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  1. BOWLING
  2.  
  3. NOTE: This manual is in 2-column format.
  4. TABLE OF CONTENTS
  5.  
  6. 1. GAME PLAY                                                    1
  7.  
  8. 2. USING THE CONTROLLERS                                        1
  9.  
  10. 3. CONSOLE CONTROLS                                             2
  11.  
  12. 4. GAME VARIATIONS                                              2
  13.  
  14. 5. SCORING                                                      3
  15.  
  16. 6. GAME SELECT MATRIX                                           4
  17.  
  18. ---
  19.  
  20.                             1. GAME PLAY
  21.  
  22. Your objective is to roll as high a     called a "spare".  Spares are mark-
  23. score as possible, whether you're       ed with a "/" on the screen.
  24. playing a one-player or a two-player                       xxx
  25. game.  There are ten "pins" to                          xxx
  26. knock down.  You have two tries (or                  xxx
  27. rolls) to knock down the pins each      An "open frame" occurs when you 
  28. time you're up.  Each game consists     fail to knock down all then pins in
  29. of ten "frames" (or turns).             two rolls.  Open frames are in-
  30.                                         dicated with a straight horizontal
  31. If you succeed in knocking down all     line (-) on the screen.
  32. the pins on your first roll, it's called             xxxxxxxxx
  33. a "strike".  A strike is marked with
  34. an "x" on the TV screen.                The ultimate goal in BOWLING is
  35.           xxx   xxx                     to roll 12 consecutive strikes for
  36.              xxx                        a "perfect" score of 300.  See the
  37.           xxx   xxx                     SCORING section for a more
  38. If you leave pins standing, but "pick   detailed breakdown of point
  39. them up" on your second try, it's       scoring.
  40.  
  41.                         2. USING THE CONTROLLERS
  42.  
  43.             ---                         Joystick with the red button to your
  44.             | |                         upper left, toward the television
  45.             | |                         screen.  See Section 3 of your
  46.     +-------| |-------+                 owner's manual for further details.
  47.     | **   .| |.      |
  48.     |     . | | .     |                 Move your Joystick forward (away
  49.     |      .....      |                 from you), back (toward you),
  50.     +-----------------+
  51.  
  52. Use your Joystick Controllers with                     Forward
  53. the ATARI(R) Game Program(TM) car-                        ^
  54. tridge.  Be sure the Joystick Con-                    _   |   _
  55. troller cables are firmly plugged                    |\   |   /|
  56. into the CONTROLLER jacks at the                        \ | /
  57. back of your ATARI Video Com-                     <--- NEUTRAL --->
  58. puter System(TM) game.  For one-                        / | \
  59. player games, use the Joystick                       |/   |   \|
  60. Controller plugged into the LEFT                      -   |   -
  61. CONTROLLER jack.  Hold the                                v
  62.                                                         Back
  63. ---
  64.  
  65. to position the Bowler.  Press the      controls the positioning of the
  66. red button on your Joystick Con-        Bowler.  After pressing the red but-
  67. troller to relase the ball.             ton, the Joystick controls the direc-
  68.                                         tion of the ball as it moves down
  69. NOTE: Before pressing the red but-      the "alley".
  70. ton to release the ball, the Joystick
  71.  
  72.                             3. CONSOLE CONTROLS
  73.  
  74. GAME SELECT AND GAME                    the screen.  (Player number 1 is
  75. RESET                                   blue; Player number 2 is green.)
  76.  
  77. To start the action:                    DIFFICULTY SWITCHES
  78. * Press the game select switch to
  79.   choose the game you wish to           When the difficulty switch is in
  80.   play.  The number of each game        the a position, the computer
  81.   appears at the upper left corner      makes it more difficult for you to
  82.   of the screen.  A 1 or a 2 is         roll strikes and spares. (Use the
  83.   displayed at the upper right cor-     left difficulty switch is in the b
  84.   ner of the screen to indicate         position.
  85.   whether the game is for one or
  86.   two players                           For the beginning player, it is easier
  87. * Press the game reset switsh to        to obtain high schores when the 
  88.   begin play.                           difficulty switch is in the b
  89.                                         position.
  90. During game play the number of
  91. each frame is displayed at the up-      TV TYPE SWITCH
  92. per left corner of the screen for
  93. one-player and two-player games.        Set this switch to color if you have
  94. In two-player games the number of       a color television set.  Set it to b-w
  95. the player who is currently up is       if you are playing the game in black
  96. shown at the upper right corner of      and white.
  97.  
  98.                             4. GAME VARIATIONS
  99.  
  100. In GAMES 1 and 2 the ball stays in      tion.  The ball does not come out of
  101. a steady curve pattern once the         this pattern until that roll is com-
  102. Joystick is moved in either direc-      pleted.
  103.  
  104. ---
  105.  
  106.  
  107.          To Curve ball up               +------------------------------+
  108.                 ^                       |                              |
  109.             _   |   _                   |                              |
  110.            |\   |   /|                  |                              |
  111.               \ | /                     |      SCREEN                  |
  112.         <--- NEUTRAL --->               |                              |
  113.               / | \                     |                              |
  114.            |/   |   \|                  |                 SHOT         |
  115.             -   |   -                   |                              |
  116.                 v                       |                              |
  117.         To Curve ball down              |                              |
  118.                                         |                              |
  119.                                         +------------------------------+
  120. * Push the Joystick forward to
  121.   curve the ball up toward the top
  122.   of the screen.                            
  123.                                         GAMES 5 and 6 are straight ball
  124. * Pull the Joystick back to curve       games.  In these games the direc-
  125.   the ball down toward the bottom       tion of the ball cannot be altered
  126.   of the screen.                        after it is released.  Positioning the
  127. In games 3 ahd 4 you can steer          Bowler is the most important move.
  128. the ball up and/or down while it is     
  129. moving down the alley.  If the          GAMES 1, 3, and 5 are one-player
  130. Joystick is returned to its neutral     games.  GAMES 2, 4, and 6 are
  131. position the ball straightens out.      two-player games.
  132.  
  133.                                   5. SCORING
  134.  xxx   xxx
  135.     xxx       STRIKE                    +------------------------------+
  136.  xxx   xxx                              |                              |
  137.                                         |                              |
  138.        xxx                              |          SCREEN              |
  139.     xxx      SPARE                      |                              |
  140.  xxx                                    |                              |
  141.                                         |                              |
  142.  xxxxxxxxx   OPEN FRAME                 |              SHOT            |
  143.                                         |                              |
  144. You have the possibility of scoring     |                              |
  145. from 0 to 30 points in each frame.      |                              |
  146. However, the difference in your         |                              |
  147. score depends on whetehr you            +------------------------------+
  148. strike, spare, or leave an open 
  149. frame.
  150.  
  151. ---
  152.  
  153. For instance, in an open frame the      * In one-player games the score is
  154. number of pins you pick up (for           on the left.
  155. both rolls) is simply added to your
  156. running score.                          The following is an example of how
  157.                                         a game might be scored.
  158. However, when you pick up all the
  159. pins on the second roll for a spare,    +--+---+--+---+--+---+--+---+     
  160. your running score is not totalled      |  |_X_|  |_/_|  |_X_|  |_/_|
  161. immediately.  Instead, the score for    | 20   | 40   | 60   | 80   |
  162. that frame remains empty until your     +------+------+------+------+     
  163. next roll.  At that time, 10 is added   +--+---+--+---+--+---+--+---+     
  164. to the number of pins you pick up.      |  |_X_|  |_/_|  |_-_|  |_-_|
  165. This subtotal is then added to your     | 100  | 117  | 126  | 135  |
  166. total running score.                    +------+------+------+------+     
  167.                                         +--+---+--+---+---+---+            
  168. Whenever you roll a strike your run-    |  |_/_|  |_X_|_X_|_X_| 
  169. ning score is not totalled until after  | 155  | 185  |       |
  170. the next TWO rolls.  Ten points are     +------+------+-------+           
  171. then added to the total number of
  172. pins you pick up for those rolls.       TENTH FRAME BONUS
  173. Therefore, if you roll three con-
  174. secutive strikes, you score 30          If you spare in the tenth frame, you
  175. points for the frame in which the       are allowed one more roll.  The
  176. first strike occurred.                  number of pins you pick up, plus 10
  177.                                         (because of the spare), is then add-
  178. * In two-player games, the score        ed to your score.
  179.   for the left player is displayed at
  180.   the top left corner of the screen;    If you strike in the tenth frame, the
  181.   the right player's score is shown     pins you pick up for the next TWO
  182.   on the right.                         rolls are added to your total score.
  183.  
  184.                             6. GAME SELECT MATRIX
  185.  
  186.                +-------------------+---+---+---+---+---+---+
  187.                | Game Number       | 1 | 2 | 3 | 4 | 5 | 6 |
  188.                +-------------------+---+---+---+---+---+---+
  189.                | Number of Players | 1 | 2 | 1 | 2 | 1 | 2 |
  190.                +-------------------+---+---+---+---+---+---+
  191.                | Game Number       |   |   | X | X |   |   |
  192.                +-------------------+---+---+---+---+---+---+
  193.                | Number of Players |   |   |   |   | X | X |
  194.                +-------------------+---+---+---+---+---+---+
  195.                | Game Number       | X | X |   |   |   |   |
  196.                +-------------------+---+---+---+---+---+---+
  197.  
  198.  
  199.  
  200. -------------------Atari 2600 Instructions Archive-------------------
  201.