Math Gran Prix by Atari
MATH GRAN PRIX
ATARI GAME PROGRAM INSTRUCTIONS
ATARI
A Warner Communications Company |
CX2658 |
COMPLETE
GAME PLAY
INSTRUCTIONS |
EDUCATIONAL
GAME |
FOR ONE OR
TWO PLAYERS |
Educational Game
Note: Always turn the console POWER switch OFF
when inserting or removing an ATARI Game Program cartridge. This will protect the
electronic components and prolong the life of your ATARI Video Computer System game.
(c) 1982 ATARI, INC. ALL RIGHTS RESERVED.
TABLE OF CONTENTS
- NOTE TO PARENTS
- GAME PLAY
- USING THE CONTROLLERS
- CONSOLE VARIATIONS
- GAME VARIATIONS
- HELPFUL HINTS
- GAME SELECT MATRIX
1. NOTE TO PARENTS
MATH GRAN PRIX is an educational game for children, ages 6 through 10. By solving
arithmetic problems shown on the screen, players move their cars along the Gran Prix
track. While the game is designed to exercise and strengthen basic arithmetic skills, it
also offers children an element of chance and surprise that will capture their attention
and enthusiasm.
In addition to nine different game versions, MATH GRAN PRIX contains a built-in
"tutor" to encourage players of all skill levels. The computer will respond to
incorrect answers by offering progressively easier problems. The problems become more
difficult in response to correct answers. This helps to balance the different abilities of
two players, and insures a more exciting race for each game.
Part of arithmetic reasoning is learning to find different and quicker ways to solve
problems. To enhance this goal, each player has the option of playing MATH GRAN PRIX with
a time limit on each problem. A more advanced player may choose to play with a time limit,
while the other player plays without.
We suggest that you read through this manual once with your children; then put them
behind the wheel. MATH GRAN PRIX will keep them playing and practicing long after they've
set down their books and worksheets.
2. GAME PLAY
The object of the game is to cross the finish line before the other car. For each turn,
the computer gives you an arithmetic problem. When you answer the problem correctly, your
car zooms further ahead. If your answer is wrong, the computer gives you the correct
answer and your car stays where it is. Players take turns with each other or, in a
one-player game, with the computer.
At the beginning of each turn, you will be given a choice of moving 2 OR 3
SPACES. If this message appears in red, the red car moves; if it is blue, the
blue car moves.
NOTE: If you are not using a color television, red will appear black;
blue will appear white.
If you choose to move two instead of three spaces, the computer will give you a
slightly easier problem to answer. But as you will see, there are other reasons you may
only want to move two spaces.
BUMPING
For example, you may want to bump the other car off the track. When this happens, the
bumped car breaks down on the side of the road. The computer will automatically give the
driver a two-space problem. The correct answer will fix the car. The car is not actually
back in the race until the next turn.
NOTE: Cars cannot bump each other until after the first track
crossing. Also, all crossings are safe spots. (See Figure 1.)
TRACK MARKERS
Other spots you'll want to head for are the Gran Prix track markers.
XXXX
XXXX
XXXXXXXXXXXX
(Spinner)
The Spinner will shoot you ahead one to four spaces.
XXXX XXXX
XXXX
XXXX
XXXX XXXX
(Skipper)
The Skipper gives you an extra turn. Watch for the 2 OR 3 SPACES message in your racing
color.
XXXX
XXXXXXXXXXXX
XXXX XXXX
XXXX XXXX
(Sinker)
The Sinker protects you from being bumped off the track. The other car will seem to
cover you, but you'll race off without a dent.
XXXX
XXXX
XXXX
(Steps)
The Steps is the last track marker before the finish line. If your car lands here, the
computer will give you only three-space problems until your car or the other car makes it
across the finish line.
3. USING THE CONTROLLERS
Use your Joystick Controller with this ATARI Game Program cartridge. Be sure the
controller cables are firmly plugged into the CONTROLLER jacks at the
back of your ATARI Video Computer System game. For one-player games, plug your Joystick
Controller into the LEFT CONTROLLER jack. Hold the controller with the
red button to your upper left, toward the television screen. See Section 3 of your
owner's manual for further details.
Use your controller to choose a two or a three-space problem. Move your Joystick to
left for a two-space problem; move it to the right if you want to try for three spaces.
Press the red fire button when you are ready for the problem.
Your Joystick also lets you "write" your answer on the screen. Pushing the
Joystick forward lets you count up from O to 9; pulling it toward you lets you count down
from 9 to 0. The number you choose will appear above the "cursor," or little
dash, in the answer space.
9-0
^
|
|
Cursor <--- O ---> Cursor
Left | Right
|
v
0-9
2 <--- O ---> 3
Spaces Spaces
As you will see, the Joystick will only count up to 9. So, if your
answer is 10 or more, do this: Write a 1; move the Joystick to the right
to move the cursor over; then write a 0. Press the fire button when you
have chosen your answer. DO NOT PRESS THE FIRE BUTTON UNTIL YOU HAVE WRITTEN IN ALL THE
NUMBERS IN YOUR ANSWER.
NOTE: Moving the cursor to the left will automatically erase the
number above it. You may move the cursor back and forth and change your answer as many
times as you like before pressing the red fire button.
4. CONSOLE CONTROLS
GAME SELECT/GAME RESET SWITCHES
Use GAME SELECT to choose the game of MATH GRAN PRIX you want to play.
When you press GAME SELECT, two numbers will appear on your screen: the
game number on the left, and the number of players on the right (see Figure 3). Press GAME
SELECT until the numbers you want appear; then press GAME RESET to
start the game.
Both switches will stop the game at any time. GAME RESET will start
the same game over; GAME SELECT will let you choose a new game.
DIFFICULTY SWITCHES
To play MATH GRAN PRIX with a time limit, set your DIFFICULTY switch
to the A position. This will give you a one-minute time limit on all
addition and subtraction problems, and a two-minute limit on multiplication and division
problems. If you do not answer a problem in time, the computer writes in the correct
answer and your car stays where it is.
To play the game without a time limit, set your DIFFICULTY switch to
the B position.
The player using the left Joystick Controller uses the LEFT DIFFICULTY
switch; the player with the right Joystick Controller uses the RIGHT DIFFICULTY switch.
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.
5. GAME VARIATIONS
MATH GRAN PRIX has nine game versions. Games 1, 2 and 3 contain
only addition and subtraction problems; Games 4, 5 and 6 contain
only multiplication and division problems. Games 7, 8 and 9 contain
all four types of arithmetic problems.
Each of these three game groups has an easy, medium and hard difficulty level. So, in
the first group, Game 1 is the easiest and Game 3 the
hardest. See the GAME SELECT MATRIX for a breakdown of all the games.
6. HELPFUL HINTS
Answering the problems alone will not always win the race for you. As you will notice,
in a one-player game, the computer always hits the track markers and always tries to bump
you off the track.
Like the computer, you'll want to head for the track markers. And use the safe spots.
You'll have to think a few moves ahead to stay in the race.
7. GAME SELECT MATRIX
|
Easy |
Medium |
Hard |
+ / - |
1 |
2 |
3 |
X / Divide |
4 |
5 |
6 |
+ | -
X | Divide |
7 |
8 |
9 |
GAME PROGRAM CARTRIDGE LIMITED NINETY DAY WARRANTY
ATARI, INC. ("Atari") warrants to the original
consumer purchaser that your ATARI Game Program cartridge is free from any defects in
material or workmanship for a period of ninety days from the date of purchase. If any such
defect is discovered within the warranty period, Atari's sole obligation will be to
replace the cartridge free of charge on receipt of the cartridge (charges prepaid,if
mailed or shipped) with proof of date of purchase at either the retail store where the
cartridge was purchased or at one of the ATARI Regional Service Centers listed below:
Atari, Inc.
1312 Crossman Ave.
Sunnyvale, CA 94086 |
Atari, Inc.
43 Belmont Dr.
Somerset, NJ 08873 |
Atari, Inc.
5400 Newport Dr.
Suite 1
Rolling Meadows, IL 60008 |
Atari, Inc.
2109 East Division St.
Arlington, TX 76001 |
This warranty shall not apply if the cartridge (i) has been
misused or shows signs of excessive wear;, (ii) has been damaged by being used with any
products not supplied by ATARI, or (iii) has been damaged by being serviced or modified by
anyone other than an ATARI Regional Service Center. ANY APPLICABLE IMPLIED WARRANTIES,
INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS, ARE HEREBY LIMITED TO NINETY DAYS
FROM THE DATE 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 exclusion or
limitations of incidental or consequential damages, so the above limitations or exclusions
may not apply to you. This warranty gives you specific legal rights and you may also have
other rights which vary from state to state.
ATARI
A Warner Communications Company
ATARI, INC., Consumer Division
P.O. Box 427, Sunnyvale, CA 94086
C016943-58 REV.1 |
(c) 1982, ATARI, INC. ALL RIGHTS
RESERVED |
Printed in U.S.A. |
|