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ATARI' GAME PROGRAM" 1 INSTRUCTIONS 




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ONE AN* .70- 
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GAW S 



GAUE SELECT 

MATRIX 

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NOTE: Always turn the console power switch off when inserting or removing 
an ATARI' Game Program' cartridge This will protect the electronic com- 
ponents and prolong the lite ot your ATARI Video Computer System* game. 

Manual. Program, and Audiovisual 1977 ATARI, INC. 



ATARI' GAME PROGRAM" 1 INSTRUCTIONS 



TABLE OF CONTENTS 





1 


THt CO 


1 


ONTROLS 


1 




2 


ANTI-AIRCRAFT"' GAMES 


2 




4 


SHOOTING GALLERY GAMES 


6 


POLARIS GAMf 


7 




8 


POLARIS vs BOMB! 


9 




10 


GAME SELECT MATRIX 


11 



ATARI' GAME PROGRAM " INSTRUCTIONS 



I. OBJECT OF THE GAME 



The object of the game is to score 
points by hitting moving ob|ects 
such as planes, ships, targets, heli- 
copters and submarines AIR-SEA 
BATTLE'" is made o( six different 
shooting games with a total of 27 
game variations (see GAME 



SELECT MATRIX) Game play is 
slightly different for each game 
(see GAME VARIATIONS tor fur- 
ther detaifs) Pomt values differ 
from game to game as explained tn 
GAME VARIATIONS and- 
SCORING 



2. USING THE CONTROLLERS 




Use your Joystick Controllers with 
this ATARI' Game Program'" car- 
tridge. Be sure the Joystick Con- 
troller cables are firmly plugged in- 
to the CONTROLLER jacks at the 



back ot your ATARI Video Com- 
puter System*" game. For one- 
player games, use the Joystick 
Controller plugged into the RIGHT 
CONTROLLER jack. Hold the 
Joystick with the red button to your 
upper left, toward the television 
screen See Section 3 of your 
owner's manual for further details. 

Controller action vanes depending 
on the game being played. Details 
for the Joystick Controller can be 
found under each game title in 
GAME VARIATIONS 



3. CONSOLE CONTROLS 



GAME SELECT SWITCH 

Use the game select switch to 
select the game number you wish 
to play. The game number changes 
on the top left side of the screen as 
you press the switch down. 



GAME RESET SWITCH 

When you have selected the game 
number you wish to play, press 
down the game reset switch to 
start the game. 



ATARI" GAME PROGRAM" INSTRUCTIONS 



DIFFICULTY SWITCHES 

The difficulty switches control the 
size of the missile in Guiaed Missile 
Games. In the a position, the 
missile is one-fourth the size ot the 
missile in the b position. 



TV TYPE SWITCH 

Set this switch to color if you have 
a color television set. Set it to b-w 
to play the game in black and 

white. 



4. GAME VARIATIONS 



ANTI-AIRCRAFT 1 " GAMES 



Joystick 

Forward 




Joystick 
Center 



L Joystick 
Back 
90° 

Gun Position 

Your Joystick Controller changes 
the angle of your "Anti-Aircratt 
Gun" and also the angle of missile 
flight in Guided Missile Games. For- 
ward = 30 degrees; center or rest 
= 60 degrees, back = 90 degrees 
(straight up). 

In the Anti-Aircraft games, from one 
to six flying objects will move 




Figure 1 — Anti-Aircraff Game 
Playfield 

together across the playfield m a 
set. All objects in the set must be 
hit before a new set will appear. 
Each object scores one point. 

GAME1 

This is the Anti-Aircraft game 
described above. Your missile 
travels at the same angle your 
"Anti-Aircraft Gun" was m at the 
time you tired. 



ATARI GAME PROGRAM - INSTRUCTIONS 



GAME 2 

In this game, you and your oppo- 
nent have guided missiles. After 
firing, you control the angle of flight 
of your missile by moving your 
Joystick Controller from front to 
back 

GAME 3 

The left gun is fired continuously by 
the computer Using the right 
Joystick Controller, try to out score 
the computer. 




4 Points 



4 



2 Points 



3 Points 




1 Points 




This set of Anti-Aircraft games adds 
a challenge to your marksmanship. 
There are various (lying objects on 
the playfield travelling at different 
speeds and directions. Each object 
has a different score value: Small 
Jet = 4 points. Large Jet = 3 
points; Helicopter = 2 points; 747 
= 1 point The Observation Blimps 
flying randomly across the bottom 



of the playfield score no points, and 
act as an obstruction to your ime of 
fire. 




Figure 2 — Anti-Aircraft" Game 
Playfield 

GAME 4 

in this game, your missile travels at 
the same angle your gun was in at 
the time you fired. 

GAME 5 

Using guided missiles try to 
outscore your opponent After fir- 
ing, you control the angle of flight 
of your missile by moving your 
Joystick Controller from front to 
back. 

GAME 6 

Here's another chance to beat the 
computer The right Joystick Con- 
troller is your gun. while the com- 
puter fires the left gun continuously. 



ATARI" GAME PROGRAM" INSTRUCTIONS 



TORPEDO" - GAMES 



No Effect 



Left 




Right 



No Effect 




Figure 3 — Torpedo" Game 
Playfield 



CONTROLLER ACTION 

You are a submarine captain firing 
torpedoes at ships moving above 
you. By pushing your Joystick Con- 
troller to the left, you move your 
submarine to the left. Pushing it to 
the right moves your submarine to 
the right. 

You control half the playfield, your 
opponent controls the other half. 
From one to six ships move across 
the playfield in a set. When one set 
disappears from the playfield, a 
new set appears. Each ship scores 
one point. 



GAME 7 

After firing, your torpedo travels 
straight up from where it was fired. 

GAME 8 

In this game, you can guide your 
torpedo after firing. By pushing your 
Joystick Controller to the left, you 
guide your torpedo to the left 
Pushing the Joytick to the right 
guides the torpedo to the right. 

GAME 9 

With non-guided torpedoes try to 
sink more ships than the computer. 
You control the right submarine 
while the computer fires con- 
tinuously from the left. 



4 



ATARI" GAME PROGRAM m INSTRUCTIONS 



ATARI' GAME PROGRAM"* INSTRUCTIONS 



i 



SHOOTING 
GALLERY GAMES 



* 



4 Points 




3 Poims 




2 Points 



1 Point 




No Points 



In this group of Torpedo games, 
mines travel randomly across the 
bottom of the playfteld, acting as 
obstructions to your line ol fire. The 
ships move at different speeds and 
directions. Each ship has a different 
pomt value: PT Boat = 4 points; 
Aircraft Carrier = 3 poinls. Pirate 
Ship = 2 points; Freighter = 1 
point. Hitting a mine scores no 
points. 




Figure 4 — Torpedo* Game 
Play field 

GAME 10 

As in Game 7, your torpedo travels 
straight up from where it was fired. 

GAME 11 

In this game, you can guide your 
torpedo after firing. By pushing your 
Joystick Controller to the left, you 
guide your torpedo to the left. 
Pushing the Joystick to the right 
guides the torpedo to the right. 

GAME 12 

You control the right submarine 
with the right Joystick Controller 
and, with non-guided torpedoes, try 
to beat the computer-controlled left 
submarine 






£. 



30° 
Left 30° ♦ Right 30° 




Right 
60° 



Left 90° 



Right 90 



90° 
Gun Position 

Your Joystick Controller changes 
the angle of fire; forward = 30 
degrees; center or rest = 60 
degrees; back = 90 degrees 
(straight up). In addition you can 
move your gun across your half of 
the playfteld by moving your 
Joystick Controller left or right. 

Jhe targets can change direction at 
any time and all targets in a set 
must be hit before new targets are 
displayed. Each target has a dif- 
ferent point score rabbit = 3 
points: duck = 2 points: clown = 
1 point. 




Figure 5 — Shooting Gallery 
Play field 



GAME 13 

This is the Shooting Gallery Game 
described above. After firing, your 
Joystick Controller has no effect on 
the line of fire. 

GAME 14 

After firing, guide your projectile in- 
to the targets by moving your 
Joystick Controller forward or 
backward (see Figure 5). Moving 
the Joystick right or left has no ef- 
fect on the projectile once it is 
fired. 

GAME 15 

You control the right gun and try to 
beat the computer-controlled left 
gun which tires continuously. 



6 



ATARI- GAME PROGRAM" INSTRUCTIONS 



Fast 




Slow 



POLARIS GAMES 



In the following games (POLARIS, 
BOMBER, POLARIS vs. 
BOMBER), you control the speed 
of travel by moving your Joystick 
Controller back lor slow, center or 
rest position for normal speed, for- 
ward for last 




4 Points 



2 Points 



3 Points 




1 Point 



You captain a ship traveling across 
the bottom of the piayfieid The bot- 
tom most ship is the right player 
The ships will change direction oc- 
casionally. 

One to four planes fly over in a set. 
All planes in a set must be hit 
before new planes are displayed. 
Each plane has a different point 
value: Small Jet = 4 points. Large 
Jet = 3 points; Helicopter = 2 * 
points; 747 = 1 pomt. 




Figure 6 — Polaris Game Pfayfield 

GAME 16 

This is the Polaris game described 
above. Your missile travels at the 
same speed as your ship when the 
missile was fired. After firing, your 
ship speed cannot change while 
the missile is in flight. 



ATARI' GAME PROGRAM" INSTRUCTIONS 



GAME 17 

In this game, when you change the 
speed of your ship, you also * 
change the speed of your missile 
while it is in flight So. you can 
guide your missile into the planes 

GAME 18 

Using the right Joystick Controller, 
you control the bottom ship. With 
non-guided missiles, try to beat the 
computer-controlled top ship. The 
computer ship will move at a 
steady speed and fire its missiles 
continuously. 



BOMBER GAMES 



* 



4 Points 




of the piayfieid Ships travel at 
various speeds and each has a dif- 
ferent point value: PT Boat = 4 
points: Aircraft Carrier = 3 points. 
Pirate Ship = 2 points; Freighter 
= 1 point. 




3 Points 



Figure 7 — Bomber Game Piayfieid 







2 Points 



1 Point 



You are the pilot of a plane flying 
across the top of the piaytield The 
right player controls the bottom- 
most plane. Planes will occasionally 
change direction from right to left. 

From one to four ships will pass 
under the planes. As a ship is hit, a 
new ship will replace it from edge 



GAME 19 

As your bomber drops the bomb, it 
will move across the piayfieid at the 
same speed as your plane at the 
time it was dropped. After firing, 
your plane cannot change speed 
while the bomb is dropping. 

GAME 20 

Changing the speed o' your plane 
after dropping a bomb will change 
the speed the bomb travels across 
the piayfieid as it drops. This allows 
you to guide your bomb into the 
passing ships. 



6 



ATARI GAME PROGRAM " INSTRUCTIONS 



GAME 21 

Using non-guided bombs try to hit 
more ships than ihe computer The 
computer plane is on top and flies 
at a constant speed across the 
playfietd. dropping bombs con- 
tinuously You control the bottom 
plane with the right Joystick Con- 
troller 



POLARIS vs 
BOMBER GAMES 




Figure 8 — Polaris vs Bomber 
Game Playfield 



The left player flies (he plane 
across the top of the playfield and 
the right player controls the ship at 
the bottom of the playfield. The 
plane drops bombs on the ship 
while the ship shoots missiles at 
the plane One point is scored for 
each hit The ship or plane gelling 
hit will disappear from the playfield 
and reappear at the edge. Both 
plane and ship will change direction 
occasionally. 

GAME 22 

This is the Polaris vs Bomber game 
described above. 

GAME 23 

Both the ship and the plane can 
guide their missiles or bombs. By 
changing the speed of your ship or 
plane after firing, your missile or 
bomb will change speed as it 
travels across the playfield. 

GAME 24 

The computer controls the plane 
and will fly at a constant speed 
across the playfield. dropping 
bombs continuously The right 
Joystick Controller controls the 
ship. 



9 



ATARI' GAME PROGRAM " INSTRUCTIONS 




Figure 9 — Polaris vs Bomber 
Playfield (with mines) 

Traveling randomly across the mid- 
dle of the playfield are mines. In 
order to hit your opponent, you 
have to get around the mines which 
act as obstructions to your line of 



fire. The mines score no points 
when hit. 

GAME 25 

This version plays the same as 
Game 22. except that mines are 
added to the playfield. 

GAME 26 

By changing the speed of your ship 
or plane after firing, your missile or 
bomb will change speed as it 
travels across the playfield, allow- 
ing you to guide them around the 
mines and into your opponent. 

GAME 27 

Once again, the computer controls 
the plane, and with the right 
Joystick Controller, you control the 
ship. 



5. SCORING 



All games end after two minutes 
and 16 seconds of play, or when 
either player scores 99 points. Dur- 
ing the last 16 seconds, the score 
will flash on the screen to warn you 
thai the game is nearing the end. 
For one-player games, your score 



appears on the top right corner of 
the screen, and the computers 
score is on the top left. In two- 
player games, the right players 
score appears on top right side; the 
left players on the top left side 



10 



ATARI* GAME PROGRAM" INSTRUCTIONS 



6. GAME SELECT MATRIX 



ANTI-AIRCRAFT* 
Games 1 thru 6 

• Push joystick forward and 
back... changes angle ol 
gun on screen 

• Press red button to lire 

TORPEDO" 
Games 7 thru 12: 

• Push joystick left or right 
to move submarine 

• Press red button to tire 



SHOOTING GALLERY 
Games 13 thru 15: 

• Push joystick forward and 
back... changes angle of 
gun on screen 

• Push joystick left or right 
to move your gun across 
the screen 

• Press red button to fire 

POLARIS and BOMBER 
Games 16 thru 27. 

• Push joystick forward or 
back to control speed of 
travel 

• Press red button to fire 



11 



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12 



GAME PROGRAM^ CARTRIDGE 
LIMITED NINETY DAY WARRANTY 

ATARI INC, fAte/f) wamntfl to the of Iglnal consumer purchase* that your ATARI* GameProgramcartridge 
is frt#(fo^ any defects in mato'ial or '^o^ ma ns^i p'c' a po"od of n mot y days' rorr, the (Jateotpu 'chase If any 
eucn dated is discovered within the warranty period* Atari s soJe obligation will be to replace the cartridge 
tree of charge on receipt ol the cart ndge<charges prepaid jt mailed or shipped) with proof of date of purchase 
al either the retail store where the cartridge was purchased or ai one ot the ATARI Regional Service Centers 
listed below: 

Atari, inc. Atari, Inc. 

1312 Grossman Ave. 43 Belmont Dr 

Sunnyvale, CA 94066 Somersat, NJ 06673 

Atari, Inc. Atari, Inc. 

5400 Newport Or 2109 East Division Si 

Su*te i Arlington. TX 78001 

Rolling Meadows, 1L 60008 
This warranty shall not apply <' the cartridge (*) has been misused or shows s^gns of excessive wear, (It) has 
been damaged by being used with any products not supplied by ATARI, or (110 has been damaged by being 
serviced or modified by anyone other thin an ATARI Regional Service Center 

ANV APPLICABLE IMPLIED WARRANTIES* INCLUDING WARRANTIES OF MERCHANTABILITY AND 
F iTNESS ARE HEREBY LIMITED TO NINETY DAYS FROM THE OATE OF PURCHASE CONSEQUENTIAL 
OR INCIDENTAL DAMAGES RESULTING FROM A BREACH OF ANY APPLICABLE EXPRESS OR IMPLIED 
WARRANTIES ARE HEREBY EXCLUDED 

Some states do not allow limitations on how long an implied warranty lasts or do not allow the etduslon or 
limitations of incidental or consequential damages so The above limitations or exclusions may not apply to 
you 

This warranty gives you specific lagaJ rights and you may also have other rights which vary from state to 
state. 




ATARI' 

PO B<- ■ vaie. CA 9^ 



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