BREAKDANCE offers four different ways to enjoy the fun of breakin'. Each
game offers a new challenge, and the "freedancing" section will entertain
you and your friends for hours. Once you've polished your skills, try the
"Grand Loop" and see if you can "break" your way into the BREAKDANCE Hall
Set up your Commodore 64 (TM) computer as shown in the Owner's Manual.
Remove all cartridges from the computer and all disks from the drives.
Plug your joystick into Port #2. For two players, plug the second
joystick into Port #1.
Turn the computer and the disk drive ON.
Insert your BREAKDANCE disk into the disk drive with the label facing up,
and the oval cutout pointing towards the back.
Type LOAD "*",8,1 and press the RETURN key.
(see also the extra inlay from Epyx/CBS Electronics)
Turn the computer ON and insert the BREAKDANCE cassette into the recorder,
label facing up. Make sure tape is rewound.
Type LOAD "",1,1 and press the RETURN key. Then press the
PLAY button on the recorder.
After the game is loaded, a menu screen offers you a choice of five options.
To make your selection, push up or down on the joystick and press the fire
button, or type the number corresponding to the option of your choice and
RETURN key. The game will respond by asking you to enter
the number of players. Make your selection with the joystick by moving
it left or right, then press the fire button when you're ready, or type
the number 1 or
2 and press the RETURN key. The computer
will then load the game you've chosen. To pause the game, press the P
key at any time (except in Game #1). To resume play, press P again.
1. Hot Feet Dance Contest
It's only your first day in town, and the local b-boys already want
to see your moves. They called you to a street corner dancing battle, no
less. The hottest breaker in the neighborhood, Hot Feet, is here and he's
ready to go down - he has a lot of juice, but you can beat him if you concentrate
and feel the rhythm... so don't get wacked!
The object of this game is to repeat the moves of the dancer controlled
by the computer. To practice the moves, press the F3 key. Now you're
in practice mode and you can select one of the five moves available by
pressing the fire button (spin) or pushing your joystick left (bop left),
right (bop right), up (point) or down (squat).
Playing the Game
When you think you've mastered the steps, press the F1 key.
Hot Feet (the dancer on the left of the screen in blue sweats) will perform
one of the five moves and then wait for you to repeat it. If you make the
correct move, the computer dancer will then perform two moves, repeating
the first step and adding a new one. Now you have to perform both moves
in the correct order if you do it right, Hot Feet will add a third move
to the sequence. You'll be awarded one point for each correct move.
The computer will continue adding new moves to the sequence until
you make a mistake. Then, a new sequence will begin. The breakin' ends
when you've made four mistakes.
2. Battle the Rocket Crew
Word spreads fast in the city - everybody's heard about the moves you
made when you burned Hot Feet. Now, the Rocket Crew has invaded your turf,
challenging you to a battle. They're moving down your street, pushing you
toward a waterfront pier. If you can't outdance them in time, you'll fall
off the edge of the pier. Yeah, you'll get wet, but that's not the worst
part. Taking a dive means you're burned - you'll lose your juice!
The second game pits you against rows of breakers from the other
side of town. This time, you'll have to match the moves of each dancer,
one by one, before the gang pushes you off the pier at the end of the street.
At first, you'll only have to battle two dancers - then three, then four,
and finally the moves will get really tough! Can you handle it?
Push the joystick left or right to align your dancer under one
of the opposing street dancers, then press the fire button to begin - now
you are ready to perform. Control your dancer with the joystick as in the
first game (push the stick left, right, up or down, or press the fire button).
Watch the moves of the dancer above you and repeat them. If you perform
the moves correctly, the dancer will disappear and you can move on to the
next one. Each time you reposition your dancer, you must press your fire
button to begin. Continue to eliminate the Street dancers one by one as
they move down the street.
You start the game with four lives, and you lose a life each time
you fall off the end of the pier. You get one point for each breakdancer
you eliminate. You win if you can eliminate the entire Rocket Crew.
3. Perfections Dance Puzzle
Now you're getting good. Really good. So good that nobody in the neighborhood
will break with you they're sick of getting burned. It's time to match
moves with Boogaloo Brewster... the one they call the King. He's waiting
for you at the schoolyard. But you're not warned. You've got a couple of
moves left up your sleeve.
In this game, you have to match a four, six or eight move routine
performed by a computer-controlled dancer. The dancer will select the poses
and then perform them in a certain order. You have to figure out the order
in which Boogaloo Brewster (the dancer on the left) is performing them.
While you're playing, a flagpole on the screen indicates how much time
you have left. Time runs out when the flag reaches the bottom of the pole.
This game has two screens, a dancing screen and a selection screen.
The dancing screen is displayed when the game begins, showing two dancers
in a schoolyard.
To see the selection screen, press the fire button or the Space Bar.
To return to the dancing screen, press the RETURN key.
The selection screen displays the poses used by the computer dancer
in his routine. You try to arrange them in the correct order.
Note: For two players, the second player must use the cursor keys.
To select a pose, push the joystick left, right, up or down, or press the
corresponding numbered key.
To enter your selection, press the fire button.
To change a selection, press the > key to move the cursor right and the
< key to move the cursor left. Then press the corresponding numbered
key or use the joystick and fire button to enter a new pose.
To return to the dancing screen, press the RETURN key.
The dancing screen shows both dancers performing their routines. The
computer dancer is on the left. Your dancer is on the right. A "boom box",
or radio, will appear in one of the school windows for each move you've
guessed correctly. When you succeed, boom boxes will appear in all of the
windows of the school and Boogaloo Brewster will start a new routine.
You start the game with four lives. You lose a life each time
you allow the flag to reach the bottom of the pole. You get one point for
each boom box won, and you lose a point for each boom box lost. You may
continue to score points until you have used all of your lives.
4. Choreograph Your Own Dance
The invitation came today. You're going to be in the City Breakdance
Festival. This could be the break you've been waiting for, the chance to
really show off your perfections. They said you could choose the music,
put together your own routine and perform any moves you wanted. Best of
all, you'll either get the whole stage to yourself or compete head to head
with another dancer!
This is what breakin's all about - in this game, you get to choreograph
and control a dancer's performance, selecting moves like the Moonwalk,
the Turtle and even the Suicide. You get to choose from five different
breakdancing tunes and set the speed of the dancer to match the rhythm
of the music. When the game begins, your dancer is standing on a stage,
awaiting your instructions. There's no time limit, and you may choose any
routine you wish.
The freedancing game has two screens, a dancing screen and a menu screen.
The dancing screen is displayed when the game begins.
To see the menu screen, hold down the fire button and push the joystick
to the left or right.
To return to the dancing screen, press the RETURN key, or select
GO DANCE and press the fire button.
The selection menu displays the moves your dancer can perform. As you
add moves to your routine, the number of each move selected will be displayed
in the lower half of the screen.
To select a move, push the joystick up or down.
To enter your selection, press the fire button. The move selected is shown
once at the bottom of the screen.
To change a previously selected move, push the joystick left or right to
reposition the cursor, then make the new selection.
To return to the dancing screen, press RETURN or use the joystick
to select the GO DANCE option and press the fire button.
To save a dance routine, use the joystick to select the SAVE option and
press the fire button (or type S). Then press one key, A
through P, and type in the name of your dance. Press the RETURN
key to save. You can replace old dances with new ones by saving over them.
To load a dance routine, use the joystick to select the LOAD option and
press the fire button (or type L). Press the lettered key of the
dance you wish to load. Then select GO DANCE on the menu to start a performance.
To erase the dance currently on the screen, hold down the Commodore
key and press the CLR HOME key.
To start a performance, press the fire button.
To move the dancer on the stage, push the joystick in any direction.
To change the dancer's speed, hold the fire button down and push the joystick
up to go faster or down to go slower.
To see the menu screen, hold the fire button down and push the joystick
to the left or right.
To change the music, press any lettered key A through E.
To select another BREAKDANCE game, press the F7 key.
5. Grand Loop
Once you've mastered all four of the games, try the Grand Loop. This option
on the BREAKDANCE game menu takes you through all of the games in sequence
for added challenge. High scoring players will have their name and score
recorded in the BREAKDANCE Hall of Fame when they complete the Grand Loop.
To return to the BREAKDANCE game menu at any time during play, press the
Blackflip: Dancer flips over backwards. Generally followed by a
Backspin: A move in which the dancer balances his weight on
the upper back, and initiates a spin by pushing with his hands or swinging
his legs across the body.
Battle: When dancers challenge each other to a competition.
Boogaloo: Sinuous puppet-style movement involving "popping"
and "locking" (see below).
Burned: Refers to a dancer who has lost a battle (ex., "he got
Crew: A team or group of breakdancers.
Floorflip: Also called Swiping. Dancer gets in a push-up position
and flips over, finishing in his original position.
Floor Rocking: Dancer rotates legs in air while carrying his
weight on his hands.
Fresh: Term that describes anything good. The opposite of "wack".
Frontflip: Dancer does a flip in the direction in which he is
facing. Generally followed by a backflip.
Go Down: Term that describes what happens when dancers begin
Gyro: Also called the Windmill or the Helicopter. Dancer rotates
continuously on his shoulder with his feet in the air and legs apart.
Hand Spin: Also called the Hand Glide. Dancer spins on one hand
with his body parallel to the ground.
Headspin: In a headstand position, dancer spins by pushing with
Heelspin: Standing erect, dancer puts his weight on one heel
and initiates a spin by swinging his leg.
Juice: Term that refers to a dancer's status; a dancer acquires
"juice" by winning battles.
Locking: Freezing the joints into an unusual position for effect.
Moonwalk: Popular move in which the dancer slides backward,
lifting his feet to give the appearance that he is walking forward.
Perfections: A dancer's best moves carefully practiced and perfected.
Popping: When a dancer freezes a position and pops a joint in
and out for effect.
Suicide: A spectacular flip in which the dancer lands on his
Turtle: Dancer spins with hands on the ground and legs in the
Up Rocking: Dancer rocks back and forth by shifting his weight
from one foot to the other.
Wack: Term that refers to anything bad usually a move done incorrectly.
The opposite of "fresh".
Step-by-step instruction for actual breakdancing
Stand with your right foot slightly ahead of your left foot, raising your
left heel and bending your left knee.
Slide your right foot backward, keeping the leg straight and keeping the
foot flat on the ground.
When your right foot passes behind your left foot, raise your right heel
while lowering your left heel so that your left foot is now flat on the
ground. Once the move is complete, your right leg should be bent and your
left leg should be straight (the reverse of position 1). Repeat
the three steps, alternating feet as you go.
Sit with your left leg straight out in front of you, and your right leg
bent and behind you.
Swing your right leg forward and over your left leg, dropping your upper
body back onto your left shoulder. If done in a continuous motion, this
kick will start you spinning.
Now, as you go into your spin, pull your legs into your chest and balance
all of your weight on your upper back; keep your head off the ground.
You're now spinning (if you did everything right - remember, doing moves
like these properly takes plenty of practice). As you gain expertise, you
can spin faster by holding your legs tighter to your chest.
Lie face down with your weight on your hands as if you were going to do
push ups, but keep your left arm straight and your right arm bent underneath
you. Stretch your legs out behind you, spreading them as far apart as you
Lean over to the right, and lower your right arm until the elbow is on
Turning your right shoulder underneath your body, kick both legs upward
at the same time, keeping them spread apart. Now your legs should be in
the air and all of your weight should be resting on your right shoulder.
Roll over onto your back, keeping your legs about 90 degrees apart.
Continue rolling, shifting your weight so that it rests on your left shoulder
and right hand. At this point, your legs should still be in the air. Now
repeat steps 3 through 5.
Place your hands on the floor, point your left knee out to the side and
bend your right leg underneath your left leg.
Twisting your right leg under your body, swing your left leg underneath
you and stretch it out to the right.
Follow your legs with your body, moving your right shoulder up and your
left shoulder down.
Now lift your right hand off the ground, bring it over to your right side
and place it back on the ground to receive the weight of your body. Raise
your left arm and bring your right leg forward, keeping both knees bent.
The Moonwalk. The Back Spin. Up Rocking. All of the greatest
breakin' moves are here for you to try.
© 1984 Epyx Inc.
Match your skills against the computer, compete with your friends
... even create you own breakdancing routines.
Welcome to BREAKDANCE (TM), the game that lets you join in
the fun of America's hottest new craze.
From New York to Palm Beach, from Detroit to Los Angeles, everybody's
breakin' ... and now you can too! Using your joystick, you'll control a
fully-animated dancer on your computer screen, poppin' and breakin' through
the moves you tell him to perform. Choose from five breakdancing songs
and try to match the beat of the music.
The crowd is cheering. The boom bock is blaring. Are you ready?
It's time to BREAKDANCE!
Epyx is a registered trade mark of Epyx Inc.
Breakdance is a registered trade mark of Epyx Inc.
Commodore 64 is a trade mark of Commodore International.
Extra inlay from Epyx/CBS Electronics. It might
exist only with the UK/European release.
DISK LOADING INSTRUCTIONS
Switch the computer off. Connect a disk-drive, and plug a joystick into
Port 2. Switch the disk-drive on, followed by the computer. Turn the sound
volume about half-way.
Insert the disk, label upwards and notch to the left, then type:-
LOAD "*",8,1 and press RETURN.
The computer will reply:
SEARCHING FOR "*"
The Epyx logo will be displayed for about 2¼ minutes, whilst
the game is loaded.
Follow the commands given in the Instruction Manual.
CASSETTE LOADING INSTRUCTIONS
This programme contains a fast loading routine that reduces the loading
time for each section to about 4½ minutes.
Switch the computer off, remove any cartridges, plug a joystick
to Port 2, and connect a C2N Datassette Unit. Switch on, and place the
cassette in the C2N. Fully rewind the tape to the left. Zero the counter.
Press and hold down SHIFT, then press RUN/STOP. Start the tape.
When programme "BD" has loaded, type RUN and press RETURN. The game will
start loading in sections (5). Press the space bar after each section has
loaded. Stop the tape afterwards and note the counter reading.
The game option menu will be displayed, showing a choice of 5
different games. Each one will take five minutes to load. Note the counter
reading at the beginning and end of each game so that they can be easily
found in the future.
The tape should normally load without difficulty from either side
of the tape. If loading problems are encountered, clean and demagnetise
the read/write heads as described in the Datassette Unit Operation Manual,
at least every 10 hours.