(R)*
A
T A R I V
I D E O C
U B E
*
RUBIK’S CUBE ® and trade dress thereof used under license from CBS Inc.
(c)
1984 ATARI, INC. ALL RIGHTS RESERVED
Table
of Contents
1.
MARVIN THE CUBE MASTER
2.
PLAYING THE GAME
3.
CHANGING COLORS
4.
SELECTING A GAME
5.
CHOOSING A GAME
6.
KEEPING SCORE
7.
HELPFUL HINTS
8.
GAME SELECT MATRIX
1.
MARVIN THE CUBE MASTER
Welcome
to the cubical world of Marvin the Cube Master. Marvin can
solve
the RUBIK’S CUBE puzzle in seconds flat -- 33.7 seconds, to
be
exact. That's fast, but then, he's had
a lot of practice. You
see,
puzzles are Marvin’s specialty.
Marvin
wasn't always a Cube Master -- in fact he used to live a pretty
ordinary
life. Every morning he made his
breakfast, fed his dog
Ralph,
and went to work. He did have a
peculiar habit, though. Marvin
loved
everything that had to do with squares or angles. For instance,
he
was always sure to eat three square meals a day -- waffles for
breakfast,
ravioli for lunch, and cube steaks for dinner. Marvin slept
in
a perfectly square bed. Every day he
swam laps in a square
swimming
pool. And each morning, as he walked to
work, Marvin was sure
to
count the squares in the sidewalk beneath his feet.
People
called Marvin a blockhead, but when they did, he always had an
answer. Looking them squarely in the eyes, Marvin
would shout,
"Squares
are important! Try playing checkers on
a _round_
checkerboard. Or try using ice _balls_ instead of ice
_cubes_ in your
drinks. Can you imagine going to New York to visit
Madison _Round_
Garden? It's just not the same. It wouldn't work!" And with that,
he
would square his shoulders and walk off.
Yes,
Marvin certainly had a checkered past.
But that was before the
big
change in his life. One day, while
square dancing in his favorite
restaurant
(the one with the checkered tablecloths), someone gave
Marvin
a puzzle -- a cube puzzle. He played it
day and night, twisting
and
turning it to move the colors to the proper sides. Soon, he
started
to see cubes and squares everywhere -- on the walls of his
house,
inside Ralph's square water dish, and even in the mirror while
brushing
his teeth.
Something
very strange was happening to Marvin.
One morning, instead
of
being in his square bed, he found himself on a strange flat
surface. He saw immediately that everything around
him was square --
he
was in an entirely square world! This
transformation was a
mystery,
but Marvin didn't really care. He
was... Marvin the Cube Master!
Marvin
knew his mission in life was to teach cubists and future cubists
the
best ways to play the magical cube puzzle.
He promised himself
that
he would learn how to solve the magical cube faster than anyone
else
in the world. He invites you to help
him with his pledge -- can
you
solve the cube faster than Marvin? Try
it and see!
2.
PLAYING THE GAME
Marvin’s
home is a six-sided, multi-colored cube.
Each side has nine
smaller
faces, colored red, blue, green, white, purple, or orange.
When
you start a game, the colors are scrambled.
Your task is to
arrange
the colors so that each side becomes one solid color.
Play
RUBIK’S CUBE by moving Marvin around the cube and having him
pick
up and drop colors. Each time Marvin
picks up a color, he trades
his
color for the one he has picked up (see Figure 1). You can then
make
Marvin run to another face to trade for a different color. Solve
the
puzzle in the least amount of moves or time (see KEEPING SCORE). Or, you can watch Marvin race the clock to
solve the cube.
You
might even get some cube-solving tips!
[
Figure 1 -- Dropping and Picking Up Colors: screen shot 1 - Marvin before he
picks up a color. Screen shot 2 -
Marvin after he picks up a color ]
You
can only see one side of the cube at a time, except when turning
the
cube to another side. To turn the cube,
move Marvin to the edge of
any
side. The cube will rotate, (see Figure
2) and Marvin will enter
the
next side. The cube and rotate up,
down, and sideways.
[
Figure 2 -- Marvin Rotating the Cube: Marvin can be seen here crawling
from
one side of the cube to another. During
this process, the cube
assumes
an edge-on view where you can see both sides at the same
time.
]
3.
CHANGING THE COLORS
Use
your left Joystick Controller with this ATARI Game Program
cartidge. Be sure the controller is firmly plugged
into the LEFT
CONTROLLER
jack at the back of your 2600 Video Computer System game.
Hold
the joystick with the red controller button to your upper left,
toward
the television screen. (See your
Owner's Manual for further
details.)
Move
Marvin around the cube with your Joystick.
He moves up, down,
right,
and left in the same direction you move your Joystick. Marvin
cannot
move onto a square of the same color.
For example, if Marvin is
blue,
he cannot run onto a blue square. If
you try moving Marvin onto
a
square the same color as he, a warning buzzer or beep will sound.
(See
SELECTING A GAME for further details.)
Use
the red controller button to make Marvin pick up and drop colors.
Press
the button once, and Marvin will pick up the color of the square
he
is positioned on. Press the button
again, and Marvin will drop the
color
on to the same or a different square.
Marvin can pick up, drop,
and
carry colors to any square on the cube.
4.
SELECTING A GAME
GAME
SELECT SWITCH
To
select a game variation, press the GAME SELECT switch. (See
CHOOSING
A GAME for more information about game
variations.) The game number will appear at the bottom of
the screen.
(See
Figure 3.)
[
Figure 3 -- Game Variation Number: At the bottom of the screen shot
in
Figure 3 are the words "GAME: 1."
An arrow pointing at the 1
indicates
that it represents the Game Variation. ]
GAME
RESET SWITCH
To
start or restart a game, press the GAME RESET switch. You'll enter
the
CUBE SELECT mode, and can select one of 50 different cubes. The
colors
on each cube are scrambled differently.
Use your Joystick to
select
a cube number. Push up or left to
increase the cube number by
tens;
push down or right to increase the cube number by ones (see
Figure
4). The number you select appears on
the bottom of the screen,
beneath
the magical cube (see Figure 5).
+ 10
/|\
|
+
10 <---> + 1
|
\|/
+ 1
Figure
4 -- Selecting the Cube Number
[
Figure 5 -- Cube Number: At the bottom of the screen shot
in
Figure 5 are the words "CUBE: 1."
An arrow pointing at the 1
indicates
that it represents the Cube Number. ]
After
you select a cube, start the game by pressing the red controller
button
once. You're ready to go!
TV
TYPE SWITCH
Set
this switch to COLOR if you're playing on a color television set.
Set
it to B-W to play the game in black and white.
DIFFICULTY
SWITCHES
If
you set the LEFT DIFFICULTY switch to the A position, a buzzer will
sound
each time Marvin tries to run on to a square of the same color as
he. Set the switch to the B position to change
the buzzer sound to a
"beep."
The
RIGHT DIFFICULTY switch has no function in this game.
5.
CHOOSING A GAME
RUBIK’S
CUBE includes 18 game variations.
Games
1-10 play at normal speed, and Games 11-18 play at a faster
speed. In Games 3, 4, 7, 8, 13, 14, 17, and 18, the
cube is blacked
out
unless rotating to a different side.
Games
5-8, and Games 15-18 are slef playing, in which Marvin shows you
how
to solve the cube in the least amount of moves or time. In these
variations,
all you need to do is press the GAME RESET switch. The
computer
will take control and start the game.
In
Games 9 and 10, Marvin's movements are restricted and he can only move in
two
directions: up, or to the right.
Odd-numbered
games (1, 3, 5, 7, 9, 11, 13, 15, and 17) are scored by
the
number of moves and the number of colors that are swapped.
Even-numbered
games (2, 4, 6, 8, 10, 12, 14, 16, 18) are scored by the
time
it takes to solve the cube.
6.
KEEPING SCORE
The
object of the RUBIK’S CUBE game is to get the lowest score
possible. If you are playing an odd-numbered game,
your score is
displayed
as a single number on the bottom of the screen. Each time
Marvin
crosses a new square, picks up a color, or attempts to cross a
square
of his own color, you score one point.
Your score is displayed
on
the lower center portion of the screen, beneath the cube (see
Figure
6).
[
Figure 6 -- Score in Number of Moves: At the bottom of the screen
shot
in Figure 6 is the number 534 above the words "CUBE: 1." An
arrow
pointing at the 534 indicates that it represents the score. ]
If
you are playing an even-numbered game, a timer measures the amount
of
time it takes to finish the game. Games
are measured in minutes,
seconds,
and tenths of a second (see Figure 7).
[
Figure 7 -- Score in Elapsed Time: At the bottom of the screen shot is what
looks like "1 = 34 - 3" above the words "CUBE:
1." Presumably this is a representation of
1:34.3 in Atari's font.
An
arrow pointing at the timer indicates that it represents the
score.
]
7.
HELPFUL HINTS
o
Use the center square’s color in selecting the color of a side.
o
Try not to backtrack. If you can pick
up and deposit colors on
three
or more sides without turning back, you will save valuable moves
and
time.
o
Watch the computer solve the cube a few times.
Then try using some
of
the same strategies that Marvin uses to complete the cube.
o
There is one extra square of color per game (for instance,
one
extra square of blue). This will be the
_last_ square Marvin picks
up
to win the game.
8.
GAME SELECT MATRIX
____________________ Game Variation
|
_________________ Speed ( N = Normal, F = Fast )
|
| ______________ Scoring ( M =
Moves, T = Time )
|
| | __________ Invisible Cube
|
| | | ______ Restricted
Movement
|
| | | | __ Computer Play
|
| | | | |
V
V V V V V
---------------------
1
N M | | |
---------|---|---|---
2
N T | | |
---------|---|---|---
3
N M | X | |
---------|---|---|---
4
N T | X | |
---------|---|---|---
5
N M | | | X
---------|---|---|---
6
N T | | | X
---------|---|---|---
7
N M | X | | X
---------|---|---|---
8
N T | X | | X
---------|---|---|---
9
N M | | X |
---------|---|---|---
10
N T | | X |
---------|---|---|---
11
F M | | |
---------|---|---|---
12
F T | | |
---------|---|---|---
13
F M | X | |
---------|---|---|---
14
F T | X | |
---------|---|---|---
15
F M | | | X
---------|---|---|---
16
F T | | | X
---------|---|---|---
17
F M | X | | X
---------|---|---|---
18
F T | X | | X
---------------------
CO19741-98
REV. A Model 2698
(c)
1984 ATARI, INC. ALL RIGHTS RESERVED
Printed
in U.S.A.