Jump to content

Breakout(video game)

From Wikipedia, the free encyclopedia
(Redirected fromBreakout clone)
Breakout
Arcade flyer
Developer(s)Atari, Inc.
Publisher(s)
Designer(s)
Programmer(s)Atari 2600
Brad Stewart
Platform(s)Arcade,Atari 2600
ReleaseArcade
Atari 2600
Genre(s)Action
Mode(s)Up to 2 players, alternating turns

Breakoutis anarcade video gamedeveloped and published byAtari, Inc.[7]and released on May 13, 1976.[2]It was designed bySteve Wozniak,based on conceptualization fromNolan Bushnelland Steve Bristow, who were influenced by the seminal1972Atari arcade gamePong.InBreakout,a layer of bricks lines the top third of the screen and the goal is to destroy them all by repeatedly bouncing a ball off a paddle into them. The arcade game was released in Japan byNamco.Breakoutwas a worldwide commercial success, among the top five highest-grossingarcade video games of 1976in both the United States and Japan and then among the top three highest-grossingarcade video games of 1977in the US and Japan. The 1978Atari VCSport uses color graphics instead of a monochrome screen with colored overlay.

While the concept was predated byRamtek'sClean Sweep(1974),Breakoutspawned an entire genre ofclones.It was the inspiration for aspects of theApple IIcomputer andTaito'sSpace Invaders(1978). An official sequel was released in 1978,Super Breakout,which eventually became the pack-in game for theAtari 5200console in 1982.Super Breakoutintroduced multiple balls in play at once, which became a common feature in the genre. In 1986 theBreakoutconcept found new legs withTaito'sArkanoid,which itself spawned dozens of imitators. In Japan, the genre is known asblock kuzushi( "block breaker" ) games.

Gameplay

[edit]
Arcade version screenshot

Breakoutbegins with eight rows of bricks, with two rows each of 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 hit 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 ofBreakoutfeatured artwork that revealed the game's plot to be that of a prison escape. According to this release, the player is actually playing as one of a prison's inmates attempting to knock a ball and chain 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.

Development

[edit]

A precursor toBreakoutwasClean Sweep,released byRamtekin 1974. In that game, the player uses a paddle to hit a ball up towards a playfield of dots, which disappear as the ball moves through the dots; the goal is to achieve a clean sweep by erasing all the dots.[8]Clean Sweepwas one of the top ten best-sellingarcade video games of 1974and sold a total of 3,500arcade cabinets.[9]

Breakout,adiscrete logic(non-microprocessor) game, was designed by Nolan Bushnell, Steve Jobs, and Steve Bristow, all three of whom were involved with Atari and itsKee Gamessubsidiary. Atari produced innovative video games using thePonghardware as a means of competition against companies making "Pongclones ".[10]Bushnell wanted to turnPonginto 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.Al Alcornwas assigned as theBreakoutproject manager, and he began development withCyan Engineeringin 1975. Bushnell assignedSteve Jobsto design a prototype. Jobs was offered$750, with an award for every TTL (transistor-transistor logic) chip fewer than 50. Jobs promised to complete a prototype within four days.[11]

Bushnell offered the bonus because he disliked how new Atari games required 150 to 170 chips; he knew that Jobs' friendSteve Wozniak,an employee ofHewlett-Packard,had designed a version of Pong that used about 30 chips.[12]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". Near the end of development, Wozniak considered moving thehigh scoreto 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;[13][14][15][16][17][18]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 that "we only got 700 bucks for it". Wozniak was the engineer, and Jobs was thebreadboarderand 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".[12]

The simplicity of the game created a problem when the copyright filing was denied because it "did not contain at least a minimum amount of original pictorial or graphic authorship, or authorship in sounds" and Atari appealed.[19]InAtari Games Corp. v. Oman,then Court of Appeals JusticeRuth Bader Ginsburgfound that the work was copyrightable.[20]

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.[14][15][16][17][21][22]

Thearcade cabinetuses a black and whitemonitor,but the monitor has strips of coloredcellophaneplaced over it so that the bricks appear to be in color.

Other versions

[edit]
Atari 2600 version

A software version ofBreakoutwas written for theAtari 2600by Brad Stewart. 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.Atarihad this termtrademarkedand used it in addition toBreakoutto describe gameplay, especially in look-alike games and remakes.

Atari's 1977 dedicatedVideo Pinballconsole includes aBreakoutgame.

On March 16, 2005, during ISOBus plugfest in Lincoln Nebraska, the John Deere engineer has demonstrated ability to run Breakout game on a competitive tractor monitor using ISO 11789-6 standard.[citation needed]

Reception

[edit]

In October 1976, the annualRePlaychart listedBreakoutas the fifth highest-earningarcade video game of 1976in the United States, belowMidway Manufacturing'sSea Wolf,Gun Fight,andWheels,and Atari'sIndy 800.[23]Breakoutwas later the third highest-earningarcade video game of 1977in the US, belowSea WolfandSprint 2,[24][25]and the fifth highest-earningarcade video game of 1978in the US.[26]Breakouthad a total arcade production run of 11,000 cabinets manufactured by Atari, estimated to have generated over$11 million($59 millionadjusted for inflation) in sales revenue.[27]

Breakoutwas also a commercial success forNamcoin Japan. On the first annualGame Machinearcade chart,Breakoutwas the fourth highest-grossing arcade video game of 1976 in Japan, below Taito'sBall Park(Tornado Baseball)andSpeed Race DXandSega'sHeavyweight Champ.[28]The following year,Breakoutwas Japan's third highest-grossingarcade gameof 1977, below only tworacing games,Namco'selectro-mechanicalgameF-1and Taito's video gameSpeed Race DX.[29]In total,Breakoutsold 15,000 arcade units worldwide by 1981.[30]

The Atari 2600 version sold 256,265 units in 1980.Breakoutwent on to sell a total of 1,650,336 units by 1983.[31]

In 1989,Computer and Video Gamesreviewed the Atari VCS version, giving it a 24% score.[32]

In 2021,The GuardianlistedBreakoutas the fourth greatestvideo game of the 1970s,belowGalaxian,AsteroidsandSpace Invaders.[33]

Legacy

[edit]

Breakoutwas an influential game that had an impact on the video game and computer industries.Breakoutspawned an entire genre of clones. Ten years later, the concept found new legs withTaito's 1986Arkanoid,which itself spawned dozens of imitators. In Japan, the genre is known asblock kuzushi( "block breaker" ) games.Breakoutwas also the basis and inspiration for certain aspects of theApple IIpersonal computerandTaito's arcadeshoot 'em upgameSpace Invaders(1978).

Apple II influence

[edit]

Breakoutdirectly influenced Wozniak's design for theApple IIcomputer. He said: "A lot of features of the Apple II went in because I had designedBreakoutfor Atari. I had designed it in hardware. I wanted to write it in software now ".[34]This included his design of color graphics circuitry, the addition of game paddle support and sound, and graphics commands inInteger BASIC,with which he wroteBrick Out,a software clone of his own hardware game.[35]Wozniak said in 1984:[12]

Basically, all the game features were put in just so I could show off the game I was familiar with—Breakout—at theHomebrew Computer Club.It was the most satisfying day of my life [when] I demonstratedBreakout—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.

Space Invadersinfluence

[edit]

Tomohiro NishikadocitedBreakoutas the original inspiration behind his hitSpace Invaders(1978). He wanted to adapt the same sense of achievement and tension from destroying targets one at a time for ashooting game.[36]

Re-releases and enhanced versions

[edit]

The success of the game resulted inSuper Breakout's release in 1978.[37]It contains three separate game modes. The home ports includeBreakoutas a fourth mode, using theSuper Breakoutvisual style.

Breakout 2000for theAtari Jaguaradds a 3D playfield and additional features.

A 3DBreakout-inspired game was published simply asBreakoutin 2000 for the PC andPlayStationbyHasbro Interactive'sAtari Interactivesubsidiary.

In 2011,Atari S.A.released an updated version ofBreakoutasBreakout Boost.The chief difference is the addition of improved graphics, power-ups, and unique brick types.

Another enhanced version of the game has been announced for release exclusively on theIntellivision Amico.[38]

Breakout: Recharged

[edit]

A revamped version of the game titled,Breakout: Recharged,was released on February 10, 2022, forNintendo Switch,PlayStation 4,PlayStation 5,Xbox One,Xbox Series X/S,Microsoft WindowsandAtari VCSas part of theAtari Rechargedseries. It was developed by Adamvision Studios and SneakyBox.[39]

Pilgrim in the Microworld

[edit]

Pilgrim in the Microworldis anautobiographyby David Sudnow detailing his obsession withBreakout.Sudnow describes studying the game's mechanics, visiting the manufacturer inSilicon Valley,and interviewing the programmers.[40]

Easter eggs

[edit]

The first-generationiPod Classichad anEaster eggwhere holding down the center button for a few seconds in the "About" menu causedBreakoutto appear.[41][42]

On the 37th anniversary of the game's release,Googlereleased asecretversion ofBreakoutaccessible by typing "atari breakout" inGoogle Images.The image thumbnails form thebreakoutbricks, turn different colors, and after a ball and paddle appear the game begins.[43]

References

[edit]
  1. ^abAkagi, Masumi (13 October 2006).アーケードTVゲームリスト quốc nội • hải ngoại biên (1971-2005)[Arcade TV Game List: Domestic • Overseas Edition (1971-2005)] (in Japanese). Japan: Amusement News Agency. p. 51.ISBN978-4990251215.
  2. ^ab"Atari - 1972 - 1984".atari.Archived fromthe originalon 2016-06-11.Retrieved2017-08-30.
  3. ^"Video Game Flyers: Breakout, Atari, Inc. (Germany)".The Arcade Flyer Archive.Retrieved22 March2021.
  4. ^"Breakout (Registration Number PA0000175216)".United States Copyright Office.Retrieved1 June2021.
  5. ^Hahn, Duane Alan."1978: Atari 2600 Video Game Release Dates with Pop Culture Atmosphere".Random Terrain.
  6. ^Kyle Orland (February 25, 2015). "Obituary: Gaming pioneer Steve Bristow helped design Tank, Breakout".Ars Technica
  7. ^"Atari Unit Selling Prices (1972-1999)"(PDF).Archived fromthe original(PDF)on 2013-05-10.Retrieved2013-05-13.
  8. ^Hunter, William (2015)."PONG and Atari".The Dot Eaters.Retrieved9 April2021.
  9. ^Baer, Ralph H.(2005).Videogames: In the Beginning.Rolenta Press. pp. 12–3.ISBN978-0-9643848-1-1.
  10. ^Kent, Steven(2001).Ultimate History of Video Games.Three Rivers Press.ISBN0-7615-3643-4.
  11. ^Isaacson, Walter(2011).Steve Jobs.Simon & Schuster.p.166.ISBN978-1-4516-4853-9.
  12. ^abcWilliams, Gregg; Moore, Rob (December 1984)."The Apple Story / Part 1: Early History".BYTE(interview). pp. A67.Retrieved23 October2013.
  13. ^"Letters – General Questions Answered, Woz.org".Archived fromthe originalon 2011-06-12.Retrieved2016-06-20.
  14. ^abWozniak, Steven:"iWoz",a: pages 147–148, b: page 180.W. W. Norton,2006.ISBN978-0-393-06143-7
  15. ^abKent, Steven:The Ultimate History of Video Games,pages 71–73.Three Rivers Press,2001.ISBN0-7615-3643-4.
  16. ^ab"Breakout".The Dot Eaters.Retrieved2018-05-08.
  17. ^ab"Breakout, Arcade Video game by Atari, Inc. (1976)".arcade-history.
  18. ^Classic Gaming: A Complete History of BreakoutArchived2014-06-23 at theWayback Machine
  19. ^Atari Games Corp. v. Oman,693 F. Supp. 1204 (D. D.C. 1988).
  20. ^Atari Games Corp. v. Oman,979 F. (2d) 242 (D.C. Cir. 1992).
  21. ^"Phosphor-Dot Fossils: Breakout".Archived fromthe originalon 2007-10-17.Retrieved2016-06-20.
  22. ^"Features - Woz Was Here - Steve Wozniak On His Gaming Past".Gamasutra. 2007-05-04.Retrieved2018-05-08.
  23. ^"Profit Chart".RePlay.October 1976.
  24. ^"Top Arcade Games".Play Meter.November 1977.
  25. ^"Profit Chart".RePlay.November 1977.
  26. ^"Video Games".RePlay.November 1978.
  27. ^"Production Numbers"(PDF).Atari.1999. Archived fromthe original(PDF)on 2013-05-10.Retrieved2013-05-13.
  28. ^"Bổn giấy アンケー 〜 ト điều tra の kết quả"[Paper Questionnaire: Results of the Survey](PDF).Game Machine(in Japanese). No. 65.Amusement Press, Inc.1 February 1977. p. 2.
  29. ^"Kết quả ベスト3"[Best 3 Results](PDF).Game Machine(in Japanese). No. 90.Amusement Press, Inc.15 February 1978. p. 2.
  30. ^"Video Games Star War".The New York Times.25 October 1981.Retrieved23 September2021.
  31. ^Cartridge Sales Since 1980.Atari Corp.Via"The Agony & The Ecstasy".Once Upon Atari.Episode 4. Scott West Productions. August 10, 2003. 23 minutes in.
  32. ^"Complete Games Guide"(PDF).Computer and Video Games(Complete Guide to Consoles): 46–77. 16 October 1989.
  33. ^"The 15 greatest video games of the 70s – ranked!".The Guardian.13 May 2021.Retrieved23 May2021.
  34. ^Connick, Jack: "...And Then There Was Apple". Call-A.P.P.L.E. Oct 1986: 24.
  35. ^Wozniak, Steve (2014-05-01)."How Steve Wozniak Wrote BASIC for the Original Apple From Scratch".Gizmodo.Retrieved2 May2014.
  36. ^Staff (15 April 2004)."Nishikado-San Speaks".Retro Gamer.No. 3. Live Publishing. p. 35.
  37. ^"Super Breakout".The International Arcade Museum.Retrieved7 February2017.
  38. ^"Intellivision® Reveals Initial Details For The Upcoming Amico™ Home Video Game Console!".PR Newswire(Press release).
  39. ^"Breakout: Recharged announced for PS5, Xbox Series, PS4, Xbox One, Switch, and PC".Gematsu.January 24, 2022.
  40. ^"When Television Marries Computer; By Howard Gardner".The New York Times.March 27, 1983.RetrievedApril 26,2010.
  41. ^"Consumer Electronics Review: Apple iPod".Geek. 2002-01-31. Archived fromthe originalon 2012-10-16.Retrieved2012-12-26.
  42. ^10 Fascinating Facts You Didn't Know About AppleNumber 8. The First iPod Had A Secret Easter Egg
  43. ^"Play Atari" Breakout "in Google image search".cbsnews.14 May 2013.