode", where the levels are played in order, while in Arcade, the goal is to beat random levels as fast as possible. The game includes a physics engine. The engine enables all the objects in a level to interact with each other in a simulated physics environment.
BreakQuest features over 50 power-ups, referred to as Capsules by their pill-formed shape. These are casually released by the elimination of obstacles, but can also be granted at certain times, or simply spawn at the beginning of specific levels. Capsules can assist the player by providing weapons that help clear the levels faster, but may also increase the difficulty by changing the shape and behaviour of the ball and the bumper. Aside from the safety block and bonus ship Capsules, the player can also acquire reserve balls by collecting enough stars from star Capsules. If the only ball in play is lost, the reserve ball will launch automatically. However, the player is also given the choice to launch any number of reserve balls in-game at any time, with the penalty that a Ship will be lost if there are no balls or reserve balls left in play.
The 100 levels available in the game have each been designed with their own theme, realised with distinct sound and visual effects, also utilizing some features of the physics engine. Once a level has been completed, the player will be granted a Key to permanently unlock it on the level select screen. However, the collected Key will only apply for the specific difficulty mode that the player has chosen; hence a Key will have to be collected for each level in every difficulty mode, in order to make them available from the level select screen for each respective mode.
Another notable element in BreakQuest is the Gravitator, which can be used to attract any balls towards the bottom of the screen. With sufficient skill, it can be used to guide a ball towards a specific block. This alleviates the difficulty of hitting the last block in a level, a problem present in many breakout games.Unfortunately, since Gravitator attracts toward the screen bottom, not the ship itself, it cannot be used to curve a ball traveling perfectly vertically, such as the initial shot at the beginning of every level.
The PlayStation mini version was developed and published by Beatshapers, features some modifications (according to developer's interview): levels are modified to fit PSP widescreen resolution, some levels are simplified to make a game playable because of performance issues. Also custom editable Arcade mode also has been removed, only preset modes (Beginner, Minimal, Fast, Armageddon, etc.) left in PlayStation version.
I was skeptical and wasn't expecting much from Ricochet Infinity at first. There are a lot of Breakout clones out there, including a lot that use dynamic targets, the most impressive of which is Break Quest. And while Ricochet Infinity is no Break Quest, it is a highly engaging and addictive game that should satisfy both breakout and shmup fans alike.
Moving targets are nothing new in themselves, but Ricochet Infinity features some extremely cool dynamics. The Recall facility enables you to "recall" the ball back to the paddle by right-clicking. Big deal, you say. But wait, there's more! The Recall function is integral to many advanced levels, including levels where moving your panel actually moves the entire game board, so you have to hit the ball and then manipulate the bricks to where you've just hit the ball. It's a lot harder than it sounds.
Reminds me of one of my favourite retro games Arkanoid (or not so retro when I first played it). I just played the demo for an hour and am not going to buy it, just don't have the time I know I'd spend with it. Excellent game.
I love the Ricochet games, this one is great too. For such nice graphics I was shocked that it barely affected my pitiful 512 ram at all. The only annoying feature was that mascot, but there's an option to get rid of it. (I'd rather have the MS Word paperclip cheering me on.)
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As the game advances, the stakes are upped by including targets that you should not hit, like drums of toxic waste, and the need to fight off an alien infestation. On the way, you can pick up trophies such as Chicken or the Egg (by picking up a chicken before picking up one of its eggs), play bonus levels with all sorts of various requirements and, on the kid's level, answer mini-quizzes about animals, some of which are surprisingly hard. (Which animal do you think is called a "zeal" in a group?)
Jay adds: Fizzball is a joy to play for people of all ages, and yet it is very apparent the care and attention to detail that went into creating an especially delightful experience for younger game players. That being said, I had a ball playing this game! Perhaps because I am a kid at heart, or even that I'm a casual gamer to the core, the simple, light-hearted gameplay won me over immediately. The Katamari influence is especially nice since it becomes quite satisfying when the ball reaches critical mass and the animals begin to get sucked up into the bubble all at once. I also enjoyed trying to earn all the trophies in the game, and I still have a few more to go.
Found myself smiling while playing this game. The artwork, the Fizzle graphic style I first enjoyed with the professor game, the music and those squawking monkeys all add up to a fun and joyful experience.
I can only see one problem with introducing this game to my younger cousins--it'll raise the bar so high that few other Breakout-style games will be able to compete. Which isn't necessarily a bad thing. :)
Fizzball's excellent, if somewhat easy. Budding gamers will be satisfied without being overly frustrated, while seasoned veterans like me can greatly amuse themselves by crafting huge combos (with the aid of the brilliant Super Fans) and by fully completing bonus levels (which is no small feat!). And there's a lot of game to be had here. Definitely worth a download.
Okay, I tried to post once and ran into some kind of error, so my appologies in advance if both comments go through and I have double posted. I would like to express my disappointment that the demo game ran out around the end of the secret panda path (I don't know if this is a level limit or a time limit). I would like to keep playing, so, hopefully I can win a full version.
Trophy: Flawless Fifteen, for beating fifteen levels without losing a bubble. It's a bunch of (probably fifteen, but I'm not counting) bubbles with a 15 in the corner. It's been mentioned before as "Flawless 15," but the official, in game tietle spells out "fifteen," and since all the other trophies I have have already been mentioned... that's the best I've got.
My sincere thanks to everyone for participating and for trying out the demo to this great new game. Ryan and Matt are great guys and they really deserve all the support you can give them. So, if you weren't able to win the full version, please consider picking it up to help them both continue to create fine casual entertainment for the whole family, like Fizzball and Professor Fizzwizzle. Cheers! =D
I'm having so much fun playing the full version of this game. I've been to every level (there are over 100) and I have 31 trophies. I need 7 more. Two of them sound impossible; one is to not break anything on a level, and the other is to not hit any trees! Any tips?
I have downloaded this game and it will not load when I click "play now", the applications all go big (as expected, because it's a full-screen game) but the game is a small box near the top left of the screen, and I can't see it. The cursor gets stuck in that box and I cure it by using task manager.
May have to buy the game from there if I'm going to buy it. Would've bought from Big Fish Games, but for some reason it's completely crashed and is determined to not open. Time to bug them and ask why.... :D 2ff7e9595c
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