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When one thinks of classic arcade gaming, the image of a small paddle bouncing a ball against a wall of colorful bricks is almost universal. While Breakout may have started the trend, the Arkanoid series perfected it. In 1997, Taito brought this iconic formula to the Super Nintendo Entertainment System with Arkanoid: Doh It Again. Also known by its Japanese title, アルカノイド Doh It Again, this title was more than just a simple port; it was a comprehensive evolution of the series that balanced classic addictive gameplay with the improved graphical and audio capabilities of the 16-bit era. It remains one of the most refined brick-breaking experiences ever released for a home console.
Unlike many puzzle games of its time, Arkanoid: Doh It Again actually features a persistent sci-fi narrative that provides context for the action. The game takes place in deep space, where the player controls the "Vaus," a small space vessel that serves as the game's paddle. The primary antagonist is the Dimension Controlling Offworlder, more commonly known as DOH. After the events of previous games, DOH has returned, and it is up to the pilot of the Vaus to navigate through 99 levels of geometric obstacles and hostile entities to defeat DOH once and for all. The setting is cold, technological, and atmospheric, with backgrounds that shift as the player descends deeper into the villain's lair.
At its core, the gameplay of Arkanoid: Doh It Again is deceptively simple but incredibly deep. The player moves the Vaus horizontally at the bottom of the screen to prevent an energy ball from falling into the void. Each time the ball strikes a brick, it disappears, and the goal is to clear all destructible bricks to proceed. However, the game introduces numerous layers of complexity. Some bricks require multiple hits to break, while others are entirely indestructible, acting as permanent hazards that change the ball's trajectory.
To aid the player, various power-up capsules drop from destroyed bricks. These include the 'E' (Expand) capsule, which lengthens the Vaus; the 'L' (Laser) capsule, which equips the Vaus with cannons to blast bricks directly; and the 'C' (Catch) capsule, which allows the player to hold the ball and reposition it before firing. There is also the 'D' (Disruption) capsule, which splits the ball into multiple pieces, creating a chaotic screen-clearing frenzy. Every eleven levels, the player must face a boss battle, including the final showdown with the massive, Moai-like head of DOH itself. These encounters require precise aiming and timing, moving the game beyond simple brick-breaking and into the realm of action-strategy.
This game was released on several platforms within the Nintendo ecosystem, specifically targeting home console audiences in Japan and the West.
Arkanoid: Doh It Again arrived late in the Super Nintendo's lifecycle, meaning it benefited from the full technical mastery developers had achieved with the hardware. It is widely considered by enthusiasts to be one of the best versions of Arkanoid ever made, largely due to its tight controls and the sheer volume of content provided. It proved that the "paddle and ball" genre still had plenty of life in it, even as the industry was shifting toward 3D graphics. Its inclusion of a two-player mode and a level editor also extended its replayability far beyond the initial arcade-style loop.