OWNER'S MANUAL MODEL CX-2600 1
Contents Getting Started ……………………….. 3 Main Menu Explanation ……………………….. 5 Game Listing ……………………….. 6 Credits ……………………….. 106 Technical Support ……………………….. 107 Terms And Conditions ………………………..
Getting Started Health Warnings and Precautions • Video games may cause a small percentage of individuals to experience seizures or have momentary loss of consciousness when viewing certain kinds of flashing lights or patterns on a television screen. Certain conditions may include epileptic symptoms even in persons with no prior history or seizures or epilepsy. • If you or anyone in your family has an epileptic condition, consult your physician prior to game play.
• ATARI® Flashback 2(TM) Classic Game Console unit with Instruction Manual • Two Plug-in Joystick Controllers • Power Supply The ATARI® Flashback 2(TM) Classic Game Console comes with 40 built-in classic games. No game cartridges are required. The game console does not utilize a cartridge slot. 1. Locate the A/V IN connectors on your TV, VCR, or DVD and then connect the plugs on the supplied A/V cable to the corresponding (same color) connectors on your TV, VCR, or DVD. 2.
Troubleshooting PROBLEM No picture on the screen Screen flickers or no color No game sound Picture on TV screen is unsteady Picture is blinking or distorted SOLUTION Connect the AC adapter Connect the A/V cable Turn the console unit On Turn the TV On Set the TV to A/V input Adjust TV color controls Increase or turn on the TV volume Connect the A/V cable Adjust the vertical and horizontal hold controls on your TV until the picture becomes steady Connect the A/V cable Power Off the console and then power O
Arcade Favorites ARCADE ASTEROIDS(TM) (1 OR 2 PLAYERS) Now for the first time, play a brand new spin on the old Atari 2600® classic! This version of Asteroids(TM) has been changed to look closer to the original arcade version. Same exciting action you remember, but now with a realistic new look! Asteroids crash towards you from all directions! Trapped in a gigantic cloud of asteroids, your struggling spaceship hurls towards its doom.
If the game variation you're playing includes satellites and UFOs, use your Joystick to aim and press the fire button to shoot torpedoes at them just as you would for the asteroid boulders. When hit, small asteroids disintegrate, medium asteroids split into two asteroids, and large asteroids break into two medium asteroids. You have more than enough photon power to destroy all of the asteroids, but you can fire only four shots into the asteroid field at a time.
Flip Flip enables you to instantly rotate your spacecraft around 180-degrees and aim in the opposite direction. Young Children’s Versions Games 33 through 66 are easy versions for young children. These games feature slow asteroids, hyperspace, and an extra ship each 5000 points. Helpful Hints After playing Asteroids(TM) several times you'll discover which techniques work best for you. Here are some that the space cadets at ATARI found most helpful. 1.
Scoring Points are determined by the size of the asteroid boulders. Obviously, the smaller boulders are harder to hit and therefore worth more points. With each game or turn you have four spaceships. You can earn extra spaceships by scoring high.
ARCADE PONG® (1 OR 2 PLAYERS) The original 1972 arcade version of Pong® from Atari, the video game that started it all! Controls Press Select to select 1 player or 2 player version, and press your Joystick’s fire button to start the game. Move your Joystick up/down to control your bat. Scoring First player to reach 11 wins! Special Note Original Legacy Atari paddle controllers are compatible with Arcade Pong.
ASTEROIDS DELUXE(TM) (1 OR 2 PLAYERS) Now for the first time, play the smash follow-up to ATARI’s hit Asteroids(TM), Asteroids Deluxe(TM)! Space Just Got A Bit Deadlier You’re on patrol with the Cosmic Space Patrol again, in the midst of a war against the deadly Zylors. Strange alien robotic life forms, these cybernetic creatures are out to destroy human kind. Now promoted to commander of the squadron, your crew has been scrambled to a nearby asteroid belt where Zylor ships have been spotted.
A reserve fleet of the ships stands ready in hyperspace. Each time an asteroid hits you, destroying your ship, a reserve ship appears in the starting position in the center of the screen. This continues until all of your ships are destroyed. The high score of the game appears at the end of the game and is updated as higher scores are tallied in later games. The high score remains on the screen until you turn off your ATARI ® Flashback II(TM) Classic Game Console.
Battlezone(TM) (1 OR 2 PLAYERS) The original ATARI 2600 version of this 1980 arcade classic! The whole world is in trouble. From your combat tank, you must find and destroy the enemy tanks, aerial fighters, and flying saucers before they find you. Get ready for the futuristic fight to the finish. You’re Combat Ready! The year is 1999, and the nations of the earth have declared a world-wide peace plan. But there is a problem with the proposed truce.
Flying saucers do not fire at you, but are hard to hit and can distract you when a tank, a fighter, or a super tank is firing at you. Your Radar Screen Your radar is located at the top center of the screen. Enemy automatons appear on the screen as white "blips" of light, your tank is located in the middle of the radar circle. The two lines at the top of the radar screen indicate your field of view.
Scoring TARGET POINTS Tank Fighter Super Tank Saucer 1000 POINTS 2000 POINTS 3000 POINTS 5000 POINTS A bonus tank is awared At 50,000 and 100,000 points.
CENTIPEDE® (1 OR 2 PLAYERS) You’re trapped in the perilous Enchanted Forest. Dark, dangerous mushrooms push up through the forest floor, snaring you on every side. Threatening thumps and evil buzzings fill the air. Something slippery flashes through the mushrooms, moving in on you.
Centipede: Spider: Flea: Scorpion: Mushroom: Poison Mushroom: head....................................100 points body segment................... 10 points close range........................ 900 points medium range.................... 600 points distant range..................... 300 points 200 points 1000 Points shot 1 to 3 times............... 5 points when restored totally eliminated.............. 1 point not shot at all.................... 5 points when restored shot 1 to 3 times...............
LUNAR LANDER® (1 PLAYER) Lunar Lander(TM) provides the thrills and realistic "feel" of controlled space flight! Players are challenged to control thrust and rotation of a lunar landing craft to counteract simulated gravitational pull, momentum and friction. Now for the first time, experience ATARI’s 1979 arcade hit at home! Can You Land Safely? Lunar Lander(TM) is a one-player game that simulates landing a manned spaceship on the moon.
MILLIPEDE(TM) (1 OR 2 PLAYERS) Now for the first time, play this previously unreleased alternate version of the ATARI 2600’s original 1984 release of MillipedeTM! An army of menacing Millipedes have invaded your garden patch, and you must shoot arrows at them to rid your plot of these pesky pests. But wait! The Millipedes aren’t the only insidious insects you have to destroy.
Scoring .........................................1 point Mushroom .........................................100 points Millipede Head Millipede Segment .........................................10 points 300, 600, 900 or 1200 ......................................... Spider points .........................................300 points Beetle .........................................400 points Mosquito .........................................200 points Bee .........................................
MISSILE COMMAND® (1 OR 2 PLAYERS) Aliens from the planet of Krytol have begun an attack on the planet Zardon. The Rytolians are warriors out to destroy and seize the planet of Zardon. Zardon is the last of the peaceful planets. The Zardonians are skillful and hardworking people. Their cities are built-up and rich in resources. It is truly a planet void of crime and violence. Zardon has built a powerful defense system. Several antiballistic missile bases have been established within the cities of Zardon.
With each wave you have 30 ABMs for defense (see Figure 1). Your launching missile base, (bottom, centre of playfield) contains only 10 ABMs at a time. As each set of 10 ABMs is fired, you automatically receive 10 more from you underground missile dump (bottom, left corner). Once you have fired all 30 ABMs, you are defenseless until a new wave begins. You must protect your launching missile base from enemy fire. Once it is hit, all of its contents are destroyed.
You score points when you destroy interplanetary ballistic missiles and cruise missiles. You also score points for unused antiballistic missiles and saved cities. Because each wave of interplanetary ballistic missiles moves faster, the points for the higher numbered waves are multiplied. For example, waves 9 and 10 are worth 5 times their original point value. (See Table 1 for SCORING MULTIPLIER.
SPACE DUEL(TM) (1 OR 2 PLAYERS) Space Duel(tm) is the ATARI classic that pits players in charge of fighters or space stations, locked in a duel to see how many asteroids and other space objects they hit! How Good A Shot Are You? Space Duel offers players a choice of two different game versions in single or 2 player versions for exciting space shootout game play! Fighters One or two players fly single ships in a competitive game.
Adventure Territory ADVENTURE(TM) (1 PLAYER) An evil magician has stolen the Enchanted Chalice and has hidden it somewhere in the Kingdom. Now you must rescue the Enchanted Chalice and place it inside the Golden Castle where it belongs. This is no easy task, as the Evil Magician has created three dragons to hinder you in your quest for the chalice.
• In all games, Yorgle, the Yellow Dragon, is afraid of the gold key and will run from it. He will also stay away from whatever room or area of the Kingdom it is in. • To remove objects that are stuck in a wall and out of reach, there is a magnet that affects all objects, including the bridge. You can also use the magnet to move objects to an adjacent part of the kingdom by putting the magnet in front of you before entering that part of the Kingdom.
SKILL LEVELS Level 2 This Kingdom is much larger than Level 1. There are Catacombs (in which you can see only part way). The Key to the Golden Castle is hidden here. You must pass through the Catacombs to reach the White Castle. The Key to the White Castle is hidden in the Blue Labyrinth. Inside the White Castle is the Red Dungeon. There is a Secret Room in the Red Dungeon where the Key to the Black CAstle is hidden. To get to the Secret room you must use the Bridge.
Keys to the Kingdoms There are four kingdoms, each with their own castles: Water, Hedge, Fire, and Ice. Luckily, you’ve been provided with a map to help you through your journey through the kingdoms. Your first task is to open the Gold Castle of the Water Kingdom. Somewhere in the Water Kingdom or the Hedge Kingdom lays the Gold Key to open the gate entrance of the Water Kingdom’s castle.
• • You cannot pick up and carry a slain dragon. The Evil Magician has created a black bat that flies around and carries objects around throughout the Kingdom, often switching them with objects that you may be carrying. The black bat may trade a live dragon for the sword and leave you defenseless, or it may trade you something for the Enchanted Chalice just as you are ready to put it into the Golden Castle.
HAUNTED HOUSE (1 PLAYER) Many years ago in the small town of Spirit Bay, there lived a mean old man named Zachary Graves. Old man Graves was not a very well liked person. He rarely left the old mansion and spent most of his life brooding about the decaying, four story house. When he died, the house was condemned and locked up. The townspeople claim that old man Graves knew the whereabouts of a magic urn that was a family heirloom of the first family of Spirit Bay.
The urn is broken into three pieces. A match must be lighted to see all objects including the urn pieces. To pick up a piece of the urn, you (the eyes) must touch the piece. When you touch it, the piece appears at the bottom, right side of the screen as shown in Figure 2. The urn pieces automatically attach as you find and pick up each piece. They bond together to form the whole urn as one object.
You will hear yourself slamming into walls or locked doors. You will hear and see flashes of lightning. When you hear the wind blow, don't be surprised if it blows out your match. As you pass through doorways, you'll hear the doors open and shut. The mansion is so creaky you can hear your own footsteps as you race about the rooms. When you climb up or down stairways, you will even hear a spooky tune. As you go upstairs, the tune plays low musical notes to high notes.
Game 1 is the beginning level. It includes lighted walls to help you see the rooms. There are no doors, so no key is required, but you do need to light matches to see objects. Three creatures; one bat, one tarantula, and one ghost try to scare you to death. Game 2 In Game 2, the mansion is all dark, and there are unlocked doors. Three creatures, as in Game 1, attempt to scare you to death.
RETRUN TO HAUNTED HOUSE(TM) (1 PLAYER) In 1981, the stories of a magical urn hidden away within the century old Graves' Manor in the town of Spirit Bay enticed foolhardy explorers to enter. Unsubstantiated reports of people disappearing were attributed to the mansion, but these reports were dismissed as pure fiction by the authorities. Rumors abounded that adventurers to the haunted house were being scared to death by supernatural forces.
The closer you get to the mansion, the more you feel the powerful curse. As you enter the first floor of the house, you stumble through a previously unknown section and become trapped behind a hidden panel. Now the haunted adventure begins... Prepare To Be Scared to Death……Again! The object of the game Return to Haunted House is to find the skull of old man Graves and return it to the crypt under the cemetery by utilizing various keys and tools to explore the house and avoid the ghosts.
Old Man Graves' Eye (Transmolecular Micro Dot) - This eye can help you see the way into a previously inaccessible passageway. The use of several objects with the eye may assist in gaining entry... Creatures Ghosts - These restless, angry spirits will attempt to drain your life force. Avoid contact or use the scepter to protect yourself. The ghost of old man Graves has returned to haunt his manor and has awoken other spirits as well...
TV-Type Switch The tv-type switch acts as a PAUSE GAME feature. Positioning the tv-type switch to b/w will pause the creature and player movements. Changing the switch to color will resume game play. Skill Levels – Warning: Do not read if you want to figure out Return To Haunted House(TM) for yourself! Choose the Skill Level you wish to play by depressing the GAME SELECT switch. To begin play, depress the GAME RESET switch.
The Storage Area The storage area is dark inside and bats can be heard fluttering about. An object vital to your quest may be stored here. The Sub Basement Below the basement is a series of rooms with an unearthly hue that can be reached by traveling northwards and down while in the basement. Continuing westward and immediately northward will eventually take you to... The Cemetery The skull of old man Graves has been removed from the crypt under the cemetery.
The Return To Haunted House Homebrew Team: Anthony “Tony a.k.a. atwwong” W. Wong, Kurt "Nukey Shay" Howe, Brian "Whipcrack" Wong, James "Out_of_Gas" Francis, Philip R. "Rhindle The Red" Frey. Thanks to the following for additional assistance Simon Cornwell, Joel D. Park, Steve "Atarius Maximus" Engelhardt, James Andreasen, Warren Robinett, Ronnie "StanJr." Dingman, Jack "The Atari Troll" Kortkamp, Pixellated Ghost, pmpddytim (Tim), Weston "Gateway" Hilton, Albert Yarusso, Jarett Waite.
SECRET QUEST(TM) (1 PLAYER) First there was one alien space station, then there were three. Now there are eight. If left unchecked, laser gates, dragons, and other evil creatures will wipe out the human race. To destroy each station, you'll have to confront the aliens in face-to-face combat and discover the secret destruct code. Once you have the code, use it to activate the station's self-destruction mechanism. Then the race begins.
Press the fire button to use the active weapon. You may have to zap an alien a number of times to destroy it. Each weapon has a strength and energy value. Stronger weapons do more damage to the aliens. When you use a weapon, you lose energy units. The following chart shows the strength and energy depletion value of each weapon type.
1. On each level of a station, look for a code symbol. (Station 1 has only 1 level; all others have multiple levels.) To move to different levels within a station, use the stairs and sonic doors. You might want to write down the code(s). 2. When you have found the codes on all levels of a station, search for a room with a flashing horizontal bar. This room contains the self-destruction mechanism.
WIZARD(TM) (1 PLAYER) You’re the most powerful wizard in ancient Irata, but an important source of your power has been stolen! The magical Eternal Flame Of Strength has been taken by the evil wizard Rassakr and horded deep in his catacombs. Protected by his evil imps Nagromj and Leimartj, the catacombs will prove a challenge for even a great wizard like your self….. It’s Hunting Time…..
Skill And Action Zone 3D TIC-TAC-TOE® (1 OR 2 PLAYERS) You have to think in 3-D for this one. Examine the board. Plan your strategy. Then move your move. Place four X’s or four O’s in one horizontal, vertical or diagonal row, or through all the planes. Play against an opponent or against the computer. To win, complete your row first.
can probably win. Continue to force the opponent to block until you have two three-in-a rows which cannot both be blocked in one move. When planning your moves during a game, don't lose sight of the fact that your opponent is doing the same. Blocking your opponent's markers is equally important to establishing a strategy of your own. It has been proven that first player to move can always win, provided he or she plays a perfect game.
AQUAVENTURE (TM) (1 PLAYER) Enjoy this unreleased Prototype game from the Atari’s Vault! You’re a world famous treasure hunter on the trail of Calico Blue’s sunken pirate ship. Recently your salvage crew has discovered the location of what it thinks is Calico Blue’s treasure based on his last known coordinates. Discover what the ocean depths hide as you dive to retrieve the hidden treasure.
ATARI CLIMBER(TM) (1 PLAYER) A sunny weekend afternoon of baseball behind Atari’s corporate headquarters becomes an adventure through the halls of the great video game company. A home-run ball lands on top of the roof of the building and you’ll need to sneak in and get it back. On your way up you’ll need to avoid moving obstacles. Hurry, as time is of the essence! “Play Ball” The Umpire Cries! Your job is to retrieve the ball wherever it may land.
COMBAT® (1 OR 2 PLAYERS) Arm yourself against the enemy with tanks, planes or jet fighters. Blast your opponent as many times as you can for the highest score. Heavy artillery includes missiles, rapid fire machine guns or single shots. Just keep in mind that the other guy has the same weapons you do. Good luck soldier! Controls Hold the controller with the red button to your upper left towards the TV screen. For all Tank variations, to move forward push the Joystick forward.
Tank-Pong Games TANK-PONG is a unique series of games from ATARI. The Missile will bounce off the walls and barriers of the playfield. In the “Direct Hit” games, you score by hitting your opponent either head on, or by bouncing your missile. In “Billiard Hit,” your missile must bounce at least once before hitting your opponent to score. If, after firing, your own missile hits your tank, it will not score against you. Game No. 6. 7. 8. 9.
Jet-Fighter Games Just how good a Jet Jockey are you? Here’s a chance to find out. Game No. 21. 22. 23. 24. Sky Type Clouds Clouds Open Skies Open Skies Missile Type Guided Missiles Straight Missiles Guided Missiles Straight Missiles If you are super-good, here are some variations to try. The jets fly in formation and shoot at the same time when you push the firing button. Game No. 25. 26. 27. Planes vs. 2 vs. 2 1 vs. 3 2 vs.
COMBAT II(TM) (2 PLAYERS) Take it up a notch with this previously unreleased sequel to Atari's original smash hit Combat(TM)! Compete against your partner for control of an expansive terrain, where strategy plays as big a part as pure guts. Think you've got what it takes to be the last one standing? All Out Tank Warfare Each player starts in their home base with three of their own Super Tank equipped with three layers of armor.
DODGE ‘EM(TM) (1 OR 2 PLAYERS) It’s you against the computer crash car. Accelerate. Change lanes. Each driver gets three heats. A crash ends the heat. If your score looks too good, another crash car comes on course. Different levels of difficulty keep the game a constant challenge.
Handicap Difficulty Switch Left difficulty switch In the A position, the computer car or cars travel at twice their normal speed after the first and third sets of bonus points are awarded. In the B position, the car or cars travel at a slower or normal speed. Right difficulty switch In the A position, the computer car begins game play in different playfield positions. In the B position, the computer car always begins game play next to your race car.
FATAL RUN® (1 OR 2 PLAYERS) The year is 2089. A collision with a comet has left the earth reeling from radiation poisoning. There's little hope for humanity's survival. It's up to you to help the few remaining people. You must leave the protective fortress Albagon and deliver the newly developed radiation vaccine to the survivors. Your journey will not be an easy one, Nefarious henchmen are waiting to knock you off and steal the vaccine to ensure that they will survive to rule the planet.
You can also receive 20 bonus points for permanently passing an enemy car. To do this, you must stay ahead of him until he disappears off the bottom of the radar. If he comes up from behind and passes you again, you receive no bonus points. Look for yellow diamonds alongside the road. You will see the diamonds after you destroy enemy vehicles. Grab one of these to restore your car's engine and armor. In addition, you can replace your fuel and ammunition by running over dots along the way.
FROG POND(TM) (2 PLAYERS) Enjoy this previously unreleased prototype ATARI game. It’s a Frog’s life for you, hanging out at the pond and using your super frog tongue to catch dinner. Play with 2 players for a more manic pace and see who’s the true king of the Frog Pond(TM). Ribbit, Ribbit. The object is to leap and catch as many insects as you can with your frog's tongue, trying not to miss any of the insects.
HANGMAN (1 OR 2 PLAYERS) H_NGM_N. You have just one guess left. And two blank spaces. Could it be the same letter? Could it be “A”? Guess right and win. Guess wrong, and it’s curtains for you. Nine game variations make it challenging for all. In Games 1 through 8 the computer chooses the words. In Game 9 you and a human opponent choose words for each other.
Controls Use the Controller to select the alphabet letter you wish to enter into the computer. Letters of the alphabet appear one at a time on the right of the screen. Push the Joystick forward to cycle through the alphabet letters from A to Z. Pull the Joystick towards you to cycle through the letters in reverse order from Z to A. When the letter you want appears on the screen, release the Joystick. Press the red Controller button to enter the letter you select into the computer.
Game 8 Two players compete using words from a first through high school vocabulary Hangman 2-Player Opponent Games Game 9 Now it's your turn to choose the Hangman Word. Instead of playing with a computer word, one player composes the Hangman Word with the Joystick Controller; the opposing player receives eleven guesses to complete the Hangman Word. To enter your own Hangman Word into the computer, cycle through the alphabet letters on the screen while your opponent avoids looking at the screen.
HUMAN CANNONBALL(TM) (1 OR 2 PLAYERS) Shoot your man out of the cannon and into the water tower. Calculate the position of the cannon. The speed (in miles per hour) and the degree of the angle are indicated on our screen. It’s all part of Human CannonballTM with 8 different games to choose from. Watch it! Any miscalculation and your man will miss. Ouch! Be a daredevil! Careful now, the Human Cannonball(TM) is counting on you to make your calculations accurately.
Games 5, 6, 7, and 8 have a moving "window" which is positioned in front of the water tower on the screen. Time your shot so that the man travels through the window en route to the water tower. The water tower cannot be moved in Games 5, 6, 7, and 8. Scoring In one-player games, you score one point for each successful shot. The computer records one point against you for each miss. Your score is shown at the top, left side of the screen.
MAZE CRAZE(TM) (1 OR 2 PLAYERS) You’re a cop on a tough beat. Your job is to get through your beat safely, in the least possible time. But danger and obstacles surround you! There are robbers who can wound you and your opponent can place blockades in your path. You’ll walk blacked out streets with nothing but a streetwise scout to guide you. And with 16 levels of play, you won’t soon tire of the challenge. Maze Craze is a tough game. But then, you’re a tough cop.
1 – Straight forward action with all the maze visible throughout the game. 2 – A small portion of the maze is invisible. 3 – Danger increases with a large portion of the maze invisible. 4 – The ultimate in suspense with all of the maze invisible. When a cop exits any of the invisible mazes, the maze appears on the screen. To select a game number, speed and visibility, press the Game Select switch.
OFF THE WALL(TM) (1 OR 2 PLAYERS) Far away in the Mysterious East on the other side of the world, there lived an adventurous lad named Kung Fu Lu. Lu's grand longing was to crush the ancient, evil wall that plagued his friendly neighbors. Guarding the wall was a mystical dragon and a cunning blackbird. The dragon would cast balls at brave Lu. If Lu successfully deflected them with his staff, he gained good fortune and special powers.
This token can have any one of four effects. Three help Lu while one is a disadvantage. The token may grant Lu an additional life, add 50, 75, or 100 bonus points depending on the current skill level, or stop the Blackbird. Or, this token may hinder Lu by speeding up the ball, making the ball harder to hit. Magnetic Paddle (M) With this token, Lu's staff becomes a magnet which draws the ball. For example, if the ball is to Lu's left the ball moves toward him.
OUTLAW(TM) (1 OR 2 PLAYERS) Squeeze the trigger and your gunfighter draws, kneels, and aims. Release the trigger and the lead starts flying. Blow away walls, stage coaches and cacti. If your opponent won’t give you a clean shot, nail him with a clever ricochet. Build up notches on your gun with 16 games and variations.
There are 16 gunslinger and target shooting games in this Game Program. Each one resents different variations. For a description of each variation, refer to the following code: Blowaway: Your bullets are more powerful during gunfights with Blowaway. You can shoot away pieces of the protective center object--a Stage Coach, Wall or Cactus-- until it completely disappears. Cactus: Some gunfights and target shooting games occur with a Cactus in the center of the playfield. Bullets cannot penetrate the Cactus.
Game 7 This gunfight features a Stage Coach and Blowaway. Game 8 A series of Stage Coaches MOVE between the two gunslingers as they use Blowaway in their playing strategy. Game 9 Two gunslingers play with Six Shooters, Blowaway and a series of MOVING Stage Coaches between them. Game 10 The two gunslingers use Six Shooters during this gunfight which features Blowaway and a center Wall. Game 11 Players use Getaway, Blowaway, and a center Wall in their gun fighting stragety.
Scoring • • In one-player games, you score one point each time a bullet from your gunslinger's gun hits the moving target. You have 99 seconds to score a maximum of ten points. The timing clock appears in the upper right corner of the playfield; the gunslinger's score is in the upper left corner. In two-player games you score one point each time a bullet from your gunslinger's gun hits the opposing gunslinger. When a gunslinger is hit, it will sit down and the point appears at the top of the screen.
PITFALL!(TM) (1 PLAYER) Picture this! You are deep in the recesses of a forbidden jungle—an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first—very carefully.
--To grab a swinging vine...press the red button while running to the right or to the left. --To let go of the vine...pull down on Joystick at the end of a swing. --To collect a Treasure...just run right to it.
RADAR LOCK(TM) (1 OR 2 PLAYERs) You're locked in fight-to-the-death air combat with the enemy! You may be outnumbered -- somehow you've been separated from your buddies -- but this is far from your first mission. You've been flying your trusty little delta-wing fighter for more months than you care to remember. Suddenly you sight an enemy interceptor at 12 o'clock! These babies are a piece of cake. You sneak up from behind and zap it with a few rounds from your machine gun.
The Instrument Panel The instrument panel is located at the bottom of the screen. The missile-lock radar is located in the center of the instrument panel, and the long-range radar is to the right. Use the long-range radar to locate enemy jets and the refueling tanker when they are not visible on the screen. The small dot in the middle of the radar screen marks the location of the jet. Enemy jets will appear in front of or behind your jet. The fuel gauge is shown to the left of the missile-lock radar.
Machine Guns In addition to the guided missiles, your jet is equipped with rapid-fire machine guns. You begin your missions with this weapon ready to fire. The number of rounds remaining is displayed in the bottom righthand corner of the screen. Use the machine guns to destroy all enemy jets except for bombers; it takes 25 hits from a machine gun to destroy a bomber. Proximity Missiles In Missions 3, 4 and 5, your jet is equipped with proximity missiles.
Mission 2: Interceptors and Patrollers Wave 1: Interceptors are the primary enemy attack jet. They can shoot only what is in front of them. Wave 2: Patroller jets follow assigned routes. Use your long-range radar to locate the Patroller squadron. After you have identified them, use thrusters (or after-burner) and quick maneuvering to bring them into your sights. Use your thrusters when you want quick acceleration. When you have completed Mission 2, you earn a spare life.
At the end of each mission, you score bonus points as follows: Each gallon of fuel remaining Each bullet remaining Each missile remaining Completing the mission ......................................... ......................................... ......................................... ......................................... 1 point 1 point 350 points 801 points You earn a bonus jet after completing Mission 2, Mission 3, and Mission 4.
RIVER RAID© (1 OR 2 PLAYERS) Your mission is to destroy enemy bridges, ships, aircraft and fuel depots along a heavily fortified inland waterway. And it won’t be pretty because you’ll be coming in low, through a narrowing valley and the enemy will everything they have at you. You’ll really have to earn your wings with River Raid©! River Raid© Basics To learn to fly successful missions, you'll need the sensitivity, touch and sharp shooting skills of a precision jet pilot. But that takes time and practice.
Game Select and Difficulty With difficulty switches in the a position, missiles streak straight ahead. With switches in the b position, you can control the direction of your missiles after they have been fired by "steering" them with your Joystick Controller.
SAVE MARY(TM) (1 PLAYER) The dastardly Barnaby the Black has taken your beloved Mary and put her at the bottom of a steep canyon. Distraught over her affection for you instead of him, he’s decided no one shall be with her if can’t. With a twist of his handlebar moustache, Barnaby just blew up the nearby damn causing the canyon to rapidly fill with water.
VIDEO CHECKERS(TM) (1 PLAYER) Learn winning checkers. ATARI Video Checkers(TM) offers you nine levels of difficulty in a game that has challenged young and old for centuries. At level 1, the computer plays beginning checkers. At level 9, you’re playing a master of the game! The Sport Of Kings 1. The checkerboard is composed of 64 squares, alternately light and dark, arranged in a square array of 8 rows and 8 columns. 2.
The 40-move count is restarted any time when: 1. The player claiming the draw concedes that there has been some strengthening of the attacker's position. 2. Any uncrowned piece of either side makes any advance towards the king row, or -3. Any capture is made. After the 40-move count is completed showing a strengthened position, the attacker must still complete the win. Other 40-move counts may still be requested later by the player claiming the draw. 15.
Computer Method - When computing its next move, the computer does what is called a "tree search" using "alpha-beta" pruning. What this means is that the computer picks a move, then picks a countermove by its opponent. Depending on the difficulty level, the computer continues making moves and countermoves. At some point, it evaluates the board to see how many pieces each side has, and what sort of position the pieces are in.
To make a jump, pick up the piece to be moved, as described. Then move the piece over the piece being jumped to the next empty square and push the controller button. For a multiple jump, continue jumping by moving to the appropriate square and pushing the button again. The computer will not allow you to pick up a piece which cannot make a legal move or to move a piece to the wrong square. Instead it will make a buzzing or "razzing" sound.
VIDEO CHESS(TM) (1 PLAYER) It’s your 22nd move of the game. Your defense is set with a tight King positioning. You move in your Queen and capture the opponent’s Rook – his only defense – “checkmate.” Sharpen your wits and get ready to become a “master” with Video Chess(TM). It’s you against the computer in one of the most sophisticated approaches to the classical thinking man’s game. Checkmate! As one of man's oldest war games, chess is believed to have originated in India between 350 to 400 AD.
left difficulty switch in the "a" position and pressing the red controller button, you can exchange your new queen for any other piece except a king. Capturing Pieces: Pieces (except pawns) capture in the same manner as they move. If any square that a piece can move to is occupied by an enemy unit, that unit can be captured. The captured piece is permanently removed from the board, and the capturing piece occupies that space. Capturing is optional you are not required to capture when able to.
Difficulty Switches Right Difficulty Switch: In the "A" position the computer plays the white pieces, and moves first. In the"B" position you play the white pieces and move first. The color of the number at the top of the playfield (also denoting skill level) will tell you which color you're playing. If it is white for example, you're playing the white pieces. Left Difficulty Switch: In the "A" position this switch allows you to set up the board any way you want for a particular problem or situation.
As a closing note it should be pointed out that there are various books which give more detailed descriptions of the game of chess. Such books may give you more insight into the game's wide range of strategies. We suggest going to your local library or book store if you wish to study the game further.
Space Station CAVERNS OF MARS(TM) (1 OR 2 PLAYERS) MARS HAS DECLARED WAR ON TERRA IV! Martian galactic fleets surround the planet and are demanding its surrender! Luckily, one space fighter has escaped to challenge Mars. The Terra IV High Command knows that your fighter, the HELICON VII, is the only space fighter equipped to invade the Martian Headquarters deep within the Caverns of Mars(TM).
Space Mines Groups of deadly mines that crisscross the narrow cavern passageways. Their movements are unpredictable and you must destroy or dodge them. Any contact with a space mine destroys your fighter. Fusion Bomb The ultimate Martian weapon hidden deep within the caverns. You will be able to land on it to arm it without being destroyed. Its timer, once set, cannot be deactivated. Refueling Caverns 1 Through 5 At the beginning of each life, you are given 99 units of fuel.
There are from two to five caverns to invade before reaching the Martian Headquarters. The number of caverns depends upon the skill level at which you are playing. Once you reach headquarters (also called the Base), you must activate the fusion bomb and retrace your path to the surface. If you reach the surface before the bomb explodes, you are placed at the cavern entrance to begin another invasion. You can invade the headquarters and escape to the surface a maximum of five times.
POINTS FOR DISTANCE TRAVELED You also score points for the distance you travel through each cavern. The deeper the cavern, the more points you score. Listed below are the points earned for traveling through each cavern in a single life: Cavern 1 Cavern 2 Cavern 3 Cavern 4 Cavern 5 1280 points 4000 points 3840 points 5120 points 6400 points You don't score points for flying in or out of the Base level. Once you leave the Base level on your escape to the surface, you begin scoring points again.
QUADRUN(TM) (1 PLAYER) An ATARI original! Atari’s first 2600 video game to have Voice Synthesis. Long ago, the peaceful land of Quad was invaded by cruel Captors who rounded up all the helpless inhabitants and imprisoned them in cages. The Captors called their prisoners "Runts". And the name has stuck. Now you've come to Quad to rescue the Runts and destroy their Captors with your special weapon: phaser balls.
Scoring Goons Snags Yo-Yos Nods Brats Each completed wave Each saved Runt 1 Phaser ball at beginning 2 Phaser balls at the beginning 3 Phaser balls at the beginning Destroy every 5th 10 points 50 points 200 points 500 points 1000 points 1000 points 100 points 2500 points 5000 points 10000 points 1000 points 93
SABOTEUR(TM) (1 PLAYER) Saboteur(TM) was developed as a prototype by ATARI and never released to the public until now! You are Hotot, a cybernetic life form from a serene planet in a distant galaxy. Unfortunately, even in a galaxy far far away not everything is as peaceful as it first seems, for Hotot has discovered an alien missile base hidden on his planet.
Hotot only has a limited amount of time before the warhead is assembled. If all the pieces are successfully eliminated the warhead will self-destruct and Cytonia will be saved. However if Hotot fails to destroy all the warhead pieces before the timer runs out, he be forced to destroy the warhead in a one on one battle. Warhead Showdown - If Hotot was unsuccessful in preventing the warhead's construction, he'll have one last chance to destroy it before it detonates.
SPACE WAR (1 OR 2 PLAYERS) Take the controls of a sleek starship. Trek for light years with a flick of the joystick. Penetrate the boundaries of strange galaxies. Beware the gravity of a strange sun. Drive invisibly through hyperspace. Blast through 17 games and variations as you make the universe a better place to live in! Controls Just like learning to drive a car, it takes a bit of practice to learn how to control your Star Ship during Space War and Space Shuttle games.
May the force be with you! You and your opponent blast off into space. Each player controls one Star Ship with the Joystick Controller. The object is to score points by shooting your opponent's Star Ship with missiles fired by the red button on your Joystick Controller. Aim the nose of your Star Ship in the direction you want to fire. Space War games last ten minutes or until one player scores ten points. Player's scores appear at the top of the playfield and are color coordinated with the Star Ships.
points. During two-player games each player maneuvers his Star Ship to score. In two-player games with two Space Modules, the target Space Module will be the same color as your Star Ship. First player to score ten points or the most points in ten minutes wins. 2-PLAYER SPACE MODULE GAMES GAME 8 Two players each control one Star Ship and attempt to connect with the Module which is color coordinated with the Ship. Warp Drive is present in this galaxy.
SPACE WAR STRATEGY TIPS After you master controlling your Star Ship, you're ready to develop game strategy. The following tips should help you begin your competitive strategy for Space Shuttle and Space War games. SPACE WAR • • • Change your Star Ship's position as soon as the game is in the Start position. The initial location of the Star Ships makes it easier for players to score a direct hit. Keep close surveillance on your opponent's missile supply gauge.
YARS' REVENGE(TM) (1 OR 2 PLAYERS) Journey to the RAZAK solar system, where the Yars – mutant house flies – are getting swatted by an evil Qotile. This relentless enemy, hidden behind a protective shield, fires deadly Drones and Swirls at the Yars. Help the Yars avenge their community! Send a Yar scout out to break a path through the shield by eating the bricks or exploding them with energy pulses. Then bring out the Zorlon Cannon and destroy the Qotile with a well-placed blast.
Hints When you destroy the Qotile, or a Swirl, there will be an explosion, during which the Yar stays on the screen. Use this opportunity to make up your own victory dance. And watch out for the Ghost of Yars! You'll see his mean streak, so stay off it! The Qotile continually changes colors. The color sequence is your cue to the appearance of a Swirl, and gives you warning to plan your attack and defense. If you fly over the Qotile as it changes to a Swirl, it will destroy you, so be careful.
First, you must bounce the Yar against the left side of the screen to make the Zorlon Cannon appear. Also, to make the cannon appear, you need five TRONS. TRONS are units of energy which you can collect at the following rate: 1. Eat a cell from the shield: 1 TRON 2. Touch the Qotile: 2 TRONS 3. Catch a Zorlon Cannon shot after it bounces off the shield: 4 TRONS If a Yar bounces of the left side with less than five TRONS, it will not get a shot, but it won't lose the TRONS it has, either.
YARS' RETURN(TM) (1 OR 2 PLAYERS) The brand new groundbreaking sequel to the original Yar’s Revenge(TM)! After enduring countless centuries of tyranny under the rule of the Qotile Empire, the Yarians plan an assault deep within the hive of the Qotile Homeworld. Three brave Yarians are sent to venture deep within the heavily guarded underground complex of the Qotiles. Their ultimate objective – the Master Qotile chambers and to do battle head to head against the Master Qotiles.
Controls The Yar will move in whatever direction the Joystick is pushed. Unlike Yars' Revenge(TM), the screen does not wrap. This means that if you try to fly the Yar off the top of the screen, it will be stopped at the top edge of your screen. This goes for the sides and bottom of the screen as well. The red "fire" button has two separate firing functions: it will fire an energy missile in the direction the Yar is pointed, or operate the Zorlon Cannon when it is on the screen.
This game features a Zorlon Cannon that bounces off the shield. (Watch out! It can destroy you on its return flight.) There are two alternating Shield configurations, plus a Destroyer Missile and a Swirl travelling at normal speeds. GAME 5 This is the two-player version of Game 4. ULTIMATE YARS: Games 6 and 7 Ultimate Yars features a bouncing Zorlon Cannon, plus some unusual twists that distinguish it from the other Yar games.
Credits ATARI Wim Stocks Executive VP Sales & Marketing North America Marc Metis Sr. VP Marketing Patricia Steele Sr. VP Corporate Communications Ryan Masterson Sr.
TECHNICAL SUPPORT (U.S.& CANADA) Help Via the Internet Up-to-the-minute technical information about ATARI products is generally available 24 hours a day, 7 days a week via the Internet at: www.atarisupport.com Through this site you’ll have access to our FAQ (Frequently Asked Questions) documents, our Hints/Cheat Codes if they’re available, and an E-Mail area where you can get help and ask questions if you do not find your answers within the FAQ.
Terms And Conditions IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the terms and conditions described in this agreement between you and ATARI, Inc. and its affiliated companies (“Company”). By using the ATARI®Flashback 2(TM) Classic Game Console and the software games included therein (the “Product”), you agree to be bound by the terms and conditions of this agreement.
The Company warrants to the original purchaser that the hardware for the ATARI®Flashback 2TMClassic Game Console shall be free from defects in material and workmanship for a period of ninety (90) days from the date of purchase (the “Warranty Period”). If this product is determined to be defective during the Warranty Period, your remedy shall be limited to either repair or replacement, at the Company’s option, of the Product.
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