Shatter

Shatter is a descendant of Breakout. A quick comparative description: it’s a little bit Arkanoid and a little bit Break Quest, with a dash of Gyruss and Clean Asia. Now to explain what I mean by that.

Arkanoid and Break Quest are both Breakout imitations as well. Arkanoid, an arcade machine from back in the day, is the more direct imitation, adding a few innovations like varying level layouts, bricks that had to be hit multiple times, and power-ups that drop from broken bricks, but keeping the basic notion of bricks in a fixed grid. Break Quest, an indie effort, showed what a big limitation that is by giving us a tremendous variety of level designs: levels with very large bricks or very small ones, bricks that are round or polygonal or shaped like heads, bricks made of overlapping outlines, bricks connected by springy ropes so that an impact on one sets the others jiggling, levels where the bricks dangled from pendulums or bounced around like billiard balls or whirled about in a set pattern. Shatter takes a middle ground here. Most of the bricks are rectangular (except for some special types), and most levels have them ordered in grid patterns. But there are bricks that fall when unsupported, and there are rows of bricks that hang from a pivot like a pendulum. (Sometimes they start off tacked on both ends and only start swinging when you break one of the tacks.) Falling bricks briefly stun the paddle if they collide with it, unless you activate your shields (about which more later). On some levels, you can wind up carpet-bombed with falling bricks, but that usually works out okay, because if the ball is above the bricks, it’ll just bounce off them instead of slipping past your stunned paddle.

One other thing Break Quest brought to the table: the ability to steer the ball a little by increasing gravity. Shatter takes this a step further, using the left mouse button to “suck” and the right mouse button to “blow”. (Certain bricks also constantly blow the ball away, making them harder to hit.) Sucking can make it easier to hit the ball by guiding it right to the paddle; blowing can make it unnecessary to hit the ball by sending it curving back upward. I personally find that this makes things just complicated enough to be confusing sometimes. Sucking when the ball is outbound or blowing when it’s inbound tends to make the ball’s trajectory more oblique, and it seems that obliqueness is how my brain wants to think of things: I’ll be aiming for the last brick on the screen (something the game facilitates by always showing a little glowy pip at the next point of impact), and rather than “It’s aiming too high” or “It’s aiming too low”, I’ll think “Its moving at too steep an angle”. But since there’s no unconditional “more oblique” button, half the time I’ll press the wrong one at first. It’s easier when I’m not aiming at anything specific, when it’s more a matter of “I need to get the ball to stay way up in back where all the bricks are”.

I say “up” and “down”, but some levels are oriented vertically and some horizontally. Some are even circular — this is the Gyruss influence I spoke of. Circular boards greatly interfere with expectations of how the ball is going to bounce and how it’s going to be influeced by sucking and blowing. It’s not always clear whether the ball is inbound or outbound on these levels. Also, power-ups and bonus items, which fall straight downward on a vertical level, or straight leftward on a horizontal one, unaffected by sucking and blowing, sometimes bounce off the walls on the circular levels, clearly as confused as I am by which direction is which.

Clean Asia, now. Clean Asia is an experimental indie shooter by Cactus, author of many experimental indie shooters. One of its more experimental ship types doesn’t have a gun per se at all: it operates by sucking in floating debris and then releasing it all at once, hurling barrages of junk at the enemy. Shatter does something similar, and it’s probably its single biggest distinguishing feature within the Breakout-clone genre. Every brick you break shatters into shards, which you can collect by sucking. These fill up a progress meter. (The meter also seems to slowly fill up just as a result of hitting the ball successfully, but shards fill it faster.) This is the energy that powers your shield, but using it that way depletes it quickly and is usually best avoided, because you want the meter to become completely full. When it’s full, you can activate it to temporarily slow down time and release a shard barrage — a powerful rapid-fire machine gun capable of eliminating most of the bricks on a level if you use it right. I’ve even managed to come into a level fully-charged and wipe it out completely with a barrage before even releasing the ball, although this isn’t the best approach, because finishing off the level doesn’t give you any opportunity to collect the shards so released and replenish your charge.

Shard barrages are particularly useful in the game’s ten boss fights. That’s another concept from Arkanoid — or was it just in the sequel, Revenge of Doh? I don’t remember. I do remember that the boss fight there seemed kind of lame. The ones here are more interesting, in large part because the ability to suck and blow extends the palette that the designers have to work with. There’s one boss whose vulnerable spot has to be exposed by sucking its shielding away from it. Even without tricks like that, the control you have over the ball allows them to demand precision shots at sequences of targets.

Overall, it’s shiny, fast-paced, and has a Robotron-like generosity with extra lives. (In fact, it seems like the mere act of dying queues a 1UP pickup to be released shortly afterward.) I’ve managed to zoom through the campaign mode in a day. I very much doubt I’ll reach the target score in Bonus Mode for the Steam Treasure Hunt, though. (Bonus Mode consists entirely of the bonus game you get after each boss fight: there are no bricks, and your goal is to keep three balls in play for as long as possible, scoring 100000 points for each hit. The target score for the Treasure Hunt is 11200000, or 112 hits.) It’s the first challenge in the promotion I’ve seen that’s actually difficult. The forums are full of agonized frustration on this point, with the histrionic silliness that seems to be the Steam forumites’ usual mode of expression. If what I read there is accurate, the developer actually apologized for setting the bar so high, and encouraged people to pass the challenge through hackery — only to recant when it was pointed out that he was advocating violating the purity of the Steam leaderboards. Note that the leaderboards aren’t particularly pure to begin with: the top three scores on the leaderboard for Bonus Mode are in fact impossible, as they’re not multiples of 100000. The more I pay attention to leaderboards, the more I’m glad that I don’t usually pay attention to leaderboards.

Variations

In a recent blog post, Edmund McMillen talks about his confusion-and-insanity-themed puzzle platformer Time Fcuk. It’s an interesting read, but the one bit that stood out for me was the bit about the alt levels. Apparently certain levels had multiple versions, chosen at random:

i came up with the idea late one night where i envisioned people playing the game and then trying to look up hints on how to beat a level only to find no one had played the level they are on, in hopes that they would feel “crazy”. this of course didn’t have the effect i wanted…

And yeah, it certainly didn’t have that effect for me. In order to notice the variations, you’d have to either replay the game from the start and notice that the levels were different, or compare your experience in considerable detail with someone else’s. And the player doesn’t really have much motivation to do either: if you like this sort of game, you’ll probably play right through it to the end, and if you don’t, you’ll probably just quit in the middle and not go back to it. The interesting thing is that, while Time Fcuk didn’t inspire this sort of comparison, another recent game did in a pretty big way: Dungeon, a retro platformer by Cactus and Mr. Podunkian.

Dungeon is described by its creators as an “experiment”, but feels more like a prank, or possibly even a troll. The concept was that the game had a number of deliberate problems, bugs, and other causes for complaint, which caused people to post on its TIGSource message board — but different installations would provoke different problems. The game apparently uses a deterministic combination of factors such as the OS version and the current username to produce a consistent experience for each player, even as the content varies among different players. So, some players experience frequent pauses, others get monsters that move far faster than they should, others find a certain jump early in the game impossible, etc. (When I played it, I was lucky enough to get variant #7, in which the only issue is that the level titles are artsy and pretentious.)

The forum comments on Dungeon start off as confused as you might expect, with comments along the lines of “What are you talking about, that jump is dead easy”, but it didn’t take long for people to figure out what was going on. The first clues started coming in when people found that they could fix their “bugs” by running the game in some Windows compatibility mode or other, which alters the OS version seen by the game app. Speculation that the game “modifies its own difficulty depending on the machine or something” started less than an hour after the game was released; by the end of the day, people were starting to compile lists of the variations.

So, I guess the lesson here is that if you want something about your game to be noticed, make it obnoxious.