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STAR RAIDERS™
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ATARI® GAME PROGRAM" INSTRUCTIONS
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4 SKILL LEVELS
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SURVIVAL INFORMATION
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FOR ONE PLAYER
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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
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ATARI GAME TROGRAM INSTRUCTIONS
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1. DESTROY THE KRYLONS ...
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AVENGE THE DOOMED PLANETf
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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.
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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?
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ATARI° GAME PROGRAM INSTRUCTIONS
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2. GAME PLAY
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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.
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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. ^
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ATARI® GAME PROGRAM" INSTRUCTIONS
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Target marker
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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:
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Energy Remaining
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Skill Level & Targets Remaining
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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.
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Star Fighter's current position blue bar)
Star Fighter's new position (red bar).
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*NOTE: Colors may vary, depending on your television control settings.
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ATARI GAME PROGRAM INSTRUCTIONS
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Krylon Target Sector Starbase
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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
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Star Fighter's New Position
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Star Fighter's Current Position
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Figure 2—Galactic Map
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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.
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Basestars
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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.
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ATARI GAME PROGRAM" INSTRUCTIONS
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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:
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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.
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Targets Target Marker
|
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Behind you
In front and out of rang isible and within range
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Attack Computer Display Margets
|
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Figure 3—Photon Torpedoes Locked On
|
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If the Control Panel turns BLACK, the computer is damaged (see DAMAGE).
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5
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ATARI® GAME PROGRAM™ INSTRUCTIONS
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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.
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Asteroid
|
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ENERGY
Every operation of the Star Fighter uses energy, as shown in the following table:
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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.
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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.
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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.
|
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Figure 4. Recharging Completed
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ATARI GAME PROGRAM" INSTRUCTIONS
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|
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DAMAGE
Damaged or destroyed equipment is indicated on the Control Panel (Figure 5). One visit to the star-base repairs all damage.
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Green Letter
Yellow Letter
__
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Damaged Destroyed
|
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Damage Control Figure 5 —Damage Control
|
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|
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DAMAGE REFERENCE TABLE
|
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|
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Equipment
|
Damaged
Only one tube fires when torpedoes locked on.
Somewhat difficult to steer; engine "missing" sounds.
Flicker on and off.
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Destroyed
Tube fires intermittently
|
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R
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hotons
|
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Engines
|
Difficult to steer; engines louder.
No shields; space appears black.
|
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—■
-
|
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|
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Control Panel turns black; no audio warnings.
|
Target marker flickers; no
|
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lock-on; no horizontal trac
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,
|
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ing.
|
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|
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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!
|
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8
|
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ATARI® GAME PROGRAM™ INSTRUCTIONS
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|
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|
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3. USING THE CONTROLLER
|
||||||||||
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|
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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
|
|||||||||
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|
||||||||||
|
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
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Port
(Left)
Turn
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Starboard
(Right)
Turn
|
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Climb Figure 7—Star Fighter Control
VIDEO TOUCH PAD
|
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Left
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rasra
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ggg
|
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Right
|
|
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|
Figure 8—Video 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 6—Cursor Control (Red Bar)
|
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|
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|
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|
ATARI' GAME PROGRAM'" INSTRUCTIONS
|
|
|||
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|
|||||
|
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.
|
||||
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|
|||||
|
4. CONSOLE CONTROLS
|
|||||
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|
|||||
|
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
|
|||||
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|||||
|
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.
|
|||||
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|
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|
10
|
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|
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ATARI" GAME PROGRAM4 INSTRUCTIONS
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5. RATING
|
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|
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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.
|
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|
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![]() Nova
? (mystery rank)
|
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|
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|
You are rated according to the following formula:
|
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|
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|
Rank = M + (energy remaining/100)- (Number of Starbase Visits/2)
|
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|
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|
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11
|
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|
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|
ATARI GAME PROGRAM" INSTRUCTIONS
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|
||||
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|
||||||
|
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
|
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20 30
|
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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).
|
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|
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|
Rank Class Figure 9—New Rank
|
||||||
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|
||||||
|
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.
|
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|
||||||
|
12
|
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|
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|
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|
ATARI" GAME PROGRAM"• INSTRUCTIONS
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|
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|
|||||
|
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.
|
||||
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|
|||||
|
7. SURVIVAL INFORMATION
|
|||||
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|
|||||
|
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.)
|
||||
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|||||
|
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
|
|||||
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|
|||||
|
13
|
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|
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|
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|
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|
ATARI" GAME PROGRAM™ INSTRUCTIONS
|
|
|||||
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|
|||||||
|
9. SCORECARD
|
|||||||
|
|
|||||||
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NAME
|
GAME NUMBER
|
SKILL LEVEL
|
RANK AND CLASS
|
||||
|
|
|||||||
|
15
|
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|
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|
|||||||
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|
ATARI" GAME PROGRAM™ INSTRUCTIONS
|
|
|||||
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|
|||||||
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NAME
|
GAME NUMBER
|
SKILL LEVEL
|
RANK AND CLASS
|
||||
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|
|||||||
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|
||
|
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.
|
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|
A
|
||
|
|
||
|
ATARP
A Warner Communications Company C\U
ATARI, INC., Consumer Division P.O. Box 427, Sunnyvale, CA 94086
|
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|
C016943-60 REV. 1 ©1982 , ATARI, INC. ALL RIGHTS RESERVED Printed in U.S.A.
|
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