Reviews from

in the past


i just wanted to relax after a long day with a little arcade fun...

Adding powerups to Breakout instantly made this the definitive version of the game. The additional variety in levels was just more icing on the cake.

Another simple but very addicting arcade game. Gets really hard pretty quick

the pong saga continues, this time with lore


One of my first childhood gaming memories is playing Arkanoid with my family on the Atari back in the early nineties. Not something I would intentionally play these days, but still a fun little game for short sessions.

I did like this one alright, but the sounds were always more of a strain on me than usual. Liked other, later clones a lot more.

I never played Breakout, but Arkanoid is something I can enjoy playing for dozens and dozens of seconds.

One day I will review Breakout, and in that review I will discuss how Breakout clones on game pads are my own personal hell and that they are torture in video game form, but I am going to give Arkanoid specifically a higher score than I'm going to give Breakout and it's because the title screen music for the C64 version of Arkanoid goes unbelievably hard, and that should be noted.

The concept of Arkanoid is well known as it is directly based on Breakout (1976), which illustrates the timeless and intuitive nature of this genre in the world of video games. More broadly, the title is in line with the Pong-like games that flourished in the arcades of the 1970s and 1980s. Indeed the necessary technique is rather simple: a few pixels to form a bar, a pixel that bounces at an angle dictated by the part of the racket touched and bricks that disappear on impact. The concept is crystal clear and simple. Perhaps too simple for the 1980s. The development of more ambitious titles, which leave more room for player development – think of all the upgrades that shoot'em ups offer during a game –, pushed Taito to refresh the Breakout concept for its own title.

Several powers can thus be collected: a ball splitter, lasers, a sticky racket to be able to aim at the relaunch or a ball slowdown. To justify these additions, Arkanoid features a space invasion plot, so that the paddle is not just a bunch of decontextualised pixels, but a spaceship, if that makes any sense. The game doesn't bother with any further explanation, until the final stage where a moai stands before us: this is the only real combat in the game, if we can use that qualifier. The target is massive and dodging the few projectiles is an easy matter. Fatally, therein lies Arkanoid's problem: if it tries to bring novelty, it remains marginal or does only the bare minimum to keep the audience entertained, but is never transcendent. For example, lasers are a welcome addition to counterbalance the low degree of latitude on the bounce angle – a characteristic feature of the NES, remember the frustration of not being able to change finely the angle of the shot in Golf. In Taito's defence, this brick-breaking concept is really simple. Simplistic even, making it hard to build on. Perhaps this is why later concepts often remain weakly innovative: Motion-Twin's AlphaBounce (2007) or Wizorb (2011) also struggle to innovate. In fact, Arkanoid remains a title that occupies a few minutes, but is never a memorable or even enjoyable experience.

It's Brickout with a weirder name

Played it during hours upon hours. Pretty surreal game.
As kid I always thought you were blasting through candies.

Its Candy Crush's grandpa for me.

Yo it's Arkanoid play that good stuff

Play it now.

Core memory: squeezing in as much playtime as I could while waiting for my dad to finish ordering dinner at Satellite Burgers.

90% of this game is waiting for your meandering ball to eventually win the angle lottery and hit one of the last few bricks (repeat multiple times in every stage) unless you won the other simultaneously-occurring lottery of getting a Laser powerup (which is frequently useless as certain stages have smugly placed a fortress of unbreakable bricks in front of the bricks you need to hit).
I don't need electronic squash to be another loud reminder of life's unfairness dirty tricks

Bem simples! divertia por poucos minutos!

As classic as you can get. Played hundreds of hours in the arcade, but never finished it.

I love the spinner control for this one... still very unique game-play and intense fun to this day.

Basically modernized breakout for the late 80s by adding wacky new levels, powerups, enemies, and even a whole ass boss fight at the end which is pretty cool. I do think it's funny that Taito made Space Invaders as a way to put a twist on the block breaking game only to try block breaking again with one of the power ups being a laser to break bricks more precisely.

My only real gripe about it is the fact that I am absolute ass at breakout and a LOT of the levels are really unforgiving, using levels made out of hard blocks that take multiple shots to break and don't give power-ups. I can't even imagine how anyone could 1CC this game, if it wasn't for save states I wouldn't have been able to progress literally anywhere.

Breakout 2 - O inimigo agora é outro

Its a more consumable, and easier Breakout. And as a filthy casual I enjoyed it more.


Eu acho que na verdade nunca tinha jogado Arkanoid antes? Pelo jeito esse tempo todo minha mente fez um amálgama entre Breakout e Arkanoid, como se fossem basicamente a mesma coisa. A realidade, claro, é bem diferente: Arkanoid expande tanto a premissa de Breakout que está longe de ser um mero clone ou uma versão "deluxe" do clássico. Cada um dos 33 níveis é cuidadosamente arranjado para criar um desafio intenso que, somado às mecânicas novas, justificaria aos mais viciados dedicarem suas vidas tentando dominar o game - algo que é sempre desejável para um arcade. Minha pífia habilidade motora não me levou mais longe que o nível 8 se cheats, mas graças as funcionalidades de emuladores modernos ainda pude experimentar todos os níveis e até descobrir que tem um chefão final. Quem diria, né?

A classic brick and padde game. It was fun for a while.

"Sometimes the appropriate response to reality is to go insane."

BRICK BREAKU!!! SMAAAASH! A tale as old as time, that it is. You see, while you were a babe suckling on your mother's teet, the men and women of this world were hard at work. BREAKING. GOD. DAMN. BRICKS! It's a classic for a reason, you see. The most fantastic thing about the world of Arcade games is the innate duality between the relationship of complexity versus simplicity. These were games made to be played. enjoyed, and taking quarters by the dozens with their easy to pick up controls, yet insanely difficult challenge ceilings. I have always appreciated that, and one of the best of the time period was none other than Arkanoid. Ball comes down, you bump it up to destroy the spaces above you and rinse repeat as you battle against the inevitable demise of your lives by missing your fallen circular comrade. Whilst not my favorite of the arcade classics, I would be remiss if I didn't at least acknowledge the gushing flow of fun that Arkanoid is able to make with its basic ass modus operandi. That's bliss my friend, that is just sweet sugary bliss, sans the diabetes.

We hereby award : Bronze Seal of Recognition

Nunca cheguei muito longe, jogava quando tava enjoado dos outros jogos.