Atari Super Breakout Operation, Maintenance And Service Manual page 29

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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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