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starraiders.htm

STAR RAIDERS™
ATARI® GAME PROGRAM" INSTRUCTIONS
4 SKILL LEVELS
SURVIVAL INFORMATION
FOR ONE PLAYER
NOTE: Always turn the console POWER switch OFF when inserting or removing an ATARI® Game Program™ cartridge. This will protect the elec­tronic components and prolong the life of your ATARI Video Computer System™ game.
©1982 ATARI, INC. ALL RIGHTS RESERVED
ATARI" GAME PROGRAM"" INSTRUCTIONS
1.
TABLE OF CONTENTS
DESTROY THE KRYLONS, AVENGE THE DOOMED PLANETI
1
2.
GAME PLAY
2
3.
USING THE CONTROLLER
9
4.
CONSOLE CONTROLS
10
5.
RATING
11
6.
MISSION SKILL LEVELS
12
7.
SURVIVAL INFORMATION
13
8.
GAME SELECT MATRIX
14
9.
SCORECARD
15
ATARI GAME TROGRAM INSTRUCTIONS
1. DESTROY THE KRYLONS ...
AVENGE THE DOOMED PLANETf
With Commander Champion and Li San O'Rourke in the Star Fighter, you're on the trail of the Krylon in­vaders. You've taken an oath to destroy the Krylons and avenge the Doomed Planet.
Through interstellar space you hyperwarp faster than the speed of light, past uncharted stars and planets in an unexplored parallel universe. Watch out! You nearly collided with an asteroid. Run into an asteroid at this speed, and POWI you're space dust. Good thing the Star Fighter's protective shields are on.
Check the Krylons' position on your Galactic Map. Looks like they're heading for your starbase. Given half a chance they'll destroy it to keep you from recharging and repairing the Star Fighter. Their ships are fast, but you can hyper­warp anywhere in the galaxy in an instant... if your energy supply holds out. It's a duel to the death. Will you succeed in destroying the Krylons before they wipe out the starbase? Will the Star Fighter perish like the Doomed Planet? Or will you complete your mission and return a hero?
ATARI° GAME PROGRAM INSTRUCTIONS
2. GAME PLAY
Your first mission is to destroy all Krylon warships and save the star-base. Failing that, you must wipe out all Krylon ships before the Star Fighter is destroyed. If you run out of energy or take a hit with your protective shields off, the Star Fighter blows up, Krylon takes over the galaxy, and the game ends. If you complete your mission and destroy all the Krylons, the ATARI FORCE™ computer evaluates your performance and assigns you a new rank, based on:
•   Mission skill level
•  Amount of energy remaining
•   Number of visits to the starbase for energy and repairs.
Mission Skill Level and Energy
are shown on the Control Panel (Figure 1) at the start of a game. T10 means that at Skill Level 10, there are 10 targets. The higher the skill level, the more targets, and the harder it is to survive. Start at Level 10 and work your way up to 40. See Section 6 for descriptions of the mission skill levels.
NOTE: Once the game starts, the T counter keeps track of targets remaining.                               ^
ATARI® GAME PROGRAM" INSTRUCTIONS
Target marker
NOTE: When shields are on, space appears blue; when they are off, space appears black. When the Attack Computer is on, the Target Marker appears in the mid­dle of the screen (Figure 1). If your shields and Attack Computer are not on, move both DIFFICUL­TY switches to B.
Now press the GAL MAP button on the Video Touch Pad™ (key 2) to display the Galactic Map (Figure 2).
GALACTIC MAP
Each square on the Galactic Map represents a sector of interstellar space. The map shows you:
Energy Remaining
Skill Level & Targets Remaining
Figure 1 Forward View and Control Panel
The higher the skill level, the more energy units you start with. If you run low on energy, you can re­charge at the starbase, assuming Krylon hasn't destroyed it and you have enough energy to get there. See ENERGY for additional information.
HOW TO PLAY
Press GAME RESET to display the forward view from the front of the Star Fighter (Figure 1). The com­puter signals game start with three tones and automatically turns on the protective shields and Attack Computer.
Shields keep the Star Fighter from being destroyed by Krylon photon torpedoes and asteroids, but they do not protect it against damage.
Star Fighter's current position blue bar)
Star Fighter's new position (red bar).
*NOTE: Colors may vary, depend­ing on your television control settings.
ATARI GAME PROGRAM INSTRUCTIONS
Krylon Target Sector           Starbase
When you hear the red alert, press the FORE VIEW button (key 1) to return to the forward view (Figure 1). Be prepared to engage the Krylons in battle.
KRYLON PROFILES
Star Fighter's New Position
Star Fighter's Current Position
Figure 2—Galactic Map
Using your Joystick, move the red bar to the sector occupied by the Krylons. (Joystick operation is ex­plained in Section 3.) Now press the HYPERWARP button on the Video Touch Pad (key 3) to engage your hyperwarp engines. Note that the blue bar (your cur­rent position) joins the red bar (new position) when you engage your hyperwarp engines.
When hyperwarp is completed, the screen flashes red and the red alert sounds to warn you that the Star Fighter has entered enemy territory.
NOTE: Red alert also sounds when the enemy moves into a sec­tor you are occupying.
Basestars
All three ships are designed for high-speed attacks and are more maneuverable than the Star Fighter. Fighters and cruisers do not have protective shields; they can be destroyed with one hit. Basestars are protected by shields and can only be destroyed at close range. All Krylon ships carry dead­ly photon torpedoes capable of seriously damaging the Star Fighter. At Skill Levels 30 and 40, Krylon pilots are especially good shots.
ATARI GAME PROGRAM" INSTRUCTIONS
ENGAGING THE ENEMY
When the enemy is visible in the forward view, the computer emits three short tones. Lock on your photon torpedoes (see ATTACK COMPUTER), and press the red button on your Joystick to fire them. The Star Fighter is equipped with twin torpedo tubes on the port and starboard sides. When the torpedoes are locked on, both tubes fire; otherwise only one tube fires.
NOTE: To hit targets at close range, aim below the Target Marker. See Section 7, SURVIVAL INFORMATION, for details.
ATTACK COMPUTER
The Attack Computer consists of the Control Panel, the Target Marker, and the Attack Computer Display (Figure 3).
The color of the Control Panel in­dicates the position and range of the target:
The Attack Computer Display
tracks targets and locks on the photon torpedoes. The computer tracks two targets at a time. The dots shown in Figure 3 indicate the targets. Line up a dot in the center of the display to lock on the photon torpedoes.
When lock-on occurs, the Target Marker changes from blue to red and the computer emits a short high-pitched tone. This is the best time to fire your photon torpedoes.
Targets Target Marker
Behind you
In front and out of rang isible and within range
Attack Computer Display Margets
Figure 3Photon Torpedoes Locked On
If the Control Panel turns BLACK, the computer is damaged (see DAMAGE).
5
ATARI® GAME PROGRAM™ INSTRUCTIONS
FOLLOWING THE ENEMY
Krylons move toward the starbase at a steady rate. The more ships there are the slower they move. At T10 the Krylons move one sector approximately every 30 seconds; at T40 they move a sector approx­imately every 70 seconds. Unless you engage the hyperwarp engines, the Star Fighter follows the Krylons at the rate of one sec­tor every 7 or 8 seconds.
When the Target Market turns blue and the Control Panel remains green, it's a sure sign the enemy has moved on. Check the Galactic Map and move the red bar into the new Krylon target sector.
NOTE: No red alert sounds when you enter a target sector without hyperwarping.
STARBASE OCCUPIED
The Krylons will destroy the star-base 30 seconds after they occupy it, unless you succeed in wiping them out. The computer indicates
starbase destroyed with the same three tones that signal game start and end of game.
After the base is destroyed, con­tinue firing photon torpedoes at Krylons until you wipe them all out and complete your mission or the Star Fighter blows up.
ASTEROID BELT
When only one Krylon target re­mains, the Star Fighter plunges in­to an asteroid belt. Asteroids can be as damaging as photon torpedoes. Either maneuver around them or destroy them with your photon torpedoes.
Asteroid
ENERGY
Every operation of the Star Fighter uses energy, as shown in the following table:
Hyperwarp (sectors jumped)
ATARI GAME PROGRAM"
INSTRUCTIONS
i
Energy Drain
Star Fighter Equipment or Sustained Hit
(units)
Life Support System & Engines (always on)
.5 per second
Attack Computer On
.5 per second
Shields On
1 per second
Photon Torpedo Fired
■i
t
HYPERWARP
The further you hyperwarp, the more energy it takes. If you have a choice, a series of small jumps to a destination is better than one long jump.
At mission levels 10 and 20, the computer prevents you from hyperwarping when your energy supply is insufficient. At levels 30 and 40, always check the energy gauge on the Control Panel (see Figure 1) to be sure you have enough energy to make the jump. If you run out of energy during hyperwarp, the Star Fighter will blow up. Section 7, SURVIVAL IN­FORMATION, has some tips on conserving energy.
RECHARGING
While the Star Fighter is recharg­ing, the screen flashes. When the ship is fully recharged, COM­PLETE appears at the bottom of the screen (Figure 4). After recharging, enter the Krylon target sector and continue fighting.
WARNING! Recharging more than 7 times depletes the starbase and causes it to explode.
LOW-ENERGY SIGNAL
When energy falls below 100 units, the computer automatically shuts off the Target Marker. Hyperwarp to the starbase and recharge im­mediately, if you have the energy to make it. Keep an eye on your energy gauge and never allow it to fall below the level required to hyperwarp to the starbase.
Figure 4. Recharging Completed
ATARI GAME PROGRAM" INSTRUCTIONS
DAMAGE
Damaged or destroyed equipment is indicated on the Control Panel (Figure 5). One visit to the star-base repairs all damage.
Green Letter
Yellow Letter
__
Damaged Destroyed
Damage Control Figure 5 Damage Control
DAMAGE REFERENCE TABLE
Equipment
Damaged
Only one tube fires when torpedoes locked on.
Somewhat difficult to steer; engine "missing" sounds.
Flicker on and off.
Destroyed
Tube fires intermittently
R
hotons
Engines
Difficult to steer; engines louder.
No shields; space appears black.
—■
-
Control Panel turns black; no audio warnings.
Target marker flickers; no
lock-on; no horizontal trac
,
ing.
2
WARNING! If the Star Fighter is hit when its shields have flickered off, it wi be destroyed. Repair damaged shields immediately. If you can't make it to the starbase, good luck!
8
ATARI® GAME PROGRAM™ INSTRUCTIONS
3. USING THE CONTROLLER
Use your Joystick Controller to move the cursor (Red Bar) around the Galactic Map (Figure 6) and to maneuver your Star Fighter (Figure 7). Press the red button to fire photon torpedoes.
Dive
Use your Joystick Controller and Video Touch Pad with this ATARI Game Program cartridge. Plug the Video Touch Pad firmly into the RIGHT CONTROLLER jack at the back of your Video Computer System game. Plug the Joystick Controller into the LEFT CON­TROLLER jack. Hold the Joystick with the red button to your upper left, toward the television screen. See Section 3 of your owner's manual for further details.
JOYSTICK MOVES
Up
Port
(Left)
Turn
Starboard
(Right)
Turn
Climb Figure 7—Star Fighter Control
VIDEO TOUCH PAD
Left
rasra
ggg
Right
Figure 8Video Touch Pad
A STAR RAIDERS™ overlay is pro­vided for the Video Touch Pad. Slip the overlay tabs into the slots pro­vided on the Video Touch Pad.
Down
Figure 6Cursor Control (Red Bar)
ATARI' GAME PROGRAM'" INSTRUCTIONS
FORE VIEW (key 1 ): Selects the forward view from the Star Fighter's front space window (see Figure 1 in Section 2).
GAL MAP (key 2): Selects the Galactic Map (see Figure 2 in Section 2).
HYPERWARP (key 3): Engages hyperwarp engines to transport your Star Fighter instantly into another sector of the Galactic Map (see Section 2).
COMPUTER ON/OFF (key 4 ): Functions only when left DIF­FICULTY switch is set to A. Press to turn on; press again to turn off.
SHIELDS ON/OFF (key 5 ): Func­tions only when right DIFFICULTY switch is set to A. Press to turn on; press again to turn off.
4. CONSOLE CONTROLS
GAME SELECT
Press down the GAME SELECT switch to select the mission skill level:
DIFFICULTY SWITCHES
Left Switch
A — Attack Computer off. Controll­ed from Video Touch Pad.
B — Attack Computer on. Controll­ed by computer.
Right Switch
A — Shields off. Controlled from
Video Touch Pad. B — Shields on. Controlled by
computer.
Turning off the shields and Attack Computer saves energy. However, if the Star Fighter is hit when its shields are off, it will be blasted to space dust. See Section 7, SUR­VIVAL INFORMATION, for some practical ways to use the shields and Attack Computer on/off options.
T10 = Skill Level 10 with 10 targets T20 = Skill Level 20 with 20 targets Skill Level 30 with 30 targets
The skill level appears in the center of the Control Panel (Figure 1). See Section 6 for descriptions of the mission skill levels.
GAME RESET
Press down the GAME RESET switch to start your mission. Also use this switch to start a new mis­sion at the same skill level.
10
ATARI" GAME PROGRAM4 INSTRUCTIONS
5. RATING
The ATARI FORCE computer rates your performance and assigns you a rank and class when you com­plete your mission by destroying all the Zylon targets.
Nova
? (mystery rank)
You are rated according to the following formula:
Rank = M + (energy remaining/100)- (Number of Starbase Visits/2)
where M is a mission factor based on the mission skill level:
M
Skill Level
0 0.5
10
11
ATARI GAME PROGRAM" INSTRUCTIONS
NOTE: Number of Starbase Visits
will not be divided by 2 if you visit the starbase more than 6 times.
The Control Panel displays your new rank (Figure 9) alternately with the energy remaining data.
Rank corresponds to skill level as follows:
10
Cook to Pilot 1 Ace 5 to Ace 1 Eagle 5 to Eagle 1 Star 5 to Mystery Rank
20 30
Any time your new rating (promo­tion or demotion) puts you on a dif­ferent skill level, use the GAME SELECT switch to change the skill level (see Section 4, CONSOLE CONTROLS).
Rank Class Figure 9New Rank
6. MISSION SKILL LEVELS
SKILL LEVEL 10
•   10 targets; 400 energy units
•  Computer prevents hyperwarping when fuel is insufficient.
•   Krylon ships and the starbase are always on opposite sides of the Galactic Map at the start of a mission.
•   Krylon photon torpedoes are not very accurate. Light damage if any.
SKILL LEVEL 20
•   20 targets; 600 energy units
•  Computer prevents hyperwarping when fuel is insufficient.
•   Krylon ships and the starbase are on opposite sides of the Galactic Map at the start of a mission.
•   Krylon torpedoes are fast and accurate. Expect heavy damage.
12
ATARI" GAME PROGRAM"• INSTRUCTIONS
SKILL LEVEL 30
•  30 targets; 800 energy units
•  Check energy gauge before hyperwarping.
•  Krylon ships and the starbase can be anywhere on the Galactic Map at the start of a mission.
•   Krylon torpedoes are fast and accurate. Expect heavy damage.
•  Recommended for advanced Star Fighter pilots.
SKILL LEVEL 40
•  40 targets; 900 energy units
•  Check energy gauge before hyperwarping.
•   Krylon ships and the starbase can be anywhere on the Galactic Map at the start of a mission.
•   Enemy torpedoes are deadly. Expect heavy damage.
•  Recommended for expert Star Fighter pilots only.
7. SURVIVAL INFORMATION
Effective Firing Range
the most effective firing range for targets the same size as photon torpedoes. Pull back on the Joystick to bring the targets into firing range.
RECHARGING IN STARBASE SECTOR
If energy runs low while you're fighting in the starbase sector, make one hyperwarp jump out of the starbase sector and immediate­ly return to recharge.
CONSERVE ENERGY
Turning off the Attack Computer and shields while hyperwarping or changing sectors saves 1.5 energy units per second. The energy saved might be enough for you to reach the starbase and recharge. Don't forget to turn your shields and com­puter back on before entering the target sector. (See VIDEO TOUCH PAD in Section 3 for use of the shields and Attack Computer on/off options.)
Figure 10—Most Effective Firing Range for Close Targets
EFFECTIVE FIRING RANGE
Your target marker is adjusted to show where photon torpedoes con­verge at infinity. Don't expect to hit a target lined up in the target marker unless it is very far away (a small dot). When targets are closer, lower your aim. Figure 10 shows
13
Skill Level
10
20
30
"lo
Hyperwarp Control
Computer
I Computer
Pilot (check energy gauge)
Pilo ene
Krylon/Starbase Positions at Game Start
Opposite sides of Gal. Map
Opposite sides of Gal. Map
Anywhere on Galactic Map
Any Gal
Krylon Torpedoes
Not very accurate
Fairly accurate
Very accurate
Dea
Starship Damage
None to light
Fairly heavy
Heavy
Hea
Rank vs. Skill Level
Cook to Pilot 1
Ace 5 to Ace1
Eagle 5 to
Star Mys
ATARI" GAME PROGRAM™ INSTRUCTIONS
9. SCORECARD
NAME
GAME NUMBER
SKILL LEVEL
RANK AND CLASS
15
ATARI" GAME PROGRAM™ INSTRUCTIONS
NAME
GAME NUMBER
SKILL LEVEL
RANK AND CLASS
GAME PROGRAM™ CARTRIDGE LIMITED NINETY DAY WARRANTY
ATARI, INC. ("Atari") warrants to the original consumer purchaser that your ATARI® Game Program cartridge is free from any defects in material or workmanship for a period of ninety days from the date of purchase. If any such defect is discovered within the warranty period, Atari's sole obligation will be to replace the cartridge free of charge on receipt of the cartridge (charges prepaid, if mailed or snipped) with proof of date of purchase at either the retail store where the cartridge was purchased or at one of the ATARI Regional Service Centers listed below:
Atari, Inc.                                                                      Atari, Inc.
1312 Crossman Ave.                                                    12 B World's Fair Dr.
Sunnyvale, CA 94086                                                  Somerset, NJ 08873
Atari, Inc.                                                                      Atari, Inc.
5400 Newport Dr.                                                        2109 East Division St.
Suite 1                                                                           Arlington, TX 76001
Rolling Meadows, IL 60008 This warranty shall not apply if the cartridge (i) has been misused or shows signs of excessive wear; (ii) has been damaged by being used with any products not supplied by ATARI, or (iii) has been damaged by being serviced or modified by anyone other than an ATARI Regional Service Center.
ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS, ARE HEREBY LIMITED TO NINETY DAYS FROM THE DATE OF PURCHASE. CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM A BREACH OF ANY APPLICABLE EXPRESS OR IMPLIED WARRANTIES ARE HEREBY EXCLUDED.
Some states do not allow limitations on how long an implied warranty lasts or do not allow the exclusion or limitations of incidental or consequential damages, so the above limitations or exclusions may not apply to you.
This warranty gives you specific legal rights and you may also have other rights which vary from state to state.
A
ATARP
A Warner Communications Company C\U
ATARI, INC., Consumer Division P.O. Box 427, Sunnyvale, CA 94086
C016943-60 REV. 1             ©1982 , ATARI, INC.              ALL RIGHTS RESERVED                             Printed in U.S.A.

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