
Breakout (Version 1.01 April 2002)
A Visual Pinball table
by Proginoskes (proginoskes@email.msn.com)
ne Christopher Carl Heckman 

Made with and for Visual Pinball by Randy Davis
http://www.visualpinball.com

Graphics borrowed without permission from Atari (screen shot for the Breakout
game, scanned image of the Super Breakout cartridge). Music composed and
arranged by the author, using a Casio MK-1800 keyboard. High score saving 
taken from highscore routines in Boris's VP scripts (technically, the routines 
in the Monty Python VP script).

Comments, suggestions can be sent the the e-mail address above. Currently,
my website is at http://math.asu.edu/~checkman/. 

Created with Visual Pinball version 0.4.2419, which was made possible through
the collective genius of Randy Davis, Chris Leathley, Mark Parris, and Jerry 
Rice.

Version 1.01, April 2002.

	* Fixed plunger problem (now fires when 2nd game is played)
	* Added music on/off toggle (Press 'M' to turn the music on/off)
	* Advancing Bonus X now includes a 1000 or 2000 point bonus
 
Version 1.00, April 2002.


FILES: This .zip file contains five files:

	* Breakout.txt	This file
	* Breakout.vpt	The table itself
	* BreakoutSS.jpg	A screenshot
	* LED.ttf		LED font (in case you don't have it)

INSTALLATION: Put the .vpt file in your Tables directory. This program uses 
the OCR A Extended and LED fonts; install the LED tff file if needed in the 
C:\WINDOWS\FONTS\ directory.

BASIC RULES: This program is a combination of the Breakout game from Atari and 
the outer space theme of Super Breakout. The main objective is to destroy the 
wall (which consists of six layers of bricks) and start multiball. Lather, 
rinse, repeat. This is a 5-ball game, with no extra balls available.

This table is not based on any other pinball table. Features of this table 
include:

-- A loop, which runs around the perimeter of the table. Shooting this loop 
   advances the BREAKOUT letter, awards Jackpot or Super Jackpot under the 
   right conditions, and sets up the next multiball after two of the three 
   balls have drained.

-- Six layers of bricks, which need to be eliminated to start multiball. After 
   all the bricks have been eliminated (by being hit), the white wall 
   separating the main table from the balls and kickers used in the multiball 
   needs to be hit to start multiball.

-- Four bumpers, different colors, with one large one in the center (the Sun).

-- Two kickers at the lower left- and right-hand corners of the table, which 
   prevent the ball from draining if the lights are lit.

If you want to play the game without reading the rules, go ahead. Otherwise ...

-------------------------------------------------------------------------------

DETAILED RULES:

(1) Shooting the ball over the sensor at the top of the Loop causes the 
    BREAKOUT lights to advance. Shoot the loop one more time to advance Bonus 
    X. The first time the Bonus X is advanced, it is advanced to 2X. Every 
    time after that, it advances 2X; i.e. 4X, 6X, 8X, etc. The BREAKOUT lights
    are green, and the Bonus X lights are red. The trigger also advances the
    jackpot by 100 points (kept throughout the game).

(2) The yellow lights indicate how many more times the ball can be saved by
    the kickers at the lower left- and right-hand corners of the table. Three
    lights indicate that the ball can be saved at least three more times;
    otherwise, the number of lights indicates the number of saves. When the
    number of saves drops to zero, the kickers are deactivated, and the ball
    rolls into the drain if it ends up in an outlane.

(3) Use the flippers to aim the ball to hit the bricks. Each purple brick is
    worth 100 points, each blue brick 200, and so on up to 600. When all bricks
    are eliminated, ten times the amount of those bricks is awarded: 1000
    points for eliminating the purple row, 2000 for the blue row, etc.
    Eliminating all the bricks of the same color results in 100 points being
    awarded to the bonus, regardless of which color those bricks are.

(4) If the ball drains and not all the bricks of one color have been
    eliminated, all bricks of that color are restored. Also, three saves are
    added to the total number available for the next ball.

Eliminating all of the bricks and hitting the wall formerly behind them starts 
the multiball. The goal to multiball is to lock at least one ball (in one of 
the kickers at the top of the table) and then shoot the loop. If one ball has 
been locked, the jackpot value is awarded; if two are locked, this value is 
doubled. If no balls are locked, BREAKOUT is advanced and the jackpot is 
increased as per normal play.
	The balls, once locked, stay locked for ten seconds, then are kicked 
back onto the table. After one ball has drained, if both balls are locked, the
first one locked will be kicked out immediately.
	The bumpers are also active during multiball, with each bumper worth 100 
points (base value), and the big bumper (the sun) worth 50. All scoring is 
doubled when there are two balls on the table, and tripled when there are 
three. 
	After two of the balls have drained, scoring will no longer be possible. 
In the first ten seconds after this happens, shoot the loop to set up the 
bricks again, with an advance of the Bonus Multiplier and awarding of some 
more saves. Shooting the loop after this ten seconds, or shooting one of the 
inlanes, sets up the bricks again and awards fewer saves. Shooting the inlanes 
before the ten seconds have elapsed will not reset the bricks.
	During multiball, blue arrows are lit to indicate a potential jackpot; 
after multiball, blue arrows will indicate which shots will set up the bricks 
again.
	Every multiball that is obtained increases the bonus by 1000; this number
of multiballs is cummulative over the game.

There is also a cow/Easter egg. You will need to find it on your own. Hint: It 
only can occur when a brick is hit. This brick will never be purple.


---- Christopher Carl Heckman, April 2002.
