
Players start with 4 balls and 3 total continues per world, if the balls run out, the player will have to redo the entire world from the beginning. Progression is further held back by the lives system. Stages tend to drag on because of this as the ball loops the arena repeatedly missing some ill-placed bricks. The magic system attempts to counterbalance this design, but the meter is far too limited to make a substantial impact. Wizorb’s stage designs tend to lead to a slower overall game speed, with blocks that can tank multiple hits, unbreakable obstacles, mobile enemies, and status-affecting curses. As Cyrus breaks blocks he collects vials of magic potion which can be used to cast spells, manipulating the ball and surrounding obstacles. The big shakeup here is Cyrus’s magic meter. The goal, like in Breakout, is simply to clear the screen of all obstacles and enemies without losing the ball. The classic paddle and ball gameplay of Breakout and Pong returns with a few modern enhancements. Gameplay comes first here, so you won’t find much development of the plot until the very end.


The plot plays off familiar fantasy tropes with some light twists to complement the gameplay, but there’s really nothing standout about it. Using the art of Wizorb it is up to him to fend off the demon invasion and perhaps uncover the truth behind what became of Owain. All hope seemed to be lost until Master Wizard Cyrus arrived. Their knight in shining armor, Owain, never returned from his noble quest. Cursed by demons, the kingdom of Gerudo is in great peril.
