Tuesday, October 20, 2015

Alleyway: completed

I remember always wanting to buy Alleyway, as it had an exciting cover evoking memories of Super Breakout, but at the time I didn't have a Game Boy.  By the time I got a handheld of my own (excluding my Mum's Game Gear, that would be the Game Boy Colour I bought on launch day from WH Smith in Bristol, just before I caught the coach back to London for the weekend) Alleyway was old news, a relic from a simpler time.

Simple it is.  I finally got a copy for free through the Club Nintendo stars catalogue last month, and I've been playing through it since.  Being able to suspend and resume play is a luxury that the original didn't have, but even with that it's disturbing how easy it is.

I did appreciate the way that levels were varied, with static levels followed by the same levels with progressing blocks, and the same levels with blocks scrolling across the screen.  I found the powerups to be pleasantly understated and useful.  I liked the bonus levels that popped up where the blocks didn't stop your bat and you just had to clear them in the time limit.

But that doesn't take away from the fact that on my first playthrough of the game, I completed it with seven lives left.  I'd have been a bit annoyed about that if I had bought it for £30 back when it first came out.

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