In the first games Atari shipped there were glitches in one or more of the ROM chips. The problem code allowed a player to do unintended things when ending their score in certain 2 digit combinations. According to "Joystik" magazine, which detailed these combinations, the most useful were the ones that earned the player 40 free credits (06, 11, 12, 16, 17, 18) and the "jump to green" trick (46). Another useful combination mentioned was 05 which allowed the player to play the game in the attract mode. In this scenario pausing at one the combinations would cause the effect to take place immediately without losing the balance of the player's lives. Also, in the attract mode, pausing at an end score of 48 gave the player 255 extra lives. After this issue was discovered, Atari corrected the problem so that further shipping machines were incapable of allowing the end score tricks. It was also noted in "Joystik" that Atari shipped updated chips to be replaced in the field.