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Bionic Breakthrough
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Name:
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Bionic Breakthrough |
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| Company: |
Atari |
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Model #:
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N/A |
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Programmer:
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Paul Donaldson |
| Year: |
1984 |
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Released?
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No
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Notes:
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One of three games
written specifically for the MindLink |
Back in the mid 80's Atari was on top on the video gaming
world, so they had alot of money to sink into product
development. Atari experimented with all kinds of strange
controllers and systems that never made it to production, the
MindLink was one of those controllers. The MindLink was a
headband that player wore on his head and plugged into the
joystick port. The idea was that the MindLink's sensors
would pick up any facial movements or muscle twitches the player
would make. Atari actually said that the MindLink read the
player's thoughts (sure it did...). The problem was that
the MindLink didn't work very well in initial test runs, and
even when it did work players would complain of headaches and
dizziness from twitching their face all day. A cute idea,
but ultimately a failed one.

Bionic Breakthrough was one of only two games written to be used
with the MindLink controller. While the title may conjure up
images of some grand new game, Bionic Breakthrough is really just
a modified version of Super Breakout made to work with the
MindLink controller. Before the game starts there is a
screen where the word "MindLink" slowly scrolls to the bottom,
this is for calibrating the MindLink controller. On this
screen the player can move the text block left and right to make
sure the MindLink is working properly. If the player moves
the logo to the left side of the screen it will scroll up, if they
move it to the right side it will scroll down. If the player
moves the logo into the bar on the right side of the screen it
will disappear. Interestingly the game also has a
calibration option that can be triggered in-game. If the
player moves the paddle very far to the right it will change color
of the paddle to red indicating that the recalibration is about to
triggered. After that the game updates the sensitivity of
the paddle and changes the left and right walls to blue, green, or
orange to indicate that the paddle has been
recalibrated. The color indicates how much the
sensitivity of the paddle has been changed. Once the
controller has properly calibrated, the player is presented with a
special version of Super Breakout.

While mostly the same, this specially modified
version of Super Breakout has a few changes. The first and
most noticeable change is that the font has been redesigned so
it's much thinner and sleeker looking. Secondly, the game
variation number and ball number have been moved to the bottom of
the screen. This allows the game to display the second
players score on the right side of the screen instead of being in
the same spot as the first player. Next, the paddle has been
made longer so it is easier to play the game with the MindLink
(you can still make the paddle smaller with the difficulty
switches however). Finally, and most interesting of all,
this version introduces two new 'Cooperative' game variations
which replace the two Children's variations (8 and 9). These
new variations are similar to the one player Doubles and Cavity
variations from the original but have a second paddle that the
second player controls. Balls can bounce off this paddle
from the top, but will pass through it from underneath so the ball
doesn't immediately get bounced off the screen.

Atari was known for being an innovator in video
games, but you've got to wonder who thought that this was a good
idea. Why would players want to sit and look like they're
having a facial spasm, when they could just use a normal joystick
instead? Maybe the allure of being able to drink a Coke or
scratch yourself while playing a game clouded their judgement?
Either way, the MindLink will go down in history as one of
the strangest controllers ever developed.
| Version |
Cart Text |
Description |
| ?-??-84 |
|
Early version? |
| 6-22-84 |
Mind Link 6-22 |
Later version? |
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