The object of the game is for the player to move a paddle at the bottom of the screen left
and right to bounce a ball against a wall of blocks. Points are scored for knocking out
blocks. If the ball reaches the bottom of the screen without touching the paddle, that
ball is lost. When all balls are lost, the player's game is over.
You will initially be presented with an options screen. You can pick how many balls
the player should start with, the speed at which the game should move and how wide the
paddle will be. The number of balls defaults to 7, but by pressing the BALLS button
the player can change that number to 5, 3, 1 or 9. The game speed defaults to "S"
(slow), but the SPEED button can be used to change it to "F" (fast). The default paddle
size is "T" (triple, three "pixels" wide), but can be changed to "D" (double, two
"pixels" wide) with the PADDLE button.
Once the options are as you want them, press the GO button. The options will be locked
in and can not be changed until the game is over. The initial playing field will be
presented, with a full wall of blocks at the top and the paddle at the bottom. The mouse
is used to simulate the game's original knob control - move the mouse left and right to
move the paddle left and right.
Pressing GO again will start the first ball moving down towards your paddle.
To bounce the ball off the paddle, the ball must be flush with the top of one of the
paddle's pixels. If the ball hits the corner of the paddle on a diagonal, it counts
as a miss. If the bottom edge of the ball hits the left portion of the paddle, it will
rebound up and to the left. If the ball hits the right side of the paddle, it will
rebound up and to the right. In "T" size paddle games, if the ball hits the middle
of the paddle, it will rebound straight up.
Hitting a block in the bottom row of the wall is worth 1 point. The middle row blocks
are worth 2 points, and the top row is worth 3 points. If the game was started in
slow mode, it will switch to fast mode when the top row is hit. If a wall is completely
destroyed, it will immediately be replaced with a new wall.
Whenever the ball is missed, the game screen will switch to information mode. It will
display the number of balls left and the current score. Press GO to switch back to
game mode, and then press GO again to start the next ball. When the final ball is
missed, the final score is displayed. Pressing GO will then switch the game back to
the initial option selection mode.
NOTE: The game's original on/off switch is not simulated - the simulator is always "on".
To simulate the effect of turning the game off and back on (to abandon a game that's not
going well), use the browser's refresh button.
M I C R O V I S I O N
BY MILTON BRADLEY
work with a Mac Safari browser, and may not work with others. User assumes all risk.
Show "Vapor Trails"
Run at Half Speed
Mouse Sensitivity added by Lee K. Seitz.
Bug Report and Versions
Microvision Simulation Home Page
German Phaser Strike Program
Links to other simulated Microvision games will go here when (if) they get written