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Tron Solar Sailor.txt
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2001-10-17
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Mattel Electronics
Intellivision (Intelligent Television)
INTELLIVOICE Voice Synthesis Cartridge Instructions
(for one player)
TRON SOLAR SAILER
(for color tv viewing only)
illustrations copyright 1982 Walt Disney Production
game copyright 1982 Mattel inc.
This game requires both the Intellivoice Voice Synthesis Module and the
Intellivision Master Component. TRON Solar Sailer is a trademark owned by
and used under license from Walt Disney Productions.
VOICES YOU'LL HEAR & CAST OF CHARACTERS
FLYNN... That's you, a video game designer trapped inside a computer system
you created.
TRON... His voice reports beam energy levels for the Solar Sailer. TRON is
on your side.
YORI... Navigator and your friend, her voice reports location of the Solar
Sailer.
ALAN... Your friend & co-worker. His voice gives you vital access codes.
BIT... Floating data unit. His voice helps you by correcting you with "Yes"
& "No".
MCP... Master Control Program, your tireless enemy all the way.
OBJECT OF THE GAME
Game is based on TRON, the Walt Disney Productions futuristic movie! You
are the character, Flynn. Your opponent is the tireless Master Control
Program! Your only hope of returning to the real world is to destroy the
MCP before it destroys you. To do this you must overload the MCP. In the
opening game phase your Solar Sailer will ride intersecting beams on your TV
screen. Recognizers and cannon-firing tanks will attack the Solar Sailer on
its way to the MCP & the decoding phase. In this second phase you'll be
involved with frantic decoding action inside the heart of the MCP. Points
are won for shooting the Solar Sailer's attackers (phase 1) and for
correctly placing digits into a display (phase 2).
TRON SOLAR SAILER cartridge is designed for use with BOTH your Master
Component and INTELLIVOICE Voice Synthesis Module.
Plug the Voice Synthesis Module into your Master Component. Then plug game
cartridge into Voice Synthesiss Module. (See INTELLIVOICE instructions for
equipment connection details.)
LET'S TAKE A PREVIEW
DEMO MODE: For a quick preview of both game phases...
Turn console switch ON... and LEAVE EVERYTHING ALONE.
Title will appear, followed by demo of 1ST PHASE.
Title will reappear, followed by demo of 2ND PHASE.
This cycle occurs over and over again.
Press [DISC] to begin a game. Use EITHER ONE of the hand controllers.
COURSE OF THE SOLAR SAILER
The computer world you are in is arranged in eight concentric rings or
TRACKS. The Master Control Program is located at the centre - TRACK ZERO,
your goal. The ring farthest away from centre is TRACK 7. Each track is
divided into eight SECTORS. Solar Sailer moves right or left on your screen
through all the SECTORS in a Track, counter-clockwise or clockwise.
BIG DIAGRAM OF THE PHASE 1 GEOGRAPHY
It looks like a dart board. In the centre of it all is the Master Control
program. Radiating out from the centre are eight tracks. The circle is cut
into Seven sectors/segments. Sectors are joined together by red walls
(sector dividers). Dividing each Sector in half is a white I/O beam. Beams
are made up of tiny arrows (if you look closely). The direction the arrows
are pointing is the direction the beam is flowing. There are right flowing
beams and left flowing beams. Study of this is crucial to maneuvering your
Solar Sailer to your goal.
OBSTACLES: As you sail above the game grid, the MCP will do everything in
its power to stop you or throw you back. MCP's outer defences are TANKS and
RECOGNIZER ROBOTS.
GAME CONTROL DIAGRAM
Slide overlays into hand-controller frames so they cover the keypads.
The top side buttons accelerate your Solar Sailer. The bottom side
buttons brake your Solar Sailer.
Press [DISC] to start game, Bring up "Location Track" etc. frame to your TV
screen.
In the 1st Phase (Solar Sailer) press [DISC] to aim & fire at obstacles.
In the 2nd Phase (MCP Center) press [DISC] to move Bit.
Keypad Buttons 1-6 are used to change the beam
Button 8 is [LEAVE MCP]
Button 0 gives your [LOCATION]
GAME PLAY ACTION
(screen shot of status screen)
The first line displays the Track which you are currently at
The second line displays the Sector Location you are currently at
The third line gives the Goal Sector Number where you want to go
The last two lines have the I/O Beam Access Code, which is not displayed on
the screen, but rather given by voice.
At the start of Phase 1, you have two numbers to remember. Both will change
and you will have to remember the changes. First is the GOAL SECTOR NUMBER
which will appear on your screen (on line 3). And second, the ACCESS NUMBER
which will NOT be displayed. It will be given to you by ALAN's VOICE ONLY.
TO PLAY GAME PHASE 1, YOU MUST REMEMBER THE GOAL NUMBER (1 DIGIT) AND THE
ACCESS NUMBER (5 DIGITS.)
INTO THE GAME
1. Turn console switch ON.
2. Press [DISC] to bring up "LOCATION", "TRACK", etc. message. LISTEN TO
ALAN's VOICE: REMEMBER THE ACCESS CODE NUMNBER. YOU WILL NEED IT LATER!!!
(WRITE IT DOWN.)
3. Game Grid then appears. SOLAR SAILER sits on a beam.
YOU ARE NOW IN GAME PHASE 1.
(Screen Shot of Game Phase 1 with the Solar Sailer on the Beam, a Beam
Intersection, Tanks and Grid Bugs.)
4. Use [TOP] Side buttons on a hand controllers to MOVE or ACCELERATE the
SOLAR SAILER. Use [BOTTOM BUTTONS] to slow it down.
5. Use [DISC] to AIM & FIRE at the attackers. Score points for hits. (See
the scoring section later on.) REMBEMBER: SHOOTING LOWERS BEAM ENERGY. SO
DO HITS FROM THE ATTACKERS. LOSE TOO MUCH ENERGY AND YOU LOSE THE GAME!
LISTEN TO TRON's VOICE "ENERGY LOW", etc.
(Screen shot of game end screen "MCP VICTORIOUS/SCORE=/END OF LINE"
IF THE BEAM ENERGY DROPS TO ZERO, AND THE SOLAR SAILER NO LONGER MOVES -
GAME'S OVER, YOU LOSE!
To begin a new game, press hand controller [DISC]
6. For RENEWED ENERGY reach an intersection and SWITCH BEAMS. Move Solar
Sailer to where the horizontal beam crosses a vertical beam. Press ANY key
on either controller from 1-6.
WARNING: You can't stay on one track forever! Each time you jump from one
beam to another, you steal energy from that track!
Grid bugs tell you about track energy! When there are no Grid bugs on your
TV screen, it means track energy level is almost zero!
7. When you reach the correct white vertical I/O beam (your GOAL location)
the game will FREEZE. GREEN CURSOR (Square) will appear. Enter ACCESS CODE
number on either hand controller & press [ENTER]. If the correct number is
entered, you will jump two tracks closer to MCP Center. (If you are already
on track 1 or track 2 - you will jump ONE track only.) BONUS POINTS for
each track jump! (See "Scoring" later on in this manual.)
Notice: Whenever you correctly enter an ACCESS CODE, you will always ENTER
THE NEXT TRACK AT SECTOR ZERO.
8. When you get to Track Five (or closer to the MCP - 4, 3, 2 or 1) look
out! A RECOGNIZER could show up at any time. As soon as you see one, start
shooting! Move the Solar Sailer out of there fast! Recognizers can really
hurt you! A Recognizer can pick up the Solar Sailer and send it backwards 1
or 2 tracks! (From Track 4 to Track 5 or 6 - away from your goal, Track 0,
the MCP Centre.) It's a costly detour and you'll have to fight your way
back. To find out where you afe if that happens, press [LOCATION]/0 button
on a hand controller. You'll also want to head toward Sector 0 WHITE I/O
beam to get the ACCESS CODE for the new track.
"CAN'T REMEMBER" THE ACCESS CODE NUMBER?
Here's what to do:
If you can correct yourself BEFORE pressing ENTER, you're OKAY. Press
[CLEAR] on the controller. Make your correction, THEN press [ENTER].
If you have ENTERED a WRONG access code number, game will UNFREEZE, start
up again. You can loop back to the beam and try again. Or go back to the
Sector Zero I/O beam, if you've completely forgotten the code.
PHASE 1 continues until Solar Sailer has moved all the way to TRACK ZERO,
MCP CENTER.
YOU ARE NOW IN GAME PHASE 2
(screen shot of GAME PHASE 2, with the Floating Bit, the Scoreboard up top,
the Override Display at bottom, and the Flying Digits.)
Decoding phase begins! Screen changes to the heart of the MCP Centre, your
goal in game Phase 1. To retain control, the enemy MCP must make continuous
data transmissions. Large ZEROES and ONES will fly out at you. You must
intercept and capture them with BIT, enter them correctly into a display.
Stop enough transmissions, and you'll overload the Master Control Program...
and win yourself 50,000 points!
9. DISPLAY will appear at the bottom of your screen. 8 DIGITS, ZEROES IN
RED. VOICE will tell you the OVERIDE CODE, an 8 digit binary display (all
ones and zeroes.) REMEMBER THE OVERRIDE CODE!
(closeup of the Override Display, an 8-digit binary number. Zeroes are red.)
With the announcement of the Override Code Number, transmissions begin.
Zeroes and ones will start flying straight at you!
10. CAPTURE THE FLYING DIGITS! Press [DISC] to move BIT until it collides
with a flying digit (One or Zero). To do this you must get directly in
front of the digit. (Bit will appear to be the same size as the intercepted
one or zero.)
11. FOLLOW THE OVVERIDE CODE. Enter the correct display position (1- 8) for
the digit you have captured on a hand controller. (For example: If the
Override Code is 01000101 and the digit you've captured is a One, you need
to press 2, 4 or 8 on the controller keypad. Digit will be placed in a
correct position on the display.
Most often, ONES are what you want. And as you enter them BIT's VOICE will
guide you, "Yes" or "No". (If you enter a One in the wrong position you
will need a Zero to replace it.)
12. YOU HAVE TO BE QUICK! A data transmission lasts only a short time. The
task is to enter all 8 digits into the display before the transmission
stops! If you're too late, you'll hear from the MCP! No more ones or
zeroes will fly. You've been too slow, you LOSE 10 on the Overload Factor
scale. (See "Scoring" later on.) What's more, the time of transmission
gets shorter and shorter as you go along!
YELLOW ONES & ZEROES are another obstacle! If a YELLOW digit hits Bit it
will automatically enter itself at random on the display! Unless you get
lucky, it will enter a wrong position and you will have to replace it. More
time lost!
Remember: If the MCP Overload Factor is reduced to zero you LOSE, GAME'S
OVER! Your final score will be displayed.
WHAT HAPPENS WHEN YOU WIN!
Screen boarders turn RED. You'll hear THEME MUSIC! You have increased the
Overload Factor to 100! The enemy Master Control Program is defeated.
Now you have TWO OPTIONS!
You can collect 50,000 points and call it quits. You've won!
(Press [LEAVE MCP]/8 on either controller.)
OR you can GO FOR BROKE! Try for an "Overtime" period and STILL MORE
POINTS. (DON'T press LEAVE MCP!)
Another transmission will begin - ones and zeroes will start flying again.
It's "overtime"!
DON'T FORGET, IT'S GO FOR BROKE! If you decided to try for more points, you
must block every single transmission! Fail and you won't get the 50,000
point bonus! THE GAME IS OVER! YOU LOSE!
It's up to you. The 50,000 bonus points may be earned only once. But you
can stop and collect them after any successful transmission block in "overtime".
SCORING
Remember: Scoring points is only part of the action! Your goal is to
destroy the MCP by overloading it. Watch the OVERLOAD FACTOR. When the MCP
Overload factor reaches 100, you WIN (MCP overloaded, destroyed!) If the
Overload Factor drops to zero, you LOSE! As play starts (phase 1) the
Overload Factor is 50.
GAME PHASE 1
Each time you reach a track closer to the MCP for the first time, you
INCREASE the MCP Overload Factor by 5.
Each time a RECOGNIZER pushes you BACK ONE OR TWO TRACKS, the MCP Overload
Factor is REDUCED by 5 (At 0 you lose!)
POINTS
On Track Grid Bug Hits Tank Hits Hits on Recognizer
1 100 300 500
2 or 3 75 225 375
4 or 5 50 150 250
6 or 7 25 75 (No Recognizers on
tracks 6 or 7)
5000 BONUS POINTS for reaching a track closer to the MCP for the first time.
1000 BONUS POINTS for reaching a closer track again.
10,000 BONUS POINTS for entering decoding phase - game phase 2!
GAME PHASE 2
Each time you correctly complete the OVERRIDE CODE display (all 8 digits
within the time limit), MCP Overload Factor INCREASES by 10.
Each time you fail to complete OVERRIDE CODE display in time, MCP Overload
Factor is REDUCED by 10. (At zero you lose!)
POINTS
Black Screen border (BEFORE completing display, overloading MCP)
For entering each digit into code display correctly..................250
For successfully completing code display (on time)..................5000
Red Screen border (AFTER completing display, overloading MCP)
For entering each digit into code display correctly..................500
For successfully completing code display (on time)................10,000
Overload Factor 100, leaving MCP (YOU'VE WON!)....................50,000
NOTE: A yellow digit could enter itself in a correct position on Override
Code Display and score points FOR YOU.
TO CHECK YOUR SCORE"
During Phase 1:
Press [SCORE]/Enter/Clear on either hand controller.
POINT TOTAL appears first. (Updated, both games phase 1 & 2.)
MCP OVERLOAD FACTOR appears second.
During Phase 2, score is continuously displayed at top of screen.
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