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Atari Super Breakout User Manual

Atari Super Breakout
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The
screen also displays
point
requirements
for
bonuses
(operator
option),
and
the
player
or
players
have
the
option
of
selecting
a
desired
game. The
one-player
start
pushbutton
flashes
when
only
one
credit
has
been
accumulated.
Both
buttons
flash
when
two
or
more
credits
have
been
accumulated.
The
Licon
LED
serve
pushbutton
switch
remains
off
(unlighted
and
inoperative)
until
either
the
one-
or
two-player
start
pushbutton
is
pressed.
The game's
circuitry
has a
credit
accumulator
that
can keep
track
of
up
to
15
game credits.
One
credit
is
subtracted
from
the
accumulator
at
the
be-
ginning
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
will
cause
credits
to
be
added.
An
operator
option
can be set so
that
deposit
of
one
coin
adds
one
credit,
or
else so
that
it
adds
two
credits.
During
the
first
and
subsequent
play sequences,
one
credit
will
also be
added
each
time
a
player
attains
the
preset
bonus
score level,
provided
that
a second
operator
option
has
been
set
to
allow
bonus
credits.
The
game's
two
start
pushbuttons
are
engrav~d
with
the
words
"One-Player
Start"
and
"Two-Player
Start".
The
lamp
behind
the
one-player
button
flashes
whenever
at least
one
credit
is
remaining
in
the
credit
accumulator,
and
behind
the
two-player
button
whenever
at least
two
credits
are
remaining,
and
the
program
is
waiting
for
the
player(s)
to
push
one
of
these
buttons.
D.
PLAYMODE
After
the
ready-to-play
mode
is
displayed,
as
dis-
cussed
in
the
previous
paragraphs,
the
player(s) may
select a game
by
simply
setting
the
game select
rotary
switch
to
the
desired setting. Either player start
switch
initiates
the
play
mode
for
the
selected
game
whenever
pressed. The serve
lamp
begins
to
flash
and
the
current
PLAYER'S
SCORE flashes at
the
bot-
tom
of
the
TV screen. Before
the
serve
switch
is
pressed
for
the
first
time,
the
player(s) still has
the
option
of
changing
the
game
by
turning
the
game
select
switch.
The
bonus
score
needed
will
be dis-
played,
but
the
high
score
will
not
be displayed.
The play
modes
of
all
three
selectable games are
explained
in
detail
in
the
following
paragraphs.
The
ball's
initial
direction
will
be
random
(see
Figure 2-5).
Although
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
screen. The
ball
is
never
allowed
to
move
in a
direction
exactly
perpendicular
to
the
front
surface
of
the
paddle,
the
bricks
or
to
any
of
the
boundaries.
As
soon
as
the
first
ball appears,
the
serve
buttons
go
dark
(turn
off),
but
the
batl
number
in
the
mid-lower
portion
of
the
screen remains at
"1".
On
subsequent
serves,
how-
ever,
the
number
will
be increased
by
1 each
time
a
new
ball appears
on
the
screen.
With
the
ball
moving
on
the
TV
screen,
the
player
must
now
try
to
volley,
that
is,
try
to
manipulate
the
paddle
knob
so
that
the
paddle
will
move
t9
a
posi-
tion
that
intercepts
the
ball
before
it
escapes
off
the
screen.
If
the
player succeeds,
the
ball
will
rebound
off
the
wall
of
bricks. The
"blip"
sound
will
be
pro-
duced
whenever
the
ball hits
the
paddle,
and
the
"bounce"
sound
whenever
the
ball hits a
boundary.
Whenever
the
ball hits a
brick,
that
brick
will
disappear and
the
ball
will
rebound.
But
only
one
brick
can disappear at a
time.
A
"tick"
sound
is
pro-
duced
to
represent
each
point
of
the
brick's
score
point
value.
A serve
ends
right
after
the
player fails
to
volley;
the
serve
button
lights
up
and flashes
as
soon
as
the
ball has disappeared
off
the
end
of
the
screen. To
continue
the
play sequence a player
must
again
de-
press
the
serve
button.
During
two-player
games
the
flashing score in
the
lower
left
corner
of
the
TV
screen
changes
from
the
left
(player one)
to
the
right
(player
two)
after
player
one
misses a
volley,
and vice versa
when
player
two
misses a
volley.
Each
player in a
two-player
game receives an equal
number
of
serves.
(The game resets
the
respective player's last
position
in
a
two-player
game.)
The play sequence
continues
as
described
above
until
all
the
balls are served.
If
no
credit
is
remaining
in
the
credit
accumulator
at
this
time,
then
the
game
reverts back
to
the
attract
mode,
version
two.
But
the
game
will
remain in
the
play
mode
if
one
(or
both)
start
buttons
are
lighted,
because
this
means
that
credit
is
remaining
in
the
credit
accumulator.
After
the
game reverts
to
the
attract
mode,
version
two,
it
automatically
serves
itself
a ball. This ball
cannot
escape,
however,
because
it
can
not
get
past
the
invisible
solid
row
of
paddles at
the
lower
end
of
the
TV
screen.
Double
(See
Figure
2-6)
The
Double
Breakout
game
is
selected
by
setting
the
Game
Select
rotary
switch
to
"Double."
The
player
then
presses
the
flashing
player start
pushbut-
ton
and serves
the
ball
whenever
desired
by
pressing
the
flashing red
LED
serve
pushbutton.
Super
Breakout 2-9

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Atari Super Breakout Specifications

General IconGeneral
BrandAtari
ModelSuper Breakout
CategoryVideo Gaming Accessories
LanguageEnglish