ATARI
A Warner Communications Company
ATARI, INC., Consumer Division
P.O. Box 427, Sunnyvale, CA 94086
(c) 1977 ATARI, INC. C011402-02
AIR-SEA BATTLE
NOTE: Use your Joystick Controllers with this Game Program. Be sure the
Controllers are firmly connected to your Console unit. If, after inserting this Game
Program into your Video Computer System and turning it on, no playfield appears on your
television scree, turn the Console unit OFF, wait ten seconds, and then turn it ON again.
CONTROLLER ACTION
Controller action varies depending on the game being played. Details for Joystick
Controller action can be found under each game heading. In all cases, hold the controller
with the red button to your upper left towards the television screen.
SCORING
All games end after 2 minutes, 16 seconds of play, or when either player scores 99
points. During the last 16 seconds, the score will flash to show that the game is nearing
the end. Point scoring for each game is noted in that game's instruction.
DIFFICULTY The Difficulty switches on your Atari Video Computer System console
control the size of the missile. In Position "A" the missile is
one-fourth the size of position "B".
Your Joystick Controller changes the angle of your "Anti-Aircraft Gun" and
also the angle of the missile flight in Guided Missile Games. Forward = 30 degree; center
or rest = 60 degrees; back = 90 degrees (straight up).
In the Anti-Aircraft games, from one to six flying objects will move together across
the playfield in a set. All objects in the set must be hit before a new set will appear.
Each object scores one point.
GAME 1
This is the Anti-Aircraft game described above. Your missile travels at the same angle
your "Anti-Aircraft gun" was in at the time you fire.
GAME 2
In this game, you and your opponent 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.
This set of Anti-Aircraft games adds a challenge to your marksmanship. There are
various flying 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 points. The "Observation Blimps" flying randomly
across the bottom of the playfield score no points, and act as an obstruction to your line
of fire.
GAME 4
In this game your missile travels at the same angle as your "gun" was in at the
time you fired.
GAME 5
Using "guided" missiles try to outscore your opponent. After firing, 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 Controller is your
"gun", while the computer fires the left "gun" continuously.
TORPEDO(TM) GAMES
NO EFFECT
^^
\ || /
LEFT <--stop--> RIGHT
/ || \
vv
NO EFFECT
Controller Action You are a submarine captain firing torpedoes at ships moving above
you. By pushing your Joystick Controller to the left, you move your submarine to the left.
Moving 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. Moving the Joystick
to the right guides the torpedo to the right.
GAME 9
With non-guided torpedoes try to sink more ships that the computer. You control the right
submarine, the computer will fire continuously from the left.
In this group of Torpedo games, mines travel randomly across the bottom of the
playfield, and act as obstructions to your line of fire. The ships move at different speed
and directions. Each ship has a different point value: PT Boat = 4 points; Aircraft
Carrier = 3 points; Pirate Ship = 2 points; Freighter = 1 point. Hitting the mines will
score no points.
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. Moving 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. SHOOTING GALLERY GAMES
#
##
###
###
##
########
########
30 degrees
30 degrees
###
LEFT 30 ^^ RIGHT 30 ###
\ || / ###
\ || / ###
LEFT 60 <-- 60> RIGHT 60 ###
/ || \ ###
/ || \ #######
LEFT 90 vv RIGHT 90 #######
90 degrees 60 degrees
##
##
##
##
##
##
Gun Position #######
#######
90 degrees
Your Joystick Controller changes the angle of fire; forward = 30 degrees; centre or
rest = 60 degrees; back = 90 degrees (straight up). In addition you can move your
"gun" across your half of the playfield by moving your Joystick Controller left
or right.
The targets will change direction at any time and all targets in a "set" must
be hit before new targets are displayed. Each target has a different point score: rabbit =
3 points; duck = 2 points; clown = 1 point.
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" into the targets by moving your Joystick
Controller forward or backwards (see diagram above). Moving the Joystick right or left has
no effect on the "projectile" once it is fired.
GAME 15
You control the right "gun" and try to beat the computer controlled
"gun" which fires continuously.
FAST In the following games
(Polaris, Bomber, Polaris
^^ vs. Bomber), you control
\ || / the speed of travel by
\ || / moving your Joystick
NO EFFECT <-medium-> NO EFFECT Controller back for slow,
/ || \ center or rest position for
/ || \ normal speed, forward for
vv fast.
SLOW
You captain a ship travelling across the bottom of the playfield. The bottom most ship
is the right player. The ships will change direction occasionally.
Front 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 point.
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.
GAME 17
In this game, when you change the speed of your ship, you also change the speed of you
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.
You are the pilot of a plane flying across the top of the playfield. 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 the edge of the playfield. Ships travel at various speed and each a
different point value: PT Boat = 4 points; Aircraft Carrier = 3 points; Pirate Ship = 2
points; Freighter = 1 point.
GAME 19
As your bomber drops the bomb, it will move across the playfield 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 of your plane after dropping a bomb will change the speed the bomb
travels across the playfield as it drops. This allows you to guide your bomb into the
passing ships.
GAME 21
Using non-guided bombs try to hit more ships than the computer. The computer plane is on
top and flies at a constant speed across the playfield, dropping bombs continuously. You
control the bottom plane with the right Joystick Controller.
POLARIS vs BOMBER GAMES
The left player flies the 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
getting 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.
POLARIS vs BOMBER GAMES
Travelling randomly across the middle 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, allowing you to guide them around the mine and
into your opponent.
GAME 27
Once again, the computer controls the plane, and with the right Joystick Controller, you
control the ship.
AIR-SEA BATTLE(TM) Use the Joystick Controllers with this Game Program. Hold
your Controller with the red button to your upper left towards your television screen.