Breakout - play a modern version of the classical game
In Breakout, a layer of bricks lines the top third of the screen. A ball travels across the screen, bouncing off the top and side walls of the screen. When a brick is hit, the ball bounces away 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 movable paddle to bounce the ball upward, keeping it in play. In our game version we introduce some improved graphics and creative genuine screen setups.
The game of breakout begins with a set of bricks with different colors. 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, he or she will lose a turn. The player has three turns to try to clear two screens of bricks.
To move, use the arrow keys, and use the space key to release a ball. Once all the bricks are destroyed, you will be upgraded to the next screen level.
In our version, you can change the game level by clicking the arrow in the top left side of the screen.
Breakout game history
Breakout is an arcade game developed and published by Atari, Inc., released on May 13, 1976. It was conceptualized by Nolan Bushnell and Steve Bristow, influenced by the 1972 Atari arcade game Pong, and built by Steve Wozniak aided by Steve Jobs. Breakout was the basis and inspiration for certain aspects of the Apple II personal computer. The game was ported to the Atari 2600 and was followed by a 1978 sequel, Super Breakout, which four years later became the pack-in game for the Atari 5200 console. Breakout spawned an entire genre of Breakout clones, and the concept found new legs with Taito's 1986 Arkanoid which itself found dozens of imitators.
In Breakout, a layer of bricks lines the top third of the screen. A ball travels across the screen, bouncing off the top and side walls of the screen. When a brick is hit, the ball bounces away 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 movable paddle to bounce the ball upward, keeping it in play Breakout, a discrete logic (non-microprocessor) game, was designed by Nolan Bushnell, Steve Wozniak, and Steve Bristow, all three of whom were involved with Atari and its Kee Games 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. Al Alcorn was assigned as the Breakout project manager, and began development with Cyan Engineering in 1975. Bushnell assigned Steve Jobs to 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.
Bushnell offered the bonus because he disliked how new Atari games required 150 to 170 chips; he knew that Jobs' friend Steve Wozniak, an employee of Hewlett-Packard, 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 high score 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 breadboarder 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 arcade cabinet uses a black and white monitor. However, the monitor has strips of colored cellophane placed over it so that the bricks appear to be in color.
We hope you enjoy the game!