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It’s like they’re saying, “It’s taken you this long and you still haven’t finished the level? I can’t be bothered to wait any longer.” Instead, Ricochet Infinity feels a lot friendlier, giving you the Recall option right from the start and making it a part of the gameplay rather than the last resort to finish a level. I found Recall to be very handy in certain situations, and it’s far better than the insulting way that other games in the genre eliminate the last brick for you if you take too long. In many cases, it can also be used to give the ball an extra nudge towards that last brick or ring that’s left on the screen. If you want to replay a level you’ve already finished, golden rings you already collected in the level become silver rings and still earn you points.Īnother feature of the game is the Recall feature, which lets you call the ball back towards your paddle. You keep all rings you’ve collected even if you lose the game. The higher the rank, the more different ships and ball designs you unlock. An interesting addition to this game is the five golden rings in each level, which you collect to earn better player ranks. Like most Breakout-style games, Ricochet Infinity is forgiving enough to let you continue from the level you lost, although you have to start the level over. You have your paddle and your brick-shaped bricks and you use the paddle to keep the ball in play if the ball passes through the bottom of the screen, you lose a life (here represented by extra balls), and if you lose all remaining lives, the game is over. The first few levels are just straight-up Breakout-style gameplay. Unlike the action game, the flying sim or the RPG, all of which turned 3-D as soon as they could, the Breakout genre has kept both paddles firmly planed in its 2-D origins. However, Ricochet Infinity can’t be faulted for doing stuff well in one of the genres that’s shown very little relative progress since it was first established. There may be other games in the genre that did everything this game does, so it would seem unfair to heap lots of praise upon this game alone. Now, this may sound like dubious praise to say that compared to a twelve-year-old game (which was nine years old at the time), Ricochet Infinity is awesome, but I really think it is. Since 1998, I’ve failed to try out any new Breakout-style games, and when I finally decided to try Ricochet Infinity, I realized just how much I’ve missed in the decade since DX-Ball was first released. Then I graduated to DX-Ball, which even had a level editor that could be used to create new layouts.
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I was raised on an Arkanoid clone called Bananoid, although the copy I had seemed to have a problem with crashing after beating the last level. It’s been years since I last played a Breakout-style game.
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