Super Breakout Online
. Steve Bristow.Bradley G.
Game Super breakout! An interesting game in which you need agility. Before you colored blocks and socket through which you can beat the ball. Presiding socket so that the ball broke the colore.
StewartSeriesBreakout,ReleaseMay 13, 1976Mode(s)Up to 2 players, alternating turnsUpright and cocktailDiscreteDisplayVertical orientation, standard resolution B&W with color overlayBreakout is an developed and published by, and released on May 13, 1976. It was conceptualized by and, influenced by the seminal Atari arcade game, and built by.Breakout was the basis and inspiration for certain aspects of the personal computer. In 1978, the game was ported to the and a sequel was made, which four years later became the 'pack-in game' for the console. Breakout spawned an entire genre of, and the concept found new legs with 1986, which itself spawned dozens of imitators.In Breakout, a layer of bricks lines the top third of the screen and the goal is to destroy them all.
A ball moves straight around the screen, bouncing off the top and two sides of the screen. When a brick is hit, the ball bounces back and the brick is destroyed. The player loses a turn when the ball touches the bottom of the screen; to prevent this from happening, the player has a horizontally movable paddle to bounce the ball upward, keeping it in play. Arcade version screenshotBreakout begins with eight rows of bricks, with each two rows a different color. The color order from the bottom up is yellow, green, orange and red. Using a single ball, the player must knock down as many bricks as possible by using the walls and/or the paddle below to ricochet the ball against the bricks and eliminate them.
If the player's paddle misses the ball's rebound, they will lose a turn. The player has three turns to try to clear two screens of bricks. Yellow bricks earn one point each, green bricks earn three points, orange bricks earn five points and the top-level red bricks score seven points each.
The paddle shrinks to one-half its size after the ball has broken through the red row and hit the upper wall. Ball speed increases at specific intervals: after four hits, after twelve hits, and after making contact with the orange and red rows.The highest score achievable for one player is 896; this is done by eliminating two screens of bricks worth 448 points per screen. Once the second screen of bricks is destroyed, the ball in play harmlessly bounces off empty walls until the player restarts the game, as no additional screens are provided. However, a secret way to score beyond the 896 maximum is to play the game in two-player mode. If 'Player One' completes the first screen on their third and last ball, then immediately and deliberately allows the ball to 'drain', Player One's second screen is transferred to 'Player Two' as a third screen, allowing Player Two to score a maximum of 1,344 points if they are adept enough to keep the third ball in play that long. Once the third screen is eliminated, the game is over.The original arcade cabinet of Breakout featured artwork that revealed the game's plot to be that of a. According to this release, the player is actually playing as one of a prison's inmates attempting to knock a into a wall of their prison cell with a mallet.
If the player successfully destroys the wall in-game, their inmate escapes with others following.History and development Breakout, a (non-) game, was designed by Nolan Bushnell, Steve Wozniak, and Steve Bristow, all three of whom were involved with Atari and its subsidiary. Atari produced innovative video games using the Pong hardware as a means of competition against companies making ' Pong clones'. Bushnell wanted to turn Pong into a single player game, where the player would use a paddle to maintain a ball that depletes a wall of bricks. Bushnell was certain the game would be popular, and he and Bristow partnered to produce a concept. Was assigned as the Breakout project manager, and began development with in 1975.
This Is the Police is all about a dark story and how you react to it. Whatever you decide, your choices will influence the game – and the fate of Jack Boyd. This Is the Police is a strategy/adventure game set in a city spiraling the drain. Taking the role of gritty Police Chief Jack Boyd, you'll dive into a deep story of crime and intrigue. This is the police xbox one. This Is the Police is an adventure strategy video game by Belarusian developer Weappy Studio and published by Nordic Games and EuroVideo Medien. It was first released on August 2, 2016 for Microsoft Windows, OS X and Linux, and was later released for PlayStation 4 and Xbox One on March 22, 2017, and for Nintendo Switch on October 24, 2017. In the game, the player controls the protagonist Jack.
Bushnell assigned to design a prototype. Jobs was offered 750, with an award for every TTL chip fewer than 50.
Jobs promised to complete a prototype within four days.Bushnell offered the bonus because he disliked how new Atari games required 150 to 170 chips; he knew that Jobs' friend, an employee of, had designed a version of Pong that used about 30 chips. Jobs had little specialized knowledge of circuit board design but knew Wozniak was capable of producing designs with a small number of chips.
He convinced Wozniak to work with him, promising to split the fee evenly between them if Wozniak could minimize the number of chips. Wozniak had no sketches and instead interpreted the game from its description. To save parts, he had 'tricky little designs' difficult to understand for most engineers. Near the end of development, Wozniak considered moving the to the screen's top, but Jobs claimed Bushnell wanted it at the bottom; Wozniak was unaware of any truth to his claims. The original deadline was met after Wozniak worked at Atari four nights straight, doing some additional designs while at his day job at Hewlett-Packard. This equated to a bonus of $5,000, which Jobs kept secret from Wozniak. Wozniak has stated he only received payment of $350; he believed for years that Atari had promised $700 for a design using fewer than 50 chips, and $1000 for fewer than 40, stating in 1984 'We only got 700 bucks for it.'
Wozniak was the engineer, and Jobs was the and tester. Wozniak's original design used 42 chips; the final, working breadboard he and Jobs delivered to Atari used 44, but Wozniak said, 'We were so tired we couldn't cut it down.' Atari was unable to use Wozniak's design.
By designing the board with as few chips as possible, he made the design difficult to manufacture; it was too compact and complicated to be feasible with Atari's manufacturing methods. However, Wozniak claims Atari could not understand the design, and speculates 'maybe some engineer there was trying to make some kind of modification to it.' Atari ended up designing their own version for production, which contained about 100 TTL chips. Wozniak found the gameplay to be the same as his original creation, and could not find any differences.The uses a black and white. However, the monitor has strips of colored placed over it so that the bricks appear to be in color.Ports.
Atari 2600 versionThe not so original arcade version of Breakout was ported to the by Brad Stewart. Brad Stewart and were both available to program Breakout for the 2600 and competed in the original version of Breakout for the programming rights; Brad won. The game was published in 1978, but with only six rows of bricks, and the player is given five turns to clear two walls instead of three. In the Breakthru variant, the ball does not bounce off of the bricks, but continues through them until it hits the wall. Had this term and used it in addition to Breakout to describe gameplay, especially in look-alike games and remakes. Atari's 1977 dedicated console includes a Breakout game.Apple II influence Breakout directly influenced Wozniak's design for the computer. He said, 'A lot of features of the Apple II went in because I had designed Breakout for Atari.
I had designed it in hardware. I wanted to write it in software now.'
Enjoy the driving retro beats of an original soundtrack by chiptunist Shawn Daley.4-PLAYER LOCAL MULTIPLAYER! Super blood hockey gameplay. Paint the ice with the blood of your friends!GLOBAL SHOWDOWN! Customize your lineup and use superior skating, positioning, strategy and violence to assert your dominance on the ice.CRUNCHY RETRO PIXELATED GORE! Experience brutality on ice like you've never witnessed before: blood splattering collisions, brain-scrambling head injuries, bloody vomiting spells and violent seizures.MIND MELTING CHIPTUNE SOUNDTRACK! Take on the world in a global ice hockey tournament.
This included his design of color graphics circuitry, the addition of game paddle support and sound, and graphics commands in, with which he wrote Brick Out, a software clone of his own hardware game. Wozniak said in 1984:Basically, all the game features were put in just so I could show off the game I was familiar with— Breakout—at the. It was the most satisfying day of my life when I demonstrated Breakout—totally written in BASIC. It seemed like a huge step to me. After designing hardware arcade games, I knew that being able to program them in BASIC was going to change the world. This section needs additional citations for. Unsourced material may be challenged and removed.Find sources: – ( April 2017) Re-releases and enhanced versions The success of the game resulted in 's release in 1978.
It contains three separate game modes. The home ports include Breakout as a fourth mode, using the Super Breakout visual style.for the adds a 3D playfield and additional features.A 3D Breakout-inspired game was published simply as Breakout in 2000 for the PC and by 's subsidiary.In 2011 released an updated version of Breakout as Breakout Boost. The chief difference is the addition of improved graphics, power-ups, and unique brick types.Pilgrim in the Microworld Pilgrim in the Microworld is an by David Sudnow detailing his obsession with Breakout. Sudnow describes studying the game's mechanics, visiting the manufacturer in, and interviewing the programmers. Super Breakout story For, recorded a 7-in 33 1⁄ 3 RPM record telling the story of Super Breakout.
This story dealt with astronaut Captain John Stewart Chang returning from a routine mission transporting from to space station New California. He encounters a rainbow barrier, presumably a force of nature, that seems to have no end on either side. He has three lobbing missiles of white light that he can bounce off the hull of his shuttle, and they prove able to break through the layers of the force field. With his life support systems failing, what follows is a test of endurance turned game as he strives to break through the barrier in space. Easter eggs The first-generation had an where holding down the center button for a few seconds in the 'About' menu caused Breakout to appear.On the 37th anniversary of the game's release, released a version of Breakout accessible by typing 'atari breakout' in. The image thumbnails form the breakout bricks, turn different colors, and after a ball and paddle appear the game begins.
References. Kyle Orland (February 25, 2015). Ars Technica. (PDF).
Archived from on 2016-06-11. Retrieved 2017-08-30. Kent, Steven (2001). Ultimate History of Video Games. Three Rivers Press. (2011).
P. ^ Williams, Gregg; Moore, Rob (December 1984). BYTE (interview). Retrieved 23 October 2013.
Archived from on 2011-06-12. Retrieved 2016-06-20. ^: ', a: pages 147–148, b: page 180., 2006. ^ Kent, Steven: The Ultimate History of Video Games, pages 71–73., 2001. ^. The Dot Eaters. Retrieved 2018-05-08.
^. 2014-06-23 at the. Archived from on 2007-10-17. Retrieved 2016-06-20. Retrieved 2018-05-08.
Connick, Jack. '.And Then There Was Apple.' Oct 1986: 24. Wozniak, Steve (2014-05-01). Retrieved 2 May 2014. The International Arcade Museum. Retrieved 7 February 2017.
The New York Times. March 27, 1983. Retrieved April 26, 2010. Braden, John. Story of Atari Super Breakout, Kid Stuff Records, 1982.
Archived from on 2012-10-16. Retrieved 2012-12-26. Number 8. The First iPod Had A Secret Easter Egg. Associated Newspapers Ltd. Retrieved June 1, 2016.