
Call me simple, but I find it extremely amusing that bricks4ever has neon graphics — not just as a me-too special effect that’s been running rampant since Geometry Wars, though — bricks4ever has neon graphics because all of the graphics are neon! (Or, possibly, other forms of fluorescent lighting.)
Brick breaking, power-ups, irritating power-downs, ludicrously silly story peppered with just enough engrish to make me wonder if it’s done that way on purpose — it’s almost as if someone’s following an Arkanoid cloning checklist.
Almost, but not quite, and in a good way. No annoying wandering beasties deflecting your ball. Some unique tricks up its sleeve. And two other modes that hit me right in my soft spot.
My favorite mode in Super Breakout, the one I played nearly exclusively as a lad, had the walls move down toward you every few times you deflected the ball with your paddle, a feature I haven’t seen in a brick-breaker since. (Not that I’ve played them all!) A mode that is approximated both by Zen mode and 4ever mode!
In Zen mode the ball never speeds up and the walls moves continually downward, disappearing at a point just a bit above your paddle. You try to hit as many bricks as possible before you lose or the walls run out. In 4ever mode the walls stop moving at the same distance, and start moving down again when the lowest bricks are destroyed. It’s more of an endurance version of the standard mode. I rather like them both.
The game is not without its problems, though. Deflection from your paddle is so absolute that you can get into sticky situations where the ball bounces off the side wall just before it hits the paddle, leaving very little option of what part of the paddle to deflect it back with, leading to looping behavior. Also, there’s a minor issue with the shooting power-up — you can’t shoot the rightmost column of bricks! And the txtspk irritates me.
Over all, a smashing use of 200 Points.
This title was 200 Points at the time of writing this review but has since been reduced to 80 Points.
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You’re simple.
I second that.
I’d like the look, it worths a try.
But it haz teh neons!
Sounds like this is a pretty solid Arkanoid clone, I might have to try it sometime after this backlog is cleared.
I only played one of the earlyer playtest builds, has the neon flickering effect been toned down now? Gave me a headache after 5 mins that did.
There’s an option to tone down the flickering effect, to be honest in my lcd tv the effect is not so disturbing and it gives me a great feel.
I like using the option to crank up the neon effect!
This is almost excellent and the balancing is great given the slightly less accurate controls offered by a joypad.
However, I lost a couple of balls due to the control code being bugged. The first time I persevered, but the second time it instantly got switched off. Very frustrating.
(With the left analogue held fully in one direction, quickly change to full in the opposite direction and the paddle comes to a virtual standstill until you recentre the stick.)
Bummer. I haven’t had that issue.
Balls passing through the indestructible bricks at a high rate of speed though…@!#$
Still like it, though.
I had the exact same problem fog. I think it has to do with the analog controls, and if you go left/right quickly, it for some reason takes an analog reading and sticks with it rather than updating or something. What I’ve done is use the right stick to recover and make the save, and then go back to the left stick.
I would sincerely buy it, if the controls wasn’t such a mess. Seriously, how can you fuck up such a simple control scheme? I’m no developer, but the controls worked to perfection in ArkX so I don’t see any excuses not to have a proper control in this clone.
That’s because ArcX doesn’t allow for analog control IIRC. The paddle only moves at one speed no matter how far you push the stick in either direction.
It’s something that could be fixed in a patch, and yes like you I’m waiting before I buy. I liked ArcX as well. Doesn’t look as nice as this, but it’s got the gameplay down.
Hi, I’m one of the Running Pixel’s guys, thanks for your support.
I’m writing here just to say that we’re releasing a fixed version that resolves all the issues (enhancing the controls) and will have a brand new game mode.
This patched version will be free for who purchased the game.
Thanks again for your support!
Good work guys. Fix my bugged controls complaint and I’ll be all over it
Ditto.
Some stages that ball-through-solid-brick thing happens repeatedly, but still this is one of my 10 CG faves.
In Alleyway for Game Boy, bricks move downward, and in some levels left and right.
I find some ArkX levels to be unfair, just me though, maybe I suck.
Clear 10-5 for a nice nostalgic surprise! then a Code 4.
“Clear 10-5 for a nice nostalgic surprise! then a Code 4.”
You should probably report this game under the “abuse” option as games with crashes should not be on the system.
Hi guys,
we’re going to release the promised fixed builds, it’s a matter of days (few) and in addition there are some new features and a brand new game mode (our way to say thank you)
my game reset 2 times already at stage 9 was unlocked then turn off game and had to restart at 1 anyone eles
Hi, the team at Running Pixel.
Was just wondering if you have released the updated version you mentioned a fortnight ago? I personally think the game is very good. I purchased it almost as soon as it came out. I enjoy all breakout/arkanoid style games. Keep up the good work with your future titles, whatever genre they may be!
If you’ve got the two-paddles-at-once mode you’ve got the latest version.
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