Brickbreaker is an Breakout clone for the Blackberry. It ships for free on all phones, I think. It came with my Blackberry Pearl. I can’t imagine there’s any reason for it to be there, other than the fact that it proves to you that your game can run games (and, therefore, you should buy games).
It could’ve used a few more QA runs. Its physics are dodgy. I assume you know a thing or two about Breakout clones, if you’re reading this; if not, try this for about 30 seconds and i’m sure you’ll know what I mean. You get a paddle, and a ball, and a bunch of bricks that the ball breaks, and you have to break them all. It’s Pong Vs. A Wall. It’s ubiquitous.
There are good Breakout clones out there, to be sure: the DS title “Nervous Brickdown” played around with the formula a lot, to pretty good results. Arkanoid is an arcade classic. I’ve not played Arkanoid for the DS, let alone with the custom paddle controller, but I bet it’s fantastic. Brickbreaker on the Blackberry is mediocre when compared to the vast multitude of clones out there. Its entire existence is designed to waste a bit of time here and there and make you consider buying more games on your phone.
And yet, I play it — hardcore.
I can think of few other games with a more broken physics set. Balls will bounce at weird angles and go through walls and the paddle will completely miss balls it shouldn’t miss at times. The controls aren’t exactly good, either: the trackball on a Blackberry Pearl isn’t exactly the most high-quality device (more on that later). Maybe, though, it’s that it’s on my phone, and I don’t look like a total dork staring at it on the metro, but I end up playing it a lot. Far more than my DS, anyway. I have a couple other games for my Pearl, though. A friend of mine worked for a place where he could get me a few for free, but nothing touches Brickbreaker as far as play goes. It’s so lightweight that it boots immediately and requires virtually no battery, and you can pause it at any time.
What I love about Brickbreaker is… I can’t believe I’m saying this… the depth. I am absolutely convinced that a lot of the depth is accidental (to be fair, I am convinced a vast majority of quality in games is accidental, over the history of video games), but it’s there nonetheless. The powerups are as bland as cornmeal, but open the game to interesting permutations. Multi makes many balls, but they shoot in four upward directions from the main ball the second you get it. This means waiting a split second might mean the difference between uselessness and quick finishing. Gun allows you to blow up any brick in one shot, even the “unbreakable ones.” This means you can break some levels by popping holes into boxes with only one rather inaccessible hole in them. One powerup flips your controls, offering no bonus other than the usual 50 points coming with a powerup– making it poison to a new player, and free points to a veteran.
The longer you play, the faster the ball moves until you lose a life. If you aren’t directing every shot with precision (as much as the nonsensical physics will afford, at least), the puzzle starts dropping towards you, applying even more pressure. There are levels I am convinced are unbeatable if you let it drop all of the way, so it often makes sense to drop a life that these points like some sort of ablative armor. Throw a steak to the hungry wolves outside to spare your life-meat.
Once you beat the 34th level, you loop back to the first stage. It took me months to realize this, because some of the levels leading up are so brutally difficult to the learning player. Once you loop back to 1, though, you think “boy, I can just play infinitely!” However, the puzzles start dropping from shot ONE in this playthrough.
My high score when I started writing this was 28000 points. Since, it became 32780. I made it to level 31 of the second playthough. Sadly, I’ll probably never beat this score, because Pearl’s trackball has a pretty poor lifetime. Mine sticks intermittently, now, and I lose dozens of lives because it decides to crap out mid-move.

