E 1
odel 74064
M
For 1 player / Ages 8 and up
I
NSTRUCTION MANUAL
P/N 82386840 Rev.A
WARNING: EPILEPSY AND SEIZURES READ
B
EFORE OPERATING YOUR PLAY TV LEGENDS
SPACE INVADERS
A few people may experience epileptic seizur
or patterns in our daily environment. These persons may experience seizures
while watching TV pictures or playing video games. Players who have not
had any seizur
Consult your physician before playing video games if you have an epileptic
condition or experience any of the following symptoms while playing video
games: altered vision, eye or muscle twitching, other involuntary movements,
loss of awareness of your surroundings, mental confusion and/or convulsions.
es may nonetheless have an undetected epileptic condition.
es when viewing flashing lights
BATTERY INSTALLATION
This game is powered by four (4) AA (LR6) batteries.
•Using a screwdriver, loosen the screw until the battery compartment door
can be removed.
• Insert four (4) AA (LR6) batteries (we recommend alkaline) as indicated
inside the battery compartment.
• Replace the battery compartment door and tighten the screw with a
screwdriver. Do not over-tighten.
T SUPER
ADUL
BATTERIES.
VISION IS RECOMMENDED WHEN CHANGING
TV CONNECTION
NOTE: To connect Space Invaders directly to a TV, the TV must be equipped
with audio and video input jacks or a Scart input. They ar
o
n the front of the TV near the contrast, color, and picture adjustment con-
trols or on the r
If your TV does not have audio and video input jacks, you may connect
Space Invaders through a VCR connected to your TV.
ear of the TV near the antenna and cable/satellite jacks.
e commonly found
CONNECTING TO A VCR
To connect Space Invaders to your VCR, insert the yellow video plug from
the Main Unit into the video in (yellow) jack on your VCR, the white audio
plug into the left audio in (white) jack or via the Scart adaptor
VCR to the appropriate video input mode (see your VCR’s operating manual
for details).
ADULT SUPERVISION IS RECOMMENDED WHEN CONNECTING
CABLES TO A TV AND VCR.
. Then set the
BUTTONS AND FEATURES
Menu
Reset
A
B
Directional Pad
ACE INV
SP
aito Games in 1
5 T
ADERS
The Legend
Taito Corporation was formed in Japan in 1953. Its first business ventures
were importing various goods, brewing and selling the first domestic
Japanese Vodka and manufacturing and selling a small peanut vending
machine. In 1954 they started developing and selling jukeboxes. This was
their core business until 1978 when they released Space Invaders in Japan.
The rest is history, or, in this case, legend.
The Set Up
The Space Invaders Play TV Legends contains 5 popular Taito games built
in, with no extra equipment needed.
Games Included:
Space Invaders
Lunar Rescue
Colony 7
Phoenix
Qix
To use:
1. Load battery compartment with four AA batteries. Alkaline batteries work
best.
A
B
2. Plug the Play TV Legends into the AV jacks on TV matching the color of
the jack to the cord (i.e. yellow to yellow, white to white, red to red)
3. Turn on the Play TV Legends by pressing the “power switch.”
4. A menu screen will load. Use the joystick to move the cursor next to the
g
ame you want to play. Press either the A or B button.
5. Follow the instructions of the individual games.
S
PACE INVADERS
The Legend
S
pace Invaders was designed and programmed by Toshihiro Nishikado for
Taito, Japan in 1978 and remains one of the most popular arcade games
ever made. The game was so amazingly popular in Japan that it caused a
coin shortage until the country’s Yen supply was quadrupled. Entire arcades
were opened in Japan specifically for this game. By the end of 1979 it had
become a worldwide phenomenon and the first era of video games had
begun. In 1980, the game was licensed by Atari for the 2600 game system
and was the first arcade game ever adapted for Atari’s home system. The
Space Invaders franchise has flourished for more than 25 years and has generated over $500 million in revenues.
The Controls
Joystick
•
Left or Right –move your Laser Base across the bottom of the screen
• Up or Down – no function in this game
Button A or B
• Shoots lasers from your Laser Base
The Game
The object of the game is, basically
base while avoiding their shots and preventing an invasion. Amassing a high
s
core is a further objective and one that must be prioritized against your
c
ontinued survival. Each game screen starts with five rows of 11 invaders.
The bottom 2 rows score 10 points per large invader, the middle 2 rows 20
points for each medium invaders and the top row scores 30 points for each
small invader
The score for each screen can be dramatically increased by the tactical
destruction of the 'mystery' value spaceships that frequently fly from one
side of the screen to the other. Temporary sanctuary can be sought beneath
t
he 4 base shelters.
. This makes each screen worth a total of 990 points.
, to shoot the invaders with your laser
Space Invaders - Identification Parade
10 point invader (Bottom 2 rows)
2
0 point invader (middle 2 rows)
30 point invader (Top row)
Mystery ship worth 50, 100, 150 or 300 points
Player's laser base
Base shelter
The invaders randomly fire missiles down the screen from the center of their
bodies. Ther
and wiggly ones that are the most powerful. If a missile hits the player's laser
it is destroyed. If all the lasers are destroyed the game is over. The missiles
also cause varying degrees of damage to the base shelters. If any invader
reaches the bottom of the screen the game ends, no matter how many
remaining bases the player has.
The invaders travel sideways and each time they touch the side they drop
down 1 line. On scr
'invade'. From screen 2 through to screen 9 they start progressively lower
down the screen. At screen 10 the game reverts to the screen 1 start position and the cycle begins again.
There is no time limit, except for the fact that if you do not shoot them all
before they reach the bottom of the screen the game ends.
Any missiles dropped by an invader on the row above 'invasion' row will not
harm the player's laser. When an invader's missile collides with a player's
laser shot, the player's shot is always destr
occasionally survives, almost certainly if it is a wiggly missile.
e 3 types of missile: slow straight ones, fast straight ones
e ar
een 1 they need to drop 11 lines to reach the bottom and
oyed but the invader's missile
The Tricks
The game has a 'heartbeat' rhythm that the player should become attuned
to. The player can quickly contr
descend. They only dr
left) so by shooting away the outer columns before the inner columns the
rate of descent can be slowed. Best results come from quickly wiping out
the rows from left to right. Use the shelters to hide behind, timing your
movement to avoid missiles while shooting whenever you get the chance. If
the center of the shelter is already damaged, shoot a clear hole through it
and fir
using the far left shelter.
Every time you fire and miss you must wait until the shot reaches the top of
the screen before firing again. Remember this and do not fire wildly at fast
moving invaders, especially the last one. You will have time to shoot it if you
do not waste time missing! The last invader is usually easier to hit when trav
eling right to left.
Good luck with Space Invaders, we hope these tips and techniques help you
to fully enjoy the game.
e fr
om ther
op when they reach the edge of the screen (right or
e. This technique is especially useful at the start of a level
ol the speed with which the invaders
-
LUNAR RESCUE
The Legend
Launched by Taito in 1979, Lunar Rescue was the follow-up game to Space
Invaders. Unfortunately
which pretty much eclipsed most games until the 1980's. This is one of
those "sleeper" games that didn't get a big following since Asteroids was
also out. Good luck in r
The Controls
Joystick
• Left or Right – move your Landing Pod across the screen as you descend
and ascend
• Up or Down – no function in this game
eleased at the same time as Asteroids,
, it was r
escuing the astr
onauts.
Button A or B
• While descending, press A or B to fire rockets to slow your descent
• While ascending press A or B to Shoot lasers from your Landing Pod
• While ascending press and hold A or B to fire rockets and quicken your
a
scent
The Game
Your mission is to save the astronauts stranded on the surface of a rocky
p
lanet. You must drop your landing pod from your mother ship; guide your
ship to the rocky planet's surface avoiding the asteroids and land on one of
t
he platforms. One of the stranded astronauts then runs into your ship and
you must then return him to the mothership.
On your return trip there are no asteroids they have all transformed into alien
ships! Luckily, your ship is armed with a laser and you can destroy the alien
ships. Rescue all of your astronauts and you advance to the next harder
level.
The platforms you have to land on the planet's surface are three different
s
izes with their point values marked on them. Once you rescue an astronaut
f
rom a top platform, it disappears and you have to land on the next smaller
platform to rescue your man.
On your way down you have a limited fuel supply that you can use to fire
your thrusters to slow your descent. You must land on the platforms or you
crash into the rocks. On your way up, you can increase the speed by using
your thrusters. On your ascent you do not use fuel by firing your thrusters.
When you get close to your mother ship, the docking bay doors open and
you must fly inside.
O
n later levels meteors falling diagonally across the screen may impede your
a
scent.
The Scoring
Small alien ship: 50 points. Medium alien ship: 30 points.
L
arge alien ship: 30 points.
Landing on Large Platform: 50 points.
Landing on Medium Platform: 100 points.
L
anding on Small Platform: 150 points.
End of level bonus: 50 points per man rescued x level.
The Tricks
Try to land on the smallest platforms first, as saving the larger ones will
•
m
ake the later part of the stage easier, when the asteroid field is denser
and the enemy ships more numerous.
• Asteroids cannot hit you at the extreme edges of the screen.
• Alien ships can only fire from their center, whereas you can hit their edges.
Use your speed advantage to move under them, fire quickly and move
away before they shoot.
• Don't be too conservative using your thrusters on your descent, as you
have plenty of fuel.
COLONY 7
The Legend
Colony 7, launched in 1981, only existed as an arcade game. Does Colony 7
look a little familiar? If so, think of another game from roughly the same era.
aito's immensely “otaku” Colony 7 was the inspiration for the Imagic
T
Atlantis Atari 2600 cartridge. While not a licensed home version of Colony 7,
Imagic's Atlantis was manufactur
the Odyssey 2, and was the closest thing one could find to Colony 7 at
home.
ed for the Atari 2600, Intellivision, and even
The Game
You're in charge of defenses at Colony 7. Even though a shield protects the
settlement's power generators, weapons and populated buildings, the
onslaught of alien intruders gradually and inevitably wears that shield down.
Once holes have been bored through the shield, the aliens have a clear shot
at Colony 7. Defend Colony 7 from alien attack by using two ion-cannons
e an exploding shot knocking out tar
that fir
an eradicator rocket that acts as a "Smartbomb", which clears the entire
scr
or if both of your cannons ar
ou start with two lives and lose one if all of the colony is destr
een. Y
e blown up.
gets near its detonation zone and
oyed,
The Controls
Joystick
• Move your cross hairs left, right, up and down to focus your weapons on
incoming attacks.
Button A or B
• Button A- Fire your canon.
• Button B- Fire a smartbomb.
The Scoring
Shooting a Fighter- 25-250 points
Shooting a Scout- 100 points
Shooting a Bummer
Shooting an Advisor
Points ar
colony after each wave of enemy attack.
e also scored for the amount of buildings left standing in your
- 100-1000 points
- 500- 5000 points
PHOENIX
The Legend
One of the early definitive multi-stage space shooter games with an end of
level boss to destroy.
The Controls
Joystick
• Move your ship left, right, to focus your weapons on incoming attacks.
Button A or B
• Press A to fire your weapons
• Press B to initiate shields
The Game
Phoenix sees you take charge of a ship armed with bullets and a defensive
shield. Y
boss ship and destroy it. Wave one sees you facing attacking yellow birds
attempting to ram your ship. You may only fire one shot on screen at a time.
ou must destr
oy the waves of attacking space bir
ds to r
each the
Screen two sees purple enemy birds. They swoop down and shoot more
often.
Wave three sees large blue bird eggs moving back and forth on screen. If
you don't shoot the eggs in time they hatch into large winged blue birds that
m
ust be shot dead center to be destroyed. Winging them is not enough as
the damaged limb soon re-grows. They move across the screen swooping
down firing bullets more frequently than in the previous waves. Wave four is
the same as wave three, with purple bird eggs hatching into large winged
purple birds
W
ave five is the final stage in the game, and sees the enemy boss in its huge
s
paceship moving down the screen towards you, flanked by a formation of
purple birds. A thick layer of shielding protects the ship, and you must shoot
through this shielding. Behind the yellow shielding is a layer of purple shielding which moves from left to right and you must shoot this to create a hole in
the shield through which you must fire and score a hit on the enemy boss to
destroy it. All the while the boss fires waves of bullets at you, and the purple
birds swoop down. Once you shoot the enemy boss, you are awarded
bonus points and the game reverts to wave one and continues.
O
n waves one, two and five once the birds reach your level they will fly
u
pwards to return to their original formation place. If you shoot them in flight
y
ou will score extra points.
Your defensive shield, by no means impenetrable, protects you from bullets
and direct contact with birds on a collision course. Shields take several seconds to recharge after each use.
One extra life is awarded when your score reaches 3,000 points.
The Scoring
Shooting a yellow or purple bird: 20, 40 or 80 points; in flight: 200 points.
Shooting a blue or purple egg: 50 or 100 points.
Shooting a large blue or purple bird: 100 to 800 points (random).
Shooting the boss: 1,000 to 9,000 points (depending on height).
Playing hints/tips
• Use shields carefully. If you are moving when you activate, there is a dan-
ger it will fail.
• Birds will sometimes stop directly above you. Shoot them before they fly
back up.
•
Birds that stop below you can be killed with your shield.
• You are unable to move when your shield is activated. Avoid using it at the
left or right edge of the screen on wave three or four; bullets may hit you
as soon as your shield runs out.
QIX
The Legend
One of Taito's best known games, Qix is the hit arcade title that sparked
n
umerous clones. Like all other great arcade classics, the game play is simp
le, but highly original and addictive. Qix is a must-have for every arcade
e serious action far
om mor
fan, and a relaxing br
The Contr
eak fr
ols
e.
Joystick
• Move your marker left, right, up and down around the outside of the
square
• Set the direction for marker movement inside the square
Button A or B
• Marker will move around the outside of the square with just the joystick
•
Must press A or B to move inside the square
• Press and hold down the A button to begin a FAST draw
• Press and hold the B button starts a SLOW draw; rewarded with higher
points
The Game
our goal is use a marker to separate the scr
Y
eby "claiming" the space. In the meantime, you must avoid electr
ther
een into dif
creatures called qix, sparx, and others that randomly appear to destroy your
marker
The QIX is an evil and terrifying computer virus. Nobody knows where it
comes fr
tion! But the QIX lear
om its mistakes. It also br
ns fr
our mission: immunize the system against this insidious infec
om. Y
that can quickly spread and infect your system.
Each player starts with thr
ee lives. Fill in sections of computer memory with
out becoming infected. A level is completed when the required section of
memory is immunized against the QIX. For example, you must immunize 75
cent of level one to advance to level two. A life is lost if the QIX touches
per
an incomplete line, or if the marker is attacked by a FUSE or SPARX.
ferent portions,
onic
-
eeds lethal sub-viruses
-
The Scoring
The status panel on the right side of the screen shows the current number of
lives, r
ed line located above the game screen. It begins to shrink during play.
a r
Two SPARX are created each time the line disappears. Player scores are
located at the top of the screen. Points are awarded for each filled section of
memory. A SLOW draw earns twice as many points as a FAST draw. A player earns 1,000 bonus points for each percent over the required goal.
Splitting two QIX from each other multiplies the point value for each new
FAST and SLOW fill. An extra life is awarded every 50,000 points.
ed claim, completed claim, and current level. The SPARX timer is
equir
The Tricks
• QIX has no time limit; don't try and rush through a level.
• Build walls to guide the QIX into a position where you can trap it.
• Try and split a pair of QIX as often as you can; your score will multiply.
• Keep moving; the SPARX are always looking for you.
• Second guessing the QIX isn't recommended.
TROUBLE SHOOTING
TV
To locate your auxiliary channel, which is usually not 3 or 4, but a gaming
channel found mostly found between 2 and 99 (example 2, 1, 0, 99), first try
00 to see if it is the auxiliary channel. Channels downwards from 3 until a
Line 1 or Line 2, Video 1 or Video 2, Front, Aux, AV, etc., appears on scr
then push the power button on the game and it should automatically come
on if you have selected the correct channel. If this does not work, another
way to determine your auxiliary channel is to take a look at your television
een,
remote. There may be a button on the remote that may take you directly to
the correct channel. The buttons you are looking for may be labeled Input,
AUX, AV, Line, TV/Video, or Video. If your remote has one of these buttons,
turn your television back to Channel 3 and select that button. The power
button on the game should be turned on in order for the game to appear on
the television. If your television remote does not have any of these buttons,
and channel 00 is not working, you may need to search the main menu for a
w
ay to determine your auxiliary channel. If none of these methods have
helped you locate your auxiliary channel, you may need to check your
owner's manual and/or contact a local television repair company.
VCR
When connecting to a VCR, you must first start with a blue background
showing on your television screen. To obtain a blue screen, try inserting a
videotape into the VCR, let it start to play, then hit the stop button. This may
give you a blue screen, then you can channel down to your auxiliary channel.
If the blue screen still does not appear, try entering your TV and/or VCR main
menu and see if it gives you options to select a blue screen background.
Many times if you enter the main menu on your television you can change
the setting from cable to video and display a blue screen. Also if you have an
older television, you may locate a hidden door on your television that has
color, picture, horizontal, vertical, and cable, antennae buttons. If your televis
ion includes this panel, you can select the antennae/cable button and see
t
he blue screen appears. If you have tried all of these options and are still
unsuccessful connecting the console, then you may need to check your VCR
owner’s manual or contact the manufacturer to find out how to set up your
VCR for console games.
Remember, you can't play our games through a cable box or satellite, so if
you own one of these make sure it is turned off before connecting the game.
You can connect our games through DVD players with the same connection
as a VCR.
I
f you still have difficulty with setup or operation of your game, please call
our players helpline mentioned at the end of this manual.
If you choose to use an AC Adapter we suggest the following :
Output:
- Voltage: 6 Volts DC
- Current: 300 mA (minimum)
Polarity: Negative Center
Plug Size: 5.5 mm outside diameter, 2.1 inside diameter.
AC Adapters are available at most electronic stores.
If you use the product with a transformer, regularly examine for damage to
the cord, plug, enclosure and other parts. In the event of any damage, do
not use the toy with the transformer.
CAUTION
•As with all small batteries, the batteries used with this device should
be kept away from small children who might still put things in their
mouths. If a battery is swallowed, consult a physician immediately
•
Be sure you insert the battery correctly and always follow the device
.
and battery manufacturer’s instructions.
Do not dispose of batteries in fir
•
Batteries might leak if impr
•
e.
operly installed, or explode if recharged,
disassembled or heated.
IMPORTANT
Sometimes, a built-up of static electricity ( fr
cause the game to the stop working. Just r
work again.
om carpets, etc ) may
eset the game, and it will
MAINTENANCE
• Handle this device carefully.
e this device away from dusty or dirty areas.
Stor
•
Keep this device away fr
•
om moisture or extreme temperature.
• Do not disassemble this device. If a problem occurs, press the Reset but-
ton, or r
emove and r
eplace the batteries to r
eset the device, or try new
batteries. If problems persist, consult the warranty information located at
the end of this instruction manual.
Use only the r
•
ecommended battery type.
• Do not mix old and new batteries.
• Do not mix alkaline, standard (carbon-zinc) or rechargeable (nickel-cadmium) batteries.
geable batteries.
Do not use r
•
echar
• Do not attempt to recharge non-rechargeable batteries.
• Remove any exhausted batteries from the device.
Do not short-cir
•
Insert batteries with the corr
•
The toy is not intented for childr
•
The toy must be used with the r
•
cuit the supply terminals.
ect polarity
.
en under 3 years old.
ecommended transformer
.
• The transformer is not a toy .
When cleaning the game with any liquid, disconnect it from the trans-
•
former first.
Transformers used with the toy are to be regularly examined for damage
•
to the cord, plug, enclosure and other parts and that, in the event of such
damage, the toy must not be used with this transformer until the damage
has been r
epaired.
• Packaging should be kept as it contains important information.
• The toy is not to be connected to more than the recommended number of
power supplies.
Please retain this for future reference.
FOR UNITED STATES
oduct complies with Part 15 of the FCC Rules. Operation is subject
This pr
to the following two conditions: (1) this device may not cause harmful inter-
ence and (2) this device must accept any interfer
fer
interference that may cause undesired operation.
ARNING:
W
Changes or modifications to this unit not expr
the party responsible for compliance could void the user’s authority to operate the equipment.
NOTE: This equipment has been tested and found to comply with the limits
for a Class B digital device, pursuant to Part 15 of the FCC Rules. These
ence received, including
essly appr
oved by
limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can
radiate radio frequency energy and if not installed and used in accordance
with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a
particular installation. If this equipment does cause harmful interference to
radio or television reception, which can be determined by turning the equipm
ent off and on, the user is encouraged to try to correct the interference by
one or more of the following measures:
• Reorient or relocate the receiving antenna.
•
Increase the separation between the equipment and receiver.
• Connect the equipment into an outlet on a circuit different from that to
which the receiver is connected.
• Consult the dealer or an experienced radio TV technician for help.
90-DAY LIMITED WARRANTY
(This product warranty is valid in the United States and Canada only)
Radica Games Limited warrants this product for a period of 90 days from the
original purchase date under normal use against defective workmanship and
materials (batteries excluded). This warranty does not cover damage resulting from accident, unreasonable use, negligence, improper service or other
causes not arising out of defects in material or workmanship. Radica Games
L
imited will not be liable for any costs incurred due to loss of use of this
p
roduct or other incidental or consequential costs, expenses or damages
incurred by the purchaser. Some states do not allow the exclusion or limitation of incidental or consequential damages, so the above limitations may
not apply to you. This warranty gives you specific legal rights and you may
also have other legal rights, which vary from state to state.
During this 90-day warranty period, the game will either be repaired or
replaced (at our option) without charge to the purchaser when returned prepaid with proof of date of purchase to:
Road, Dallas, Texas 75244, USA.
u
nit carefully before shipping. Please include a brief description of the prob-
lem along with your return address and mail it postage prepaid.
IMPORTANT: Before returning the unit for repair, test it with fresh alkaline
batteries. Even new batteries may be defective or weak and low battery
power is a frequent cause of unsatisfactory operation.
Distributed in the U.S. by:
RADICA U.S. Ltd.
13628-A Beta Road
Dallas, TX 75244-4510
RADICA:®
Y TV
PLA
IS A REGISTERED TRADEMARK
OF RADICA GAMES L
©2004 RADICA GAMES LTD.
PRODUCT SHAPE™
ALL RIGHTS RESERVED
Licensed by Radica from Taito Corporation
Space Invaders®, © 1978, 2004 Taito Corporation
Phoenix™, ©1980, 2004 Taito Corporation
Lunar Rescue™, ©1980, 2004 T
Qix®, ©1981, 2004 T
Colony 7™, ©1981, 2004 T
TD.
aito Corporation
aito Corporation
aito Corporation
Radica USA, Ltd., 13628-A Beta
Please remove the batteries and wrap the