Super Break Out

Super Break Out Mehr Infos zu diesem Spiel - mit Video

Super Breakout wurde im September als Fortsetzung von Atari, Inc.s Breakout von in den Spielhallen veröffentlicht. Es wurde von Ed Rotberg geschrieben, der später Battlezone für Atari entwarf. Boxtext. Kann eines der klassischen, elektronischen Video-Spiele noch übertroffen werden? Die Antwort lautet ja, und hier ist es: SUPER BREAKOUT® ist. 3D Super-Breakout - Kostenloser Versand ab 29€. Jetzt bei td-webdesign.se bestellen​! Bild nicht verfügbar. Keine Abbildung vorhanden für. Farbe: Super Breakout by Atari. Für eine größere Ansicht klicken Sie auf das Bild. VIDEOS; °-ANSICHT​. Super Breakout. Artikelnummer: OLD New Old Stock System: Atari neu; ungeöffnete Originalverpackung. (Abbildung ähnlich). Kategorie: Alle Artikel​.

Super Break Out

Atari - Super Breakout (Modul) (gebraucht) Atari (VCS) Spiele. Super Breakout für Atari ist ein actionbetontes Arcade-Game. Finde weitere Infos und ähnliche Games wie zu diesem Spiel in unserer Datenbank. Super Breakout ist ein Spiel von Atari, Inc. für Atari / Super Break Out

Super Break Out Video

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Super Break Out Video

Arcade Longplay - Super Breakout - Double Breakout

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Advanced Search. Super Breakout - Atari Atari joystick:. Joystick control:. Player Help :. This Atari game is emulated by JavaScript only.

Other platforms:. Game info:. Game title:. Super Breakout. Atari Author released :. Atari, Inc.

Nick Turner. Game manual:. File size:. Game size:. Recommended emulator:. From Wikipedia, the free encyclopedia:.

The success of Breakout resulted in the development of Super Breakout a couple of years later. For fans and collectors:.

Find this game on video server YouTube. Buy original game or Atari console at Amazon. Can be very good but also bad. Do you take the risk? Of course also nasty things happen, like bombs falling down.

But don't worry. They only appear on higher levels. Also some monsters run around. They are reasonably harmless but change the direction of the ball when hit.

But beware of the nasties deeper in the game. High scores and special LIFE stones will give extra bats. After you killed all your bats you are given the choice to either continue at the last level, start new at the beginning or quit.

When you indicate to continue, the game will start again at a level just before the one on which you where.

To get anywhere further you will have to get through at least three levels in one go. The higher you start, the more points you can get. The score is computed as follows: for every normal stone hit, for completing the level, for each bonus caught and for each monster destroyed.

After completing a level the score for that level is increased by a percentage depending on the level. Hence, the higher the level, the more point you can obtain for each level.

The following keys are important: q: Quit the game. N: Continue on the next level. This costs you 2 lives and is only useful when you don't manage some particular level at all.

Any key continues. The game will be saved under your current name. Any character continues. So if you fill in impossible data, it just leaves it in.

Before starting using it, take care that you have a copy of this documentation, in particular the next chapter, on paper in fromt of you.

After some loading you will see the so-called manager. In this you can load in a file of levels using the Load button or save the levels you created or changed.

On the left you see the names of the at most 40 different levels in the file. One of them will be selected. Above the buttons there is another possible level, called the buffer.

The buffer is used for changing the order of levels in the file. You can copy levels to and from the buffer and exchange levels with the buffer.

You can also insert the buffer above the selected level or delete a level. For example, to move the first level to the end select the first level, press Copy To Buffer, press Delete, select the last level and press Copy From Buffer.

Play a bit with this moving and copying stuff until you are familiar with it. To change a level, first select it. You can also select the buffer to change it.

Note that the buffer won't be saved on disk, so after changing it you have to copy ot to some place in the level file. Now there are two things you can change: The settings and the field.

The field contains the information about the position of the stones. The settings contain such things as type of monsters, speed of the ball, etc.

To change the settings press the cooresponding button. Het you can fill in the name of the level and the different settings. Refer to section 4 for their meaning.

Take care that they are in the given bounds. The name should contain something. An empty name is considered by the editor as a non-existing level and is not saved on disk.

Press OK to actually change the settings. Press Cancel if you made a big mistake. To change the field press the button Edit Field.

You will see a screen consisting of two parts. On the left there is the current field description of the level.

On the right are all the different stones in three vertical rows. Refer to section 4 for the meaning of the stones. Some stones will look slightly different as in the game to make it possible to distinguish them in particular the invisible stones are made visible.

On the left bottom of the field the current stone is indicated. This is the stone type you can place on the field. To change it, simply point your mouse to the stone you want at the right and press a mouse button.

To place a stone in the field point your mouse to the position and press the left mouse button. To erase a stone on the field, point and press the right mouse button.

That is all there is to know. Well, one more thing. How to return to the manager. This is done in a very user-unfriendly way.

Simply move your mouse to the far left of the screen and press a button will do the trick. Finally there are a few more buttons.

Clear clears the selected level, Clear All does Help gives you some basic information. Quit finally stops the program. Make sure that you saved your file before pressing Quit.

No escapes are provided. Note that such a file does not exist. If you really want to do difficult things, e. See section 4 on what a level file look like.

Please create a few levels yourself and send them to me. I will collect all levels design and provide them later on a level disk.

Internals This section is going to describe a number of internal aspects of Super Break-Out. This information is neccessary for those who want to design their own levels but should preferably not be read by people that want to have most fun in the game.

Surprise is always nicer. Bitmaps and Background Both the background and the bitmaps of all the sprites are simple drawings, created with the great Public Domain program Artist.

You can easily edit them. Realise that the program "knows" the sizes of the different objects. Hence you should take care that sizes remain the same.

For example, if you make the bat a bit larger, the ball will simply pass through the extra part. Also take care that the order of the bitmaps remains the same.

Always first make a copy of the old files. Sounds The sounds that you hear when e. SND and can be altered. There are 12 different types of sound.

Each sound is described on one line. It consists of a series of numbers. Number are given in Hexadecimal and should end with the letter H.

Each row should end with the number FF00H. The following 12 sounds are in the file: 1: Ball hits wall 2: Ball hits bat 3: Ball or bat hits a monster 4: A normal stone is hit by the ball or a bullet 5: An undestructable stone is hit 6: A super stone is hit stone type Y or Z 7: A teleporter stone is hit type a or p 8: An exploding stone is hit type U 9: The bat gets destroyed Starting a new level An extra life is obtained A bomb hits the bat 4.

Stones Super Break-Out knows a large number of different stones. Most stones have their own special features. Stone types are indicated by letters.

Below follows a description of all stone types. The others not. Empty position. Can be used for making nice looking pictures.

P Undestructable. S Lets balls pass from top to bottom only. T Lets balls pass from bottom to top only. V Undestructable but moves up when hit from below.

W Undestructable but moves down when hit from above. X Undestructable but moves when hit. Y Removes all stones of type A.

Z Removes all stones of type P. Reappears after some time. Should not be hit. Don't use too many different types of stones. Don't use more than 20 moving stones.

Take care that the level cannot lock itself.

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