If you can't manage to come up with original ideas for your game, you can at least synthesise lots of great ideas from earlier games. So it is that after five earlier attempts in Quickbasic inspired from various classic arcade sources the author has moved on to this effort in Blitz, pooling and superimposing his distinguished influences.
It's a bit like you're playing a paddle-and-ball and a top-down shmup simultaneously, layered on top of each other, using the same control mechanism... the enemies and the ball may as well be in different games, as far as their interaction is concerned: your paddle-ship is the only element that straddles both worlds, facing both layers of threats.
Foremost, it is a paddle-and-ball game, in the Breakout mold -- but one with power-ups (and power-downs), like Arkanoid. There are mobile enemies shooting down at you, as with Galaga -- but when hit they splinter into smaller enemies, as in Asteroids. You shoot back up at them against a psychedelic starfield with varying firepower types, dodging their bullets and avoiding hitting your own "ball" -- the only way you have to demolish most of the bricks, which your shots pass right through. (Conversely, the ball passes through the enemies and their shots unscathed.) Periodically the ball will loosen a brick that will begin falling toward the bottom of the screen -- and these bricks the player is obligated to shoot and destroy before they land, as in Missile Command, or the game ends, sharing an inspirational quote with you. With no lives or score-keeping, you are only presented with this colossal sum of challenges, weaving, shooting, bouncing and dodging with the mouse, again and again.
[source:mobygames]
Distribution : Retail - CommercialPlatform(s) : PC (Windows)
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