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{"id":3028537,"date":"2017-02-02T14:30:00","date_gmt":"2017-02-02T13:30:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/super_pixel_smash\/3028537"},"modified":"2024-07-18T12:11:09","modified_gmt":"2024-07-18T10:11:09","slug":"super_pixel_smash","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/super_pixel_smash\/3028537","title":{"rendered":"Super Pixel Smash (Geschicklichkeit) – Squash trifft auf Breakout"},"content":{"rendered":"Einfache Unterhaltung<\/strong>

In der rechten Hand h\u00e4lt man einen Pixelschl\u00e4ger, in der linken eine Art Gravitations-Handschuh, mit dem man jederzeit den gelben Ball zu sich saugen kann. Vor einem, in der virtuellen Welt gesch\u00e4tzt 15 bis 20 Meter entfernt, ist eine Wand mit Kacheln, die sich mitunter ver\u00e4ndern k\u00f6nnen und die durchaus auch L\u00fccken aufweist. Ziel ist es, die “guten” Kacheln zu entfernen, die Power-Ups zu aktivieren und schlie\u00dflich durch Kombos so viele Punkte wie m\u00f6glich zu erringen, w\u00e4hrend man idealerweise die “schlechten” nicht ber\u00fchrt. Denn nur dann wird der kurzzeitige Bonus-Modus Super Pixel Smash aktiviert, in dem nicht nur die W\u00e4nde vor und hinter einem, sondern auch die Seiten und die Decke zu Punktezonen werden.

\n
\"[GUI_STATICIMAGE(setid=81370,id=92539479)]\"<\/figure>\n
Man muss die Kugel immer wieder in die Punktezonen bringen, damit die Kombo nicht auf Null zur\u00fcckgesetzt wird. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nZus\u00e4tzlich kriecht ein Laserstrahl unaufh\u00f6rlich auf dem Boden auf einen zu. Erreicht er die Position des Spielers, ist alles vorbei und es wird abgerechnet. Man kann den Vormarsch der Lichtlinie allerdings verz\u00f6gern, indem man kontinuierlich die Kacheln abr\u00e4umt, Punkte akkumuliert und sich so in die weltweiten Highscore-Listen spielt. Damit ist das Konzept von Super Pixel Smash schnell umrissen. Das wiederum bedeutet, dass es letztlich mehr in Richtung eines auf H\u00f6chstpunktzahlen basierenden Squash tendiert als in Richtung des Klassiker Breakout, doch dessen Geist bzw. Inspiration ist immer noch sp\u00fcrbar.

Der Zufall und der Spa\u00df <\/strong>

So eing\u00e4ngig, schnell verstanden und unterhaltsam das Grundkonzept auch ist, gibt es leider ein paar st\u00f6rende Probleme. Dabei ist die ungenaue Abfrage der Schlagmechanik f\u00fcr mich das gr\u00f6\u00dfte Manko. Selbst nach zig Spielen und entsprechender Erfahrung mit der prinzipiell gut und lagfrei reagierenden Steuerung ist es mir nur selten gelungen, bei einem “Aufschlag” den Ball genau dorthin zu bugsieren, wo ich ihn hin haben wollte \u2013 die grobe Richtung stimmte aber meistens. In die gleiche Kerbe schl\u00e4gt die “Kollisionsabfrage”, die einen Kompromiss aus\n
\"[GUI_STATICIMAGE(setid=81370,id=92539481)]\"<\/figure>\n
Im Super Pixel Smash kann man die Punktzahl nach oben treiben. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nphysikalisch korrektem “Einfallswinkel = Ausfallswinkel” und wenig Bewegung im Raum f\u00fcr den Spieler zu finden versucht. Was hat man drunter zu verstehen? Nun, nachdem der Ball den Schl\u00e4ger verlassen hat, werden die Winkel beim Auftreffen auf den Boden oder die Seitenw\u00e4nde einigerma\u00dfen akkurat wiedergegeben. Doch von der entscheidenden Punktwand aus zieht die Kugel tendenziell immer Richtung Spieler. In etwa so, als ob man als Magnet f\u00fcr den Ball fungieren bzw. das Ger\u00e4t in der linken Hand ohne eigenes Zutun aktiv werden w\u00fcrde.

Immerhin gibt es Variationen hinsichtlich der Geschwindigkeit und der Ballh\u00f6he. Es ist auch nicht automatisch sichergestellt, dass man die Kugel immer wieder mit der Vorhand in Bewegung halten kann, so dass man auch mal die R\u00fcckhand oder \u00dcberkopfschl\u00e4ge einsetzen muss. Dennoch wurde die Ballphysik nicht auf Realismus, sondern deutlich auf Spa\u00df getrimmt. Und der stellt sich tats\u00e4chlich ein. Allerdings nur in kleinen Dosierungen. Und nur zwischendurch. Denn abseits der Highscore-Jagd, einer respektabel klingenden Retro-Akustik und dem eventuellen Bed\u00fcrfnis nach ein bisschen Bewegung fehlen Inhalte. Vor allem unterschiedliche R\u00e4umlichkeiten, Schl\u00e4ger, B\u00e4lle oder Herausforderungen h\u00e4tten das Zeug dazu gehabt, mich h\u00e4ufiger auf den Pixel-Court zu ziehen.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nEin bisschen Breakout, viel Squash und audiovisuelles Retro-Design sind die kennzeichnenden Merkmale des Indie-Projekts Super Pixel Smash. Doch f\u00fcr mehr als ein nettes unkompliziertes Spielchen zwischendurch reicht es nicht. Das liegt allerdings nur eingeschr\u00e4nkt an der eher auf Spa\u00df und Spielerkomfort denn auf Realismus eingestellten Physik. Doch mit mehr R\u00e4umen unterschiedlicher Gr\u00f6\u00dfen und Formen sowie mehr Schl\u00e4gern oder\u00a0 B\u00e4llen mit verschiedenen Eigenschaften w\u00e4re der Anreiz deutlich vergr\u00f6\u00dfert worden, sich immer wieder mal auf den virtuellen Court zu verlieren. Es fehlen schlichtweg die Inhalte. Unter dem Strich bekommt man hier dennoch eine kurzzeitig unterhaltsame Jagd auf H\u00f6chstpunktzahlen, der ich allerdings mittelfristig Spiele wie z.B. Fruit Ninja vorziehen w\u00fcrde.\n<\/div>\n<\/div>\n\n

Wertung<\/strong><\/h3>
HTCV<\/div>
HTCV<\/div><\/div>
\"\"<\/div>

Kurzzeitig unterhaltsame, aber inhaltsarme Mischung aus Squash und Breakout im Retrodesign.<\/p><\/div><\/div>

PC<\/div>
PC<\/div><\/div>
\"\"<\/div>

Kurzzeitig unterhaltsame, aber inhaltsarme Mischung aus Squash und Breakout im Retrodesign.<\/p><\/div><\/div>

VR<\/div>
VR<\/div><\/div>
\"\"<\/div>

Kurzzeitig unterhaltsame, aber inhaltsarme Mischung aus Squash und Breakout im Retrodesign.<\/p><\/div><\/div> <\/div> \n\n

\n
\n

Pro & Kontra<\/strong><\/h3>\n<\/div>\n<\/div>\n\n\n
\n
\n

Gef\u00e4llt mir<\/h3>\n\n\n
    \n
  • saubere Steuerung<\/li>\n\n\n
  • unkomplizierte Sport-Action<\/li>\n\n\n
  • passable Retro-Akustik<\/li>\n\n\n
  • geringer Platzbedarf<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • akkurate Richtungskontrolle nicht gew\u00e4hrleistet<\/li>\n\n\n
    • nur simple Highscorejagd m\u00f6glich<\/li>\n\n\n
    • nur ein Raum<\/li>\n\n\n
    • keine unterschiedlichen Schl\u00e4ger oder B\u00e4lle<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 7,99 Euro<\/li>
      • Getestete Version: Steam-Version<\/li>
      • Sprachen: Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li>
      • Multiplayer & Sonstiges: Highscore-Listen<\/li><\/ul><\/div>

        Vertrieb & Bezahlinhalte<\/h3>
        • Erh\u00e4ltlich \u00fcber: Steam<\/li>
        • Online-Aktivierung: Ja<\/li>
        • Online-Zwang: Nein<\/li>
        • Account-Bindung: Ja<\/li>
        • Verf\u00fcgbarkeit: Steam<\/li>
        • Hauptverf\u00fcgbarkeit: Digital<\/li>
        • Verf\u00fcgbarkeit digital: Steam<\/li>
        • Bezahlinhalte: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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