Every brick-breaker asks you to aim left and right. This one asks you how far away.

It is a volume, with two levels of depth. The shoulder triggers move your ship between them, and the ball takes your plane every time it touches you.

A brick at the back can only be broken by a ball at the back. Every guardian's defence is undone by the opposite plane. A player who never switches planes will lose, however good their hands are.
What is small and high is far. What is wide and low is near. The game never lies to you about this.
None of them is a creature. Each has one animation, one defence, and one way to be undone.




The LEVEL EDITOR hands you the workshop: place bricks, steel, bombs and pipes on both shelves, test a stage on the spot, and play your stages as series of up to twelve. Four series, kept on the cartridge.
And when a campaign run makes the top five, the HIGH SCORES table asks for your name.
The manual is the complete overview: every sector, every guardian and how to undo it, the structures, the capsules, the wells and pipes, and the level editor. Illustrated throughout, readable in the browser, and typeset to print as a real Virtual Boy booklet -- 4⅜ by 4½ inches, black ink on white, the same format the console's own manuals used.
Read the manual PDF · 72 pages 64 screenshots Thirteen tracksLoad the .vb file in any Virtual Boy emulator, or write it to a
flash cartridge -- FlashBoy+ or HyperFlash32 -- and put it in the console. That is
where the depth actually works: no flat screen reproduces what the two eyepieces
do.