Atari CX-2600 User Manual

OWNER'S MANUAL
MODEL CX-2600
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Contents
Getting Started ……………………….. 3
Game Listing ……………………….. 6
Credits ……………………….. 106
Technical Support ……………………….. 107
Terms And Conditions ……………………….. 108
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Getting Started
Health Warnings and Precautions
Video games may cause a small percentage of individuals to experience seizures or have momentary
loss of consciousness when viewing certain kinds of flashing lights or patterns on a television screen. Certain conditions may include epileptic symptoms even in persons with no prior history or seizures or epilepsy.
If you or anyone in your family has an epileptic condition, consult your physician prior to game play.
twitching, involuntary movements, loss of awareness, disorientation, or convulsions, discontinue use immediately.
become tired or uncomfortable during game play, stop playing immediately.
physician.
If your hands, wrists or arms have been injured or strained in other activities, use of your system could
aggravate the condition. As necessary consult your physician before playing video games.
Hardware Precautions and Maintenance
Do not disassemble or try to repair your console or any of its components.
and lint.
the plugs, rather than the cables, so as not to damage the cables.
your console to direct sunlight for extended periods of time.
Warning To Projection Television Owners
It is recommended that parents observe their children when their children play video games.
If you or your child experiences any of the following symptoms: dizziness, altered vision, eye or muscle
Some people may experience fatigue or discomfort after playing for a long time. If your hands or arms
If you continue to experience soreness or discomfort during or after play, stop playing and consult your
Do not sit or stand too close to the television. Do not play if you are tired or need sleep. Always play in a well-lit room.
Be sure to take a 10- to 15- minute break, at least every hour, while playing.
Always switch Off the console before connecting it to your TV/VCR.
Do not store your console in humid place, on the floor or in any location where it may collect dirt, dust
Do not drop, hit or otherwise abuse your console or its components. Make sure all connections to the console are inserted in the correct locations.
When disconnecting any plugs from the console, first turn the console Off, and then carefully pull out
Do not step on, sharply pull or bend and cables connected to the console.
Do not expose the console or any of the components to extreme heat or cold. Take care not to expose
Do not spill liquids on your console or its components. Do not rapidly turn the Power Button On and Off.
To prevent potential permanent damage to your projection TV, do not connect your console to a
projection TV without first reviewing your projection TV instruction manual.
Your game console packaging should contain the following components:
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ATARI® Flashback 2(TM) Classic Game Console unit with Instruction Manual
Two Plug-in Joystick Controllers
Power Supply
The ATARI® Flashback 2(TM) Classic Game Console comes with 40 built-in classic games. No game
cartridges are required. The game console does not utilize a cartridge slot.
1. Locate the A/V IN connectors on your TV, VCR, or DVD and then connect the plugs on the
supplied A/V cable to the corresponding (same color) connectors on your TV, VCR, or DVD.
2. Plug the power connector from the included Power Supply into the back of the console and then
carefully plug the Power Supply into a wall outlet.
3. Consult your TV , VCR, or DVD manufacturer’s instruction manual for details on how to select INPUT or SOURCE to display the signal to your TV from the A/V cable you have connected to the console.
NOTE: Connecting your console via a VCR or DVD may also require the additional step of pressing the TV/VCR or TV/DVD button on your remote control to select the proper output to the TV screen.
Connecting the Joystick Controllers
For 1-Player Games: Connect a joystick controller to the left controller port.
For 2-Player Games: Connect a joystick controller to the left controller port for player one, and
connect another joystick controller to the right controller port for player two.
Game Console Specifications:
Power Input: 120v AC, 60 Hz,7W Power Output: 9v DC, 200mA Dimensions: 4.5”l x 2”w x 3”h Controller Ports: 2 Hours Of Fun: Unlimited
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Troubleshooting
PROBLEM SOLUTION
No picture on the screen
Screen flickers or no color Adjust TV color controls
No game sound
Picture on TV screen is unsteady
Picture is blinking or distorted
Connect the AC adapter Connect the A/V cable Turn the console unit On Turn the TV On Set the TV to A/V input
Increase or turn on the TV volume Connect the A/V cable
Adjust the vertical and horizontal hold controls on your TV until the picture becomes steady Connect the A/V cable
Power Off the console and then power On the console
Main Menu Explanation
The ATARI® Flashback 2(TM) Classic Game Console comes with 40 virtual game cartridges to choose
from!
To select and start a game, use the joystick controller to navigate the Main Menu and highlight one of 4 categories (Adventure Territory, Arcade Favorites, Space Station, Skill and Action Zone). Then, press the fire button to select the desired Category and list the available game titles.
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Arcade Favorites
ARCADE ASTEROIDS(TM) (1 OR 2 PLAYERS)
Now for the first time, play a brand new spin on the old Atari 2600® classic! This version of Asteroids(TM) has been changed to look closer to the original arcade version. Same exciting action you remember, but now with a realistic new look!
Asteroids crash towards you from all directions! Trapped in a gigantic cloud of asteroids, your struggling spaceship hurls towards its doom. You’ll have to pulverize all the asteroids with your photon cannon to save your ship and your life!
The Sky’s The Limit!
On a quiet serene evening the Cosmic Space Patrol sets out for the usual night cruise through the boulevards of space. This beat was always the same; calm, no action and no excitement. For some reason this night feels different. Shortly before 0200 hours some form of intergalactic material is sighted through the visual particle counter. The material is too large a mass to measure. It's drifting closer. Lookout, it's a giant asteroid boulder and it's headed straight for the Cosmic Spacecraft. The only chance for survival is to dodge the boulder or destroy it. Destroying it doesn't mean just breaking it up, it means vaporizing it. Small asteroid boulders are equally as fatal as large ones.
Whew, the boulder just missed colliding with the Cosmic Spacecraft, but suddenly the Cosmic Space Patrol find themselves surrounded by thousands of the deadly asteroids. The Cosmic Space Patrol must act quickly to save their spacecraft and spare their lives. The spacecraft is equipped with photon torpedoes, hyperspace, shields, and flip control.
The Cosmic Space Patrol is highly trained to handle this situation. Could you do as good a job as the Cosmic Space Patrol? How would you protect yourself if you were caught in a deadly asteroid belt? This is your big chance to fly throughout the dimensions of space and fend against asteroid boulders. The longer you survive, the more space hazards you'll encounter.
With your space ship trapped in a deadly asteroid belt, your only chance is to destroy the drifting asteroid boulders before your spaceship is done in. Fire your photon torpedoes to blast them but be careful ­when an asteroid is hit, it may just break up into smaller boulders! And watch out for other space hazards, like satellites and UFO's. If it gets to heavy for you, you can always engage your Hyperspace drive and Hyper through space in all directions.
Controls/Game Play
Use the Joystick Controller to aim the spaceship and to fire photon torpedoes at the asteroids. Move the Joystick right to rotate the ship clockwise; move it left to rotate the ship counterclockwise. Push the Joystick forward to thrust (propel) the ship through space. (The ship moves only in the direction it's pointed.)
Pulling the Joystick down causes the ship to perform different functions such as hyperspace, shields, or flip. After aiming the spaceship with your Joystick, press the fire button to shoot photon torpedoes at the asteroid boulders. Continue to press and release the fire button as fast as possible to quickly destroy all the asteroids.
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If the game variation you're playing includes satellites and UFOs, use your Joystick to aim and press the fire button to shoot torpedoes at them just as you would for the asteroid boulders.
When hit, small asteroids disintegrate, medium asteroids split into two asteroids, and large asteroids break into two medium asteroids. You have more than enough photon power to destroy all of the asteroids, but you can fire only four shots into the asteroid field at a time.
Asteroids come at your ship in waves from all corners of the screen. Once you empty the screen of asteroids, a new wave begins, and each wave you face is more difficult to destroy than the last. In some game variations, you’ll face enemy UFOs, which fire photon lasers back at you. Both small and large UFOs explode when hit.
A reserve fleet of the ships stands ready in hyperspace. Each time an asteroid hits you, destroying your ship, a reserve ship appears in the starting position in the center of the screen. This continues until all of your ships are destroyed.
The high score of the game appears at the end of the game and is updated as higher scores are tallied in later games. The high score remains on the screen until you turn off your Atari®Flashback 2(TM) Classic Game Console.
Game Variations
Standard Play
This variation is for one player, or two players alternating.
Competition Asteroids
Two players appear on screen at the same time. Your ship is vulnerable to shots fired by the other player. You benefit by helping the other player stay alive.
Team Asteroids
Two players appear on screen at the same time and share reserve ships.Your photon torpedoes pass through the other player’s ships without disabling them.
Special Features
Depending on the game variation you choose, you may be able to save your spacecraft from destruction by using one of your ship’s special features.
Hyperspace
Hyperspace makes your spaceship disappear in space and reappear at some other location on the screen. This feature is helpful as a quick getaway, but it may also be a hindrance if your ship reappears in the path of an oncoming asteroid.
Shields
Shields protect your spacecraft from oncoming boulders and enemies. Don’t use shields for more than two seconds though, or your ship will blow up!
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Flip
Flip enables you to instantly rotate your spacecraft around 180-degrees and aim in the opposite direction.
Young Children’s Versions
Games 33 through 66 are easy versions for young children. These games feature slow asteroids, hyperspace, and an extra ship each 5000 points.
Helpful Hints
After playing Asteroids(TM) several times you'll discover which techniques work best for you. Here are some that the space cadets at ATARI found most helpful.
1. When the screen becomes clear of asteroids (just before a new group of large asteroids appears), try to avoid placing your spaceship close to the right or left edge of the screen. New asteroids almost always begin from these edges.
2. It is often helpful to remain in the center of the screen throughout the game, aiming your spaceship right or left in a circular motion.
3. If you're close to earning an extra ship, and your spaceship is about to crash, you may want to cause your spaceship to collide with a small asteroid, UFO, or satellite. You'll earn points even if you crash, and this may be just enough points to earn that extra ship.
4. Try to hit the faster and smaller asteroid boulders. This will give you more protection and more points.
Difficulty Switches
The Asteroids(TM) game has two difficulty levels, a and b. The b level is normal game play for beginning players. The a level offers a bigger challenge with the addition of UFOs(Unidentified Flying Objects) and satellites. UFOs are tough to hit, but each one is worth 1000 points.
Satellites are larger and easier to destroy. UFOs and satellites may be firing back at you, so be on the lookout for their stray artillery. UFOs do not attack until you have reached over 15,000 points. When satellites and UFOs sneak up to attack you, you'll hear their engines. The satellites have a low pitched engine sound and the UFOs have a higher pitched sound.
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Scoring
Points are determined by the size of the asteroid boulders. Obviously, the smaller boulders are harder to hit and therefore worth more points. With each game or turn you have four spaceships. You can earn extra spaceships by scoring high.
Points are scored as follows:
Small Asteroids 100 POINTS Medium Asteroids 50 POINTS Large Asteroids 20 POINTS Satellites 200 POINTS
Small UFO’s
Large UFO’s 200 POINTS Other Player’s Ship
1000 POINTS
500 POINTS
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ARCADE PONG® (1 OR 2 PLAYERS)
The original 1972 arcade version of Pong® from Atari, the video game that started it all!
Controls
Press Select to select 1 player or 2 player version, and press your Joystick’s fire button to start the game.
Move your Joystick up/down to control your bat.
Scoring
First player to reach 11 wins!
Special Note
Original Legacy Atari paddle controllers are compatible with Arcade Pong.
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ASTEROIDS DELUXE(TM) (1 OR 2 PLAYERS)
Now for the first time, play the smash follow-up to ATARI’s hit Asteroids(TM), Asteroids Deluxe(TM)!
Space Just Got A Bit Deadlier
You’re on patrol with the Cosmic Space Patrol again, in the midst of a war against the deadly Zylors. Strange alien robotic life forms, these cybernetic creatures are out to destroy human kind. Now promoted to commander of the squadron, your crew has been scrambled to a nearby asteroid belt where Zylor ships have been spotted. Suddenly, you find yourselves surrounded by thousands of the deadly asteroids. Something’s not right, there’s a lot more than there should be.
Luckily, each of your ships is of course equipped with your trusty photon torpedoes, hyperspace, shields, and flip control.
But wait – what’s that over there coming out from behind that large asteroid over there? It’s the Zylor saucer you were sent in after. Dodging and weaving, you suddenly realize they’ve gotten a lot smarter. And what’s that strange looking asteroid that seems to be following you? Wait a minute, that’s no asteroid! It’s a giant ship! This is an ambush!
Zylor Ships
Saucer – Both large and small Zylor saucers shoot at your ship. The smaller saucers seem to do better
at targeting you, so be careful!
Killer Satellite – A new “death-star” type Killer Satellite that chases after you relentlessly. Try and blast it and it breaks in to smaller crafts, making for an even deadlier surprise!
Controls/Game Play
Use the Joystick Controller to aim the spaceship and to fire photon torpedoes at the asteroids. Move the Joystick right to rotate the ship clockwise; move it left to rotate the ship counterclockwise. Push the Joystick forward to thrust (propel) the ship through space. (The ship moves only in the direction it's pointed.)
Pulling the Joystick down causes the ship to engage its shields . After aiming the spaceship with your Joystick, press the fire button to shoot photon torpedoes at the asteroid boulders. Continue to press and release the fire button as fast as possible to quickly destroy all the asteroids.
If the game variation you're playing includes satellites and UFOs, use your Joystick to aim and press the fire button to shoot torpedoes at them just as you would for the asteroid boulders.
When hit, small asteroids disintegrate, medium asteroids split into two asteroids, and large asteroids break into two medium asteroids. You have more than enough photon power to destroy all of the asteroids, but you can fire only four shots into the asteroid field at a time.
Asteroids come at your ship in waves from all corners of the screen. Once you empty the screen of asteroids, a new wave begins, and each wave you face is more difficult to destroy than the last. In some game variations, you’ll face enemy UFOs, which fire photon lasers back at you. Both small and large UFOs explode when hit.
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A reserve fleet of the ships stands ready in hyperspace. Each time an asteroid hits you, destroying your ship, a reserve ship appears in the starting position in the center of the screen. This continues until all of your ships are destroyed.
The high score of the game appears at the end of the game and is updated as higher scores are tallied in later games. The high score remains on the screen until you turn off your ATARI ® Flashback II(TM) Classic Game Console.
Difficulty Switches
The Asteroids Deluxe(TM) game has two difficulty levels, a and b. The b level is normal game play for beginning players. The a level offers a bigger challenge with the addition of UFOs(Unidentified Flying Objects) and satellites. UFOs are tough to hit, but each one is worth 1000 points.
Satellites are larger and easier to destroy. UFOs and satellites may be firing back at you, so be on the lookout for their stray artillery. UFOs do not attack until you have reached over 15,000 points. When satellites and UFOs sneak up to attack you, you'll hear their engines. The satellites have a low pitched engine sound and the UFOs have a higher pitched sound.
Scoring
Points are determined by the size of the asteroid boulders. Obviously, the smaller boulders are harder to hit and therefore worth more points. With each game or turn you have four spaceships. You can earn extra spaceships by scoring high.
Points are scored as follows:
Small Asteroids 100 POINTS Medium Asteroids 50 POINTS Large Asteroids 20 POINTS
Small UFO’s
1000
POINTS Large UFO’s 200 POINTS Other Player’s Ship
500 POINTS
Killer Satellites 50 POINTS Shark Satellites 100 POINTS Wedge Satellites 200 POINTS
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Battlezone(TM) (1 OR 2 PLAYERS)
The original ATARI 2600 version of this 1980 arcade classic! The whole world is in trouble. From your combat tank, you must find and destroy the enemy tanks, aerial fighters, and flying saucers before they find you. Get ready for the futuristic fight to the finish.
You’re Combat Ready!
The year is 1999, and the nations of the earth have declared a world-wide peace plan. But there is a problem with the proposed truce. A council of military commanders has unleashed battalions of automated weapons into the countryside. These aerial fighters, flying saucers, tanks, and super tanks will turn the world into a lifeless landscape unless you can stop them.
Luckily, you've discovered an old military tank hidden inside the museum. Use your Joystick to steer the tank as you search for enemy automatons. Since your electronic periscope only gives you a front view from the tank, you'll have to rely heavily on your radar screen to detect the enemy. If you see a blip on the radar, you need to move fast! Use your Joystick to turn your tank until the enemy appears on the screen; press the red controller button to fire your turret gun.
Controls/Game Play
You have five tanks to complete your mission. Your tank will be destroyed each time it is hit by enemy fire.
Use your Joystick to maneuver your tank. Push forward on your Joystick to move your tank forward; pull back on the Joystick to move your tank backward. To rotate your tank in position, push the Joystick directly right or left. Move the tank in an arc by pushing your Joystick diagonally in the desired direction.
Fire your turret gun by pressing the red button on your controller. If you miss a target, you cannot fire again for approximately 2 seconds.
The enemies you'll encounter are:
Tanks
Tanks are your most common enemy. They move a bit slower than your tank, and can be identified by their blue turrets.
Super Tanks
These look like regular tanks, but have yellow turrets and can move faster than your tank.
Fighters
Fighters always appear directly in front of you then zigzag toward your tank. When a fighter reaches point-blank range, it will veer to the side and fire an anti-tank shell directly at you. You can identify a fighter by the "buzz" sound it makes as it flies.
Flying Saucers
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Flying saucers do not fire at you, but are hard to hit and can distract you when a tank, a fighter, or a
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super tank is firing at you.
Your Radar Screen
Your radar is located at the top center of the screen. Enemy automatons appear on the screen as white "blips" of light, your tank is located in the middle of the radar circle. The two lines at the top of the radar screen indicate your field of view. When you move your tank so an enemy "blip" is between the lines, you should be able to see the enemy on the main screen. Be careful, though! An enemy can shoot and destroy your tank -- even if you can't see it on the main screen.
A black sighting mark is located at the top of the main screen to help you aim at the target. When the enemy is directly in your line of fire, the sighting mark will change from black to white.
Game Variations
Press the GAME SELECT switch to choose one of three game levels. The game level is indicated by the number of tanks displayed at the bottom of the screen.
GAME NUMBER SKILL LEVEL Game 1
ovice Game 2 Intermediate Game 3 Advanced
Helpful Hints
After playing Battlezone(TM) several times you'll discover which techniques work best for you. Here
are some that tank commanders at ATARI found most helpful.
1. A good way to evade enemy shells is to rotate your tank 45 degrees, then immediately move the
tank forward or backward.
2. Listen for the sound of an enemy gun being fired. As soon as you hear a shot, take evasive action.
Do not simply rotate in the same spot.
3. Keep moving after you fire a shot -- don't want to see if the shot hit its mark.
4. If a tank is close behind, you can bring it within sight by moving your tank in reverse until the
enemy tank appears on the screen. You'll be able to shoot as the enemy tank turns to face you.
5. Try to lure one enemy into another enemy's line of fire. For example, by moving your tank to one
side, you can move a flying saucer into a shot fired by an enemy tank.
6. Don't waste shots, since you can't shoot your turret gun again until the shell either hits an enemy, or
disappears from your main screen.
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Scoring
TARGET
Tank 1000 POINTS Fighter 2000 POINTS Super Tank 3000 POINTS Saucer 5000 POINTS
A bonus tank is awared At 50,000 and 100,000 points.
POINTS
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CENTIPEDE® (1 OR 2 PLAYERS)
You’re trapped in the perilous Enchanted Forest. Dark, dangerous mushrooms push up through the forest floor, snaring you on every side. Threatening thumps and evil buzzings fill the air. Something slippery flashes through the mushrooms, moving in on you. Suddenly, glaring eyes and quivering antennae jump right out at you! It’s the Centipede — and it’s attacking!
Controls
Move the joystick handle forward/back, or press Select to choose a game variation: One Player;Two Player Alternating; Dual Player Competition or Team Play. Move the joystick handle left/right to choose one of the four difficulty levels: Novice, Standard, Advanced, and Expert. Press either fire button to start the game.
Use the joystick handle to move your magic wand around the screen and press either fire button to fire a powerful spark at the Centipede. Press and hold either fire button to rapid-fire and shoot continuous sparks.
Sparking the Evil Insects
You start the game with three magic wands. Use each wand to spark the enemy and score points. If the insect bites you, you become temporarily paralyzed and lose a wand.
The Centipede attacks from the top of the screen and winds down toward you. When you spark any part of it with your wand, that segment becomes a mushroom, and the segment behind it becomes the head of a new insect.
Mushrooms act like shields but can also speed the Centipede in its attack. It takes four hits to destroy a mushroom entirely.
Trying to distract you from sparking the Centipede, the Spider jumps all over the Enchanted Forest, eliminating every mushroom in its path. The closer the Spider comes to you, the more points you score when you zap it.
The Flea starts bugging you after you shoot away most of the mushrooms near you at the bottom of the screen. It drops straight down, creating mushrooms as it falls. You must hit the Flea twice to make it disappear.
poisoning every mushroom it touches. Poison mushrooms are a different color than the other mushrooms. When the Centipede bumps into a poison mushroom, it goes crazy and plunges straight towards you.
Beginning with the third wave, the Scorpion scurries across the middle of the Enchanted Forest,
Game Variations
Centipede® has 4 game variations:
One Player
Two Player Alternating
Dual Player Competition: both players play at the same time, but score separately.
Team Play: both players play at the same time and their scores are added together.
Scoring
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Centipede:
body segment................... 10 points
Spider:
medium range....................600 points
distant range..................... 300 points
Flea: Scorpion: Mushroom:
totally eliminated.............. 1 point
Poison Mushroom: not shot at all.................... 5 points when restored
shot 1 to 3 times............... 5 points when restored
totally eliminated.............. 1 point
head....................................100 points
close range........................ 900 points
200 points 1000 Points
shot 1 to 3 times............... 5 points when restored
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LUNAR LANDER® (1 PLAYER)
Lunar Lander(TM) provides the thrills and realistic "feel" of controlled space flight! Players are challenged to control thrust and rotation of a lunar landing craft to counteract simulated gravitational pull, momentum and friction. Now for the first time, experience ATARI’s 1979 arcade hit at home!
Can You Land Safely?
Lunar Lander(TM) is a one-player game that simulates landing a manned spaceship on the moon. Various video-display phrases indicate score, time elapsed during the mission, fuel units consumed, altitude above the moon, and horizontal and vertical speed. The fuel consumption and both speed readings are important for the player to determine how to land the craft. Realistic engine rumble and crash sounds accompany game play. Careful not to use up your fuel, or you'll crash! A high beep warns of an almost­depleted fuel supply. Depending on the quality of the landing or the crash, various messages are displayed on the screen.
Controls
Press the Joystick left or right to tilt the ship left or right respectively. Pushing forward on the Joystick ignites your engines. Hitting the fire button will cause your landing to abort if your spacecraft is hopelessly out of position or in danger of crashing. Remember, help is only 240,000 miles away.
Scoring
A crash awards 5 points, a "hard" landing 15. A "good" landing awards 50 points... plus 50 Fuel Units of game time!
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MILLIPEDE(TM) (1 OR 2 PLAYERS)
Now for the first time, play this previously unreleased alternate version of the ATARI 2600’s original 1984 release of MillipedeTM!
An army of menacing Millipedes have invaded your garden patch, and you must shoot arrows at them to rid your plot of these pesky pests. But wait! The Millipedes aren’t the only insidious insects you have to destroy. Jumping Spiders, buzzing Bees, bouncing Beetles, Mosquitoes, Dragonflies, Inchworms and Earwigs all have unique and deadly powers of their own!
Controls
Use the joystick controller to move around the screen and press the fire button to fire at the Millipede. Press and hold the fire button to rapid-fire and shoot continuously.
Rid Your Garden of those Bothersome Bugs!
The Millipedes attack from the top of your garden. They march back and forth across your patch until they get to the bottom. When a Millipede bumps into a mushroom, it reverses direction. If any part of the Millipede touches you, you’re finished!
Jumping Spiders enter from either side of the screen. How many points you get for ridding the garden of a Spider depends on how close it is when you shoot it.
Beetles crawl in when you least expect them. They also have a particular pattern they follow, so pay attention!
critter, the movement of all the insects on the screen is slowed down for about four seconds.
Survival Tips
The Inchworm can’t move too quickly, but he is quite tricky just the same. When you shoot this little
Make sure you keep your eye on the Millipede while you’re getting rid of the other pests. It can sneak up on you if you’re not careful, so keep it under control.
If a millipede touches a poisonous mushroom — poisonous mushrooms are colored differently from most — watch out! The Millipede will charge directly at you!
When the insects swarm, you could be in for big trouble. Only a Spider can enter the garden while the Mosquitoes, Bees or Dragonflies are swarming. You get 100 extra points (above the normal point value) for the second swarming bug you destroy, 200 for the third, and so forth — up to 1000 extra points per bug. Beware! Swarming bugs fly fast and furious!
Each insect has its own unique sound, so keep your ears open and you can anticipate what will be coming next.
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Scoring
Mushroom Millipede Head Millipede Segment
Spider
Beetle Mosquito Bee Inchworm DDT Bomb Dragonfly Earwig
Thank goodness for pesticides! Just pierce one of the DDT bombs in your garden and earn an
automatic 800 points. Explode the DDT at the right time, and the vapor will wipe out any bug it touches! For each bug that’s destroyed by DDT, you’ll earn triple the points you’d normally get for it.
Each time you lose a bug blaster, you receive 5 points for every flower and every three mushrooms
left on the screen.
.........................................1 point
.........................................100 points
.........................................10 points
.........................................
.........................................300 points
.........................................400 points
.........................................200 points
.........................................100 Points
.........................................800 points
.........................................500 points
.........................................1000 points
300, 600, 900 or 1200 points
Bonus Life
You begin the game with three lives. For every 15,000 points you earn, you’re awarded another life
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MISSILE COMMAND® (1 OR 2 PLAYERS)
Aliens from the planet of Krytol have begun an attack on the planet Zardon. The Rytolians are warriors out to destroy and seize the planet of Zardon. Zardon is the last of the peaceful planets. The Zardonians are skillful and hardworking people. Their cities are built-up and rich in resources. It is truly a planet void of crime and violence.
Zardon has built a powerful defense system. Several antiballistic missile bases have been established within the cities of Zardon. The Zardonians are ready for this attack, and are prepared to fight to save their cities.
As base commander it is your responsibility to protect and defend six cities on the planet of Zardon. The Krytolians have begun firing interplanetary ballistic missiles. They are aiming at your cities and missile bases. Your only defense is to fire back with antiballistic missiles. But watch out, the Krytolians are sly, they also have cruise missiles. Cruise missiles look like satellites, but they are just as deadly as the interplanetary ballistic missiles.
Use your antiballistic missiles (ABMs) to stop the enemy before your happy and harmonious planet is destroyed.
Controls
Use the Joystick Controller as a target control for your ABMs. Move the Joystick up, down, right, left, or diagonally to move the cursor (blinking light) to the target where you wish your antiballistic missile to explode. Push the controller button to launch you ABM's.
Consider the Joystick as a target control for your missiles. Wherever the target control is on the screen when the button is pressed will be the exact location that your ABM explodes. Once you have launched an ABM, you can move to a new target and launch again while the first ABM is in flight. The best way to destroy the enemy is to place the target control directly in the path of the interplanetary ballistic missiles. The ABM must make contact with the tip of the enemy's interplanetary ballistic missile.
Some game variations have a fast target control and some have a slow target control. The faster the target control moves, the harder it is to position below the enemy missiles.
Beginning with the third wave, the Scorpion scurries across the middle of the Enchanted Forest, poisoning every mushroom it touches. Poison mushrooms are a different color than the other mushrooms. When the Centipede bumps into a poison mushroom, it goes crazy and plunges straight towards you.
Defend your Cities
The object of the game is to defend your cities and missile bases. The enemy fires interplanetary ballistic missiles and cruise missiles, both of which are aimed to destroy your cities and missile base. There are only two types of cruise missiles; smart cruise missiles, which try to evade your anti-ballistic missiles (ABMs), and dumb cruise missiles, which fall in a straight path.
The enemy attacks in a series of waves that may vary in the number of attacking interplanetary ballistic missiles. Each consecutive wave moves faster. The faster the wave, the more difficult it is to defend the cities. So, the faster the wave, the higher the scoring. See Section 5 for details about waves and scoring.
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With each wave you have 30 ABMs for defense (see Figure 1). Your launching missile base, (bottom, centre of playfield) contains only 10 ABMs at a time. As each set of 10 ABMs is fired, you automatically receive 10 more from you underground missile dump (bottom, left corner). Once you have fired all 30 ABMs, you are defenseless until a new wave begins.
You must protect your launching missile base from enemy fire. Once it is hit, all of its contents are destroyed. However, you still have the remaining missiles in the underground dump. The game ends when all of the cities are destroyed. The high score of the game appears at the end of the game and is updated as higher scores are tallied in later games.
Game Variations
Missile Command® has 34 game variations. Games 1 through 17 are one-player, and games 18 through 34 are two-player games. This ATARI Game Program includes game variations for young children, games 17 and 34. The game play is slower in the children's versions.
Slow/Fast Target Control
Some game variations have fast target control and some have slow target control. This means that your may move the cursor fast or slow around the screen. Because you use the Joystick to move the target control, the slower it moves, the more control you will have; but the fewer amount of targets you'll be able to hit. The faster the target control moves, the more difficult it is to control; but the more targets you will be able to hit.
Smart Enemy Cruise Missile/Dumb Enemy Cruise Missile
After the 6th wave of interplanetary ballistic missiles, the enemy may attack with cruise missiles. The dumb cruise missiles travel in a straight line and are fairly easy to destroy. The smart cruise missiles can detect and evade your ABM explosions, making them more difficult to destroy.
Starting Wave
The higher the wave number, the faster the enemy missiles attack. Some game variations start at a low wave number and progress to a higher and faster wave number. The games that start at a high wave number are fast in the beginning and progress even faster with each wave. The faster waves score more points.
Children's Games
Games 17 and 34 play at a slower and easier speed for young children. They have dumb enemy cruise missiles, slow target control, and the enemy attacks at a slower rate with less missiles. As children become skilled at this level, they should try the more difficult game variations, starting at Game 1.
Two-Player Games
Games 18 through 34 are two-player games. In two-player games each player alternates as base commander, one wave at a time. The left controller player begins the game. Each player's score appears at the top of the screen with each turn. At the end of the game both players' scores are alternately displayed on the screen.
Scoring
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You score points when you destroy interplanetary ballistic missiles and cruise missiles. You also score points for unused antiballistic missiles and saved cities. Because each wave of interplanetary ballistic missiles moves faster, the points for the higher numbered waves are multiplied. For example, waves 9 and 10 are worth 5 times their original point value. (See Table 1 for SCORING MULTIPLIER.)
Points are scored as follows:
Interplanetary Ballistic Missiles .................... 25 points
Enemy Cruise Missiles .................... 125 points
Unused Antiballistic Missiles .................... 5 points
Saved Cities .................... 100 points
Table 1 - Scoring Multiplier
Waves 1-2 ..................... Single Scoring
Waves 3-4 ..................... Double Scoring
Waves 5-6 ..................... Tripple Scoring
Waves 7-8 ..................... Four Times Scoring
Waves 9-10 ..................... Five Times Scoring
Waves 11 and Above ..................... Six Times Scoring
Wave 13 is the most difficult in Missile Command®.
Unused ABM's and saved cities are tallied at the end of each wave. Between each consecutive wave, the cities fall and rise again when the next wave starts (see Figure 4). A bonus city is awarded every 10,000 points. If your score reaches 10,000 points at the end of a wave and all six of your cities are destroyed, you still receive a bonus city and another wave of interplanetary ballistic missiles will attack.
Helpful Hints
1) You may fire up to three defense missiles simultaneously. After pressing the controller (fire)
button, move to the next enemy site and fire again. Do not wait for the explosion before moving.
2) Once a city is destroyed you no longer can defend it, so concentrate only on your missile base and
saved cities. Ignore enemy fire aimed at cities already destroyed.
3) Smart enemy cruise missiles are easiest to destroy if your target control is directly on them. When it
is directly on them, the enemy cannot detect your ABMs.
4) Discover the hidden initials of the original programmer in Game Variation 13.
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SPACE DUEL(TM) (1 OR 2 PLAYERS)
Space Duel(tm) is the ATARI classic that pits players in charge of fighters or space stations, locked in a duel to see how many asteroids and other space objects they hit!
How Good A Shot Are You?
Space Duel offers players a choice of two different game versions in single or 2 player versions for exciting space shootout game play!
Fighters
One or two players fly single ships in a competitive game.
One Player – One player fighter battles for high score, trying to survive each new wave of targets.
Two Player – Two players compete against each other in alternating turns of game play.
Space Stations
Two Player – Two players must compete against one another on the same screen to score.
Controls
Use the Joystick Controller to aim the spaceship and to fire photon torpedoes at the space objects. Move the Joystick right to rotate the ship clockwise; move it left to rotate the ship counterclockwise. Push the Joystick forward to thrust (propel) the ship through space. (The ship moves only in the direction it's pointed.)
After aiming the spaceship with your Joystick, press the fire button to shoot photon torpedoes at the opponent objects. Continue to press and release the fire button as fast as possible to quickly destroy all the space objects
Space Objects/Scoring
Spinner .................... 20/50/100 points
Cube .................... 20/50/100 points
Fuzzball .................... 200 points
Mine .................... 100 points
Saucer 1 .................... 300 points
Saucer 2 .................... 300 points
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Adventure Territory
ADVENTURE(TM) (1 PLAYER)
An evil magician has stolen the Enchanted Chalice and has hidden it somewhere in the Kingdom. Now you must rescue the Enchanted Chalice and place it inside the Golden Castle where it belongs.
This is no easy task, as the Evil Magician has created three dragons to hinder you in your quest for the chalice. There is Yorgle, the Yellow Dragon, who is just plain mean; there is Grundle, the Green Dragon, who is both mean and ferocious; and there is Rhindle, the Red Dragon, who is the meanest and most ferocious of all. Rhindle is also the fastest Dragon and the most difficult to outmaneuver.
Controls
Choose Skill Level 1, 2 or 3 you wish to play (Level 3 is the hardest) by pressing Select. Press either fire button to begin play.
You can move in any of eight directions by pushing the joystick handle in that direction. Each area shown on the screen has one or more barriers or walls, through which you cannot pass. To move from one area to an adjacent area, move through one of the openings, and the adjacent area appears on your screen.
Keys to the Kingdom!
There are three castles in the Kingdom: the White Castle, the Black Castle and the Golden Castle. Each castle has a gate over the entrance. The gate can be opened with the corresponding colored key.
Rooms, pathways and labyrinths separate the Castles. Scattered throughout the Kingdom are certain objects to help you in your search for the Enchanted Chalice. To pick up an object, just touch it. You will hear a sound that will notify you that you have the object in tow. To drop the object, press either fire button.
Good Magic
While the Evil Magician has created many hazards to slow you in your quest to rescue the Enchanted Chalice, there is, quite fortunately, some Good Magic on your side:
You have a sword that you can use to slay the dragons. To do this, you must touch a dragon with it.
There is a bridge that can you can use to pass over the walls of any portion of the Kingdom. The bridge cannot be used to pass through any barrier into the next portion, nor can it be used to move from right to left or left to right over a barrier or wall. It also cannot be used to get past a locked castle gate.
Pick up the bridge the same way you would any other object. Place the bridge across the wall that you wish to pass over and release it by pressing either fire button. The ends of the bridge must be visible on both sides of the wall for it to work. Be careful! If you should happen to touch the inside of the bridge while you are passing over the barrier, the bridge will close and you may become trapped. To release yourself, press either fire button.
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In all games, Yorgle, the Yellow Dragon, is afraid of the gold key and will run from it. He will also stay away from whatever room or area of the Kingdom it is in.
To remove objects that are stuck in a wall and out of reach, there is a magnet that affects all objects, including the bridge. You can also use the magnet to move objects to an adjacent part of the kingdom by putting the magnet in front of you before entering that part of the Kingdom.
Bad Magic
The Evil Magician has cast a spell to make it difficult for you to succeed in rescuing the Enchanted
Chalice. Not only do the dragons rally around and try to stop you from getting the Enchanted Chalice, they guard other objects in the Kingdom:
Grundle, the Green Dragon, guards the magnet, the bridge and the black key.
Rhindle, the Red Dragon, guards the white key.
When not guarding the Enchanted Chalice, Yorgle, the Yellow Dragon, roams freely about the
Kingdom. Sometimes he will assist Grundle or Rhindle in guarding whatever it may be that they are guarding. There is other Bad Magic that you must overcome in order to rescue the Enchanted Chalice:
You cannot pick up and carry a slain dragon.
In Skill Levels 2 and 3, besides the dragons, the Evil Magician has created a black bat that flies
around and carries objects around throughout the Kingdom, often switching them with objects that you may be carrying. The black bat may trade a live dragon for the sword and leave you defenseless, or it may trade you something for the Enchanted Chalice just as you are ready to put it into the Golden Castle.
Good Or Bad Magic
Some Magic can be good or bad, depending on the situation:
You can catch the Black Bat and carry it and whatever the Black Bat may be carrying. However, sometimes the Black Bat will escape(usually at the most inopportune times).
If there are four or more objects(including the Castle Gates) in your area of the Kingdom, your magic may or may not work. Sometimes you can slay a Dragon, sometimes you can't. However, it is easier to avoid being swallowed by a Dragon.
If you have slain a Dragon, and he is blocking your path, so you cannot get through, you can use this
to your advantage by placing one or two objects in the same area and then move through the slain Dragon.
Sometimes the Black Bat can be used to your advantage by getting it to swap for an object you need
that may be stuck in a wall.
SKILL LEVELS
Level 1
This is the simplest Skill Level. When you depress the game reset switch to begin play, you will see the Key to the Golden Castle. Unlock the Castle and enter. You will find the Sword inside the Golden Castle. The Key to the Black Castle is being guarded by Grundle, the Green Dragon. Yorgle, the Yellow Dragon is roaming free and may or may not be found guarding the Enchanted Chalice, which is hidden with the Magnet inside the Black Castle.
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SKILL LEVELS
Level 2
This Kingdom is much larger than Level 1. There are Catacombs (in which you can see only part way). The Key to the Golden Castle is hidden here. You must pass through the Catacombs to reach the White Castle. The Key to the White Castle is hidden in the Blue Labyrinth. Inside the White Castle is the Red Dungeon. There is a Secret Room in the Red Dungeon where the Key to the Black CAstle is hidden. To get to the Secret room you must use the Bridge.
To get to the Black Castle you must pass through the Blue Labyrinth. Behind the first room of the Black Castle is the Grey Dungeon, which is similar to the Catacombs. The Enchanted Chalice is hidden here, guarded by Rhindle, the Red Dragon.
All objects, the Dragons, and the Black Bat will start in the same place in the Kingdom each time you play the game at Level 2.
Level 3
The Kingdom is the same as Level 2, but is more difficult to play as the Evil Magician has placed all the objects and the Dragons randomly within the Kingdom. You will never know for sure what is in the next area of the Kingdom until you enter it, nor will you know for sure where the Enchanted Chalice may be hidden. The Dragons could be inside any of the Castles.
ADVENTURE II(TM) (1 PLAYER)
The Evil Magician has once again stolen the cherished Enchanted Chalice! Only this time he’s made it harder for you to find and hidden it in one of the neighboring Fire or Ice Kingdoms. Now you are being called on again to rescue the Enchanted Chalice and place it inside the Golden Castle where it belongs.
The Fire and Ice Kingdoms can only be reached by entering inside of the Hedge Kingdom castle, making your way through its maze to the main chamber. There you must decide your path, to the left you enter the fire pits of the Fire Kingdom, to the right you enter the chilled mazes of the Ice Kingdom.
The Evil Magician has brought back his three dragons to hinder you in your quest for the chalice. There is Yorgle, the Yellow Dragon, who is just plain mean; there is Grundle, the Green Dragon, who is both mean and ferocious; and there is Rhindle, the Red Dragon, who is the meanest and most ferocious of all. Rhindle is also the fastest Dragon and the most difficult to outmaneuver.
Controls
You can move in any of eight directions by pushing the joystick handle in that direction. Each area shown on the screen has one or more barriers or walls, through which you cannot pass. To move from one area to an adjacent area, move through one of the openings, and the adjacent area appears on your screen.
Pressing RESET on the ATARI® Flashback 2(TM) will bring your player back to life in front of the Gold castle, all items stay where they were when player died, all dragons killed come back to life.
Turning the ATARI® Flashback 2(TM) unit’s power off and on and selecting the Adventure II(TM) game again starts game completely over.
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Keys to the Kingdoms
There are four kingdoms, each with their own castles: Water, Hedge, Fire, and Ice. Luckily, you’ve been provided with a map to help you through your journey through the kingdoms.
Your first task is to open the Gold Castle of the Water Kingdom. Somewhere in the Water Kingdom or the Hedge Kingdom lays the Gold Key to open the gate entrance of the Water Kingdom’s castle.
From there you can retrieve the key to open the Hedge Kingdom’s castle, and further onward to the mysteries of the Fire Castle and Ice Castle!
Rooms, pathways and labyrinths separate the Castles. Scattered throughout the Kingdom are certain objects to help you in your search for the Enchanted Chalice. To pick up an object, just touch it. You will hear a sound that will notify you that you have the object in tow. To drop the object, press either fire button.
Good Magic
While the Evil Magician has created many more hazards to slow you in your quest to rescue the Enchanted Chalice again, fortunately you still have Good Magic on your side:
You have a sword that you can use to slay the dragons. To do this, you must touch a dragon with
it.
There is a bridge that can you can use to pass over the walls of any portion of the Kingdom. The bridge cannot be used to pass through any barrier into the next portion, nor can it be used to move from right to left or left to right over a barrier or wall. It also cannot be used to get past a locked castle gate.
Pick up the bridge the same way you would any other object. Place the bridge across the wall that you wish to pass over and release it by pressing either fire button. The ends of the bridge must be visible on both sides of the wall for it to work. Be careful! If you should happen to touch the inside of the bridge while you are passing over the barrier, the bridge will close and you may become trapped. To release yourself, press either fire button.
To remove objects that are stuck in a wall and out of reach, there is a magnet that affects all objects, including the bridge. You can also use the magnet to move objects to an adjacent part of the kingdom by putting the magnet in front of you before entering that part of the Kingdom.
Bad Magic
The Evil Magician has cast a spell to make it difficult for you to succeed in rescuing the Enchanted Chalice. Not only do the dragons rally around and try to stop you from getting the Enchanted Chalice, they guard other objects in the Kingdom:
Grundle, the Green Dragon, guards the magnet, the bridge and the black key.
Rhindle, the Red Dragon, guards the Enchanted Chalice.
When not guarding the Enchanted Chalice, Yorgle, the Yellow Dragon, roams freely about the
Kingdom. Sometimes he will assist Grundle or Rhindle in guarding whatever it may be that they are guarding. There is other Bad Magic that you must overcome in order to rescue the Enchanted Chalice:
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You cannot pick up and carry a slain dragon.
The Evil Magician has created a black bat that flies around and carries objects around throughout
the Kingdom, often switching them with objects that you may be carrying. The black bat may trade a live dragon for the sword and leave you defenseless, or it may trade you something for the Enchanted Chalice just as you are ready to put it into the Golden Castle.
Good Or Bad Magic
Some Magic can be good or bad, depending on the situation:
You can catch the Black Bat and carry it and whatever the Black Bat may be carrying. However, sometimes the Black Bat will escape(usually at the most inopportune times).
If there are four or more objects(including the Castle Gates) in your area of the Kingdom, your magic may or may not work. Sometimes you can slay a Dragon, sometimes you can't. However, it is easier to avoid being swallowed by a Dragon.
If you have slain a Dragon, and he is blocking your path, so you cannot get through, you can use this
to your advantage by placing one or two objects in the same area and then move through the slain Dragon.
Sometimes the Black Bat can be used to your advantage by getting it to swap for an object you need
that may be stuck in a wall.
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HAUNTED HOUSE (1 PLAYER)
Many years ago in the small town of Spirit Bay, there lived a mean old man named Zachary Graves. Old man Graves was not a very well liked person. He rarely left the old mansion and spent most of his life brooding about the decaying, four story house. When he died, the house was condemned and locked up.
The townspeople claim that old man Graves knew the whereabouts of a magic urn that was a family heirloom of the first family of Spirit Bay. It seems that the mansion was the family’s first home and that the magic urn, which broke into several pieces during the earthquake of 1890, is still in the old house.
To this day, no one has had the courage to go into the mansion to search for the pieces of the urn. It is common knowledge that the ghost of old man Graves still haunts the mansion. Some of the neighbors claim to have seen lights flickering in the windows. Some say that they have heard eerie sounds, doors slamming and heavy footsteps. Some even claim to have seen shadows running through the mansion...
The mysterious mansion has 24 rooms connected by long corridors and staircases. Some of the rooms have been locked up for over 50 years. There is supposed to be a master key hidden somewhere in the mansion. Without the key, it might be impossible to travel from room to room. There is also an ancient scepter hidden in the mansion. Old man Graves always carried this scepter. He believed it scared off evil spirits.
Now that you know the story, ATARI is unlocking the entrance to the Haunted House and letting you test your bravery. Do you dare enter the frightening old mansion? If you do, remember to carry matches; the Haunted House is very dark!
It’s Enough To Scare You To Death!
The object of the game is to find the three pieces of the magic urn and carry them back to the main entrance of the mansion, before losing all 9 of your lives. Your score is based on the number of matches you use during your search, and the number of lives you use.
The pieces of the urn are randomly scattered throughout the 24 rooms in the mansion. There are four floors, and each floor has six rooms. The floors are connected by staircases. The rooms are connected by corridors and doorways. Some of the doors are locked, so find the master key which is also hidden in the mansion.
way around, we have provided an unlimited supply of matches, which you light by pressing the red controller button.
encounter as you stumble through the mansion. Be prepared to see a vampire bat, hairy tarantulas and the ghost of old man Graves himself. Every time one of these creatures touches you, you'll be "scared to death", and consequently lose a life.
help you understand the objects and characters on the screen, and the progressive levels of difficulty.
Finding the urn wouldn't be so difficult, except that the mansion is dark. To enable you to see your
Now that you know that you must use matches, we want to warn you about the creatures you'll
So far, we've told you some of the things to expect in Haunted House. Here is some information to
Objects
Urn
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