1001 BlockBusters (DSiWare)

Game Review

1001 BlockBusters Review

USA USA Version

Posted by Philip J Reed

1001 ways to say "meh"

101 Dolphin Pets. 101 Shark Pets. 1001 Crystal Mazes Collection. And now 1001 BlockBusters. Teyon sure tends to feel a great deal of pride for the sheer amount of content it packs into every release. But playing this most recent game, at least, it's difficult not to wish that it'd aim for smaller, more refined experiences than vast and unfocused ones.

1001 BlockBusters is exactly what it claims to be. There are 1001 stages in which you bust blocks. There are also three different modes, which is nice, but the core block-busting experience is the same among all of them.

Anyone who's played Breakout, Arkanoid or any of hundreds of similar games will know what to expect here. This game doesn't seek to expand the genre in any real way — though it does have a few interesting quirks that we'll get to in time — it just wants to give you more of the same.

And since Breakout and Arkanoid are both fantastic games, that's not a problem. The problem comes with the execution.

For starters, the levels of the game are divided amongst four worlds: Ancient Greece, Stone Age, Candy World and Fantasy Forest. You don't need to do the maths to see that this means there are a lot of stages in each world. This is part of the problem; when you need to play through hundreds of stages before you see some variety, you're going to get quite bored very quickly.

The two extra modes available are Choose Game and Random Game, which will allow you to see those other worlds much sooner. In Choose Game, you can play any stage that you've unlocked, with several stages from each world unlocked from the start. Random Game, as you might guess, chooses a world and stage for you at random. The trouble with these other worlds, though, is that the only difference between them is cosmetic, and that's a major problem of the game itself.

The blocks in any world are designed differently — flowers, water, bricks, flagpoles, fences — but they don't behave differently. This is a missed opportunity. As interesting as it might be to smash these things up separately, the fact that they don't feel any different in the actual course of gameplay means that the variety they offer is illusory. When water and stone react the same way, you might as well not distinguish between water and stone at all.

As you might imagine, you move your paddle back and forth along the bottom of the screen, rebounding balls back up to destroy the bricks, or flowers, or whatever. This aspect of the game works fine, but other aspects of 1001 BlockBusters conspire to make it a less than satisfying experience.

First of all, the game is quite glitchy. Power-ups have fallen regularly fallen through our paddles and the ball has inexplicably sailed through bricks without affecting them. The soundtrack — brief and irritating as it is — has a nasty habit of increasing sharply in volume at strange intervals, whether you like it or not. And — while probably not technically a glitch — the optional touch-screen controls allow your paddle to "teleport" wherever you tap rather than actually having to travel there, thereby eliminating all need for forethought in a genre that should thrive on it, and making the game far easier than it has any real right to be.

The fact that the playing field faces the bricks head on (rather than the traditional view from above) is a nice novelty until you realise one thing: when you're only seeing the front row of bricks, it doesn't matter how they're arranged behind. Any potentially interesting level designs are obscured by the front row, turning the entire experience into a featureless slog. In fact, one of the game's "power downs" causes the board to rotate to different angles, making the ball more difficult to hit. You'll want to collect this item, though, because without it you'll never get to see what the level actually looks like.

1001 BlockBusters does have a few positive elements. The sheer amount of levels is worth taking into account, as are the save slots, allowing up to three people to pick up exactly where they left off. The game also allows you to stack up to four power-ups at a time, though the fact that most of the power-ups have short timers means that you'll rarely fill up your allotted slots.

On the whole, 1001 BlockBusters is not a bad game, but it's not nearly the most fun you can have with a brick breaker, nor is it anywhere near the most fun you can have in its price-range on DSiWare. For a game that boasts 1001 levels, you'd really expect a lot more variety. As it stands, it feels more like one level repeated 1001 times, and that's not something worth advertising.


Subscribing bizarrely to the idea of "quantity over quality," a philosophy reinforced by even the title of the game, 1001 BlockBusters is more interested in providing a lengthy experience than a particularly memorable one. Ultimately, it's an average game diminished by its own bugs, glitches, and largesse. For the discount price tag it may still be worth it for those dying for a brick breaker, but there's not much here worth recommending to anyone else. 1001 apologies, Teyon.

From the web

Game Trailer

Subscribe to Nintendo Life on YouTube

User Comments (15)



Teh-Ray said:

Hey, for 200 points along with your review, it doesn't sound like a bad way to waste two bucks.

It may be a 4/10 on NintendoLife, but at least it's still a discount mediocre game instead of an expensive mediocre game.



Link977 said:

For anyone wanting a game like this, get Alphabounce, it's 5 bucks and its got more levels and content.



Collision_Cat said:

Hehe, I knew this game would be lame! Indeed, like the guy above me said, stick to AlphaBounce!



Soupeep said:

Hmmm.... I think I will pass with this one even though it is only 200 points.



BulbasaurusRex said:

I've read the IGN review (who gave a positive review), and I can't believe you didn't notice the game's biggest feature! Those aren't glitches, and the viewpoint is positioned that way for a reason: the ball is bouncing in 3D space! I guess they should've made this for 3DSWare instead to make it more noticable.



slidecage said:

yea bad idea putting a 3d type game on a 2d system....

i pass since im picking up 3 games in the next 2 weeks hopefully



Philip_J_Reed said:

I'm sure the viewpoint was chosen for a reason, but since it doesn't make the game any more fun — and in our opinion makes it quite a bit less fun — it does indeed get chalked up as a negative. And the ball / powerups falling through bricks / the paddle without affecting them is most definitely a glitch, 3D space or not.



Linkuini said:

Well, Alphabounce was a glitchy game too, but its addictive structure means it pulls out way ahead of this one.



BulbasaurusRex said:

Oh, never mind. I thought the IGN review was saying that the ball actually bounced in three dimensions and that the ball was bouncing over things when you thought it was glitched, but after rereading that review, I guess it doesn't do that.



grumblegrumble said:

For just $2, you really can't ask for much else, so I think the 4 is a bit low. I would personally give this a 6/10. I downloaded it and thought it was good, and I have played it a few times since that first day, which is a good sign. lol



mayhem13 said:

Its not too bad if you want a time killer and cheap game. But its definately not going to win any awards either. The game has no physics whatsoever. It has no fx either, the bomb for instance doesn't have an explosion which is odd, it just blasts a bunch of blocks instead of one (use your imagination I guess). The DS is capable of alot more.

Leave A Comment

Hold on there, you need to login to post a comment...