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You've got a mobile paddle and - well, frankly, balls.
But you don't have a lot of balls at your disposal (am I the
only one becoming a little bit uncomfortable discussing this?),
so you have to make the best use of them that you can to knock
down the rows of colorful bricks overhead. Missing one of your
precious balls - and we all know how painful that can be -
forces you to call another ball into play. Losing all of your
balls, as you've probably guessed by now, ends the game. So,
in essence, Breakout is a metaphor for life from the
masculine perspective.
(Atari, 1978)

The year was 1976, and Atari's founder, Nolan Bushnell, had an idea to
revive the overmined "ball and paddle" genre: turn Pong into a single-player game, almost like
racquetball, in which players must smash their way through a wall of bricks with
a ball without missing that ball on the rebound. Bushnell was sure the idea
would be a hit.

At Atari, despite being the visionary leader who'd kept the company afloat by
sheer force of will, he was alone in that assessment. At the time, engineers
could pick assignments from an "idea board" in the Atari offices, and
nobody was springing into action to put together Bushnell's baby, so he finally
assigned it to someone himself. The job landed in the lap of a young employee
who hadn't exactly made a lot of friends at the usually open Atari due to his
sometimes awkward social behavior - one Steve Jobs.
Jobs was offered a bonus for every chip he could eliminate from the elaborate
circuit board that would be required to implement the game. He wasn't exactly
cut out for that sort of design, however, and called his best friend to come in
after hours and help, a young Hewlett-Packard employee named Steve Wozniak.
Wozniak pulled an all-nighter redesigning the game's circuitry, and would up
eliminating at least 50 chips from the 100-chip original design. The Atari
engineers who saw his work were stunned - and some already knew that Jobs wasn't
the one who had pulled this feat off. But there was a new problem now -
Wozniak's redesign of Breakout was so radical that it couldn't be
duplicated. This Breakout as we saw it in arcades was a slightly
revamped 75-chip design - but Jobs still pocketed a $7,000 bonus...only
$350 of which was shared with Wozniak, who was happy simply to hang around the
Atari labs playing games, and genuinely thought that $350 was half of the bonus
check that had been made out to Jobs. He didn't find out until many years
later, when Bushnell inquired about what he did with his "half of the seven
grand" at an industry function.
That wasn't the last brush with Atari greatness that Jobs and Wozniak had,
though. In 1977, they approached Bushnell (prior to his ouster by Warner
Communications and Ray Kassar) with a mass-producible home computer that Wozniak
had designed. Bushnell liked the machine, but didn't see Atari as a home
computer company. He did, however, introduce the budding computer entrepreneurs
to a venture capitalist named Don Valentine, who in turn introduced them to a
colleague named Mike Markkula, and Apple Computer was
born.
The epitome of easy to learn and hard to master, Breakout is a
stunningly simple and addictive game with gobs of historical significance
attached. It's no surprise that one of the first games Wozniak implemented in
Apple II basic was a Breakout clone - and that it continues to be one of
the most copied and re-adapted classic game designs of them all.
Rating:
A whole dollar - trade it in for more quarters, you'll be playing this
game a lot.
Reviewed by Earl Green
theLogBook.com editor/webmaster
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