Sinclair Library

Ballbreaker II

Arcade Game: Action · ZX-Spectrum 48K/128K · 1 players · English

CRL Group PLC · 1988 · Pound sterling 7.95

Also known as Ballbreaker 2 (English)

BallBreaker, 2 of 2

Ball Breaker

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Remarks

ZXSR: Some of the levels were designed by Ian Andrew (Driller creator), Jez Sans (Atari ST Starglider programmer) and Simon Rockman (editor of Amstrad User).

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Distribution permission is on record, granted to another archive rather than to this one. Screens and pictures are copied here; everything else links to the archive that holds it.

  • AllowedCRL Group PLC → WorldOfSpectrum

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In the magazines

  • Sinclair User #741988 · Overall8/10
  • Your Sinclair #311988 · Overall5/10
  • Crash #521988 · Overall56%

Elsewhere on the web

  • WorldOfSpectrum 34 votes7.59

In the magazines 9

Your Sinclair #31Jul 1988 · p.637/105/104/105/105/105/10

Your Sinclair

Graphics 7/10

Playability 5/10

Value For Money 4/10

Addictiveness 5/10

Overall 5/10

Jonathan Davies 5/10

CRL £7.95 Reviewer: Jonathan Davies Bats and balls. I've had 'em up to here, and I cannae take any more! So the last thing I want to find mercilessly crushed through my letterbox is yet another member of the Breakout clan. So what's different about this one then? Well, for a start It's got thirty screens, designed by such illustrious industry-characters as the editor of Amstrad User. There are loads of different types of blocks, and your bat has missiles as a standard fitting for those really tricky situations. Oh yes, and its in 3D. I hope this lot doesn't seem too dismissing so far, but I really do think it's about it's about time for a few fresh ideas around here. Even the 3D gimick isn't new - this is number two in the series. The original got a reasonably warm reception when it arrived, but somehow I don't think the Ballbreaker format can take another round. However, every game has its good points, and this one's no exception. There are plenty of different types of blocks stacked up to bash away at, some giving extra lives or missiles, others requiring devious tactics to remove them. And bombs destroy adjacent blocks when hit, quite a nice touch. Being in 3D, of course, everything's a bit lacking in the old R, G and B, but the graphics are nicely detailed and move smoothly. It all slows down pretty significantly when a lot is happening on-screen, but that's not terribly often as you might imagine. Unfortunately, other than look nice on the packaging, the 3D practice. Needless to say, I didn't get through many screens, but none of the ones I saw seemed to be terribly inspiring. Once again, not wishing to appear in any way negative, I'll mention the up-to-the-minute pointer on the menu screen, the almost listen-to-able tune and the rather amusing way that the screens names are printed up. Despite these vague glimmers of hope, Ballbreaker really is just another you-know-what rip-off, but this time in 3D. Shucks! P'raps next time, eh?

Sinclair User #74May 1988 · p.468/108/10

Sinclair User

Overall 8/10

Tony Dillon 8/10

Label: CRL Author: The Zen Room Price: £8.95 Memory: 48K/128K Joystick: various Reviewer: Tony Dillon You'd think that the software industry would be fed up with Breakout by now. You know what I mean, all these games involving you controlling a bat which is used to knock a ball into some bricks to destroy them. No matter what the plot it, no matter what the name is, they almost always look the same. I say almost, for yes, there is one that is different. Ballbreaker, from CRL, was to rewrite history with its revolutionary 3-D view and added extras. Ballbreaker 2 is the sequel. Frankly I think it's not so much a sequel, but more a continuation. The game is played in a series of courts, all viewed in pseudo 3-D, with the nearest edge of the court parallel with the bottom of the screen. No time for fancy isometric stuff here. The bricks are piled as an upright wall at the left edge of the court, and your bat is positioned right at the opposite edge (that's the right edge, you may be pleased to know), and is right on the edge of a very long drop, which will be the fate of the ball if you aren't quick enough. The ball then drops on to the screen from somewhere above and bounces quite realistically. Note. This is the only time that the ball leaves the floor. Now, the more intelligent of you might be thinking to yourself, "Wait a mo. A moment ago this Dillon chap said the bricks are piled upwards. If the ball doesn't leave the ground, how are you meant to get the high up bricks?" As you bounce the ball around the screen it will hit a brick or two naturally. That brick then disappears and, here's the clever bit, all the bricks above it fall down. So, a pile of 4 bricks would be reduced to 3. Now, with that thought in mind, and the fact that there are only about 20 bricks on any one screen, doesn't it sound easy? Yes. Tony. But a disease remains. One that has lasted all eternity. It is, The Last Brick syndrome. You know, when you've cleared the whole screen but one brick is left, and you spend ages trying to get at it, but you can't hit it, and you go to your Doctor, but he/she can't prescribe anything, and you go slowly mad? Ballbreaker 2 has that problem, but it also has a cure. You are armed with a small number of missiles which you can use to shoot the bricks. And everything else that emerges as gameplay progresses like the little monsters that hide on the top of bricks and then rush at you when you knock the bricks out. The game isn't too hard, once you've got the hang of it. The 3-D effect can be confusing at first but perseverance soon pays off. A nice idea very well implemented, though if you have the first one, I wouldn't advise you to buy it.

Crash #52May 1988 · p.1668%63%52%55%56%

Crash

Presentation 68%

Graphics 63%

Playability 52%

Addictive Qualities 55%

Overall 56%

Kati Hamza

Nick Roberts

Paul Sumner

Producer: CRL Retail Price: £7.95 Author: The Zen Room The 3-D version of the Breakout concept was pioneered by CRL in Ballbreaker (64%. Issue 46), and its sequel comes with a pedigree: several screen designs come courtesy of Ian Andrew, creator of Driller, Jez Sands, author of Starglider, and Simon Rockman, editor of Amstrad user. The game takes place over 30 levels of monochrome 3-D arrangement of pyramids, cylinders and cubes in various formations. A sphere drops into the screen from above: taking control of a bat capable of moving from left to right, the player attempts to keep the ball in play until the arrangement of bricks has been destroyed. Each time it hurtles off the edge of the screen one of four lives is lost. Different blocks have different properties, as indicated by a catalogue which can be examined before play. Those blocks impervious to the ball's touch must be destroyed by one of an initial arsenal of ten missiles. Other bricks hide extra weaponry, bombs, points or bonus lives; some alter the size of the bat, allow instant access to the next round or need to be struck from a specific angle. On later levels the destruction of specific bricks triggers the release of aliens, whose fatal advance can only be stopped by firing a missile or setting off a bomb. COMMENTS Joysticks: Cursor, Kempston, Sinclair Graphics: ornate blocks and baddies hide the poor 3-D perspective Sound: joyful title tune (continuous through the game on the 128K) and original spot effects Options: definable keys

A whole host of celebrity screen designs.

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(Amstrad CPC), (Commodore 64), (Amiga), (Atari ST)

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