After its first release, there has been a proliferation of other variations of the Breakout Game.
The Breakout video game was initially only available in arcades; however, in 1978, it was ported to the Atari 2600 console, where it underwent a process that improved its aesthetics as well as the gameplay. An Easter egg in the style of the game Breakout was included on the very first model of the iPod device. In order to play the game, the user had to do a specified action, which was to hold down the center button for a specific amount of time.
The initial setup for the Breakout game consists of eight rows of bricks, each of which is comprised of two different colors. The goal of the game is to clear all of the bricks from the board. When the spectrum of colors is laid out in ascending order, beginning with yellow at the bottom, the next color up in the sequence is green, then orange, and finally red. The goal of this game is to eliminate as many bricks as possible by making astute use of the surrounding walls and/or the paddle at the bottom of the screen to guide the ball in the direction of the bricks, which will ultimately result in their destruction.
In the event that the player's paddle does not make touch with the ball while it is rebounding, the player will forfeit their turn. The participant is given a total of three opportunities to remove the bricks that are displayed on the two different screens. Bricks that are yellow each have a value of one point, bricks that are green each have a value of three points, bricks that are orange each have a value of five points, and bricks that are red each have a value of seven points. After the ball has successfully broken through the red row and made contact with the upper wall, the paddle will begin a process that causes it to get significantly smaller, ultimately becoming half as large as it was before. Following four consecutive hits, twelve consecutive hits, and upon impact with the orange and red rows, the ball's velocity demonstrates a particular pattern of incremental development at distinct intervals. These intervals include following four consecutive hits and following twelve consecutive hits.