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Breakout

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)

Okay, enough testicular humor. Breakout is a fine adaptation
of the game created by a one-time early Atari employee named
Steve Jobs (who got a lot of help from his friend Steve Wozniak;
these two later founded a computer company named after a
common fruit). As the original arcade game wasn't all that complex,
the VCS version doesn't need to overcome any technical hurdles.
And yet it does! The arcade Breakout achieved its on-screen
colors only with the use of a multi-colored transparent overlay
on its monitor, not unlike the original Odyssey console's claim
to playing multiple games because it had ping pong, tennis and
hockey overlays for buyers' TV screens. Not so here! Through
the magic of advanced technology, VCS Breakout generated all
of its colors internally.
Even those colorful balls of yours.
Breakout continues on to this day, recently revived in, of all
things, a quest-style 3-D game released under Hasbro Interactive's
Atari imprint. Its play mechanics are among the most-copied
basic game tenets in video and computer game history. Ever
think about that? Put little feet and eyes and antennae on the
bricks, give them a somewhat more hostile intent, and what do you
get? Space Invaders.
Rating:
Four quarters - a couple of minor irritants, but mostly a compelling and
addictive game.
Reviewed by Earl Green
theLogBook.com editor/webmaster

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