hyperbreakerBrick breaking games like the classics Breakout or Arkanoid are pretty timeless, but they've also been done to death in the mobile space. Because of that it's hard to get too excited about a new brick breaker unless it really does something to stand out from the pack. I wouldn't say that the upcoming Hyper Breaker Turbo is trying to reinvent the genre or anything, but it does have a clean look and complex multi-screen levels which caught my attention. Plus, it has been a while since I've had a good brick breaker, so I was actually enthused to check this one out.

If you're at all familiar with this genre, then there's not a whole lot to explain about Hyper Breaker Turbo. You control a paddle at the bottom of the screen – the curved variety, not a flat one – and bounce a tiny ball toward the block formations in the playing area, breaking and clearing as many blocks as you can while you travel upwards towards an end goal. There are many different kinds of blocks, some of which have special requirements in order to be broken or just plain can't be broken at all, and a variety of bonuses and power-ups that fall from broken blocks that you can use to your advantage (or disadvantage, depending on the power-up).

It's all pretty typical fare, but very clean and polished. The part that stands out about Hyper Breaker Turbo to me are its elongated levels. As you break through a set of block barriers you can continue to go up in the level, with more block formations and obstacles for you to deal with. It's a nice change from the usual single-screen levels in similar games, and once you do end up making it to the goal your score is tallied and you're given up to a 4-star rating for completion. You don't have to break every block to complete a level, but doing so will earn you more points and thus give you a better shot at earning more stars, which are used for unlocking additional themes and sets of levels later in the game.

There's not a whole lot more to say about Hyper Breaker Turbo, it's just a very well-made brick breaking game. I will say that the physics feel a little lightweight and wonky at times, but nothing detrimental. Also I'm not a huge fan of using a curved paddle, I'd prefer a flat one, but I am warming up to the one here. The bottom line is that if you're ready for another brick breaking game, then Hyper Breaker Turbo appears to be a pretty great one. With 75 levels it should give you your fix for some time, so if interested stop by the forums for more impressions and add it to your TouchArcade [Free] app Watch List to get an alert when it hits the US App Store later tonight.

International App Store Link: Hyper Breaker Turbo, $1.99 (Universal)

  • Barry Kostjens

    Thanks a lot for covering us Jared, we really appreciate it!

  • one.sixty.four

    this looks good! nice job @ dev.

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      • http://www.rzdesign.nl/ Ricardo de Zoete

        Haha, loved your comment!

  • http://www.rzdesign.nl/ Ricardo de Zoete

    As Barry mentioned, we're really appreciating this! Thanks! We did our best to make this a true change in the BrickBreaker-genre.

  • swarmster

    Neat! I like brick-breaker games and haven't played one in a while (maybe since BreakQuest?), so I'll be sure to pick it up.

    I actually prefer the curved paddle approach versus the Pong-like flat paddle with invisible angle-changing sections. Makes it far easier to visualize everything.

    • Barry Kostjens

      Not only visualize 🙂 We used a curved paddle because HBT features a very realistic physics engine. So no 'fake' physics using a flat paddle, but realistic physics with a curved paddle, making aiming much more realistic and easier 🙂

  • Greyskull

    I love brick-breaker games; they've been a lifetime love for me (along with video pinball). Is it better than Anodia, my standard for ios brick breakers?

    • http://www.rzdesign.nl/ Ricardo de Zoete

      I'm glad you do! The game would fit perfectly with every Brick Breaker-lover! But, I'm not going to say if or if not our game would be 'better' then our competitors. Let's just say that Hyper Breaker Turbo is something you have to play for a while yourself so you can decide on what's better for you. I think everyone would have their own personal favorite.

      But I see them both as different games, even if they've started with the 'same' Brick Breaker-formula. we've decided to go to a more level designed area where a paddle could be used like a tennis racket, so you can actually smack your ball harder. Also, we've added realistisch physics so the curved paddle makes it easier to aim the ball. Also, there's portals, super bumpers, fireballs, drunkballs, multiballs and more!

  • pdSlooper

    Oh, I've got a game with that kind of multi-screen format. It's a Game Gear game...Devilish, I think it was called. It's fun, felt like a breakout-platformer mashup. I don't think it was ever released for any other system, sadly, so it's probably little known.

    • VTX

      That's funny, I've never heard of that Game Gear game. Gonna search youtube for it 🙂

  • Arthur

    It looks very cool! I would just say it seems very similar to Nervous
    Brickdown on the DS (which is not a bad thing). Is it your inspiration?
    Anyway, good luck with your game!

    • http://www.rzdesign.nl/ Ricardo de Zoete

      Thanks! That's actually a nice looking game indeed. Never heard of it. Not sure if Barry knows it tho. But this wasn't used as inspiration. But I can see some elements that look like our ideas/concepts of the game.

      So, to answer your question. No we haven't used that as an inspiration!

      Thanks! 🙂

  • http://twitter.com/pdSlooper pdSlooper

    Aside from the multi-screen thing, they seem very different. Devilish had a strong platformer vibe, with a timer, enemies, and bosses (I didn't like the timer at all). Going from one screen to another wasn't smooth, but happened all at once, when your ball reached a barrier (think Kirby's Block Ball {Game Boy}, Devil's Crush {TurboGrafx}, or reaching a door in A Link to the Past {SNES}). There were also some pinball elements going on, and it had a kind of fighting-the-forces-of-hell aesthetic.

    One thing I really liked about Devilish --the thing that convinced me to find a copy-- was that there were two paddles whose configuration you could change. Kirby's Block Ball is the only other brick-breaker game where I've seen anything like that.

    I never liked the early brick-breakers like Breakout and Arkanoid. Basically, having the ball limited to a very few angles ruined the game for me (the aesthetics weren't very appealing, either). I avoided the genre for a long time... but I've found that older games with new gameplay elements, and more recent games with realistic physics work quite well for me. It's one genre that I feel is really coming into its own with modern technology (video pinball would be another).

    • http://www.rzdesign.nl/ Ricardo de Zoete

      Funny to read this. As I've mentioned earlier, before starting this project with Barry I never really adored Brick Breaker-type games. And when you look around you still see a lot of new games with the Brick Breaker concept in mind making it 99% the same as the classic one back in the old days.

      What they seem to forget is the reason why the game was like that, it was because a lot of technical and visual limits. So our intention with Hyper Breaker Turbo was to take this classic concept and recreate it using a lot of new elements, visuals and technical trick to make it all a new experience in comparison with the 'look-a-likes'.

      I hope you'll enjoy it, and that it fits your needs in a Brick Breaker anno 2013! 🙂

      • http://twitter.com/pdSlooper pdSlooper

        Well, game design is a multi-faceted, involved skill. I can totally appreciate how easy it is to make mistakes when designing a game.

        I've said very little about your game! Sorry, I'm a *geek*. If I have a chance to go off on a tangent about obscure games, I will.

        At any rate, I'm very interested in this game. Definitely $2 interested. I love the curved paddle and how there's a bit of vertical leeway for hitting the ball, to speed it up. The smooth vertical scrolling of the level is nice, much preferred over the segmented levels of Devilish and Kirby's Block Ball (not that they weren't good games for their time).

        Of the themes shown, I really like the colorful themes with black backgrounds. Is there a cat theme in the works? 😀

        I especially like the screenshots that show triangular blocks, spinning paddles, and bumpers(?) -- since this is an abstract, geometric brick-breaker, I hope to encounter as many surprises as possible to keep me thinking, calculating, and reacting (I really liked Anodia because of the unpredictability presented by many of its objects).

  • himanshu modi

    I like what I see in the video. Its different. I hope there's a skill element to reaching a checkpoint or completing levels. I don't really know what to make of one part of the video where the ball bounces off the paddle and keeps going up, with the paddle following over the tiles which are not broken.

    • http://www.rzdesign.nl/ Ricardo de Zoete

      I expect you mean the last part where you have the 'fireball' special. The trick here is to slam the ball in a tight angle so it will break most blocks in the area. It's not about clearing 100% of all blocks to finish a level. There's a literal finish in each level that you have to reach.

      In between of course it's about breaking as many blocks while getting to the finish to compete with highscores and achievements. And yes, the paddle floats above all elements so that you can react faster on all movements in the area.