BrickBreaker for the Blackberry A quick analysis.

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Presentation transcript:

BrickBreaker for the Blackberry A quick analysis

Graphics The graphics of the game are pretty basic, which is to be expected from a device not primarily used for gaming. Contrasting colours are used to make bricks and writing more clear. Metal bricks are detailed with metallic sheens to emphasise the fact they are metal and cannot be broken. Extra effort has been made to make upgrades look realistic for example, the finish on missile rockets. The screen flashes blue and yellow when a player collects an upgrade.

Interaction The game is played by simply sliding your thumb horizontally across the mouse pad. This works very well as the user can determine not only which way to move the board, but also as what speed. The mouse pad can also be pressed to activate an upgrade such as shoot a laser.

Gameplay The game incorporates a simple objective for the player, destroy all the bricks and progress to the next level. The player must destroy the bricks by bouncing the ball off the board without the ball falling off the screen. The difficulty comes with the speed of the ball, which decreases, as well as more and more extravagant levels as the game progresses.

Gameplay Continued… The player has a limited amount of time to destroy all the bricks before they begin to travel towards the board with each bounce on the board. Some bricks release power ups which the player collects by allowing them to fall on the board. These include lasers, extra lives, and missiles. Another dimension is added to the game by including downgrades which will hinder the player such as a smaller or slower board, increasing the difficulty and creating a risk associated with upgrades.

Sound The sound within the game is very basic. Effects are used to emphasise the bouncing of the ball off bricks, walls, and the ball. A nice touch is the difference between these sounds which connote the difference of density each object has. Sound effects are also used as a hint to the player that they have just collected an upgrade. A little sound of a horn creates a sense of accomplishment as the player beats the level. In comparison, a lower and slower pitched horn sounds if the game ends, creating a sense of disappointment.