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Super Breakout
Name:
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Space Invaders
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Company: |
Atari |
Model #:
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CX-5203 |
Programmers:
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Atari 8-Bit Version: Larry Kaplan
(Programmer) & Alan Murphy (Graphics)
Atari 5200 Port: Alan Moss Sr.
(Programmer) & Jerome Domurat (Graphical Improvements) |
Year: |
1982 |
Released?
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Yes
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Notes:
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Port of the
1976 Atari Coin-Op
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Breakout was a smash hit for Atari when it debuted in the
arcades in 1976. The idea for Breakout came about when
Nolan Bushnell, Atari’s founder, wanted to create a one player
version of their hit Pong game. He turned to Steve Bristow
who sketched out the concept and turned it into a workable
idea. It was then up to future Apple co-founders Steve
Jobs and Steve Wozniak to actually create a working prototype of
the game. When Steve delivered the prototype board to
Atari they couldn’t understand his design as he had made it
using as few chips as possible. Not only was his design
too hard to understand, it was also too hard to manufacture, so
Atari ended up redesigning the board and increasing the chip
count from 42 to about 100. Steve later used what he
learned about designing Breakout to add features to the new
Apple II computer he was designing. But of course that
project never went anywhere…
As Breakout was such a hit, plans for a sequel were
immediately set in motion. This took the form of Super
Breakout, which was released in 1978. Super Breakout
included three different modes that the player could select:
Double allows the player to control two paddles at once (one
placed above the other) and features two balls in play at
once. Cavity features two balls trapped in pockets inside
the middle of the board which can be used once freed.
Finally, Progressive features a wall that constantly moves
downward and increases in speed the longer the player
lasts. These three modes added some much needed
variety Breakout and kept the game fresh long past its expiration
date.
Super Breakout received its first port to the Atari
2600 in 1978 and was quickly ported to the Atari 400/800 in
1979. Although simple, these ports really brought the arcade
game to players and enjoyed a good bit of popularity at the
time. The Atari 400/800 version could even support four
players using two sets of paddles for those wild Breakout parties
that were all the rage in the late 70’s. After a while,
Super Breakout was forgotten as people moved onto the next big
gaming craze. That is until 1982 when Super Breakout was
suddenly resurrected and included as the pack-in game for Atari’s
new state of the art 5200 game system. Why would Atari
include such a dated game to show off the features of their new
advanced gaming system? No one really knows, but Atari
needed a game that supported four players as the 5200 came with
four controller ports, and they needed something to take the place
of their Asteroids port which was discovered to not play nicely
with the new analog controllers. Super Breakout fit the bill
so it was packed into every 5200 system and children everywhere
were extremely disappointed. This isn’t to say that Super
Breakout was a bad game, it just didn’t show off any of the new
5200’s superior features.
Much like with Space Invaders, the Atari 5200 port
of Super Breakout was based on the 400/800 code. However
unlike Space Invaders the majority of the game wasn’t changed, it
was just mildly enhanced. The first, and arguably the
biggest, change is that the playfield was increased. That is
to say the height of the board was increased so the player had
more space to play with and everything didn’t feel quite as
cramped. The next change was to the colors. The Atari
400/800’s brick colors were a bit dull and muted, while the Atari
5200’s colors were bright and more appealing. Finally some
sound and graphics tweaks were made including replacing most of
the sound effects and adding a ‘melting’ animation when a brick
was hit (they simply disappeared in the 400/800
version). This was the extent of the changes as
there’s only so much you can do with Breakout.
Although Super Breakout doesn’t (excuse the pun),
break any new ground on the 5200, it’s a perfectly serviceable
port of the game. In fact the Atari 5200’s analog
controllers almost perfectly mimic the paddles used in the
original game (almost), meaning that players didn’t have to go
hunting down and plug in a different controller when they wanted
to play. Unfortunately Super Breakout was quite long in the
tooth when the 5200 rolled around and didn’t impress anyone who
bought the system like Combat had on the 2600. Atari’s
blunder with the pack-in game wasn’t the good first impression
they were hoping for.
Version |
Cart Text |
Description |
?/??/82 |
Super Breakout Cartridge
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Final version |
Return
to 5200 Software
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