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Odyssey
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Sid the Spellbinder.txt
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2001-10-17
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Fast-talking Spelling Games for ages 6-10!
Includes Spellbinding Storybook!
Sid the
SPELLBINDER
OFFICIAL RULES
ODYSSEY^2
IMPORTANT!
Always be sure that the power to your Odyssey^2 console is turned off before
inserting a game cartridge. This protects the electronic components and
extends the life of the unit.
TO BEGIN:
1. Insert the cartridge into the Voice of Odyssey^2 with the label side of
the cartridge facing the alpha-numeric keyboard.
2. Turn on the power by pressing the power button on the console. SELECT
GAME will appear on your TV screen. If it does not, press the RESET key on
the alpha-numeric keyboard.
On-screen colors may vary according to individual TV's color adjustments.
Developed with the cooperation of the University of Tennessee Knoxville
College of Education.
Copyright (C) 1982 North American Philips Consumer Electronics Corp.
Odyssey is a trademark of the Magnavox Company.
SID THE SPELLBINDER!
1 Press 0 on the numeric section of your Odyssey^2 keyboard.
2 The Voice will ask you to "SELECT SKILL." Choose 1 or 2.
3 Press 1 for the first skill level. Press 2 for the second skill level.
(If you don't press either, the computer will automatically deliver
skill level 2 after about 15 seconds.)
4 The Voice will immediately announce: "MONSTER ATTACK! OPEN FIRE!"
5 Sure enough! Giant Sid the Spellbinder snakes across the screen. Your
only defense is a missile launcher at the bottom of the screen. Use the
joystick of either hand control to move your missile launcher to the
right or left. Press the action button to fire a missile.
6 Your ammunition supply is indicated by the number at the lower right hand
corner of the screen. You get thirty missiles at skill level 1 and
twenty missiles at skill level 2.
7 If you do not completely destroy Sid the Spellbinder before it reaches
the opening at the lower left and right sides of the screen, it will eat
your reserve missile supply starting with the second turn. Sid the
Spellbinder consumes five missiles for each of its segments that make it
to the opening.
8 Your score appears at the lower left hand corner of the screen. Every
segment you hit is worth progressively more points. The first segment
you hit is worth 1 point. The second is worth 2 points. The third is
worth 3 points--and so on up through ten.
9 If your score is less than 200, Sid the Spellbinder will squeeze its
remaining segments together when it goes off the screen. When your score
goes over 200, the game gets harder. The gaps will remain open and Sid
the Spellbinder moves faster and faster.
10 The spelling fun starts when you hit all ten segments of Sid the
Spellbinder--or when it reaches the bottom of the screen--eats some of
your missiles--but leaves you with some in reserve.
11 The Voice will ask you to spell a word. Type in the letters on the
alphabet section of the keyboard. If you make a mistake in typing--press
CLEAR.
12 When you think you have typed in the correct spelling, press ENTER.
13 You get 10 missiles for every word spelled correctly at skill level 1.
You get 5 missiles for every word spelled correctly at skill level 2.
14 You will get a chance to spell three words in each round of the game. If
you don't spell a word correctly the first time, the computer will ask
you to try again.
15 If you don't spell the word correctly on the second try, the computer
will spell it for you so you'll know how to spell it next time.
16 After each series of three words, Sid the Spellbinder will attack and try
to eat your missiles.
17 The game ends when you have no missiles left.
18 To start a new game, press RESET and then press 1 (for skill level 1) or
press 2 (for skill level 2).