WADDINGTONS HOUSE OF GAMES, INC. Waddigntons 2001 The Game Machine Manual

Page 1
WaddingtonsZQOl
ThE
GAME
MACHINE
(For
1 or more
players)
4 COMPUTER
Game No. 1
Shooting
Gallery
Game No. 2
Black Jack
Game
No.
3
Code
Hunter
Game
No.
4
-
Grand
Prix
Plus a 4 Function Calculator
Power
(WOn
Grand Prix-
Garni
"Coda Huntar-Gama
-Black Jack-Gama
-Shooting, Gallery-
Game
Calculator
RETURN'
burton
Page 2
GENERAL
DESCRIPTION
The Game Machine
is
a
unique
micro-
processor/computer,
electronic
game
and
calculator that consists
of one
plastic
case and four
sets
of
plastic
coated card
overlays. These overlays
will
aid you in
playing the 4 games.
At your
command this "micro-
computer" has been
programed to
perform
mathematical
calculations
as
any common calculator,
or it will
play any of
the 4 programed
games.
Information
about the Game
Machine:
1.
Proper
Care:
As
in
any
computer the Game
Machine
is made of
many
delicate
electronic parts,
therefore:
Never
take the Game Machine
apart.
Be careful
not to
drop the
Game Machine.
Do
not
bang
the keys.
Do not let the
Game
Machine
become wet or damp.
Caution:
when inserting
batteries
or an A/C
adaptor, the
powder
switch should be
in the off
position.
2. Power:
Batteries
-
insert
6-1.5
Volt
"C" size
batteries to the
bottom
of the
Game
Machine.
Your
Game
Machine
will
work on
regular
"C"
cells
however,
alkaline
batteries
are recommended,
as
they
will
last up
to
30 hours of
use compared
to6to
8 hours
with regular
batteries.
AC
Adaptor
the following A.C.
adaptors have
been
approved for
the Game Machine:
Radio Shack #2701551
1
Dynamic
Instruments
#
TV
679-5
When using even these
adaptors,
the Game Machine may operate
erratically when
you turn the
switch "on". If
the rotating num-
bers 4
-3-2-1-
do
not
immediately appear, turn the
machine
"off" and switch back to
"on".
You
may
repeat
this as
many times as necessary until the
machine operates properly.
If
you
cannot conveniently locate
one of
the above adaptors,
we
recommend
you bring your Game Machine to
a
store to test the adaptor
that
you are
considering.
The adaptor should meet the
following specification:
8
Watts
9 Volt
180 MA
Signs of
Weak Batteries
Your
Game
Machine will
let you
know
when the batteries are weak by
operating erratically. Funny
"Sqiggles",
or
half
numbers
will
appear on the screen, or you will
hear strange sounds from
the
speaker. Do not
be
alarmed,
a new
set of batteries will quickly put
your
machine
back in operating
order.
To
Install Batteries:
1.
Turn
machine upside down,
remove battery case cover,
(see
diagram).
2. Place
3 "C"
cell
batteries as
indicated
in battery case in
top
row
and 3 "C"
cell
batteries
as
indicated in battery
case in
the bottom
row.
3. Snap battery
cover
in place.
Page 3
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DIAGRAM
OF
BATTERY CASE
Overlays:
Each
game
has its own set of over-
lays.
As
you select the desired game,
place
the overlays in place
on
the
machine. One
overlay will cover the
keyboard and
the other will easily
go
in
place
if you lay the bottom edge
in first.
To
Operate:
1.
Turn the switch on the right
side
of
machine to "ON"
2.
The numbers
4-3-2-1-0
will flash and rotate
on the left
side of the
screen. The machine is
asking you
to
select a game
(4—3—2
—1)
or to
use
it as a calculator
(0).
It is your choice
simply
press
the button on
the
keyboard for
what you want!
Calculator
press
"0"
button
Shooting Gallery
press
"1"
button (SG appears on screen)
Black
Jack
press
"2"
button (bJ
appears on
screen)
Code Hunter—
press
"3"
button
(CH appears on
screen)
Grand Prix
press
"4"
button
(GP appears on
screen)
3. To
change to another game
or
to
the
calculator
after you have
completed
a
game
or
a
mathema-
tical
function, press the yellow
"return" button. This button
will
return the
machine
to a
neutral
position so
you may repeat
the
steps in
number 2. (NOTE
in
the middle of
a
game the yellow
button
functions
as
part of the
game
being played. It can
return
a
neutral position only
at
the end of
a game.
)
4.
IMPORTANT -TURN
THE
GAME
MACHINE OFF WHEN
NOT
IN USE.
THE
CALCULATOR
(Selection Key:
0)
This calculator is
simple and fun to
operate. It is a
basic four-function,
seven digit,
floating decimal point
calculator with
one memory storage
for chain
operations.
Keys and
their meanings:
Return
Select other game
keys.
MS
Memory Store Key.
MR
-
Memory Recall Key
+/
Change Sign Key
from plus to
minus or
minus to
plus.
Decimal
Point
Key.
±
Plus
Function or
Equals
key.
=
Minus
Function or Equals key.
X
-
Multiply key.
-r
Divide key.
CL
Clear all keys except memory.
To clear memory you must
enter and then press
M.S.
0—9—
Numerical keys.
Page 4
CALCULATION EXAMPLES
Addition/Subtraction
1.23
+
4.56
-78.90
=
-73.11
CL
1.23*4.56=
78.90
±73.11
Multiplication/Division
7.89 x 1.23+3.21
=3.023271
CL7.89x 1.23
+
3.21
±3.023271
Memory operation
1.2
+
3.4
=
4.6
CL 1.2
+
3.4±MS
4.6
5.6
+
4.6=
1.217391
CL5.6+MR± 1.217319
Error
conditions
999888
x 222333
(overflow)
EEEEEEEE
1.23
+
(divided by
zero)
EEEEEEEE
SHOOTING
GALLERY:
(Selection
key number
"1")
After
you
have
selected the
Shooting
Gallery Game by
pressing button
number
1,
the
Shooting Gallery
overlays may
be placed
on the Game
Machine. There
are
3
target
patterns
to
choose from as
indicated
on the
keyboard overlay:
RANDOM,
CYCLIC
OR ZIGZAG.
Object
of the game:
Hit the target as
often
as
you can
in
30
shots.
Operating
keys for
shooting
gallery:
-
Return
i—
Cyclic
yymrmffl
Cyclic: Cyclic target pattern
start
key
Zigzag: Zigzag target pattern
start
key
Random: Random
target pattern
start key
All
20
keys:
Shooting keys
Return: Select
other games key.
To start game:
Depress any
one of the
following
ta rget pattern keys CYCLIC,
ZIGZAG OR RANDOM.
How to play:
Select which of the
three
patterns
you
want
to shoot and press
that key. There
are twenty spaces
on
the screen
which
correspond
to the
twenty
keys.
The
target will appear
and move around on
the
screen. You
must "HIT" the proper
key at
the
exact
moment the target is displayed
on
one
of the twenty corresponding
spaces (see diagram
1 and
2).
Diagram
# 7
Target
at one
moment.
The
key
to
shoot
out
the
target
at
that
moment
SCREEN
KEYBOARD
Be
quick, because
the
target
will move:
Diagram
#2 i
SCREEN
Target
is
here no w
KEYBOARD
This
key
will shoot
out the
target now.
Page 5
Scoring:
The
machine
will flash
your
running
score
with
each
hit.
When you
play
more
than
one
game,
use
the
score
pads
provided
to
keep
track of
your
progress.
After
the game
is over:
If
you
want
to
play another Shooting
Gallery Game,
simply press another
pattern key
(CYCLIC, ZIGZAG OR RANDOM)
or press the
Return key to
select one
of
the other
games.
Black Jack: (Selection key
number
"2")
After
you have selected
the Black
Jack Game by
pressing key
number
2,
the
Black Jack overlays
may
be
placed
on the Game Machine.
Object
of the Game:
to
be the closest
player to
21 points, without
going
over 21 .
If
a player
goes over
21,
the
player automatically loses.
Operating
keys
for black jack:
Return
Hit
-Deal
Deal
: First
two
cards
are
dealt
to
player
and
dealer
Hit:
Player
wants
another
card
for
his
hand.
Stand:
Player
willing to
stand
and
wants
no more
cards.
This
key
will
start
dealer's
turn to
deal
cards to
himself.
Return:
Select
other
game
key,
(this
key
only
effective
at
the
end
of
the
game).
Special black
jack
code:
a
=
Ace can
be counter
as 1
or 11
by
player,
but the Game
Machine dealer
must always
count it as 1 1.
=
Ten
(10
points)
J
=
Jack or
(10
points)
"=
Queen
or
(10
points)
f
=
King or (Wpoin
ts)
To
start
game. Press Deal:
How
to play: Study
your
two cards
at
the right of the
screen
and
look at
the dealers hand
at the
left.
(You are
only allowed to see
one of
his
cards
the other card is
represented
by 3
dashes
h
.)
You
then
decide
to
"STAND"
or
to take another
card.
If
you want
another
card, press
the
"HIT" key. You may take as many
"HITS" as you
want until
you are as
close to,
or have exactly reached 21
points.
When you are
satisfied with
Stand
your hand, press the "STAND" key
and the
Game
Machine will complete
the round by
dealing the rest of the
dealers cards. Remember, if
you
go
over
21 you lose.
Black
Jack
is
when a
player
has an
Ace
and any
one card
valued at 1
points.
This
is an
automatic win
and
can
only be
tied by
another
Black
Jack.
Special
Rules for
Dealer:
The
dealer
has
been
programed to
take
another
card,
as
long as
his total is
less than
17
the
dealer has
also
been
programed
not
to
take
another card
once
his
total
is 17 or
more.
This
rule
is
the same
as
in the
Casinos
around the
world.
Page 6
Winning:
The
winner is the
player or
the dealer,
whichever has
the higher
hand, 21
points or less.
At the
end of each
deal
the
winner
will be
indicated by
Flashing
and a
Trilling sound (a
tie is
indicated
by
both number
sets
flashing at the
same
time). The
letter bJ
will
then
appear on the
left
hand side of
the
screen
the Game
Machine
is now
ready
for another
deal
just press
the
"Deal"
key and a
new
hand will
begin.
Suggestion:
Use
the
score pad to
keep
track of your
imaginary bank
of
$200.00,
"Betting"
will add to
your
enjoyment
of the
game.
Just
follow the
simple
instructions
on
the score
sheet
to
have more
fun
with your Game
Machine
playing
Black Jack.
Code
Hunter:
(Selection
Key
number
"3")
After you
have
selected
the Code
Hunter Game
by
pressing key number
3,
the Code
Hunter overlays may
be
placed
on the
Game
Machine.
Object of
the Game:
To
discover
the
4
digit
number code
which the
Game
Machine
has
hidden
in its memory,
(only digits 1
through 8 may
be
used
no zero's or
nines).
The
player is
to
find
this number
on
the least
number
of
turns
possible.
Operating
keys
for code
hunter:
_
.
Review
Back
I-
Return
Enter
,
Start
I r.jf^r r.u V
Review
Start: Press this button
to
start game.
Nos. 1 to
8:
Enter four numbers
to
discover the four digit
code.
Enter: Tells the Game Machine your
four
digit number
for the code.
Display: displays
the code in
the
event
the player
is unable to
break the
code and wishes
to
"give
up".
Curser: is used
to
change
a
number
before pressing
the enter
key. It
moves
the decimal from one
number
to
another on
the display
before
entering
the sequence.
The number
to the
left
of the
decimal
may be changed
prior
to
pressing
the entry
key.
Review Back
and
Ahead Keys: these
two keys let
you review
up to the
last eight entries.
Pressing
the Review
Back key
H
,
reviews
your
last
entry
press
it again
and your next
to last
entry will
appear on
the screen,
etc. Once
you have
reviewed back
you
can press the
Review
Ahead key
A
and
see more recent
entries. It
is not
necessary
to move all the
way back
to
your turn
to
enter
a
new
number
just press
a number and
the
Game
Machine will
automatically
move
you
to the correct
turn.
How to play: Begin the
game Code
Hunter
by pressing the
Start
button
the
following
will be shown
on the
screen:
n n n n n n
n
u. u u u u u
LI
Page 7
Seven zero's
are
displayed,
each in its
own
column
1
through 7.
Columns
1
through
4
are where
the players
4
digit
number will be
displayed as
each
number is
entered,
one at a
time
starting
with column
1. It is also
where
the Game
Machine has
its selected code
digits. The
players
digits must match
the
four hidden
digits
in
the
Game
Machines
memory.
Column #5
tells
how
many numbers
are correct
and that
they are
in the
correct
column.
Column #
6
tells how
many
numbers
are correct, but
that
they are
in the
wrong
column.
Column
#
7 keeps
track
of
how
many
turns have been
taken.
Lets go
through a
typical turn:
First
Turn:
Select
any 4 numbers
as
a
first
guess
let's
assume they
are
7—2—8—5.
Press
the seven button,
the two
button,
the eight
button
and the five
button in
that order.
These numbers
will appear
on the screen
check to see
that
the
intended keys
were pressed.
If an
error was
made, it can be
corrected
(see
rules
for curser). If
the numbers
on the screen
are satisfactory,
press
the "ENTER"
key. Here is what will
show
up
on
the screen.
r
u
L
i
I
"i "i n
r
"/
I.
L U
L
n
u
Explanation
columns 1 through 4
are the first
guess. The
2
in the 5th
column
states
that
two
of the numbers
entered are correct and are in the
right
place. The 1
in the 6th column
states that in
addition
to the two
numbers which are correct and
in the
correct place,
there is also an addi-
tional correct number, but it
is in the
wrong place.
The in the seventh
column states that it is still
the
players
Winning:
When the player has "BROKEN
THE
CODE"
and entered the correct num-
bers in the correct sequence, the
numbers will FLASH
and the number
4 will appear
in the 5th and 6th
columns. The number
of
turns taken
will
appear
in the last
two
columns,
to
the
far
right of the screen.
If
the player
gives
up, press
the display
key and the HIDDEN CODE
will
appear on the screen.
Suggestions:
Read how the CURSER works,
if
the
wrong key is pressed, the digit
may
be
changed to another number before
pressing the enter key. Just move the
CURSER
left
to right by
pressing the
CURSER key until the
decimal is
to
the right of the
digit
to be
changed.
Use the
REVIEW
keys to "LOOK
BACK" or review previous
entries.
In the
beginning
the player may
want
to
write down
the
number digit entries
and
the "CLUES" from
columns
5
and
6,
but
soon,
use of
the review
keys will be preferred.
After
8 turns,
the
entry from
the
previous turn
will show up on the screen. Don't let
this
bother you, just keep
on playing
Page 8
your
new
numbers
will overprint
the
last entry
and
your
new
entry
will
register
in
the
machine.
Grand Prix:
(Selection
key number
"4")
After you
have
selected
the Grand
Prix
Game
by
pressing
key
number
4,
the
corresponding
Grand
Prix
overlays
may
be
placed
on
the Game
Machine.
Object of the game:
to
keep the
players car
"in the race"
for
the
longest
time
with the least
number
of accidents.
This is done by
moving
the
player's race
car
from lane to
lane to
avoid
an
accident.
The
final
score
shows
how
many
cars were
avoided
during
the
race.
Operating
keys
for grand
prix:
Move
up
keys
Move
Down keys
Brake
Go
Press
to
start
the two
minute
race.
Gas
key
Increases
the
speed
of the
player's
car
in
relationship
to
the
field
and has
the visual
effect
of
slow-
ing
down
the
speed
of
the
onrushing
cars
as
represented
by
the
moving
dashes.
Brake
key
Slows
down
the
player's
car
in
relationship
to
the
field
and
has
the
visual effect
of speeding
up
the
oncoming
cars.
Move
up
keys
These three keys are
all the same. Anyone of them
may
be
used
in the
same way in the race.
They have
two functions; first, to
bring
the players
car from the pits onto the
racetrack
and
second, to change lanes
UPWARDS for the
player's car.
Move
Down
keys
These
three
keys
are also
all
the same
and one
of them
may
be used in
the same way
in the
race.
These
keys all
have the
same
function and
change
lanes DOWN-
WARD
for the
players car.
How
to
play:
Press
the GO
key
-
this
starts
the two
minute
race.
The player's
car
appears on
the
screen as
a
DOT
above
the yellow
race car sign
on the
overlay.
Opposing
race cars
appear
as dashes
whizzing by at
high
speed
in any
one of
the 3
horizontal
"LANES"
on the
screen.
(1)
With
a
left
hand finger,
depress
the
GAS
key.
This will SLOW
DOWN
the
other race
cars
and give
the
player
a
chance to get
out
of the
pitstop
and into
the
racetrack.
(2)
When
there is
an
opening
between
the
race cars,
try
and
enter the
race.
With
a
right
hand
finger,
press
any
one of
the move up
keys.
This will
change
the race
car from
a dot to a
dash
and bring
it OUT
of
the pitstop
and onto
the
racetrack.
(3)
Change
lanes
UP
and
DOWN
with a
right
hand
finger.
This
is
how
the
race
car
avoids
onrushing
cars
and
having
an
accident,
(shown
by
the
race
cars
tumbling
action
and
the
funny
sound).
Page 9
After
each
accident
the
race must
be
re-entered
as
in the
beginning
of the
race (#1).
*
NOTE:
The
race car
does
not
move
forward
on the
screen
it can
only be
moved
up
and
down
in the three
lanes.
Winning:
A
perfect score
is
99,
(lots of
luck)
no
one has ever
scored
that
high.
It
means
staying
on the
track
almost
the
entire 2
minutes
using the
BRAKE
key
with almost
NO
ACCIDENTS.
Any score
over 50
is great
but
practice
makes
perfect, so
keep
trying.
At
the
end of
the race
the
score will
FLASH
on
the screen.
Use
the score
sheets
provided
to
keep track
of
scores.
Suggestions:
To
score
the most
points,
press the
BRAKE key
-
but try
several
races
using only the
GAS key
before
racing faster
with
the BRAKE
key.
We hope
you
enjoy your
GAME
MACHINE
for many
years to
come.
If you
have any
questions about
your
machine
Calculator or
Games,
please
write
to us
and we
will send you
a
prompt reply.
www.handheldmuseum.com
Page 10
Send all
inquiries to:
WADDINGTONS
HOUSE OF
GAMES,
INC.
P.O.
Box 374
Evanston,
Illinois 60204
©1978
WADDINGTONS®HOUSE
OF
GAMES, INC.
All Rights
Reserved.
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