Your game's serial number is stamped on the circuit (back) side,
bottom right corner, of the printed circuit
tion below. The same number
chassis and on the
Please mention this number whenever calling your distributor
service.
SERIAL
label located on the rear of the game cabinet.
NUMBER
is
also stamped on the TV monitor
LOCATION
board-see
the illustra-
for
,'
I
••
Page 3
Super
Breakout™
Operation, Maintenance
c
1265 BORREGAS AVENUE
ATARI INC
PO. BOX 9027
SUNNYVALE, CALIFORNIA 94086
40817 45-2000 • TELEX 35-7 488
and
Complete
Service
Manual
with
Illustrated Parts Catalog
)1\..
ATARr
A Warner Communications Company Q
Page 4
·.
·.·
:,
Copyright
No part
graphic,
nor
may it be stored in a retrieval system, transmitted,
credit. When the last ball in the game
missed, the second version
and displays the last game's brick pattern (if
paddle(s) disappear,
row
(corresponding
nating
number
served and captured
playfield objects and boundaries,
screen
more credit
~--------
tract
previous
C.
selection
2-3 (Progressive),
is
immediately
by
the
credits
rotary
screen
playfield
sponding
example,
while
was set
would
Double
ready-to-play
come
served.
displayed
The
sound
mode
and
or
and
the
during
The
second
end
of
every
of
paddles and a flashing coin mode on the screen
with
High Score (if
of
balls
or
knock
to
the game.
The
game select
operative
After
several seconds lapse,
mode
appears
paragraphs
READY-TO-PLAY
(See
The
During
Figures
ready-to-play
as
illustrated
coin
mechanism
remaining.
game
select
changes
display
to
the
if
the
in
the
attract
to
either
immediately
game
playfield
mode
the
visible
and
blinking
(or
audio)
neither
Serve
pushbutton
3-position
this
version
game
when
leaving the solid invisible horizontal
to
the operator's option setting), alter-
for
the game being displayed are then
to
out
any bricks until the player adds
NOTE
rotary
until
credits
on
under
at
the
bottom
remains
the
rotary
version
of
the
of
not
randomly bounce against the
are
the
this
muted
one-
or
two-player
is
lighted.
switch
of
the
attract
attract
there
the attract mode appears
---------
switch
screen
mode
are
no
is
zero). The required
but
never
remains
provided.
the
first
as
described
heading.
MODE
2-2, 2-3,
mode
in
Figure 2-2 (Cavity), Figure
and
Figure 2-4
initiated
screen displays a
ready-to-play
after
or
After
the
switch
from
its
sequence
game
select
mode
Cavity
the
or
change
to
playfield.
ball
the
at
the
coins
becomes
current
to
and
the
Progressive,
from
the
mode
is
no
2-4)
exists
for
(Double).
coins
end
are
the
playfield
switch
Double
game
the
Cavity
the
longer
are accepted
of
accepted,
active
attract
select
attract
or
paddle(s) be-
automatically
of
the
during
also remain
longer
served and
to
version
each
This
a game
setting.
the
Progressive
the
start
These
mode.
occurs
any
any).
The
leave the
in-
game
mode
with
the
and
the
mode
corre-
For
Breakout
switch
display
mode
at
at-
in
2-2
Super Breakout
Page 23
SCREEN DISPLAYING
DOUBLE BREAKOUT
PLAYFIELD
ORANGE--BRICKS
GREEN
BRICKS
(
PLAYER ONE
SCORE
---
VERSION ONE
""--INVISIBLE
'----
BALL
ROW OF
PADDLES
PLAYER TWO
SCORE
Figure
2~
1
Attract
Mode
Super Breakout
2-3
Page 24
SCREEN DISPLAYING
DOUBLE BREAKOUT
PLAYFIELD
ORANGE
BRICKS
GREEN
BRICKS
PLAYER ONE
SCORE
---
VERSION TWO
INVISIBLE
OF PADDLES
ALTERNATELY
FLASHES WITH
THE COIN MODE
(1
COIN 1 PLAYER)
----PLAYER
BALL
ROW
)
TWO
SCORE
2-4
Super Breakout
Figure 2
.. 1 Attract
Mode
Page 25
ORANGE--
BRICKS
GREEN
BRICKS
SERVE---BUTTON
DOES NOT
FLASH
ONE-PLAYER
___
START BUTTON
FLASHES FOR ONE
COIN CREDIT
CONTROL PANEL
_,
Figure 2-2 Cavity Breakout Ready-to-Play
Mode
TWO-PLAYER
START BUTTON
FLASHES
FOR
COi N CREDITS
Super Breakout
TWO
2-5
Page 26
BLUE
BRICKS
GREEN
BRICKS
FLASHES
ALTE-RNATE WITH
"HIGH
SCORE
1144"
ONE-PLAYER
START BUTTON
FLASHES FOR
ONE COIN CREDIT
2'
-6
Super Breakout
----
Figure 2-3 Progressive Breakout Ready-to-Play
Mode
Page 27
ORANGE
GREEN
BRICKS
SERVE BUTTON
LIGHT DOES NOT
FLASH
PADDLES
.•
ONE-PLAYER
START BUTTON
FLASHES FOR ONE
COIN
CREDIT
___
CONTROL PANEL
_,
Figure 2-4 Double Breakout Ready-to-Play Mode
---
TWO-PLAYER
START BUTTON
FLASHES FOR TWO
COi N CREDITS
Super Breakout
2-7
Page 28
DOUBLE BREAKOUT
EXAMPLE
ORANGE
BRICKS
SIDEWALL ,
SECOND .
BALL SERVED
(SERVE IS NOT
LOST IN THIS CASE)
SERVE INDICATOR
INDICATES
BALL
TO
BE SERVED
(WHEN TWO BALLS
ARE SERVED AT THE
SAME TIME, THEY ARE
STILL COUNTED AS
ONE SERVE
---
GREEN
BRICKS
WHEN FIRST
BALL
SERVED IS MISSED,
THE SERVE IS LOST
AND SERVE INDICATOR
UP
COUNTS
ONE
COUNT
2-8 Super Breakout
Figure 2-5 General Playfield Description
Page 29
The
screen also displays
bonuses
have
one-player
credit
when
The
(unlighted
two-player
that
credit
ginning
subtracted
Just
of
option
credit,
first
also be
bonus
option
game's
words
The
whenever
accumulator,
whenever
program
these
D.
cussed
select a game
switch
initiates
whenever
and
tom
pressed
option
select
played,
explained
Figure 2-5).
will
the
before
(operator
the
option
has
two
or
Licon
LED
and
The game's
can keep
is
subtracted
of
after
initial
coins
will
can be set so
or
else so
and
subsequent
added
score level,
has
two
"One-Player
lamp
at least
at least
is
buttons.
PLAYMODE
After
the
in
the
to
the
the
pressed. The serve
the
current
of
the
for
of
changing
switch.
but
The play
in
The
ball's
Although
always be
bricks,
the
it
reaches
point
requirements
option),
of
selecting a desired
start
pushbutton
been
accumulated.
more
credits
serve
inoperative)
start
pushbutton
circuitry
track
of
from
a
one~player
at
the
beginning
application
cause
credits
that
that
each
time a player
provided
been
set
start
pushbuttons
Start"
behind
waiting
desired setting. Either player start
TV screen. Before
the
the
modes
detail
the
one
and
behind
two
for
ready-to-play
previous
by
simply
play
mode
PLAYER'S
first
time,
the
The
bonus
high
of
in
initial
toward
ball
may
the
and
the
flashes
Both
have
been
pushbutton
has a
up
the
game, and
to
deposit
it
adds
play sequences,
to
allow
one-player
credit
credits
the
mode
paragraphs,
setting
SCORE flashes at
the
game
score
score
all
three
the
following
direction
one
component
the
paddle
even
paddle
switch
until
either
is
pressed.
credit
to
15
game credits.
accumulator
of a two-player
of
AC
power,
be
added.
of
one
two
credits.
attains
that
a second
bonus
are
engrav~d
and
"Two-Player
is
remaining
the
two-player
are
remaining,
player(s)
is
displayed,
the
the
game select
for
the
lamp
the
player(s) still has
by
turning
needed
will
not
be displayed.
selectable games are
will
rather than
hit
a sidewall
end
of
player
game. The
when
buttons
accumulated.
remains
the
accumulator
two
credits are
the
An
coin
During
one
credits.
button
in
to
push
player(s) may
selected
begins
serve
will
paragraphs.
be
random
of
its
the
screen. The
for
or
players
only
one
flash
off
one-
One
at
the
be-
game.
deposit
operator
adds
one
the
credit
will
the
preset
operator
The
with
the
Start".
flashes
the
credit
button
and
the
one
as
dis-
rotary
switch
game
to
flash
the
bot-
switch
the
the
game
be dis-
(see
direction
toward
boundary
or
of
is
ball
is
never
allowed
perpendicular
bricks
or
ball appears,
the
batl
screen remains at
ever,
the
new
ball appears
With
must
now
paddle
tion
screen.
off
duced
"bounce"
disappear and
brick
duced
point
the
ball has disappeared
continue
press
flashing score in
changes
two)
when
two-player
(The game resets
in a two-player
until
in
reverts back
game
start
credit
the
it
escape,
invisible
TV
knob
that
the
wall
whenever
Whenever
can disappear at a
to
value.
A serve
serve
the
after
player
The play sequence
all
the
the
credit
will
buttons
is
game reverts
automatically
screen.
Double
The
the
Game
player
then
ton
and serves
the
flashing red
to
the
to
any
of
the
the
serve
number
number
the
try
intercepts
If
the
sound
represent
button
the
serve
from
player
game receives an equal
remain in
remaining
however,
solid
(See
Double
Select
presses
in
"1".
will
on
ball
moving
to
volley,
so
that
player succeeds,
of
bricks. The
the
whenever
the
the
ends
right
lights
play sequence a player
button.
the
the
left
one
two
misses a
the
game.)
balls are served.
accumulator
to
the
attract
are
lighted,
to
serves
row
of
Figure
Breakout
rotary
the
ball
LED
to
move
in a
direction
front
surface
boundaries.
buttons
the
mid-lower
On
subsequent
be increased
the
screen.
on
that
the
paddle
the
ball
"blip"
ball hits
the
ball hits a
ball
will
time. A "tick"
each
point
after
up
and flashes
off
the
During
lower
left
(player one)
misses a
respective player's last
continues
at
mode,
the
play
because
in
the
credit
the
attract
itself
because
paddles at
of
the
As
soon
go
dark
portion
by
the
TV
screen,
is,
try
to
manipulate
will
move
before
rebound.
the
volley.
If
this
it
escapes
the
ball
sound
the
paddle,
ball hits a
brick,
that
of
the
player fails
as
end
of
the
must
two-player
corner
a ball. This ball
it
of
to
the
volley,
no
mode
and vice versa
Each
number
as
described
credit
time,
then
version
if
this
accumulator.
mode,
can
not
the
lower
one
2-6)
game
is
selected
the
flashing
whenever
serve
switch
to
"Double."
player start
desired
pushbutton.
exactly
paddle,
as
the
(turn
off),
of
serves,
1 each
But
sound
the
time
the
player
t9 a posi-
off
will
rebound
will
be
and
boundary.
brick
only
is
brick's
to
volley;
soon
as
screen. To
again
games
TV
screen
right
(player
player in a
of
serves.
position
above
is
remaining
the
two.
But
(or
means
version
cannot
get
past
end
of
by
setting
pushbut-
by
pressing
the
first
but
the
how-
a
the
the
pro-
the
will
one
pro-
score
the
dethe
game
the
both)
that
After
two,
the
the
The
Super
Breakout 2-9
Page 30
ORANGE
BRICKS
SECOND
BALL
SERVED
FIRST
SERVED
FLASHES
WHENEVER
~;~~ER
BALL
ONE
SERVE BUTTON
STOPS FLASHING
WHEN PRESSED
r.:======:=:=::=:==:=:==:.1
CONTROL PANEL
ONE- AND TWO-PLAYER START
BUTTONS STOP FLASHING
BEING PRESSED (EITHER ONE)
AFTER
____
PLAYER TWO SCORE
IS NOT DISPLAYED
IF ONLY
ONE-PLAYER
START BUTTON IS
PRESSED.
THE TWO-PLAYER
START HAS BEEN
PRESSED, THIS
SCORE IS DISPLAYED
AND
WHENEVER PLAYER
TWO IS
THE
WILL
UP.
GREEN
BRICKS
WHEN
FLASH
-1
O Super
2
Breakout
Figure 2-6 Double Breakout Play
Mode
Page 31
Each
cavity
Before
playfield
of
the
mediately
two
rows
struck
rows, 3 points
and 1 point
See Table
The
maximum
Table
Color
orange
orange
orange
orange
green
green
green
green
(
Two
the
TV
two
balls are served.
counts
allotted
served.
ing
the
the
first
ing
to
on
how
be
hit
the
bottom
serving
contains
TV
screen
below
of
orange
by a ball, 5 pojnts
for
2-1
for a quick
2-1
52
and
the
bricks
for
the
the
lower
score
"Double"
brick
Row
1
2
3
4
5
6
tke
oran~e
for
7
8 1
paddles
screen.
as
a missed serve
serves
If
the
first
ball.
the
last
many
with
either
When
per
second
served
Each
two
balls are
paddle,
of
the
are
the
If
game;
ball served
ball,
brick
columns
upper
baU,
the
double
bricks
(4
x 13)
52
green
orange
for
upper
two
and
Double
Breakout Scoring Chart
bricks
brick
wall.
are
worth 7 points,
the
lower
two
rows
rows
of
easy
scoring
Breakout
1 Ball
in
Playfield
of
7
7
5 10
5 10
3
3 6
1
displayed
serve
the
and
the
knocked
in
the
at
pushbutton
first
ball served
goes against
otherwise
is
player
of
Table 2-1,
playfield.
and
theywill
paddle.
the
bottom
the
missed
may
out
scores
Either ball may
not
breakout
at
the
(4
x 13) i m-
The
two
orange
green
green
bricks.
reference.
is
2694.
2 Balls
in Playfield
14
14
is
pressed
is
missed,
the
players
second
after
continue
accord-
depending
bounce
top
upper
when
bricks
6
2
2
end
ball
strik-
with
off
of
it
is
motionless
served,
until
and
(if
the
struck
from
brick
5
3
and
green bricks
one
enough
from
any
served and
the
playfield,
missed
the
the
the
out
Color
.
these
the
ball
remain
any)
is
bricks
by
these
Each
wall
points
points
for
for
only 1 point
One
ball
bricks
its cavity,
one
of
third
ball
and
second
playfield,
1-ball
The
maximum
is
something
Table 2-2
served. As
is
contains
prior
to
captive balls
is
missed. In
motionless
surrounding
them,
brick
paddle
the
column
and
balls.
in
the
are
worth 7 points
each
brick
each
brick
for
(see
Table
is
served,
are
removed
the
score
the
two
balls
freed
ball remain active
is
freed,
score
lost,
the
ball
is
missed and
points
of
less
"Cavity"
Brick
row
a captive ball
serving
long
each brick
provided
unlike
triples.
score
score attainable
the
ball.
bounce
this
c_ase
they
once
again
as
the
balls remain
them
do
not
no
points
upper
in
the
in
2-2).
doubles
in
all
three
are
then
Table 2-2.
than
Breakout Scoring Chart
1 Ball
in
Playfield Playfield
can be
two
rows
when
lower
the
upper
in
the lower
in
this
Double
to
release a
for
the
playfield
in
balls are played
If
any
one
returns
to
only
one
scored
3384.
2 Balls 3 Balls
that
When
inside
until
two
in
the
stop
the
disappear
accumulated
of
the
struck
orange
two
green
two
game, and
Breakout.
captive
each
brick
(as
long
the
playfield).
of
the
double
ball remains
as
listed
for
Cavity Break-
remains
the
ball is
cavity,
moving,
next
ball
captive,
when
orange
by a ball,
rows,
rows
rows
of
only
When
ball
hit
by
as
the
If
in
the
balls is
points.
Playfield
If
in
under
in
Cavity
the
then
The
the
field
bricks
wall.
into
right
occupy
(See
The
game
presses
ball
flashing
Before serving
contains
located
At
approximately 3 columns
the
of
the
the
Figure 2-7)
Cavity
select
may
be
red
44
orange
wall,
space
Breakout
rotary
switch
the
flashing
served
immediately
brick
whenever
LED
serve
the
ball,
orange
wall,
two
cavities exist. These
of 4 bricks
game
is
to
"Cavity."
player
pushbutton.
the
Cavity Breakout play-
bricks
below
from
(a
and
both
2 x 2
selected
start
desired
52
the
in and 2 rows
by
The
pushbutton.
by
pressing
(4 x 13)
orange
the
left
two
brick
area).
and
cavities
setting
player
green
brick
down
the
orange
orange
orange
orange
green
green
green
green
Progressive
The
Progressive
setting
ive."
the
The
player
1
2
3
4
5
6
7
8
(See
game
Figure
select
then
7 14
7
5 10 15
5
3
3 6
1
1
14
10 15
6 9
2
2
2-8)
Breakout
presses
rotary
the
game
is selected
switch
to
flashing
Super Breakout
21
21
9
3
3
"Progress-
player
start
2-11
by
Page 32
SERVED---
BALL
FLASHES
WHENEVER
PLAYER ONE
ISUP
-----....---------CAVITIES:
BALLS IN MOTION
ORANGE
BRICKS
GREEN
BRICKS
PLAYER TWO SCORE
IS NOT DISPLAYED
IF ONLY THE
ONE-PLAYER BUTTON
IS PRESSED. WHEN
THE TWO-PLAYER
START BUTTON HAS
BEEN PRESSED, THIS
SCORE IS DISPLAYED
AND WILL FLASH
WHENEVER PLAYER
TWO IS
UP.
( )
2-12 Super Breakout
CONTROL PANEL
NE AND TWO PLAYER
START BUTTONS STOP
FLASHING AFTER BEING PRESSED
(EITHER)
Figure 2-7 Cavity Breakout Play
'·
Mode
Page 33
(
SERVED
BALL
FLASHES
WHENEVER
PLAYER ONE
IS
UP.
BLUE BRICKS
GREEN BRICKS
..
PLAYER TWO SCORE
IS NOT DISPLAYED
IF ONLY
PLAYER BUTTON IS
PRESSED. WHEN
THE TWO-PLAYER
START BUTTON HAS
BEEN PRESSED, THIS
SCORE IS DISPLAYED
AND
THE ONE
WILL
FLASH
·~~~~
SERVE BUTTON
STOPS FLASHING
WHEN PRESSED.
~~========~==~~i!iii\
'ii
CONTROL PANEL
Figure 2-8 Progressive Breakout Play Mode
(Not Yet Scrolled)-
WHENEVER PLAYER
TWO IS
ONEPLAYER START
BUTTON.S STOP
FLASHING AFTER BEING
PRESSED.
UP.
AND
TWO-
Super Breakout 2-13
Page 34
DIRECTION OF
SCROLL
..
BLUE AREA
ORANGE AREA
YELLOW
AREA
WHEN THE
IS MISSED AND
SERVED AGAIN,
THE ROW OF BRICKS
CLOSEST TO
DISAPPEARS AS THE
ENTIRE PICTURE
SCROLLS DOWN ONE
2-14 Super Breakout
BALL
THE PADDLE
'----
ROW.
Figure 2-9 Progressive Breakout Scrolling Effect
BLUE PADDLE
Page 35
pushbutton.
sired,
by
The
pressing
ball
the
may
be
flashing
served
red
LED
whenever
pushbutton.
de-
Before serving the ball, the Progressive Breakout
two
playfield contains
the other green). The
52
hricks,-isatthe
to
this
wall.
In
brick
wall
consisting
The
brick
walls
dle
at a rate
ball.
progressively
brides
rate;
rows
As
As
enter
four
of
the
the
blanks.
determined
bricks
creep
the
rows
brick
change (see Figure 2-9)
score
for
that
brick
four
different
colors
4 X 13 brick walls (one blue and
blue brick wall, which consists
top.
Then
the
move
playfield
of
bricks
walls
at
occurs
middle
of
52
bricks.
or
by
the
are
knocked
up
on
the
at a progressively faster
are always separated
scroll
which
that
instant
of
bricks,
of
the
"scroll"
number
out
player's
down,
indicates a
of
each
a space
screen
toward
and
time.
color
equivalent
is
a green
the
of
hits
the
paddle,
by
their
new
There
with a dif-
of
pad-
on
the
walls
new
four
colors
point
are
ferent score value. The blue bricks are worth 7 points
when
struck
brick, 3 points
each
yellow
reference. Bricks
screen are lost
the
player's score.
by
for
brick.
and
the
ball, 5
each
points
green
See Table 2-3
that
scroll
are
not
counted
for
brick
for a quick
off
the
toward
each
and 1
bottom
orange
point
and easy
of
the
or
against
for
Table 2-3 Progressive Breakout Scoring Chart
Color Points per Brick
blue
orange
green
yellow
7
5
3
1
Ball
Direction
When
bound
portion
still
the
its
normal
move
in a direction
of
the
paddle.
hits
of
at
the
NOTES:
1.
Angle
tion
angle
2.
The
dicular
3.
The
applies
half
the
ball
intercepts
in
any
of
four
directions,
of
the
case
paddle
after
size.
the
Note
was
paddle
that
perpendicular
paddle
These
the
4th,
or
perpendicular
directions
ball,
just
like
8th and 12th ball hits.
BALL
DIRECTIONS
of
rebound
of
the
of
incidence
angles
as
diagram
after
the
normal
ball
paddle
of
rebound
speed
above,
paddle
value.
is
that
the
paddle
depending
hit
(see Figure 2-10). This
has
been
the
ball
is
to
to
change
the
determined
is
irrelevant.
increases.
with
width
with
ball speed changes
ball hits.
four
has
been
by
more
sections,
the
become
reduced
not
the
front
the
edge
the
which
The
perpen-
reduced
it
will
on
which
to
allowed
surface
of
number
occur
por-
ball's
still
to
re-
is
half
to
the
of
maximum
The
Breakout
Ball
is
Speed
Besides
(right after the
infinite.
the slowest ball speed already described
attainable
serve),
there are three possible speed-ups.
score
for
progressive
The first speed-up after the serve occurs on the 4th hit,
and a second faster speed-up occurs on the 8th hit. The
hit
third occurs after the 12th
when a highpoint (either a 5-or 7-point) brick
of
regardless
previous speed. Ball speed
the slowest value at the beginning
and the fourth occurs
is
hit,
is
of
each
restored
serve.
to
Figure 2-10. Diagram
The
player
must
cannot
all
through
from
uppermost
at
half
be
knocked
the
bricks
any
the
last
Immediately
the
top
of
its
width
out,
in its path. The ball
bricks
if it
brick
hit,
boundary
on
the
screen
until
the
of
hitthe
and
has
and
at
the
hitting
the
next
not
Ball Rebounds
ball
first,
otherwise
the
ball
will
with
gone
at least
not
hit
the
paddle
top
of
the
the
uppermost
paddle(s)
serve
if
will
any.
off
Paddle
pass
through
also pass
four
screen.
boundary
reduce
bricks
rows
or
the
to
2-15
Page 36
Page 37
THEORY
OF
OPERATION
A.
GENERAL INFORMATION
chapter
This
theory
contained
also goes
explain
ground
tailed
placed
circuit.
12BV,
in its sequence.
generated
normal
back
strayed
the
counter
goes
The
tion
instruction
to
zero.
TIMER
high, a RESET
RESET
sequence
is generated
PB,
pre-shaped
to
produce
RESET
counter
consists
of
this
C6/7
the
Meanwhile,
by
the
If
for
from
its
intended
RESET
counts
up
signal causes
from
by
by
latch A7, and
the
<l>O
clock
in
the
microprocessor
of a 4-bit
counter
counter
MPU
sequence, is resetting
some reason
signal does
decade
is
counts
to a point
signal
On
at various
the
the
beginning
how
every
advances
instruction
is
MPU
the
the
generated
Figure
the
horizontal
input.
counter,
RESE~
many
high-to-low
to
TIMER
times
the
MPU
not
occur
where
to
restart its
of
3-6
Phase 1
buffered
See Figure
C6/7. The
signal
times
the
next
RESET
during
the
program
sequence and
before
the
Q
to
.th~
the
program.
sync
control
to
the
the
12BV
transi-
count
signal,
counter
has
this
output
0
MPU.
instruc-
and
by
its
Phase 2 Signal Shaping
controlled
verter
The
tion
of
R9)
be
approximately
roseconds).
by
flip-flop
NB:
chronization
The final
is
256H (at
division
76B,
Hz.
roseconds. The 256H signal,
horizontal
BLANK and H SYNC
See
for
the
oscillator
N9, and several discrete
output
of
This base
to
The
Figure 3-8,
of
this
signal
should
RB
it
provides
output
pin
of
the
give a
period
signals, are used
relative
L
consisting
this
oscillator
with
show
the
B3
See
Figure
frequency
and
binary
the
frequencies
of
this
11
of
NB). This signal
base
frequency
horizontal
of
256H is
timing
Horizontal
timing
pin
C3
of
crystal Y1,
components.
is
12
MHz.
an
oscilloscope (at
period
nanoseconds
3-7.
various
horizontal
line
of
(or
cycle
is
then
divided
counters
horizontal
(1 H through
counter
is
(12.096
frequency
about
as
well
to
generate
pulses at
Sync
these waveforms.
flip-flop
Timing
3
Examina-
time)
(.OB3
PB
through
256H).
in
effect
MHz)
of
63.5
as
Diagram
in-
pin
to
mic-
down
syn-
chain
by
15,750
mic-
other
the
H
R1.
B
a
D.
SYNC
(See
a 12.096-MHz
GENERATOR
Figure
The base
frequency
clock,
3-3,
generated
Sheet
of
the
1
sync
by
of
5)
generator
a crystaJ-
is
The H SYNC signal is used
stages
of
vertical sync
H SYNC signal
ters
to
form
the
counters
is
divided
various vertical
to
(l3
and M3). This
down
by
these
synchronization
Super Breakout
clock
two
coun-
3-7
Page 44
OSCILLATOR
(N9,
R9)
72
COUNTER
(RS,
PS,
NS)
CRYSTAL·
CONTROLLED 12 MHz
(RS)
&MHz
SYNC
HORIZONTAL
D
c
RYSTAL: 12.096 MHz
,,,..
AO
V RESET
A2
A1
HSYNC
SH
A3
32H
(R1)
CIRCUIT
SIGNAL
HSYNC
(L3,M3)
COUNTERS
A4
~
C(
Q
~
Q
(N2)
256H
64H
HORIZONTAL
CONTROL
VERTICAL
SYNC
ROM
(M2)
I-
::::>
0
z
-
C(
(4-BIT)
QUAD
LATCH
HBLANK
' BY ATARI
PROGRAMMED
HORIZONTAL SYNC PULSES
}
}1H-256H
VERTICAL SYNC
PULSE}
=
rJ.i
I-
::::>
0
C(
~
Q
-;
VSYI
NC
u
I
VBLA
NK
u
"C
0
fll
·o
-
.!!
0
-
c
0
a..
~
"C
I-
tl'l
>
c
1"
0
a..
c
>-
·:;
-
a..
a..
>-
~
~
V
RES
ET
M
QJ
..
v:;
~
E
1"
QJ
~
u::
a..
:::::s
~
..lll:
ca
~
:::::s
a.
cu
..
"
..
w
c
:::::s
"C
c
Q.
~
.....
u
-
a..
0
E
1"
a..
>-
fll
Page 45
av
16V
16H
32H
64H
128H
256H
HBLANK
HSYNC
1
------....JMI~--
L
~------
~
63.5 MILLISECONDS
PLAYFIELD DISPLAY
~I
;;l_
-
-
3-8
Figure
Horizontal
Sync Timing Diagram
32V
64V
128V
VB
LANK
VB
LANK
VSYNC
VRESET
frequencies
stages
of
vertical
do a divide
results in
(128V at
quency
16.3
quencies
output
of
this
of
chronize
all
pin
of
milliseconds).
address a sync PROM (M2)
data is latched by latch N2. The
latch are
the
vertical
the
run
at a
J
~---------------
4
~
~------
PLAYFIELD DISPLAY
16.3 MILLISECONDS
-----------1
-----------------------------
Figure
3-9
Vertical Sync Timing Diagram
(1V
through
counters
by
262
the
final
11
of
M3)
60
Hz
(the
the
various
timing
TV
monitor
frequency
of
output
The
128V).
are used, in
the
H SYNC signal. This
of
to
be a signal at a fre-
period
various
polarities
frequency
display. These signals
of
60
Hz.
These
these
is
approximately
vertical
and phases
used
See
Figure
two
effect,
to
counters
fre-
whose
outputs
to
syn-
3-10,
Vertical Sync
timing
timing
monitor
consists
each
12
times
quency
non-flickering
of
The
waveforms
line
MHz
per
these waveforms.
end
display
of
262
being
clock
second,
of
display
Timing
result
of
(COMP
horizontal
the
pulses.
providing
refresh
display.
Diagram
the
horizontal
is
to
synchronize
SYNC*). This
lines
time
Each
that
L
L
l.-
..
..i-
I
•
for
the
relative
and vertical
the
display
per
frame,
equivalent
frame is repeated
the
necessary fre-
provides
with
of
a stable
TV
768
60
Super Breakout
3-9
Page 46
HORIZONTAL
A VERTICAL
SIGNALS
MPU
C3
ADDRESS
______
BUS_-.........-..
AO
-A9
<1>2---_J
DISPLAY 0-5
8-BIT
LATCH
__
_..,___-/
I
PLAYFIELD
RAM
F3,H3,J3,K3
F4,H4,J4,K4
ADDR
Figure
3-10
Playfield Generator Block Diagram
FS,LS
CLK
<1>2
(ADDR
DOUT
3-8)
PLAYFIELD
ROM
P4,R4
4V
ADDR2
2V
ADDR1
ADDRO
1V
8-BIT
SHIFT
REGISTER
R3
PLAYFIELD VIDEO
(TO VIDEO SUMMING
CIRCUIT)
E.
PLAYFIELD
(See
The
playfield
phanumeric
display. The
ROMs
3-10.
to
be
H4,
generated
ment
derstand
self. The
consisting
row
32
3
P4
and
Which
be
displayed
placed is
J4,
K4,
of
these characters,
the
being32
rows
of
-10
Super Breakout
F3,
data
playfield
of
characters are
GENERATOR
Figure
and
video
R4
alphanumeric
and
controlled
H3,
in
organization
32
horizontal
characters
3-3,
generator
playfield
is
actually
and
8-bit
where
by
J3,
K3). To unde.rstand
the
display
is
structured
wide.
Sheet
generates
data
generated
shift
or
playfield
on
the
the
MPU
it
is
of
the
rows
(Actually,
visible
4
both
for
the
TV
by
register
RAM
first
R3.
characters are
screen
Display RAM (F4,
controls
necessary
playfield
as a 32 x 32
of
characters-each
only28
on
the
screen, since
of
5)
the
al-
monitor
graphics
See Figure
they
are
to
how
MPU-
place-
to
un-
display
it-
matrix,
of
the
the
bottom
four
BLANK* signal
trace
period.)
block,
eight
See
Figure 3-11.
Since
characters
positions
RAM consists
of
these
with
one
lines
there
per
in
which
chips
bit
Each
of
of
these RAMs are
memory
circuitry
display
size
Because
is
structured,
RAM
of
of
corresponds
rows
during
character
high
with
are
32
row,
there
to
place a character. The
the
eight I Cs
is a
memory
data
per
considered
1,024 x 8.
the
unique
are
blanked
the
vertical
is
eight
rows
of
are a
mentioned
size
address.
as a group,they
way
each
of
1,024 addresses
to
one
out
blanking
structured
bits
of
data
characters,
total
of
1,024
above.
of
1,024 addresses,
When
in
which
of
the
1,024
by
and re-
as
an 8 x 8
per
with
(32 x 32)
display
all
eight
have a
the
possible
the
line.
Each
game
in
the
V
32
of
Page 47
ov
1V
2V
32
OH
1H 2H 3H 4H
l---+----4~-+--+~-+---t-~t--~
32
------~
(SBIT x SBIT CHARACTER
BLOCKS)
(SBIT x SBIT
CHARACTER BLOCKS)
1 PLAYER
SH
6H 7H
OH
1 H 2H 3H 4H
ov
1V---
2V
I
3V
SH
6H 7H
SH
positions
playfield. In
monitor
can
particular
a
character,
in
screen
be
displayed,
3V
4V
sv••
6V
7V
which
other
address
if
any, is
••
.,.__,._~t----+---.~-+-~~.....-~
SBIT x SBIT
CHARACTER
BLOCK
Figure
a character can be placed
words,
in
which
there
for
each
position
an 8 x 8 playfield character
is
an
8-bit
data
in
RAM,
to
be displayed
which
determines
in
code
that
3-11
Character Display Data
on
the
on
the
TV
stored at
what
position.
sv
I
6V
1v_
THE OUTPUT OF SHIFT REGISTER
The
priate playfield data
the
horizontal
data
out
"cycle-sharing."
cycle-sharing
.....
I
method
for
actual
technique
by
which
to
each RAM
and vertical
video
The
circuitry
is
the
timing
generation
composed
MPU
writes
location,
signals read
that
R3
the
and
is
known
controls
of
the
appro-
then
this
as
this
three
Super Breakout
3-11
Page 48
SWITCH EQUIVALENT OF DEVICE 9322 (I.E., H2)
64H
ADDR3
32H
ADDR2
16H
ADDR1
SH
ADDRO
AO
A1
BO
B1
co
C1
DO
D1
<1>2
=HIGH
rfL;
ZA =
i!B
~C
i!D
Figure
64H
ADDR3
ADDR3
32H
= ADDR 2
ADDR2
16H
= ADDR 1
ADDR 1
SH
= ADDR 0
ADDRO
3-12
Address Multiplexers Equivalent Diagram
AO
A1
BO
B1
co
C1
DO
D1
<1>2:::
LOW
f-tI'
ZA
= 64H
ZB = 32H
ZC = 16H
ZD
=SH
2-to-1
multiplexers,
of
two
sets
of
display RAM. This
1.
When
MPU
(AO-A9) addresses various RAM
writes
them,
When
2.
and vertical sync signals
lowed
data
latches P2and
LA
horizontal
contained
appropriate
via
the
<1>2
is
to
address this game display RAM and read
out
of
Y 7
(See
Since
the
and vertical sync signals,
by
K2,
J2,
and H2,
addressing
circuitry
<1>2
clock
MPU data bus (DO-D7).
low,
it. This data
M2,
Figure
data was read
DISPLAY
information
functions
is
high,
playfield
horizontal
being
and labeled DISPLAYO-DISP-
3-12).
0-7
always
3 -12 Super Breakout
which
the
MPU address bus
picture
sync signals (8H-128H)
(8V-128V) are
read
out
of
the
correspond
select
to
address
as
follows:
locations,
codes
is
latched
the
RAM
picture
now
by
codes
to
one
the
and
into
the
the
al-
by
portion
ned. Because
used
display. These DISPLAY signals address
8 x 8 pictures stored in graphics ROMs
output
serial
field
It
shown
F.
for
of
the
monitor
of
this,
to
generate
of
the
ROMs
video
information
The
PLA
YFI
ELD
and
alphanumeric
is
summed
on
MOTION
(See
The
motion
Super Breakout's
into
sheet 4
OBJEcr
Figure
object
display
the
video
P4
and
signal represents all
character
the
of
the
currently
DISPLAY
information
by
video
schematic diagram.
R4
is
shift
summing
0-7
then
register
video
GENERATOR
3-3,
Sheet
generator
three
produces
moving
outputs
for
P4
converted
4
objects
being
scan-
can
be
immediate
one
of
64
and
R4.
The
to
R3.
of
the
play-
information.
circuit,
of
the
5)
(3
balls).
as
video
Page 49
The actual
stored
size
of
The
configurations
stores at selected addresses
of
the
bytes
which
•
/'
second
motion
horizontal
These bytes
zontal
ginning
zontal
Therefore,
the
motion
tion
to
displayed
Vertical
received
These
be displayed
Take,
displayed
video
in
ROM
32
x 8 bits. (see Figure 3-13).
MPU
three
of
data
of
the
byte
object;
position
sync signals
of
each
blanking
before
generator
tell
it
on
by
comparators
for
example,
beginning
information
K6.
This
controls
of
this· video
motion
stored
pidures
determines
what,
that
position
vertical
on
objects
in
this
in
and
the
of
of
RAM data are accessed
8H,
horizontal
periqd,
each
receives
if
any,
line.
data (DISPLAY 0-DISPLA Y
line
determine
the
line
the
on
ROM
the
ROM
the
third
the
16H, 32H and 64H at
horizontal
data
line
for
these
provides a total
positions
by
information
in
the
display
corresponds
RAM:
one
byte
is
to
be addressed;
vertical
byte
determines
object.
scan
line
(during
i.e.,
when
line
the
necessary
motion
comparators
currently
code
objects
if a motion
being
for
120. The RAM
objects
and
RAM.
determines
position
2S6H
is scanned,
are
C4
object
scanned.
an
object
byte
is
memory
different
that
Each
to
three
the
of
that
the
by
hori-
the
be-
the
hori-
is
low).
informa-
to
be
7)
is
and
L4.
is
to
to
be
data
code
of
01111000
parators.
1V, 2V, 4V, 8V, 16V, 32V, 64V and 128V) is also at
01111000, a
generated. This signal initiates
it
cal load pulses at
These vertical load pulses are used
video
registers.
generator
0-7
object
receives a second
to
ROM
played. The
(VID S-7)
register (N7
mine
zontally.
of
horizontal
for
pairs are preset
begins (2S6H* goes
ing
reaches a specific
If
the
compare
information
review,
In
receives
going
A
ball 2, and
up
to
is
to
K6)
correct
is
for
third
byte
where
This data (DISPLAY 0-7)
at
the
would
vertical
KB,
for
one
C4
and
be displayed vertically. The
byte
that
selects
video
then
loaded
ball 1,
of
the
object
counters
NS
and N6
when
high).
rate
of 6 MHz.
point
be
loaded
line
count
signal (pin 7
one
LDV1A, LDV2A, and LDV3A.
into
appropriate
each
ball,
byte
of
L4)
that
of
RAM data (DISPLAY 7
the
ball
information
into
the
L7
for
ball 2, and
RAM data is necessary
picture
(RS
and
R6
for
ball 3). These
the
horizontal
The
counters
When
in
its
count
into
(as
determined
of
LS,
of
the
to
load
the
motion
RAM data (DISPLAY
controls
picture
for
appropriate
is
to
be placed
is
loaded
for
ball 1,
scan
the
sequence,
the
low)
will
three
the
ROM's
video
object
where
generator
to
be dis-
that
picture
J7
for
ball 3).
to
into a pair
PS
and
counter
of
that
begin
count-
counter
com-
verti-
shift
that
going
shift
deter-
hori-
line
pair
it
gen-
by
be
P6
DISPLAY 0-7
FROM
DISPLAY
RAM
---
r --
I
DISPLAY
0-7
--0-7
DISPLAY
7 I
L
MOT10N'OBJECT'GENE'RATo_R_
HORIZONTAL
LOCATION
COUNTERS
VERTICAL
LOCATION
COUNTERS
MOTIOt~
PICTURE
ROM
OBJECT
__
Figure 3-13 Motion
SHIFT OUT
PICTURE
LOAD
PrCTURE
DATA
_____
PICTURE DATA
v_1D_s_-v_1D_1
Generator
DATA
___
_
Circuit, Simplified Diagram
I
I
I
I
MOTION
VID_EO
(BALL
Super Breakout 3 -13
OBJECTS
1, 2, & 3)
_J
I
I
I
I
Page 50
erates an
serial data
object
information
summed
sheet 4
G.
video
into
of
SWITCH
(See
All
off-board
board
DIP switch
data
selector
down
to
two
and
MPU
lines
(pin
data
bus
SWITCH.
it
merely
status
address
any
D.
on
output
of
the
PADDLE
(See
The
paddle
tiometer
(POT)
enable
previously
the
signal
that
loaded
RO
Ms
to
be
for
each
of
the
video
summing
schematic diagram).
INPUT
Figure
MB.
input
address lines
7 and 9
(06-07)
When
the
addresses
either
and
game's switches.
3-3,
control
inputs
are received and
All
switch
lines (pins 7 and 9
of
MB
are
by
the
MPU
that
06
or
07.
corresponding
CONTROL
Figure
with
3-3,
control
one
allows
shifted
the
into
it
out.
motion
circuit
the
from
CIRCUITRY
Sheet
switch
AORO-AOR2.
wants
is a linear
side
inputs
then
MPU
switch
See
Sheet
of
inputs
of
gated
address
to
look
and reads back its
MPU
data
clutched
the
resistive
shift
the
The serial
objects
(as
shown
•
of
as
well
decoded
are
multiplexed
M8) via H9,
These
onto
the
at any
memory
input
2
of
element
register
motion
video
is
then
on
5)
as
on-
by
J9,
two
MPU
decode
switch,
map
line
for
5)
poten-
to
ground,
of
the
comparator
A ramp
Q2, and
going
C53. This ramp is
which
Q1
"on",
discharging
ure
3-14.
removing
begin
Voltage
the
non-inverting
the
player rotates
will
at
output
every
This
SENSE 1 line
enables
inhibiting
paddle
and
pot
is
then
device L 10,
generator
Q6
and
ramp
with
occurs
which
the
When
the
charging
follower
times
match
of
L 10,
time
these
high
the
M10,
gate M10,
available
the
on
voltage across
short
up
pin
comparator
when
to
other
side
connected
capacitor
a slope
inhibited
each
created a
VBLANK goes
from
through
Q6
input
the
paddle
or
cross
7,
will
two
voltages cross.
the
pin
8, gate. MASK 2
pin
the
to
pin
10.
comprised
C53
determined
at each VBLANK
picture
direct
across
Q2.
buffers
of
comparator
knob,
the
go
high.
output
MASK 1 signal is
11, because
player
for
to
+5
volts. The
the
inverting
of
transistors
produces a positive-
by
frame. VBLANK
short
it
as
illustrated
low
Q1
C53
and
allowing
the
positive
L 10,
the
wiper
ramp voltage and
This occurs each and
is gated
is
there
the
Super Breakout
wiper
input
capacitor
pulse
turns
across C53,
in Fig-
turns
"off",
ramp
pin
9.
voltage
to
low
always
is
only
of
Q1,
it
to
to
As
the
the
and
low,
one
VOLTAGE
RAMP
~~',,
DC VOLTAGE FROM
WIPER OF POT (L 10, PIN 10)
+12V
I I
I :
I I
n~n~~n~~n~~~
I
Q1
OFF
' A PICTURE
~
Q1
ON (SHORT ACROSS CAPACITOR)
3-14
Figure
Significant Paddle Signals
This
time
program
should
difference
what
be.
indicates
the
vertical
APPROXIMATE COMPARATOR
LIMITS WIPER
to
location
the
of
MPU
the
paddle
VOLTAGE
I
I
and
Timing
\.
'V'
FRAME
~
3 ·14 Super Breakout
Page 51
game.
enables
pin 6 (NMI).
croprocessor
TV screen at any given
J.
signals (PLAYFIELD, BALL 1, BALL 2, BALL
these signals
site sync
gether
to
The signal
Therefore
the
VIDEO
(See
The
video
(COMP
with
the
base
logic
path
The
NMI
as
to
OIJTPIJT
Figure
output
together
SYNC*) signal
the
output
of
voltage
on
the
SENSE
for
signal
the
location
time.
3-3,
circuit
at
of
follower
emitter
2 is always
the
SENSE
when
of
the
Sheet 4 of
receives all
NANO
gate
is
L6
via resistors
device
of
this
transistor
1 signal
low
L6.
then
high
flags
paddle
the
3)
and gates
The
summed
R52
QS
(2N3643).
then
which
to
M10,
the
mi-
on
the
5)
video
compo-
to-
and
R27
be-
the
comes
display
Ii.
applied
cated
as
illustrated in Figure 1-6
Varying
the
ies
output
8-ohm
the
TV
composite
monitor.
AUDIO
(See
The
behind
Figure
audio
to
one
the
wiper
signal
of
the
speaker
monitor
OIJTPIJT
output
leg
the
coin
input
audio
located
screen.
video
3-3,
of
of a SK
door
position
to
Audio
amplifier
in
signal sent
Sheet 5 of
the
audio
ohm
potentiometer
next
to
the
of
Section 1
of
the
potentiometer
Amplifier
is
then
the
attraction
to
the
game's
generator
self-test
of
this
manual).
device
connected
09.
panel
5)
is
(lo-
switch
varThe
to
an
over
Super Breakout J .-15
Page 52
Page 53
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permission
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to
use, the
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to
reproduce
reproduce
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only
conditionally
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by vendors
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Super Breakout Schematic Diagram
of
Sheet 1
5
Super Breakout
3-17
Page 54
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CONFIDENTIAL: Reproduction forbidden
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neither receipt nor possession thereof confers or transfers
any right in , or
drawing or any design or technical information shown
thereon, nor any right to reproduce this drawing or any part
thereof, except for manufacture by vendors
porated and for manufacture under the corporati
ten license, no right
or the subject matter thereof unless by written agreement
with or written permission from the corporation.
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Super Breakout Schematic Diagram
3-3
Sheet 2
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C.
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~SOR
5
Super Breakout 3-19
Page 56
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Page 57
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drawing
thereon, nor any right
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030401--01
Super Breakout
3 -28
Door
Schematic Diagram
B
Page 65
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NOTICE
CONFIDENTIAL: Reproduction forbidden
specific
California. This drawing is
neither receipt
any right in,
drawing or any
thereon, nor any right
thereof, ex
porated and
ten license, no right to reproduce
or
the
subject
with
or
written
I~
I ·
_
L
z
TO
ALL
PERSONS RECEIVING THIS DRAW(NG
written
permission
nor
possession thereof confers
or
licen·se to use, the subject matter
design
cept
for manufacture by vendors
for
manufacture under the corporation 's writ·
matter
permission
..
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11
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or
to
reproduce this drawing or any part
thereof unless by written agreement
/
L ·
-·
of
Atari, Inc. , Sunnyvale,
only
conditionally
technical information shown
this
drawing is granted
from the corporation .
l1J1~
I~~
I-tr
J i 0
without
issued, and
or
of
Atari, lncor·
r.
]\
transfers
of
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007197-01 c
Super Breakout 3 -29
Page 66
Page 67
----------NOTE----------
If
reading
specific
at
the
through
maintenance
following
1344 Bordeaux Drive,
(Monday
two
WEST
Atari
- Friday, 7:30 - 4:00
this manual does
problem,
Atari
and
Coin-Op
Telex 17-1103
you
Customer Service
CENTRAL
Customer
Sunnyvale, CA 94086
pm
not
lead
can call
U.S.A.
Service
Pacific
to
solving a
T~le-Help™
off
Time)
ices.
MAINTENANCE
ADJUSTMENTS
AND
California,
From
Hawaii,
dial
From anywhere else in this
dial
area,
(800) 538-1611
(Monday
Alaska,
(408) 745-2900
toll-free
New
Jersey
46
Colonial
- Friday, 8:30 - 5:00
or
EAST
Customer
Drive, Piscataway,
Telex 37-9347
U.S.A.
Atari
Inc
.
Service
Office
NJ
08854
pm
Eastern
time)
From
New
Jersey
(201) 981-0490
From anywhere else in this area,
dial
toll-free
dial
(800) 631-5374
Super Breakout
Page 68
A.
CLEANING
The exteriors
may
panels
cleaner.
leave
Do
not
dust
plastic.
B.
be cleaned
If
desired, special
no
residue can be
dry-wipe
can scratch
COIN
Components
Figure
4-1
assembly
mour.ited.
lock-out
hidden
game causes
allow
power
out
move
dary
where
Included
wires are
behind
genuine coins
to
the
coil
is
de-energized, causing
out
far
Directly
coin
chute
of
game cabinets and Plexiglas®
with
any non-abrasive household
coin
machine
obtained
the
acrylic
the
surface and result in fogging
from
plastic panels, because any
MECHANISM
On
Coin
shows
the
the
game's
is
connected
the
coin
the
lock-out
to
game has already been
enough
below
to
each coin mechanism
and a
coin
Door
back
side
two
coin
the
fock-out
to
this assembly
mechanisms. Powering
wires
to
reach the coin box.
divert
coins
switch
with a trip
cleaners
your
of
the
mechanisms are
coil
assembly;
retract
the
turned
lock-out
to
the
far
off,
return chute.
that
distributor
coin
door
but
enough
When
the
lock-
wires
is
a secon-
wire
exten-
the
the
are
the
to
AC
to
ding
out
wire
secondary
push
the
close.
.
Also shown in
assembly.
who
might
pounding
contacts
connect
coin
switch
are closed.
Aeeess
To remove
cleaning, each
open
Figure 4-2.
entirely
be
down
mechanism back,
shown in Figure 4-3.
to
the
front
edge
is
positioned
chute
trip
It
try
on
on a
to
the
signals
to
without
Or,
removed
on a release lever and
correctly, a coin
and
into
wire
down
and cause
the
has been
to
the
coin
microcomputer
Coin
magnet
removing
if
included
obtain
coin
door
switch. The slam
whenever
Meehanisms
jammed
necessary, each
from
then
the
photograph
free game plays
gate assembly can be hinged
it
lifting
of
the
chute.
coin
box
the
to
defeat
to
momentarily
system,
the
slam switch
coins, and
from
the
door,
coin
the
door
merely
simultaneously
it
up
When
the
passing
switch
is
and
down
will
momentarily
contacts
a slam
switch
which
for
mechanism can
switch
any players
by
violently
close
contacts
will
ignore
contacts
maintenance
as
shown in
by
pushing
tilting
out.
This
trip
the
to
the
the
is
Plexiglas®
Company
is
a registered
.
trademark
of
Rohm & Haas
4-2
Figure 4-1 Coin Door Assembly
Supe
r Breakout
Figure 4-2 Hinging
Open
the Magnet Gate Assembly
/
Page 69
Figure 4-3 Removal of Coin Mechanism
mainplate,
assembly. There
the
magnet
point
the
magnet.
mechanisms,
the
3/8-inch
the
cover
will
chutes,
bend
and
itself.
of a screwdriver
If
coins are
you
coin
slot. To gain access
wrench
plate
provide
Also clean
the
but
when
trip
access
wires
the
corresponding surface
may
also be
To
not
will
need
and
remove
(refer
to
to
the
the
inside surfaces
doing
on
remove
or
similar
traveling
to
Figure
entire
this be
the
coin
metal
these
clean
all three nuts
4-5).
careful
of
particles
you
tool
along
as
the
to
this channel, use a
Removing
channel.
of
the secondary
switches.
can
far
as
channel
not
to
clinging
guide
the
the
that
the
damage
the
gate
to
the
edge
of
coin
beneath
secure
plate
coin
or
Cleaning
-------
The use
a
wire
mechanism
residue.
By
talking
the
best
method
ing
hot
or
toothbrush
residue.
boiling
air.
coin
may
After
water, then
Figure 4-4 shows
mechanism. These
of
Coin
of
an abrasive (such
brush)
boiling
or a lubrication
will
result in a rapid
to
many
of
cleaning a coin mechanism
water
be used
cleaning, flush
blow
the
Paths
CAUTION
operators, we have
for
out
surfaces
include
and a
those
thoroughly
all
water
the
--------.
as
steel
mild
stubborn
with
to
clean inside
inside surface
wool
or
on a
coin
buildup
detergent. A
of
found
is
by
buildups
with
hot
compressed
of
that
us-
of
or
the
the
Figure 4-5 Removal of Plate Covering
Slot
Lubrieation
Do
not
apply
lubrication
only
points
the
shafts
one
no
that
where
drop
oil
drops
The
rarely) are
jection
Apply
positive
Figure 4-6 shows this
buttons)
only
that
may
of
they
lubrication
need
the
scavenger
pass
of
light
down
to
the
lubrication
through
machine
onto a coin
point.
Rear
coin
mechanisms.
buttons
the
mechanism.
of Coin
(and
coin
oil,
only
(coin re-
door.
and be
(CLEAN BOTH SURFACES WHERE COIN
ENTERS
THE MECHANISM,
AS
WELL AS THE
MAGNET)
4-4
Figure
Surfaces
to Clean Inside the Coin
Mechanism
Adjustment
In
order
for a coin
coin
travels
position
Use extreme care
wires.
of
down
its
trip
of
the
wire
Coin
switch
secondary
should be
when
Switeh
to
operate
as
handling
Trip
Wire
reliably
coin
chute,
shown in Figure 4-7.
or
touching
when
the
these
rest
Super Breakout 4-3
a
Page 70
MANUALLY HOLD DOWN REJECTION BUTTON
ONE
AND APPLY
DROP HERE
LOCK· OUT WIRE
Figure
4-6
Close-Up View of Lubrication Point
CORRECTLY
ADJUSTED
TRIP WIRE
you
In Figure 4-7
wire
is
oriented
chute
. The
beyond
A retaining
tuating
not
lost. Just
trip
wire
wire
the
chute.
stud.
If
crimp
with a pair
.Meehanieal
Coin
.Meehanism
Coin mechanisms are adjusted
from
the
factory
justments
causes,
remove
take
ed in a
bench
several coins,
Figure 4-8 shows an
and gives procedures
and
done
mechanisms and
for
many
it
becomes necessary
the
coin
it
to
a clean
vertical
top). Besides a screwdriver,
including
the
magnet
by
someone
will
into
the
should extend
clip
holds the
you
should loose a retaining
the
switch
of
pliers.
Adjustments
and
normally
months. If,
mechanism
well-lighted
position
gate. These adjustments
who
who
on
both
exploded
for
adjusting
has experienced in servicing
understands
note
that
the coin
"V"
of
the secondary
to
only
wire
onto
the
actuating
stud
on
prior
to
will
retain these ad-
due
to
wear
to
make
new adjustments,
from
the
coin
area where
a level surface (such
you
new
view
it
can be plac-
will
need a set
and
old,
of
the
the
kicker, separator,
should
their
operation
switch
about
door. Then
worn
mechanism
trip
coin
1/8"
switch
clip,
all
over
the
shipment
or
other
as
ones.
only
coin
.
ac-
of
be
is
Figure 4-7 Detail View of Coin Switch and Trip
General
these have been removed, examine
presence
chewing gum, small
cases where game usage
a
clean
vent
ment
that
properly
ditions
mechanical
before
California. This drawing is only conditionally issued, and
neither receipt nor possession thereof confers or transfers
any right in, or license to use, the subject matter
drawing or any design or technical
thereon, nor any right
thereof, except for manufacture
porated and for manufacture under the corporation's written license, no right
or the subject matter thereof unless
with
NOTICE
CONFIDENTIAL: Reproduction forbidden without the
specific written permission
California. This drawing is only conditionally issued, and
neither receipt nor possession thereof
any right in, or license to use, the subject matter
drawing
thereon, nor any right
thereof, except for manufacture by vendors
porated and for manufacture under the corporation' s
ten license, no right to reproduce this drawing is granted
or
the subject matter thereof unless by written agreement
with
-
-0~
TO
ALL
PERSONS RECEIVING THIS DRAWING
or
any design or technical information shown
or
written permission from the corporation.
of
Atari, Inc
CQJ1fers
to
reproduce this drawing or any part
.,
Sunnyvale,
or transfers
of
Atari, Incor-
of
the
writ
-
Page 87
JI\_
ATARI®
Figure
5-3
Control Panel Assembly
Parts
List
Item
1
2
3
4
5
6
7
8
9
10
ll
Part
Number
A033257-0l
A007357-06
A007357-07
033457-01
001856-01
19-9022
62-002
73-819
73-825
64-01010301
78-6900402
Qty.
1
1
1
1
1
1
1
1
1
1
1
Assembly,
Assembly,
Assembly,
Pqnel,
Bezel,
SK,
Pot,
Switch,
Knob,
Knob,
Switch,
Tape,
Black
Black
Foam,
Harness
Double
II
Control
Alum.
Slip-Clutch,
Licon -Led
Rotary
W/Graphics
With
(Stackpole)
Adhesive,
Description
Start
Lite
II
Skirt
II
Short
Blk.
Switch
II
Shaft
(1
(2
Player)
Player)
0 A Warner Communications Company
Super Breakout 5-9
Page 88
2
4
PLCS
PLCS
OR
OR/BK
BK/OR
Figure
5-10
5-4
Coin Door
A009083-01 C
Super
Breakout
Assembly
NOTICE
TO
CONFIDENTIAL: Reproduction forbidden without the
specific written permission
California. This drawing is only conditionally issued, and
neither receipt nor possession thereof confers
any right in, or
drawing or any design
thereon, nor any right
thereof, except
porated and
ten license, no right to reproduce this drawing is granted
or the subject matter thereof unless by written agreement
Lock
American Quarter
Belgian 5 Francs
German Mark
Swedish Krona
Japanese 100 Yen
English 10 Pence
Australian 20-Cent Piece
Only
Only
Only
Only
Only
Only
Onl~
Super Breakout
5-11
Page 90
0
0
Figure
5-12
5-5
Front Bezel Assembly
A007637-01
Super Breakout
thru -07 D
NOTICE
TO
ALL PERSONS RECEIVING THIS DRAWING
CONFIDENTIAL: Reproduction forbidden without the
specific written permission
California. This drawing is only conditionally issued, and
neither receipt nor possession thereof confers or transfers
any right in, or
drawing or any design or
thereon, nor any right to reproduce this drawing or any part
thereof, except for manufacture by vendors
porated and for manufacture under the corporation's writ·
ten license, no right to reproduce this drawing is granted
or the subject matter thereof unless by written agreement
with
license
or
written permission from the corporation.
of
Atari, Inc., Sunnyvale,
to
use, the subject matter
technical information shown
of
Atari,. Incor-
of
the
Page 91
)I\.
ATARr
figure
5-5 f rQnt Bezel Assembly
Parts
List
Item
1
2
3
4
5
6
7
8
9
10
11
Part
Number
004328-01
See
below
004331-01
004332-01
004327-01
004329-01
See
Below
73-3009
72-1604S
75-046
75-9914001
Qty.
Bezel
1
Ring
2
Coin
2
Primary
2
Bearing,
2
Clamp,
2
Price
1
Retaining
2
Mach.
4
Washer,
2
Self-Threading
6
Shield
Coin
Price
Plate
Ser.,
#6,
lo,e...'51-1
-01
-02.
-o-::.
-04
-OS
-C<O
-07
Chute
Scavenger
Plate
"C"
Ring,
6-32
Split-Lock
NO
:rTEM
004~'"'!>0-0I
004~~0-01
OC91'33
004-~~o-01
009':;>L..0-0I
001'"7"=>~-0I
c::x::>T1"!>"2...-0l
Description
Button
x ~ Lg.
Nut,
'2.
-01
Truarc
Pan
Tinnerman
ITE.M
I
004~4~-0I
004'"=>'-\::!.-0(a
OOY.~4~-o~
oo\...\~4~-o~
004"?:>'-+3-0~
001-\"'!!>4'"5-0~
00'-+3'-+~-07
#5103-37
Hd.,
#SR188006
OE'.1-.:0MIN"'TION
e<::>tt
r::.
t=R.
I
DM
I
KR
IOOY
ICP
2ot
~-r:
Phil
;
i
i
I
I
Cl
A Warner Communications Company
Super
Breakout
5-13
Page 92
NOTES:
2,
Coil data: 10 VDC ±
imum.
Manufacturer: Coin Mech, Inc.
50.D. resistance, current 200 ma max-
-,o
,-
.\SIC.
2 PLA.CE:S
___
50
*
.12S
~
r
*'
~~~€~_;
.980
.9100
i
(I.A
I
'STl\T\C.
li!i::F
---
--
.....---~<----'-----'---~
-
--~}.5o
(
R~I"'.)
NOTICE
TO
CONFIDENTIAL:
specific
California.
neither receipt nor possession thereof confers or transfers
any right
drawing or any design or technical information shown
thereon, nor any right
thereof, except for manufacture
porated and for manufacture under the corporation's written
or the subject matter thereof unless by
with or written permission from the corporation.
All
written permission
This drawing is only
in, or license to use , the subject matter
license, no right
I
\
i~g
i-J.)
.
0nt1£1.JS 10"-l
l .
O<C:.
PERSONS RECEIVING THIS DRAWING
Reproduction forbidden
of
conditionally
to
reproduce this drawing or any part
by
to
reproduce this drawing is granted
without
Atari, Inc.. Sunnyvale,
issued, and
vendors of Atari, Incor-
written
agreement
the
of
the
Figure 5-6
Coin Lockout Assembly
A030362-01 A
DETAIL
OF
RELAY
COIL
(A007639-01)
I
~
5-14
Super Breakout
Page 93
NOTICE
TO
ALL
PERSONS
CONFIDENTIAL: Reproduction forbidden without the
~Ti~~;~ia~~~~:ndr~=:ir:,i~s~~
neither receipt nor possession thereof confers or transfers
any right in, or license
drawing or any design or technical information shown
thereon, nor any right to reproduce this drawing or any part
~~~~~~d
=~~efo~
ten license, no right to reproduce
or the subject matter thereof unless by written agreement
with or written permission from the corporation.
f~~;:'~f~~~~~!u~~3l/t~~dg~~p~r:t~~~
RECEIVING THIS DRAWING
0
~nl~fco~'3i~ii,o~~~Y
to
use, the subject matter
this
drawing is granted
i~~~e~t=~~
of
the
1
!n;~~:
pp.._R_T
ITEM
OOW."!.'"+"2.-01
\
2.
65-44·1C.
3
y
12-1-11:>.
5
00882.4-·0I
~
NO.
4412
DE:..'5C..RlPTION
SWITC.\-\
SWrTCH,
S:..R,\"\5,•'/-'"ID>(~"iLC.•~ti;~~.tlJc.
Figure
Ml~
OM'Z..ON
'w'lRE:.FORM
5-7
Super Breakout
Qi'i
\::>LJ>.,.\E:.
C~Sa"3-3
,C\.li=Rli:.Y
Coin Switch
I
\,
2..
I
Assembly
A007640-01 D
5-15
Page 94
NOTICE
TO
ALL
CONFIDENTIAL: Reproduction forbidden
specific
California. This drawing is only
neither receipt
any right in , or license to use, the
drawing
thereon,
thereof, except for manufacture by vendors
porated and
ten license, no right
or
NOTICE
CONFIDENTIAL: Reproduction forbidden
specific
written
or
nor
subject
written
nor
any
design
any right
for
matter
permission
permission
California. This drawing is
neither receipt
any right in, or license to use , the
drawing
thereon,
thereof, except
porated and for manufacture under the
ten license, no right to reproduce
or
TO
CONFIDENTIAL: Reproduction forbidden
specific
California.
neither receipt nor possession thereof confers or transfers
any right in, or license
drawing or any design or
thereon, nor any right
thereof, except for manufacture by vendors
porated and for manufacture under the corporation 's writ'en
or
with
ALL PERSONS RECEIVING THIS DRAWING
written
permission
This drawing is only conditionally issued, and
license, no right
the subject matter thereof unless by written agreement
or wrilt!1n oermj.sfilDn
of
to
use, the subject matter
technical information shown
to
reproduce
to
reproduce this drawing is granted
frQ[Tl
the corporation.
without
of
Atari, Incor-
the
of
the
Atari, Inc ., Sunnyvale ,
this
drawing or any part
figure 5-10 Fluorescent Light Assembly
5-20
A00549~1
Super Breakout
A
Page 99
~
ATARI®
Figure 5-10 Fluorescent Light Assembly
List
Parts
Item
1
2
3
4
5
6
7
Part
~umber
93-104
70-303
A005493-Ql
78-2652
78-24001
79-561816
99-11006
Qty.
1
1
1
1
A/R
2
2
Gibson
Fluorescent
Fluorescent
Grorrunet,
Tie
Wire
Lamp
Fluorescent
Wrap
Nut,
Socket
Rubb~r
Ideal
orSCRTPTION
Tube
18
Light
Clip
Harness
71-B
Fixture
inch
18
(or
Equivalent)
inch
0 A Warner Communicatioris Company
Super Breakout
5-21
Page 100
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