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Atari Breakout - Attract Mode; Play Mode; Typical Picture During Attract Mode

Atari Breakout
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player
misses
a
volley
on
the
last
ball
served.
The
game
then
reverts
back
to
the
attract
mode,
unless
one
or
both
"start"
push
buttons
are
lighted.
3.3.2 ATTRACT
MODE:
Figure
3-3
shows
a
typical
picture
that
would
appear
on
the
TV
screen
after
completion
of
a
play
sequence
in
the
play
mode.
After
initial
application
of
AC
power
the
picture
in
the
attract
mode
may
vary
somewhat
from
that
shown
in
the
figure;
refer
to
paragraph
4.4
in
Sec-
tion
IV
of
this
manual
for
a
description
of
the
varia-
tions.
In
the
attract
mode
the
two
player
scores re-
main
showing,
but
neither
score
will
be
blinking.
The
pattern
of
missing
bricks
(if
any)
will
be
the
same
as
the
pattern
that
was
showing
during
the
last
moment
in
the
play
mode.
No
sounds
are
produced
during
the
attract
mode
and
neither
"start"
push
button
will
be
lighted.
A
comparison
of
the
pictures
in
Figures
3-2
and 3-3
will
reveal
the
following
differences
between
both
modes.
Within
four
seconds
after
the
game
re-
verts
to
the
attract
mode,
a
ball
will
automatically
be
served
and
will
start
moving
toward
the
paddle
end
of
the
screen,
and
the
number
shown
in
the
upper
right
corner
of
the
screen
will
increase
by
1.
How-
ever,
at
the
end
of
the
screen
closest
to
the
player
controls
the
single
paddle
has
been
replaced
by
a
solid
line
that
represents
a
full
"row"
of
many
pad-
dles.
Therefore
the
ball
will
always
rebound
off
a
paddle
and
change
direction;
the
ball
cannot
disap-
pear
off
the
end
of
the
screen.
In
the
attract
mode,
each
time
the
ball
hits
against
a
brick
it
will
rebound,
but
bricks
will
not
disappear
and
the
score
numerals
will
not
change.
This
continuous
ball
motion
serves
to
attract
the
at-
tention
of
potential
players.
ball
solid
"row"
of
paddles
Figure 3-3
Typical
Picture
During
Attract
Mode
3.3.3
PLAY
MODE:
The
game's
circuitry
has
a
credit
accumulator
that
can
keep
track
of
as
many
as
15
game
credits.
One
credit
is
subtracted
from
the
accumulator
at
the
beginning
of
a
one-player
game,
and
two
credits
are
subtracted
at
the
beginning
of
a
two-player
game.
Just
after
initial
application
of
AC
power
the
deposit
of
coins
win
cause
credits
to
be
added.
A game
owner/operator
option
can be set so
that
deposit
of
one
coin
adds
one
credit,
or
else so
that
it
adds
two
credits.
(The
game's
options
are
de-
scribed
in
subparagraph
3.3.4.)
During
the
first
and
subsequent
play
sequences
one
credit
will
also
be
added
each
time
a
player
attains
a
preset
bonus
score
level,
provided
that
a
second
owner/operator
option
has
been
set
to
allow
bonus
credits.
The
game's
two
start
push
buttons
are
engraved
with
the
words
"One
Player
Start"
and
"Two
Player
Start,"
respectively.
Lamps
behind
the
one-player
button
light
up
whenever
at least
one
credit
is
remaining
in
the
credit
accumulator,
and
behind
the
two-player
button
whenever
at least
two
credits
are
remaining.
With
credit
in
the
credit
accumulator,
as
the
next
step
in
play
mode
a
player
must
depress
a
lighted
start
button.
(Depressing
a
lighted
start
but-
ton
later
during
a
play
sequence
while
a
ball
is
ap-
pearing
on
the
screen,
or
between
ball
serves, has
no
effect
on
game
operation.)
The
game
then
responds
as
follows:
(a)
Credit
is
subtracted
from
the
credit
ac-
cumulator.
(b)
If
no
credits
are
remaining
in
the
credit
ac-
cumulator,
both
start
buttons
go
dark;
if
only
one
credit
is
remaining,
just
the
"Two
Player
Start"
button
goes
dark.
(c)
The
picture
on
the
TV
screen
changes. Spe-
cifically,
the
ball
disappears,
both
scores are
reset
to
all
zeros,
a
full
set
of
bricks
(8
rows
of
14
bricks
each) is
restored,
a single
paddle
replaces
the
full
"row"
of
paddles,
the
player
up
number
is
reset
to
"1,"
the
ball
number
is
reset
to
"1,"
and
player
1 's
score
begins
to
blink.
(d)
The
serve
push
buttons
light
up.
(Upright
cabinet
version
has
only
one
serve
button.)
(e) The
paddle
knob
is
enabled,
so
that
twisting
it
will
cause
the
paddle
to
move.
(On
cocktail
cabinet
version
only
one
paddle
knob
will
be
enabled
at
a
time.)
However,
no
sound
will
be
produced
yet,
and
no
ball
appears
on
the
TV
screen.
As
the
next
step
a
player
must
now
depress
a
lighted
serve
button.
(On
the
cocktail
cabinet
ver-
sion
both
serve
buttons
are
enabled;
therefore
only
the
player
up
should
depress
the
button.)
As
the
re-
sponse
to
doing
this,
within
four
seconds
or
sooner
a
ball
will
appear
about
midway
along
the
TV
screen
and
will
slowly
move
toward
the
paddle
end
of
the
picture.
This
is
the
slowest
of
four
possible
ball
speeds.
The
ball's
initial
direction
will
be
random.
Al-
though
one
component
of
its
direction
will
always
be
toward
the
paddle
rather
than
toward
the
bricks,
the
ball
may
even
hit
a
sidewall
boundary
before
it
reaches
the
paddle
end
of
the
picture.
The
ball
is
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