From the Commercial (See here).
(Double Paddle)
*Some of the graphics shown in this post are from a simulation of Super Breakout, and not the game itself.*
*These grainy images are from videos of people playing on Atari consoles.*
Atari 2600 Atari 5200
(Super Breakout - Progressive Mode) (Cavity Mode)
[From a compilation, possibly updated version] [2 balls still encased]
Published by: Atari, Inc
Developed by: Atari, Inc
Designer: Steve Wozniak, Steve Bristow, Nolan Bushnell
Platform: Atari 5200 (port), Atari 2600 (port), Arcade, Video Pinball (port), Handheld (MGA mini arcade)
Year Released: 1978
Significant Contributors to Game Development:
Some of the following are responsible for creating the original Breakout, which Super Breakout was highly referencing from in terms of graphics, objectives, and mechanics (though not programming).
Steve Wozniak, Steve Bristow, Nolan Bushnell, Cyan, Steve Jobs, Brad Stewart, Ed Logg, Ian Shepherd, Gary Waters
Genre: Paddle Games, Science-Fiction (Outer Space)
Other Games in Series: Breakout (original), Breakout 2000
After Breakout's success, Atari decided to make a sequel, Super Breakout. Atari turned to the Cyan company for help making the game. It was programmed by Ed Logg (who later did Asteroids) on an M6502 chip.
Graphics on the Atari 5200:
Gameplay
The game is paddle based.
The game's objective is to destroy as many blocks as possible.
The player loses the game by running out of lives (the ball leaving the screen via the bottom).
The game builds points as each of the blocks is destroyed.
Different color blocks are worth different amounts of points, which varies depending on the version.
The ball is used to destroy blocks, and can be bounced off any surface, but the bottom and other balls.
Double: - This mode grants 2 paddles (stacked one above the other with a gap in between). Additionally, both paddles can be used to bounce the ball.
Cavity: - This mode has two extra balls which are kept in cavities within the formation of blocks. Once freed, any of the 3 balls can be used to destroy blocks. Extra points can be earned in this mode, especially if all balls are kept alive. A ball "dies" by leaving the bottom of the screen.
Progressive: - The ball will speed up as it is continually bounced against surfaces. When the ball and paddle collide, the line of bricks descend downwards, being replaced by new colored lines of bricks at the top.
Destroying all blocks on screen results in moving to the next level in most modes. New levels in most modes have different formations, colors, and point values.
Left and Right to move the paddle.
A button to launch the ball.
Pause (possibly just on home consoles/emulators) to stall the game.
Captain John Stewart Chang
The player plays Captain John Stewart Chang, a NASA astronaut on a mission from Io to New California. Little other information is given about him.The cover art for the Super Breakout game package is to the left, the actual graphics in the game look more like this:
(Usually in Green, Yellow, or Grey.)
Visual
The majority of the graphics are functional. Each one serves a purpose. All graphics were simple and pixel based, being 8 bit. The most innovative effects for the 2D graphics, was there ability to disintegrate when the ball made contact with a block. The ball, and paddle were animated based off player movements. In the progressive mode of Super Breakout, the blocks could also scroll downwards at a set rate.
A graphics issue (perhaps glitch) occurs when the ball goes through the border edge of 2 blocks, hits a block above them, and causes no destruction to the blocks below (returning back to the player's reach).
Graphics on the Atari 2600:
Score, lives, and number of balls left.
Information. (text)
Rainbow blocks of many colors. (Some blocks removed.)
The objective/enemy.
The ball in action.
The player's "ammo."
The paddle (also in action.)
The player.
The background (either space or a black void, depending upon interpretation).
So all graphics stand out.
The version bellow has all of the above,
but an additional ball and additional paddle.
The game has various noises, that, like the original were "error" noises. Whenever the ball made contact, a noise would sound, including ball hitting the paddle, wall, or a block. Some versions used different pitches of sound, which could almost give a musical feeling. In most versions the sound is a simple addition, and not vital to game play. In some versions the sounds are more pleasant, in others they are somewhat jarring and can get annoying or even distracting.
A Complete History of Super Breakout - A comedic version with some bits of history mixed in.
Super Breakout (1978) - A bit of information, with pictures.
Youtube - The Super Breakout Commercial!
Play Super Breakout (simulation) play.vg - Play the Java/Shockwave version.
Play Super Breakout (simulation) playr.org - Play the flash version.
Wikipedia - FTE (for the extras).
A large image of the arcade version of Super Breakout.
A large cover image of the Super Breakout compilation cartridge.
Another dusty image of an arcade version.
The game was also featured in an Atari Home Computer ad (youtube).