Super Breakout (rev 03)
Super Breakout allows the player(s) to select any one of three different action-packed Super Breakout games by turning the game select knob on the control panel to the desired game. The three available Super Breakout modes are the following :
* Double Breakout : before serving the ball, the Double Breakout playfield contains 52 orange bricks (4x13) at the top of the screen and 52 green bricks (4x13) immediately below the orange brick wall.
Two paddles are displayed at the bottom end of the screen. When the serve pushbutton is pressed two balls are served. If the first ball served is missed, it counts as a missed serve and goes against the players allotted serves per game; otherwise the second ball is served. If the second ball served is missed after striking the first served ball, the player may continue with the first ball.
* Cavity Breakout : before serving the ball, the Cavity Breakout playfield contains 44 orange bricks and 52 (4x13) green bricks located immediately below the orange brick wall. At approximately 3 columns in and 2 rows down into the orange brick wall, from both the left and the right side of the wall, two cavities appear. These two cavities occupy the space of 4 bricks (a 2x2 brick area).
One paddle is provided in this game, and only one ball is served, unlike Double Breakout. When enough bricks are removed to release a captive ball from its cavity, the score doubles for each brick removed by any of the two balls in the playfield (as long as the served and freed ball remain active in the playfield). If the third ball is freed and all three balls are played in the playfield, the score triples. If any one of the balls is missed and lost, the score returns to double points. If the second ball is missed and only one ball remains in the playfield, points are then scored as normal.
* Progressive Breakout : before serving the ball, the Progressive Breakout playfield contains 4x13 brick walls (one blue and the other green). The blue brick wall, which consists of 52 bricks, is at the top. Then occurs a space equivalent to this wall. In the middle of the screen is a green brick wall consisting of 52 bricks.
The brick walls move or 'scroll' toward the paddle at a rate determined by the number of hits on the ball. As the bricks are knocked out and the walls progressively creep up on the player's paddle, new bricks enter the playfield at a progressively faster rate; four rows of bricks are always separated by four rows of blanks.
As the brick walls scroll down, their colors change which indicates a new point score for that brick at that instant of time.
* Double Breakout : before serving the ball, the Double Breakout playfield contains 52 orange bricks (4x13) at the top of the screen and 52 green bricks (4x13) immediately below the orange brick wall.
Two paddles are displayed at the bottom end of the screen. When the serve pushbutton is pressed two balls are served. If the first ball served is missed, it counts as a missed serve and goes against the players allotted serves per game; otherwise the second ball is served. If the second ball served is missed after striking the first served ball, the player may continue with the first ball.
* Cavity Breakout : before serving the ball, the Cavity Breakout playfield contains 44 orange bricks and 52 (4x13) green bricks located immediately below the orange brick wall. At approximately 3 columns in and 2 rows down into the orange brick wall, from both the left and the right side of the wall, two cavities appear. These two cavities occupy the space of 4 bricks (a 2x2 brick area).
One paddle is provided in this game, and only one ball is served, unlike Double Breakout. When enough bricks are removed to release a captive ball from its cavity, the score doubles for each brick removed by any of the two balls in the playfield (as long as the served and freed ball remain active in the playfield). If the third ball is freed and all three balls are played in the playfield, the score triples. If any one of the balls is missed and lost, the score returns to double points. If the second ball is missed and only one ball remains in the playfield, points are then scored as normal.
* Progressive Breakout : before serving the ball, the Progressive Breakout playfield contains 4x13 brick walls (one blue and the other green). The blue brick wall, which consists of 52 bricks, is at the top. Then occurs a space equivalent to this wall. In the middle of the screen is a green brick wall consisting of 52 bricks.
The brick walls move or 'scroll' toward the paddle at a rate determined by the number of hits on the ball. As the bricks are knocked out and the walls progressively creep up on the player's paddle, new bricks enter the playfield at a progressively faster rate; four rows of bricks are always separated by four rows of blanks.
As the brick walls scroll down, their colors change which indicates a new point score for that brick at that instant of time.
Télécharger Super Breakout (rev 03)
Contents of the ROM :
Technical
CPU
- maincpu M6502 (@ 0 Mhz)
Chipset
- DAC
Display
- Orientation Tate
- Resolution 255 x 224
- Frequency 60.114504 Hz
Controlers
- Number of players 1
- Number of buttons 1
- Kind of controler paddle
Clones of Super Breakout (rev 03)
If you liked Super Breakout (rev 03)
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Scoring for Super Breakout (rev 03)
* Double Breakout Mode (the maximum score for this mode is 2694) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
* Cavity Breakout Mode (the maximum score for this mode is 3384) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
* Progressive Breakout Mode (the maximum score for this mode is infinite, however the score flips at 9999 going back to 0) :
Blue brick : 7 points.
Orange brick : 5 points.
Green brick : 3 points.
Yellow brick : 1 point.
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
* Cavity Breakout Mode (the maximum score for this mode is 3384) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
* Progressive Breakout Mode (the maximum score for this mode is infinite, however the score flips at 9999 going back to 0) :
Blue brick : 7 points.
Orange brick : 5 points.
Green brick : 3 points.
Yellow brick : 1 point.
Tips on Super Breakout (rev 03)
* Ball Speed : Besides the slowest ball speed, right after the serve, there are three possible speed-ups. The first speed-up after the serve occurs on the 4th hit, and a second faster speed-up occurs on the 8th hit. The third occurs after the 12th hit and the fourth occurs when a highpoint (either a 5- or 7-point) brick is hit, regardless of previous speed. Ball speed is restored to slowest value at the beginning of each serve.
* Ball Direction : When the ball intercepts the paddle it will rebound in any of four directions, depending on which portion of the paddle was hit (divide the paddle in four egal portions). This is still the case after the paddle has been reduced to half its normal size. Note that the ball is not allowed to move in a direction perpendicular to the front surface of the paddle or perpendicular to the edge of the paddle. These directions change with the number of hits of the balls. Just like the ball speed changes occur at the 4th, 8th and 12th ball hits.
* Ball Direction : When the ball intercepts the paddle it will rebound in any of four directions, depending on which portion of the paddle was hit (divide the paddle in four egal portions). This is still the case after the paddle has been reduced to half its normal size. Note that the ball is not allowed to move in a direction perpendicular to the front surface of the paddle or perpendicular to the edge of the paddle. These directions change with the number of hits of the balls. Just like the ball speed changes occur at the 4th, 8th and 12th ball hits.
Super Breakout (rev 03) and M.A.M.E.
0.31 [Mike Balfour]
Artwork available
WIP:
- 24th February 2012: 3D ARCADE - New Atari 3D cabinet model for Super Breakout.
- 0.135u1: Lord Nightmare fixed parent relationship between Super Breakout (rev 03) and Super Breakout (rev 04).
- 0.135: Changed description to 'Super Breakout (rev 04)'. Andy Welburn and Lord Nightmare added Super Breakout (rev 03) (Atari 1978). Note: The main cpu roms are on 1024x4bit (82s137 or equiv) proms, otherwise seems identical to rev 04.
- 25th October 2009: Smitdogg - Andrew Welburn dumped Super Breakout Rev 01 and some other old Atari chips. I don't know the ID of the other chips yet but will update the post later if I get more info.
- 0.133u1: hap fixed Super Breakout paddle not reaching left hand side.
- 0.122u3: Rewrote sbrkout driver based on schematics [Aaron Giles]: XTAL-based timing. Correct video timing. Full memory map. Correct memory usage ("zero page" RAM is shared with videoram). Removed all input hacks. Fixed interrupt generation. Connected coin counters. Added save state support. R. Belmont and Adam Bousley fixed missing sound (sbrkout0118yel). Changed M6502 CPU1 clock speed to 756000 Hz and VSync to 60.114504 Hz.
- 5th August 2007: Mr. Do - Super Breakout bezel, vectored by Jcroach and with color correction by Ad_Enuff.
- 0.111u4: Stephane Humbert improved dipswitches in Super Breakout and converted "fake" dipswitches into configuration switches. Removed buttons 2-4.
- 0.110u4: Mr. Do fixed Super Breakout layout.
- 0.85u2: Aaron Giles turned off autocentering by default in Super Breakout. There are probably others that should have this as well.
- 0.61: Added Artwork Overlay and changed palettesize from 32770 to 2 colors.
- 0.60: Changed input to 4x buttons.
- 0.37b7: Added proms ($0, 100 - sync and unknown).
- 0.37b3: Changed palettesize from 254 to 32770 colors.
- 0.35b6: Changed palettesize from 6 to 254 colors.
- 10th March 1999: Mike Balfour has changed Circus and Super Breakout to use the artwork functions instead of their own custom ones.
- 0.31: Mike Balfour added Super Breakout (Atari 1978). Note: I'm cheating a little bit with the paddle control. The original game handles the paddle control as following. The paddle is a potentiometer. Every VBlank signal triggers the start of a voltage ramp. Whenever the ramp has the same value as the potentiometer, an NMI is generated. In the NMI code, the current scanline value is used to calculate the value to put into location $1F in memory. I cheat in this driver by just putting the paddle value directly into $1F, which has the same net result.
- 3rd January 1998: Dumped Super Breakout (rev 04).
LEVELS: 1 (endless)
Other Emulators:
* HiVE
Romset: 8 kb / 8 files / 4.47 zip
Artwork available
WIP:
- 24th February 2012: 3D ARCADE - New Atari 3D cabinet model for Super Breakout.
- 0.135u1: Lord Nightmare fixed parent relationship between Super Breakout (rev 03) and Super Breakout (rev 04).
- 0.135: Changed description to 'Super Breakout (rev 04)'. Andy Welburn and Lord Nightmare added Super Breakout (rev 03) (Atari 1978). Note: The main cpu roms are on 1024x4bit (82s137 or equiv) proms, otherwise seems identical to rev 04.
- 25th October 2009: Smitdogg - Andrew Welburn dumped Super Breakout Rev 01 and some other old Atari chips. I don't know the ID of the other chips yet but will update the post later if I get more info.
- 0.133u1: hap fixed Super Breakout paddle not reaching left hand side.
- 0.122u3: Rewrote sbrkout driver based on schematics [Aaron Giles]: XTAL-based timing. Correct video timing. Full memory map. Correct memory usage ("zero page" RAM is shared with videoram). Removed all input hacks. Fixed interrupt generation. Connected coin counters. Added save state support. R. Belmont and Adam Bousley fixed missing sound (sbrkout0118yel). Changed M6502 CPU1 clock speed to 756000 Hz and VSync to 60.114504 Hz.
- 5th August 2007: Mr. Do - Super Breakout bezel, vectored by Jcroach and with color correction by Ad_Enuff.
- 0.111u4: Stephane Humbert improved dipswitches in Super Breakout and converted "fake" dipswitches into configuration switches. Removed buttons 2-4.
- 0.110u4: Mr. Do fixed Super Breakout layout.
- 0.85u2: Aaron Giles turned off autocentering by default in Super Breakout. There are probably others that should have this as well.
- 0.61: Added Artwork Overlay and changed palettesize from 32770 to 2 colors.
- 0.60: Changed input to 4x buttons.
- 0.37b7: Added proms ($0, 100 - sync and unknown).
- 0.37b3: Changed palettesize from 254 to 32770 colors.
- 0.35b6: Changed palettesize from 6 to 254 colors.
- 10th March 1999: Mike Balfour has changed Circus and Super Breakout to use the artwork functions instead of their own custom ones.
- 0.31: Mike Balfour added Super Breakout (Atari 1978). Note: I'm cheating a little bit with the paddle control. The original game handles the paddle control as following. The paddle is a potentiometer. Every VBlank signal triggers the start of a voltage ramp. Whenever the ramp has the same value as the potentiometer, an NMI is generated. In the NMI code, the current scanline value is used to calculate the value to put into location $1F in memory. I cheat in this driver by just putting the paddle value directly into $1F, which has the same net result.
- 3rd January 1998: Dumped Super Breakout (rev 04).
LEVELS: 1 (endless)
Other Emulators:
* HiVE
Romset: 8 kb / 8 files / 4.47 zip