Super Breakout [Model CX2608]

The Atari 2600 Cartridge by Atari, Inc.


Emulated in MAME ! [Console] Atari 2600 Cartridge

Super Breakout © 1981 Atari, Incorporated.

BREAKOUT (Games 1 and 2)

Games 1 and 2 are regular BREAKOUT.
Game 1 is for one player, Game 2 is for two players.

As in all two-player games, each player has his own wall of bricks (and corresponding score), which is displayed on the screen during that player's turn.

Each wall of bricks contains eight rows. Bricks in the first two rows are worth one point each. The third and fourth row bricks are worth three points each. The fifth and sixth row bricks are worth five points each, and the seventh and eighth row bricks are worth seven points each. (See Figure 5.)

If you knock out all the bricks(within five turns), a new wall of bricks will appear on the screen. Each wall of bricks is worth 416 points.

There is no limit to the number of times a new wall of bricks can be reset during a game.

If a tie occurs in a two-player game, the player reaching that score in the fewest turns is the winner. The maximum score for BREAKOUT is infinite since the wall of bricks will reset indefinitely. However, since the screen display has room for only four digits, a player's score will reset to 0000 if it exceeds 9999.

DOUBLE (Games 3 and 4)

Game 3 is DOUBLE BREAKOUT for one player.
Game 4 is DOUBLE BREAKOUT for two players.

The playfield in DOUBLE is the same as the BREAKOUT playfield, except that there are two paddles and two balls served. The paddles are stacked one on top of the other. The point value of the bricks is essentially the same as BREAKOUT except when there are two balls in play. When this occurs, each brick is worth twice its normal amount.

If you miss the first ball served, it counts as a miss and goes against your allotted serves(turns) per game. Otherwise, the second ball is served. If you miss the second ball(after hitting the first ball), play continues until you miss the first ball. After both balls are in play(have been hit at least once), one may be missed while the other remains in play.

The wall of bricks will reset an infinite number of times after the firtt wall is knocked out.

The maximum score for DOUBLE BREAKOUT is infinite.

CAVITY (Games 5 and 6)

Game 5 is CAVITY BREAKOUT for one player.
Game 6 is CAVITY BRAKOUT for two players.

The CAVITY playfield contains slightly fewer bricks to make room for two 'cavities', each of which contains a ball. When the game begins, the balls bounce inside each cavity but are held captive for the time being while a third ball is served. There are two paddles, the same as in DOUBLE.

Point values of the bricks are the same as the other games(defined by rows) when one ball is in play. When enough bricks are removed to release a captive ball, each brick is then worth twice its normal amount when hit. If the third ball is freed, bricks are worth triple their normal amount when hit.

If any one of the balls is missed, the scoring returns to double points. If the second ball is missed and only one ball remains in the playfield, the point value of the bricks returns to normal.

The wall of bricks will reset an infinite number of times, therefore the maximum score possibility for CAVITY BREAKOUT is infinite.


Game 7 is PROGRESSIVE BREAKOUT for one player only.

The playfield in PROGRESSIVE is set up somewhat differently than BREAKOUT. When the game begins, the playfield contains four rows of bricks at the top of the screen, followed by four blank rows, and then four more rows of bricks. The point value of the bricks is defined by row numbers, the same as in BREAKOUT.

After game play begins, the brick walls 'progress' toward the bottom of the screen. As the bricks are knocked out and the walls progressively move down toward your paddle, new bricks enter the playfield at a progressively faster rate. Four rows of bricks are always separated by four rows of blanks. As the brick walls progress downward, their colors change, which gives them a new point value.

The maximum score for PROGRESSIVE is infinite.

Special PROGRESSIVE bonus: When a brick progresses to the last row at the bottom of the screen(which places it very close to your paddle), it will stay there for a specified amount of time and then disappear. If you hit such a brick squarely(in the center), before it disappears, you may receive special bonus points.


Game 8 is a one-player Children's Version.
Game 9 is a two-player Children's Version.
Both games are regular BREAKOUT.

The game play in these versions is programmed at a slower rate. The ball does not speed up after hitting bricks in the last four rows. Also, the paddle does not reduce to half its original size when the ball reaches the top boundary of the playfield.

Scoring and other game play characteristics are the same as normal BREAKOUT.


Model CX2608


When playing any of the SUPER BRAKOUT games, your best bet is to break out through the right or left corner of the playfield. The corners seem to be the easiesst points at which to establish a 'groove'. Beginners should use the larger paddle size. (Set the appropriate difficulty switch to the b position.)

Be prepared for the ball to return at a faster speed when it hits the bricks in the last four rows(or the upper rows of bricks in PROGRESSIVE). You can miss a lot of shots simply by not being prepared.

Don't panic when the ball reaches the top boundary of the playfield and your paddle reduces to half its original size. All it takes at this point to keep the ball in play is a little more concentration, and a finer touch on the Paddle Controller. In time you'll have no trouble at all keeping the ball in play when your paddle is reduced in size.

Learn to anticipate where the ball is going to be. Anticipation can be a key factor, particularly when the ball bounces off one of the side boundaries near the bottom of the playfield. When the ball is travelling at high speed, you won't always have time to react and move your paddle to the right position. Your paddle will have to be in the correct position to advance. The only way to accomplish this is to anticipate where the ball will be.


Programmer: Nick Turner



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Game's ROM.

Page last modified on October 14, 2014