AGH Atari 2600 Review: SUPER BREAKOUT
by Atari
Super Breakout is perhaps the greatest design of the
popular ball-and-paddle contest that first reached arcades in the
1970s. The cart itself, actually contains four games -- Breakout,
Double, Progressive and Cavity. All four variations offer an
infinite succession of target walls and on-screen scoring that
includes both a numerical total and a comment by the computer
on each player's skill.
The 2600 version of Super Breakout shows skill, imagination
and loving care in its design, so much so that it has spawned
numerous "clones," most notably Arkanoid.
If you've played Breakout, this version will look like more
of the same. But Super Breakout expands on the theme by
including three different game variations (four if you include
the original Breakout, which is resident in the cartridge as well.)
In Double Breakout, you receive two paddles and two
balls. When two balls are in play at the same time, point
values are double. The paddles are stacked one on top of the
other. In Cavity Breakout, the wall of bricks has two
holes in it, each containing a ball. When the play begins, it looks
rather like a face with two maniacal eyes. When a path is broken
into one of the cavities, the ball within is released, putting two
balls in play. When one ball is missed, the point values revert
to their original amount and play continues until the second ball
is missed. Finally, rather than having one wall of eight rows of
bricks, Progressive Breakout offers two walls, each of
which contains four rows. As the play progresses, these rows move
down the screen, getting progressively closer to the paddle. Since
the rows change color as they move down the screen, their point value
lessens. Therefore, it's to your advantage to break through as soon
as possible to hit the uppermost bricks. The very low bricks present
a problem because there is very little room to react between the time
that the ball hits the brick and the time it goes off the bottom of
the screen. As an added bonus, there's also a Children's version of
Breakout. It's the same as regular Breakout except that the paddles
do not decrease in size when the wall is broken through and the ball
does not speed up when one of the last four rows is hit.
It's difficult to explain in words how addicting Breakout is. But one
of the best features of the game is the sound effects. The sound that
a brick makes when it disappears varies from row to row and from game
to game. When the ball breaks through the wall and rebounds at the
top of the screen, knocking out brick after brick, the sound is infinitely
more fun than the points. It's pure gaming nirvana!
It's infuriating when magazines coin the term "repetitive" to mean
dull, boring and lacking variety. When you consider that Tetris and
Breakout are as repetitive and single-minded in execution as they come,
you'll agree that, sometimes, the best games are those that do ONE
thing spectacularly well instead of pretending to have a wide variety of
options, power-ups, levels and different play mechanics. Super Breakout
is a masterpiece.
Title |
Super Breakout |
Publisher |
Atari |
System |
Atari 2600 (VCS) |
Graphics |
6 |
Sound |
7 |
Gameplay |
10 |
Overall |
10 |
Reviewer |
Keita Iida |
|