Odyssey2 Instructions for all American O2 games, including the owners manual. Created by Ozyr's Video Game Emporium. www.ozyr.com Special thanks to the following for allowing me to post their game instrunctions in this file: John Dondzila - for Amok! Ted Szczypiorski - Planet Lander!, Mr. Roboto! René van den Enden - Pong! ---------------------------------------------------------------------------------- (The following note is for all games. It is presented here to save file space and to avoid repitition.) IMPORTANT! Always be sure that the power to your Odyssey2 console is turned off before inserting a game cartridge. This protects the electronic components and extends the life of the unit. (The following note is for most games, except those using the Odyssey2 Voice Module. It is presented here to save space and repitition.) TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. ---------------------------------------------------------------------------------- ALIEN INVADERS - PLUS! A fiendish new dimension comes to one of the most popular arcade games of all time! ALIEN INVADERS - PLUS! (one player) 1. Press 1 on the alpha-numeric keyboard. 2. You are in deep trouble! Eight robots with laser canons are advancing into your sector. Each heavily armed robot is protected by a shield wall. 3. The robots are commanded by a Merciless Monstroth that scuttles back and forth through the air. 4. Things don't look good! You have only one robot defender. It's inside that mobile laser cannon at the bottom of the screen. 5. Push the joystick of the right hand control to the right to move the cannon to the right. Move the joystick left to move the cannon to the left. Press the action button to fire your lasers. 6. Three high density molecular laser shields protect your cannon against enemy firepower. Each shield also houses one additional cannon. 7. If your cannon is hit by enemy laser fire, it will disintegrate and leave your robot unprotected. Use the joystick to rush your robot underneath one of your shields. Press the action button and your robot will be inside a new laser cannon - but the shield will be gone. 8. If an unprotected robot is stunned by enemy laser fire, it will be captured by the aliens. 9. A direct hit of your laser fire will disintegrate an enemy cannon or an enemy robot. The enemy shield wall is impervious to earth weapons. 10. A direct hit will disintegrate the alien monster - but a new one will swoop onscreen after a few seconds. Both sides have an unlimited supply of ammunition. 11. You win the battle by destroying all of the enemy robots and any monster remaining onscreen after the destruction of the last remaining robot. 12. You lose a battle if your unprotected robot is hit by enemy laser fire. 13. The first side to win ten battles wins the war. 14. To play again, press RESET on the alpha-numeric keyboard and then press 1. 15. Be brave. Earth is counting on you! ---------------------------------------------------------------------------------- ALPINE SKIING! An authentic computerized simulation of three different world class championship events. ALPINE SKIING! (1 or more players) 1. Dress warm. 2. Press 1 on the alpha-numeric keyboard. 3. Three different skiing competitions will be displayed alternately at the bottom of the screen. 4. To select an event, pull the joy stick of either hand control towards you when the name of the event is on the screen. 5. A computerized official will signal the start. 6. Pull the joy stick toward you to head straight down the slopes. When you've had some practice, press the action button to get 30% greater downhill speed. 7. Push the joy stick left to traverse left. Push the joy stick right to traverse right. Your traversing speed is one-half of your normal downhill speed. 8. Push the joy stick away from you to come to a swirling christie stop. 9. There are 55 gates in each event - the minimum allowed in the Olympic Slalom and Giant Slalom competitions. The computer can generate more than 65,000 different courses for each of the three events. You can ski over 195,000 different runs! 10. Both players will ski matching courses for each event - even if one player should get a late start. 11. If a skier hits a gate, time is lost getting back off the snow. 12. If a skier goes off-course in any event, timing will be stopped and a count will be kept of the number of violations. 13. The Downhill: The winner is the skier making the run over the marked course in the shortest amount of time. If both skiers go off-course, the winner is the skier with the fewest violations. 14. The Slalom: You follow a twisting course defined by pairs of gates. A skier must go between every pair of gates of the same color but may do so from either side. (The colored gates will show up in different shades of gray on black and white TV.) The winner is the skier achieving the fastest aggregate time over two runs down different courses. The courses will change automatically after each run. 15. The Giant Slalom: This event is longer that the Slalom and the gates are farther apart. Follow the Slalom rules for Giant Slalom competition. 16. Combined Competitions: A Combined competition represents the final result of several events. They can be similar. (Two Downhills - two Slaloms - etc.) They can be different. (A Downhill and a Slalom, etc.) A Combined Competition can also be any three races in any sequence. The "Triple Combined" is the result of a Downhill, A Slalom and a Giant Slalom in any sequence. The "Alpine Combined" is the result of one Downhill and one Slalom. The Downhill is run before the Slalom. 17. Timekeeping: The computer will clock each skier's time within 1/10th of a second. To hold your score on the screen when you cross the finish line, push the joy stick forward to stop your skier before the word "FINISH" travels to the top of the screen. If both hand controls are in use, the winning time will be displayed at the center of the bottom of the screen in the winning skier's colors. This is the time to beat. It will remain there until it is replaced with a better time for the same event. If a skier goes off-course or misses a gate, the skier's current running time will be replaced by a count of the number of course violations. 18. To ski the same event again, pull the joy stick toward you after both skiers cross the finish line. 19. To change to a different event, press RESET AND THEN press 1. ---------------------------------------------------------------------------------- AMOK! An Exciting Action/Arcade Game For The Odyssey 2 Video Game System By John Dondzila INSTRUCTIONS: With the power turned off, insert the AMOK! game cartridge into your Odyssey 2 system with the label forward. Push the cartridge down into place and push the power switch on. You will see the AMOK! title screen with a scrolling message. You will be using the right controller. Press the action button to start. At the beginning of each level you will see the game status. The S 000000 is your score, the L 01 is the current level and the R 03 is your remaining lives. After a short pause, the game screen will appear. You control the green character with the joystick. To fire, hold the Action button and point the stick in the direction you want to fire. You can fire up, down, left, right and diagonally. The object is to get to the end of the maze while destroying the berzerk robots. The robots will pursue you and shoot back. After a short time, the indestructible Smileybot will appear and stop at nothing to get you. He can go through walls and your shots will have no effect on him. You can only try to outrun him and get to an exit. You will lose a life if shot by a robot, colliding with a robot or colliding with the Smileybot. Touching a wall is lethal. The enemy robots will always try to follow you. You can use this to your advantage by leading robots to walk into walls and self-destruct. Shooting a robot scores 10 points. You do not receive any points for robots that are destroyed by walking into the walls. You receive 100 points for leaving a maze with all robots destroyed. Unlike most Odyssey 2 games, this game gives you 3 lives. Losing all three lives ends the game and you must press the RESET button. You are awarded a bonus life if you can score 1,000 points. There are 12 mazes in all. Each time you clear a maze, the game will increase a little in difficulty. ---------------------------------------------------------------------------------- ARMORED ENCOUNTER! A realistic simulation of armored warfare! - SUB CHASE! Low flying jets hunt for enemy submarines! - ARMORED ENCOUNTER! (Two players) 1. Press A on the alpha-numeric keyboard for a tank engagement in open country. 2. The screen will automatically display two tanks and a digital timer which will immediately begin the countdown for a three minute game. The timer is flanked by two digital scoring indicators which are color coded to match the tanks. 3. The electronic tanks are programmed to simulate the operation of real tanks with a remarkable degree of authenticity. A real tank is turned by slowing down one of the treads and speeding up the other. Your electronic tank is turned the same way. Push the joy stick of the hand control to the right, and the tank will rotate clockwise to the right. Push the joy stick to the left, and the tank will rotate counterclockwise to the left. Push the joystick forward to make the tank go forward. Push the joy stick backward to shift the tank's engines into reverse and make it go backward. 4. Each tank carries twenty rounds of ammunition. To fire a round, press the action button on your hand control. 5. A player scores one point for every direct hit of the opposing tank. The winner is the player who scores the most hits during the three minute engagement. 6. You will receive a visual signal when your tank is low on ammunition. The last three rounds will change color. This tells you it's time to change from an aggressive strategy to evasive action to keep your opponent's score as low as possible. 7. All action will automatically stop when the digital timer reaches 00:00 or when both tanks are out of ammunition. 8. To start a new game, press RESET and SELECT GAME will appear on the screen. 9. Many kinds of tank engagements are possible. You can play over open country. You can play over hilly terrain signified by barriers which neither tanks nor firepower can penetrate. You can play over mountainous terrain with more complex barriers which will stop both tanks and their firepower. You can play over minefields represented by X's on the screen. If a tank hits a mine, it will explode and score a point for the opposing side. You can even arm the tanks with guided missiles. Control the missile by turning the joy stick on the hand control unit. (IMPORTANT! Tank will also rotate.) Press A: Open country with cannon. Press B: Simple barriers with cannon. Press C: Complex barriers with cannon. Press D: Open country with guided missiles. Press E: Simple barriers with guided missiles. Press F: Complex barriers with guided missiles. Press G: Open country - minefields - cannon. Press H: Simple barriers - minefields - cannon. Press I: Complex barriers - minefields - cannon. Press J: Open country - minefields - guided missiles. Press K: Simple barriers - minefields - guided missiles. Press L: Complex barriers - minefields - guided missiles. 10. To play again, press the RESET key on the alpha-numeric keyboard and SELECT GAME will reappear. Then press the letter keying the game you wish to select. - SUB-CHASE! (Two players) 1. Press the RESET key on the alpha-numeric keyboard. SELECT GAME will appear on screen. 2. Press 1 on the alpha-numeric keyboard. Hawk hunter-killer jets cruise the skies. Shark missile-launching submarines lurk beneath the ocean. Neutral ships sail on the water's surface. A digital timer immediately starts counting down a three minute engagement at the top of the screen. Digital scoring indicators flank the bottom of the screen. They are color coded to match the planes and the subs. 3. The right hand control unit controls the submarine. Pull the joy stick towards you to submerge. Push it away from you to ascend. To increase speed, push the joy stick to the right. To decrease speed, push it to the left. Fire a missile by pressing the action button on the hand control. Control its flight pattern with the joy stick. 4. The left hand control unit controls the jet. Push the joy stick forward to gain altitude. Pull it towards you to lose altitude. Push the joy stick left to fly full throttle. Push it to the right to diminish speed. Press the action button to launch missiles. Control the flight of the missiles with the joy stick. 5. As you control the missiles with the joy stick, it will continue to control your craft to aid in evasive action. 6. Each player gets one point for every hit. A hit on a neutral vessel subtracts one point from the player's score. 7. The winner is the player scoring the most points during the three minute battle. 8. To play again, push RESET and SELECT GAME will appear on the screen. Press 1: Guided missiles - rear launch pattern. Press 2: Unguided missiles - rear launch pattern. Press 3: Guided missiles - forward launch pattern. ---------------------------------------------------------------------------------- ATLANTIS The ancient city of Atlantis, a city beneath the sea, a civilization greater than any the world has ever seen... One day a low drone is heard throughout the ocean metropolis. The stars go out. Gorgon vessels fill the sky, pounding the city mercilessly. A cry reaches every citizen - "Defend Atlantis - before it becomes a watery grave!" Game Objective Defend Atlantis! Blast Gorgon vessels before they come close enough to demolish Atlantis with the deathray. Score big and you can rebuild a portion of the city the Gorgons have demolished. Game ends when all six sections of Atlantis have been leveled. Atlantis is a 1-Player Game -Insert cartridge, with label facing the keyboard, into the slot on the computer console. Turn power on. -Use the left joystick controller. -Position controller so that the red firing button rests in the upper left corner. Pick Your Game -When the Imagic logo and Atlantis game screen appear, select one of four skill levels with the left joystick controller. -The more advanced the skill level, the faster the Gorgon ships fly. -Easy: lean joystick right, or simply press red firing button. -Medium: push joystick away from you. -Hard: lean joystick left. -Expert: pull joystick toward you. -Skill level appears in place of the Imagic logo. -To begin action, press red firing button. -To play at the same skill level again after a game ends, press the red button on the left controller. -To select a new game, press RESET and pick the desired skill level. Game Play You command the two Atlantean sentry posts with your left joystick controller. -A sentry post guards either side of the city. They cannot be destroyed. -To fire from left or right sentry posts, lean joystick left or right. -Press red firing button. -Once a sentry post has been selected for fire, it remains selected after the joystick is released. -To fire from selected sentry post: press red button. -To select other sentry post: press joystick in that direction. -The Domed Palace projects a powerful force field that protects the other four Atlantean installations. As a result, the Gorgon deathray must demolish the dome and then the Palace before the rest of Atlantis becomes vulnerable to attack. Secret Weapon When things look desperately bad for the Atlantean defenders, a secret weapon can help even the odds! Destroy a sky full of Gorgon ships by unleashing the Blitz Bomb! -To fire Blitz Bomb: push joystick forward. -Gorgon vessels will instantly disintegrate! Don't be impulsive! You receive only one Blitz Bomb per wave. Listen for the 8 beeps that tell you when a wave ends. Scoring You score each time you vaporize a Gorgon vessel. You must hit the ship directly to score. Destroy a Gorgon ship: 250 points. -At the end of a wave, you receive 1000 points for each part of Atlantis that survives the Gorgon assault. -If the Gorgon deathray damages or destroys the Domed Palace, a new one can replace it at the end of the current wave. You earn a bonus Domed Palace: At every 10,000 point mark you reach up to 100,000 AND THEN At every 100,000 point mark up to 1,000,000 A damaged or destroyed Domed Palace is only replaced at the end of a wave. Should the entire city be leveled before the end of a wave, no new Domed Palace appears. The game ends. -You earn no points for Gorgon ships destroyed with the Blitz Bomb. ---------------------------------------------------------------------------------- ATTACK OF THE TIMELORD! Four different kinds of weapons assault you simultaneously! 256 different challenge levels! Millions of strategic combinations! VOICE ENHANCED!! TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console or into The Voice of Odyssey with the label side facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. The Voice enhances this game with the Timelord's taunts, threats, orders, predictions and reluctant compliments for high scores. ATTACK OF THE TIMELORD! (1 or more players) 1. Press 1 on the alpha-numeric keyboard. 2. You have just attracted the attention of Spyrus the Deathless - Timelord of Chaos. 3. Your only defense is a laser cannon mounted on the leading edge of your Time Machine. Fortunately, you have an unlimited supply of laser energy. You'll need it. 4. Press the action button of the left hand control to fire your laser cannon. 5. Use the joystick of the left hand control to maneuver your Time Machine at the base of the screen. It will travel in the direction you move the joystick. 6. Level One The Timelord's fleet of Time Ships will bombard you with missiles. You score points for each missile and Time Ship destroyed. If you destroy all of Time Ships, the game will automatically proceed to Level Two. 7. Level Two The Timelord is beginning to take you seriously. The next fleet he sends through the warp is armed with missiles and antimatter mines. These are launched in various combinations. If you evade destruction and destroy the fleet, the game will progress to Level Three. 8. Level Three The next fleet you encounter carries the much feared lethal anihilators in its arsenals. These weapons will home in on you and require swift evasive action. If you succeed in destroying this fleet, the game automatically progresses to Level Four. 9. Level Four You have now earned the Timelord's respect. This is a very mixed blessing. The next fleet has the legendary Nucleonic Time killers as part of its weapons systems. These destroyers are extremely lethal because they're piloted by expendable robots programmed to anticipate human reactions. 10. As you go through the entire 256 game levels, you'll face increasingly faster Time Ships and gradually greater fire power. 11. The Timelord will deploy his weapons like a chess master deploys his pieces. There are literally millions of possible combinations of weapons, timing and placement. Your evasion of a weapon of one kind can put you right in the path of another. 12. Your Time Machine will disintegrate on contact with any of the Timelord's weapons. The game will automatically start again at Level One. 13. Scoring: MISSILES = 2 POINTS ANTIMATTER MINES = 4 POINTS TIME SHIPS = 5 POINTS ANIHILATORS = 8 POINTS TIME KILLERS = 16 POINTS 14. The score of each game is displayed at the lower right corner of the screen. 15. The highest score in a series of games is shown at the lower left corner of the screen. Six question marks request the name of the high scoring player. Enter any name up to six letters through the keyboard. If the name is shorter than six letters, press the space bar to erase the remaining question marks. The score and high player's name will remain on the screen until a higher score is achieved in succeeding games. 16. To start a new scoring cycle, press RESET and then 1. 17. If you press 0 (zero), the Timelord's transmission frequency will be jammed. He will not reappear each time you destroy a fleet of his Time Ships. ---------------------------------------------------------------------------------- BASEBALL! It's all here - even an electronic umpire! BASEBALL! (Two players) 1. Press 1 on the alpha-numeric keyboard. 2. The scoreboard flanks either side of home plate. (lower left numbers indicate Balls, Strikes, and Outs - in that order) The digital readout scoring indicators are color coded to the teams. 3. The player using the right hand control is always first at bat. The player using the left hand control is always first in the field. Players should trade hand controls to alternate being first at bat in series games. 4. THE OUTFIELD is positioned by manipulating the joy stick on the hand control activating the fielders. 5. THE PITCH is thrown by pressing the action button on the FIELDER hand control. Inside and outside curves may be thrown by maneuvering the joy stick. The OUTFIELD will not be affected by the joy stick during the pitch. If the batter does not hit the ball, the catcher will automatically throw it back to the pitcher. The computerized umpire calls balls and strikes. Four ball and it's a walk to first base. Three strikes and you're out! 6. THE BATTER is controlled by the action button on the BATTER hand control. A ball hit early will go to left field. A ball hit late will go to right field. The distance a hit travels will always vary. 7. A ball hit out of the park (white line at top of screen) is a home run. The batter will automatically run the bases. 8. A ball caught on the fly is an automatic out and the ball is returned automatically to the pitcher. 9. If the fielders do no catch the ball on the fly, the joy stick on the FIELDER hand control is used to get one of the outfielders to the ball. The throw is made by positioning the joy stick to the base desired and pressing the action button. 10. A hit not caught on the fly will automatically send the batter running to first base. He can go for extra bases by pushing the joy stick in any direction on the BATTER hand control. Note: Base runners cannot reverse their direction. The computerized umpire makes all the calls. 11. SACRIFICE FLY. A man on base can try for extra bases after a fly ball is caught by pushing the BATTER joy stick. 12. Players can go for extra bases any time before the ball is returned to the pitcher. The ball is returned to the pitcher only after both hand controls are inactive for two seconds. 13. After three outs, the batting team and fielding team will automatically change positions. 14. The team with the highest score after nine innings wins. The game will go into extra innings in case of ties! 15. The end of the game is signaled by F (Final score) replacing the inning indicator on the scoreboard. 16. To play again, press the RESET key on the alpha-numeric keyboard and then press 1. ---------------------------------------------------------------------------------- BLOCKOUT! BREAKDOWN! Two demonically challenging games filled with diabolical wall-to-wall action! - BLOCKOUT! (One or two players) 1. Press 0 (zero) on the alpha-numeric keyboard. 2. BLOCKOUT and BREAKDOWN will be alternately displayed on your TV screen. 3. Press 1 to play BLOCKOUT. The object of the game is to blast through the blocks in the barricade in the shortest amount of time. 4. The scoreboard at the top of the screen signals the function of the two hand controls. One hand control will activate the Power Bar. The other hand control will activate the demons. The roles of the hand controls will automatically reverse after each game. 5. The can play against another player or against the computer. Signal the computer you are in the game by moving the joystick of your hand control. If the computer does not receive a signal from one of the hand controls, it will take over its function and play against you. If the computer does not receive a signal from either hand control, it will play itself. 6. The Power Bar is moved left and right by pushing the joystick in the desired direction. The longer the bar is moved in one direction, the faster it will travel until it achieves maximum speed. 7. The player controlling the Power Bar presses the action button to bring a Blockbuster into play. The Blockbuster will always come in from a random direction. When the Blockbuster hits the Power Bar, it will rebound into the fourth dimensional barricade. Each time the Blockbuster hits the barricade, a block in the barricade will disintegrate. 8. The best breakthrough time for each player will be indicated on the scoreboard at the top of the screen. A digital timer is between the player's score indicators. Each player has 90 seconds to try and break through. 9. If the Blockbuster hits the left side of the Power Bar, it will rebound to the left side of the screen. If it hits the right side, it will rebound to the right. The rebound angle will be twice as steep from the center half of the Power Bar than from a hit on the outer edges. The Blockbuster's speed and trajectory will increase as it cuts through each successive wall of the barricade. 10. If you miss hitting the Blockbuster with the Power Bar, press the action button on the hand control to bring a new Blockbuster to the screen. You have an unlimited number of Blockbusters available during the 90 second duration of the game - but you cannot have more than one Blockbuster on the screen at a time. Each Blockbuster will come on-screen from a random direction. 11. The electronic demons are moved left or right by moving the joystick of the hand control in the desired direction. Only one demon may be moved at a time. The particular demon in motion is determined by the vertical position of the joystick and the action button. To move the demon in the lowest row, pull you joystick towards you. Leave the joystick in the middle (neutral) position to move the demon in the second row. Push the joystick away from you to move the demon in the third row from the bottom. Push the action button to move the demon in the top row. 12. The demons have the power to replace disintegrated blocks and rebuild the barricades. They have two power sources - one on each side of the screen. When a demon touches one of its power sources, it will start flashing and will replace a block when it is moved to the missing block's position. The demon will then stop flashing and must be recharged at a power source. An uncharged demon will fall off-screen if he tries to cross a gap in the wall or has a block disintegrated from under him. He will reappear automatically after a penalty delay. 13. The winner is the player who breaks through the barricade in the shortest time over a pre-determined number of games. 14. The games will reset automatically after each 90 second period. - BREAKDOWN! (One or two players) 1. Press RESET on the alpha-numeric keyboard. Press 0 (zero) - then press 2. 2. The object of the game is to destroy as many of the blocks on the screen as you can within 60 seconds. 3. The control of the Power Bar is the same as in BLOCKOUT but the speed of the Blockbuster and its trajectory are not affected by the blocks in the barricade. 4. The control of the demons is the same as in BLOCKOUT - but they will move twice as fast (which is something to watch) as in BLOCKOUT. 5. You can play against another player or the computer by signaling the computer with the hand controls as in BLOCKOUT. 6. The digital scoreboard contains the timer, the number of blocks left on the screen and the lowest scores in the game series for each of the players. 7. The game will reset automatically after each sixty-second period. 8. The winner is the player who leaves the fewest number of blocks on the screen after a predetermined series of games. ---------------------------------------------------------------------------------- BOWLING! A true electronic simulation! - BASKETBALL! So realistic, the court has a built-in gravity field! - BOWLING! (One to four players) 1. There are two levels of play possible. Press 1 on the alpha-numeric keyboard for LEAGUE NIGHT. Press 2 for TOURNAMENT PLAY. 2. The computer will ask you how many players will be in the game. Answer by pressing 1, 2, 3, or 4 on the keyboard. 3. The alleys and scores are color coded for each player. The first player bowls using the right hand control. The second player bowls using the left hand control. The third player bowls sharing the right hand control with Player 1. The fourth player bowls sharing the left hand control with Player 2. 4. The ball will move back and forth at the foul line at slow speed for LEAGUE NIGHT and at fast speed for TOURNAMENT PLAY. 5. Press the action button to roll the ball. You can use the joy stick on the hand control to hook the ball to the right or left. But once the hook is initiated, the direction of the ball cannot be changed. A gutter ball (one launched too close to the edge of the alley) cannot be controlled by the joy stick. 6. Each bowler gets two balls per frame except in the case of a STRIKE. (All pins knocked down by the first ball.) 7. SCORING: STRIKE: 30 points (all pins knocked down by 1st ball) SPARE: 15 point (all pins knocked down by 1st and 2nd ball) OPEN: One point for every pin hit by 1st and 2nd ball. The scores of all players are displayed automatically after each frame. A zero score will not appear on the screen. 8. The game ends after ten frames. The player with the highest score wins. 9. To play again, push the RESET key and SELECT GAME will appear on the screen. Then press 1 or 2 on the alpha-numeric keyboard. - BASKETBALL! (Two players) 1. Press the RESET key on the alpha-numeric keyboard. SELECT GAME will appear on screen. 2. Press 3 on the alpha-numeric keyboard. The basketball court will be telecast on the screen. 3. The top of the court is the scoreboard. A digital clock will immediately start counting down the five minute game time. The clock is flanked by two digital scoring indicators color coded to the teams. 4. The right hand control activates the Red Team. The left hand control activates the Blue Team. Move the joy sticks to the right and left to move the players across the court. 5. The ball comes into play automatically dropping from the top center of the screen. The court floor is really an electronic gravity field that will give the ball a realistic bounce. 6. The first player to touch the ball gains possession. He moves towards the basket and his shot is activated by the action button on the hand control. The ball will be shot at a random velocity and angle. It can drop through the basket for two points or bounce back into play. The player possessing the ball must shoot within eight seconds or the ball will automatically transfer to the other player. 7. If a player shoots for a basket while the other player is touching the ball, it automatically goes to the opposing team 8. The game ends after five minutes with the final score remaining on-screen. 9. To play again, press the RESET key and SELECT GAME will appear on the screen. Then press 3 on the alpha-numeric keyboard. ---------------------------------------------------------------------------------- CASINO SLOT MACHINE! An authentic electronic replica of the latest nine window one armed bandit! CASINO SLOT MACHINE! (One to four players) 1. Press the 0 (zero) key on the alpha-numeric keyboard. 2. Tell the computer how many people are playing by pressing 1, 2, 3 or 4 on the keyboard. The right hand control activates all the slot machine functions and is used by each player in turn. 3. The arrow will be pointing to the betting figure at the bottom of the slot machine. It will be set at $0.10 at the beginning of each player's first turn. You can increase your bet to $0.25 or $1.00 by pushing the joystick of the right hand control forward. To decrease your bet, pull the joystick towards you. 4. You can place bets that winning combinations will appear in any of the three horizontal or two diagonal rows. The horizontal rows are marked by dashes. The diagonal rows are marked by slanted lines. 5. To place a bet, use the joystick of the right hand control to point the arrow to the dash or slanted line marking the row you wish to bet on. Then press the action button. You can bet on as many combinations as you wish. Each time a bet is placed, the money will be deducted from the player's total at the bottom of the screen. IMPORTANT! The amount of the bet cannot be changed after the arrow is moved away from the betting amount indicator at the bottom of the slot machine. 6. After all bets are placed, use the joystick to point the arrow to the handle of the slot machine at the right side of the screen. Pull the joystick to you and the reels will start spinning. NOTE: The arrow can point to the top, middle or bottom of the handle. The reels will spin with the same action. 7. The reels will stop spinning one at a time and the computer will automatically pay off for winning combinations. Coins will drop from the bottom of the slot machine and be automatically added to the player's total. The winning combinations will be signaled by flashing markers or coins on the winning rows and diagonals. 8. When the first player's turn is over and the results are displayed on the screen, press the action button to start the next player's turn. 9. The duration of play should be mutually decided at the beginning of the game You can play for a pre-determined length of time or until one of the player's wins or loses a pre-agreed upon amount of money. 10. To start a new game, press RESET and then press 0 (zero) on the alpha-numeric keyboard. WINNING COMBINATIONS  Cherry Anything Anything 3 coins Cherry Cherry Anything 8 coins Orange Orange Bar 10 coins Orange Orange Orange 10 coins Plum Plum Bar 14 coins Plum Plum Plum 14 coins Bell Bell Bar 18 coins Bell Bell Bell 18 coins Melon Melon Bar 100 coins Melon Melon Melon 100 coins Seven Seven Seven 200 coins  Bar Bar Bar 100 coins ---------------------------------------------------------------------------------- COMPUTER GOLF! An extremely realistic nine hole electronic golf course! COMPUTER GOLF! (One to four players) 1. Press 1, 2, 3, or 4 on the alpha-numeric keyboard to correspond with the number of players. 2. The first hole and an electronic golfer will appear on the screen. The number at the top right of the screen indicates the hole being played. The player's scores will appear at the top left of screen in order of play. The first player's score will be farthest left. The fourth player's score will be at the farthest right. If you are playing on a color TV, the color of your score will match the color of your electronic golfer. 3. Once the ball is on the green (the lighter geometric segment of the course) the TV picture will automatically change to a close-up of the green so that the electronic golfer can putt out. 4. The trees on the course are hazards and will stop the flight of the ball. A drive into the trees will elicit a very human reaction from the electronic golfers. 5. The dark area outside the course is the "rough." A ball must be hit back on the course when it's in the "rough." The golfers cannot drive through the rough to get to the green. 6. Each golfer plays through the entire hole before it is the next golfer's turn. 7. Use the joy stick of the hand control units to walk the electronic golfers around the course. The left hand control is shared by players 1 and 3. The right hand control is shared by players 2 and 4. The direction of the joy stick controls the direction the electronic golfers will walk. They will walk in all vertical, horizontal and diagonal directions in accordance with the joy stick's position. 8. The toe of the club must overlap the ball at the start of the backswing. The action button on the hand control unit controls the swing of the club. Press down to start the backswing. The longer you press the action button, the higher the backswing. The distance traveled by the ball is determined by the length of the backswing. If you bring the backswing full circle, the club will release automatically, and the distance the ball travels will be random. Release the action button to hit the ball. The backswing of the club will always be clockwise, and the downswing will always be counter-clockwise. The direction taken by the ball will be dependent on the golfer's position in relation to it. It will be perpendicular to the angle of the toe of the club when it makes contact with the ball. 9. You can walk your electronic golfer away from the ball and take a practice swing to confirm direction. There is no stroke penalty for this. If you are addressing the ball and starting your backswing, but wish to change the position of your electronic golfer - simply walk him away from the ball and release the action button. There is no penalty 10. The player with the lowest score for the nine holes is the winner. 11. To play again, press the RESET key on the console and then press 1, 2, 3 or 4 on the alpha-numeric keyboard. 12. COMPUTER GOLF! Nine holes. Par 36 Hole 1 2 3 4 5 6 7 8 9  Par 4 4 3 4 5 3 4 5 4 ---------------------------------------------------------------------------------- COMPUTER INTRO A BEGINNERS GUIDE TO COMPUTER TECHNOLOGY Contents 2 In the Beginning 11 The World of the Computer 20 Creepy Crawler 28 Creepy Crawler Version II 29 The Roll Mode - Your Program Trouble Shooter 30 Addition - Program A 35 Addition - Program B 40 Addition - Program C 46 One Digit Multiplication 52 One Digit Division 62 Area Problems Using "Go to Subroutine" and "Return" 71 One Digit Addition Flash Card 74 Three Ways to Enter and Output a Letter 76 Six Letter Guess 80 Message 87 Operating Mode Review 92 Glossary of Frequently Used Computer Terms 100 Instruction Sets 104 Program Sheets Odyssey2 This gatefold will provide you with an electronic road map - please keep it open as you work with your Odyssey2 computer. Key Code Hex Code Decimal Equivalents Key Code Hex Code Decimal Equivalents 0 00 00 O 17 23 1 01 01 P 0F 15 2 02 02 Q 18 24 3 03 03 R 13 19 4 04 04 S 19 25 5 05 05 T 14 20 6 06 06 U 15 21 7 07 07 V 24 36 8 08 08 W 11 17 9 09 09 X 22 34 A 20 32 Y 2C 44 B 25 37 Z 21 32 C 23 35 Blank 0C 12 D 1A 26 : 0A 10 E 12 18 $ 0B 11 F 1B 27 Clear 2E 46 G 1C 28 ? 0D 13 H 1D 29 . 27 39 I 16 22 + 10 16 J 1E 30 - 28 40 K 1F 31 * 29 41 L 0E 14 / 2A 42 M 26 38 = 2B 43 N 2D 45 Enter 2F 47 /== Control Unit ==|=======================\ | | | | | | | | | | | | Accumulator Registers ALU | | | | 0 5 A | | | Program 1 6 B \|/ \|/ \|/ Counter 2 7 C Memory (ROM) Key- Symbol/Sound | 3 8 D Instructions board Generator | 4 9 E and | Subroutine F Constants \|/ Return TV Screen Address Register --- Computer Intro is not for everyone - but if you're up for a rewarding mental challenge, here is a fascinating entry point into a complex and highly technical subject. The cartridge turns your Odyssey2 into a very special kind of computer. It won't balance your checkbook or do your income tax or plot the course of a spaceship to Mars. But it will give you some idea of how those computers do their work. You will begin to understand how a computer "thinks" and even begin to think like a computer "thinks." The initial orientation and explanation are deliberately couched in the most simplistic of terms. They don't assume anything more on your part than a working knowledge of basic arithmetic. After a brief explanation of how computers work and what they are made of - you will start getting "hands on" experience and will learn by doing. You will learn how to enter a program - the first step in learning how to actually write your own. The gatefolds in the front and back of the manual provide you with electronic road maps. Keep these references in front of you and you will clearly understand what's going on and how computers really compute. --- -(page 2) In the Beginning In the beginning, there were ten fingers - then a prehistoric Einstein discovered his toes and man could count up to twenty. The oldest computing device we know of is the abacus. It was first used in China in the sixth century B.C. The very first digital computer was designed by Charles Babbage in the 1830's. It was more than a calculator. Babbage designed it to be programmable, and it would have been able to perform any arithmetic or logic calculation. It was designed to use punched cards for entering data and instructing the machine with mathematical commands. There were two problems. Problem one. Babbage's elaborate drawings called for a building the size of a Dickensian shoe factory to house his "analytical engine." Problem two. Babbage died before the machine could be built. The first practical programmable computer was built in a basement at Harvard University during World War II by IBM. It weighed 35 tons! This machine used an exotic combination of electronic, electrical and mechanical gear to do its arithmetic. The instruction program was stored on a punched paper tape that unreeled automatically. Numbers were entered into the machine on a panel covered with 1,440 dials! The first all-electronic computer was built at the University of Pennsylvania shortly after the war ended. ENIAC (Electronic Numerical Integrator and Computer) was 1,000 times faster than its predecessor. But it filled a room 30 feet wide and 50 feet long. Its 18,000 vacuum tubes were connected by about a half-million soldering points. Today, everything that ENIAC could do and far more is performed by a device slightly smaller in size. It is less than one quarter of an inch square - and can make more than one million electronic decisions every second. It is called a semiconductor. It is possible for one semiconductor in one of its newest forms - the microprocessor - to account for more than 310 trillion separate functions. And this is only the beginning! If computer technology continues to develop at its present rate, one of these chips will be able to store about a quarter-million bits (the smallest unit of computer information) in its memory within a few years. Ten years from this point, there will be chips capable of remembering a million bits of information. By 1990, the number of logic or decision-making computer circuits on these one quarter inch chips are expected to number a quarter of a million. Today's large computers, selling in the one million dollar range and as big as several filing cabinets, contain only about 10,000 logic circuits and a main memory capacity of a few million bits. As microprocessor technology progresses, computers may be developed that understand human speech. It is even possible that they can be taught to read handwriting! The microprocessor in your Odyssey2 is infinitely more sophisticated than the mathematical marvels that were the state of the art in the forties and fifties. The technology of the microprocessor is unquestionably going to revolutionize the way the world works - and the way you'll live. A computer will control your car's automatic transmission and fuel injection system. A computer will monitor fire and burglar alarm systems in your home. The lights in your home will be computerized. So will the locks on the doors and windows. A computer will even water the lawn. A computer will do your shopping from the house - and pay your bills without you writing checks. Computers will simulate three dimensional space for architects to help them mentally walk around their houses before they're built. Computers will alert doctors to patient problems that would be imperceptible under today's circumstances. Computers will help composers hear their music as they're writing it - even if it's too complicated for them to play. Businessmen can have electronic simulations of their companies in their attache cases. We are really still just at the very beginning of the computer age. You have picked a very good time to get involved! --- -(page 11) The World of the Computer Is Strange and Wondrous Computers have already carried man to the moon - to Mars - and far beyond. They lie at the heart of fearsome weapons systems. They fly planes - monitor automobile engines - run factories - and even translate languages. All of these with the brain power of a good screwdriver. Congratulations! You have just completed your first lesson. You are much smarter than any computer at the present state of the art! For all of its awesome capabilities, the computer is nothing more than a rather simple-minded tool. But once you learn how to use it, you'll have more power at your command than Julius Caesar ever dreamed of. A computer has few basic talents. It can add - and it can move numbers around. A computer never forgets - and computers don't make mistakes. (If a computer churns out misinformation, there's a mistake in the program. Computers are utterly faithful in following instructions.) Big deal. Computers can't multiply, divide, or even subtract the way you do. But what a computer does do, it accomplishes with absolutely astonishing speed. Your Odyssey2 can make over 100,000 electronic decisions every second - and there are computers around that are more than ten times faster than that! To multiply, Odyssey2 simply adds numbers together at an incredible speed. To subtract, it moves numbers around in a special way so that adding them together will give the correct answer. This sounds like doing it the long way - but when you're that fast at addition, the juggling act becomes worthwhile. It's not all that hard to talk with a computer. It only understands two words. Yes - and no. Yes - means that an electrical pulse is tickling the computer's sensitivities. No - means that no electrical pulse is going through. The symbol for "yes" in computer language is 1. The symbol for "no" is 0. Once you have memorized 0 and 1, you have memorized the entire alphabet of the only language computers speak in any country of the world. This is called a binary system because there are only two symbols involved. It's sort of a code. Here's the key. Binary Numbers and Their Decimal Equivalents. 1 = 0001 5 = 0101 9 = 1001 13 = 1101 2 = 0010 6 = 0110 10 = 1010 14 = 1110 3 = 0011 7 = 0111 11 = 1011 15 = 1111 4 = 0100 8 = 1000 12 = 1100 16 = 0001 0000 Letters of the Alphabet and Their Binary Code Equivalents. Keyboard Letter Binary Decimal Hexidecimal A 0010 0000 32 20 B 0010 0101 37 25 C 0010 0011 35 23 D 0001 1010 26 1A E 0001 0010 18 12 F 0001 1011 27 1B G 0001 1100 28 1C H 0001 1101 29 1D I 0001 0110 22 16 J 0001 1110 30 1E K 0001 1111 31 1F L 0000 1110 14 0E M 0010 0110 38 26 N 0010 1101 45 2D O 0001 0111 23 17 P 0000 1111 15 0F Q 0001 1000 24 18 R 0001 0011 19 13 S 0001 1001 25 19 T 0001 0100 20 14 U 0001 0101 21 15 V 0010 0100 36 24 W 0001 0001 17 11 X 0010 0010 34 22 Y 0010 1100 44 2C Z 0010 0001 33 21 Working with endless daisy chains of 0's and 1's would be more than tedious for the human brain - but the computer is really good at it. The inside of a computer is mainly a series of little electronic gates. 0 - the absence of an electrical pulse - leaves the gate open. 1 - the presence of an electrical pulse - closes the gate. And remember - the electronic gates in your Odyssey2 computer are opening and closing at the rate of 100,000 times every second. You will enter programs in your Odyssey2 through either the hexidecimal or assembler language (these will be explained later). The Odyssey2 will then change the data and instruction sets entered into binary language (1's and 0's) and store that information in the Memory and in the registers. The actual computing is done by the computer's Central Processing Unit (CPU). The CPU in your Odyssey2 is composed of the Accumulator (a working register which stores data temporarily); the Program Counter (a working register which locates and identifies the instruction sets and keeps them in order); the Registers (in which data, implemented by the programmer, is stored); the Sub-Routine Return Register (which is used with a certain instruction set); the Arithmetic Logic Unit (ALU); and the Control Unit. The Control Unit directs the flood of electronic traffic traveling through the computer and controls the data flow between the different components of the computer. For example, it regulates the flow of information between the Memory and Arithmetic Logic sections and also orders processed data to move from the Memory to the Output terminal. The Output terminal of your Odyssey2 computer is the screen of your television set. The Arithmetic Logic Unit is where the computer teaches numbers to tap dance. Its nickname is "number cruncher." It acts on the binary data fed into the computer's memory and registers - and then changes them according to the programmed instructions. Now, you're ready to learn by doing. You're going to enter a program into your computer. Open the fold-out at the front of the book and you'll see what happens to everything along the way. Important point. The neat thing about computers is that they will always follow your instructions with unflagging good faith. The dumb thing about computers is that they will only do what you have instructed them to do. It's very important to make sure that you enter every step and do it right. If you make an error, the computer is going to make an error. Be sure that the power to your Odyssey2 console is turned off. Insert the COMPUTER INTRO cartridge into the console. Be sure the label side is facing the alpha-numeric keyboard. Now, turn on the power. You're going to be talking with your Odyssey2 computer through the keyboard. It will talk back to you over your television screen. Let's take a brief trip around the keyboard. It has forty-eight keys. Each key has been encoded in the computer languages we're going to be using. You'll find this code on the gatefold at the front of the book. The keyboard also contains some surprises - four games that have been pre-programmed in the cartridge. Press 2 on the alpha-numeric keyboard. A FLASH CARD addition game will appear on your television set. An unsolved addition problem flashes on your screen. You enter the solution through the keyboard. If the answer is less the 10, preface the number with a 0. (Important! Always use the numeral 0 at the top of the keyboard when entering a 0.) If you give a wrong answer, an angry NO will appear on the screen. If you give a correct answer, it will appear in its proper position. To bring another problem to the screen, summon it from the computer by pressing any key. Adding numbers is no big deal until you see how many addition problems you can solve in one minute. If you keep trying to beat your own record or another player, you can't help but sharpen your skills. Press RESET, then press 3 on the alpha-numeric keyboard and you're into COMPUTER TELEPATHY! It's a high-low game. The computer secretly chooses a number between 00 and 99. The secret number won't appear on the screen - but a question mark will. You make a guess at the correct number and enter it into the computer. Your guess will appear on the screen. It will be followed by an H if it is higher than the computer's secret number - or an L if it is lower. If you guess correctly, the number will be followed by an X. Play against an opponent and see who can guess the computer's secret number in the fewest number of guesses. Now, press RESET, then press 4 on the alpha-numeric keyboard. BETWEEN THE SHEETS appears on the screen. You'll see three sets of numbers. Example: 03 07 00. The first two numbers are the sheets. The computer has thought of another number which it is keeping to itself. The last number is your score. If you think the computer's secret number is between 03 and 07, press YES on the alpha-numeric keyboard. If you don't think it falls between 3 and 7, press NO. If you are correct, you score a point and the number will appear between the 3 and 7. If you are wrong, the computer rewards you with a couple of BEEPS right in the ear and your score remains the same. Press RESET, then press 1 and a series of blocks appears on the screen. The blocks flash in random order and are accompanied by a buzzing sound. We call this spooky effect "THE CREEPY CRAWLER." You can call it anything you want. We can re-program The Creepy Crawler to display other symbols on the screen. There is a large selection of graphics in the memory of your Odyssey2. You'll find the complete collection in the fold-out at the back of the book. The Creepy Crawler program is quite short and represents a good starting point. We're going to follow this and succeeding programs with a sort of road map so you can see where your input goes and what the various parts of the computer do with it. There are two ways you can program your computer. You can speak HEXIDECIMAL code (machine language). An instruction would look like this: 60. Your computer takes 60 and converts it into its binary equivalent: 0110 0000. Notice that this binary translation has eight digits. These are called BITS. Bits are handled by the computer in groups of eight. One group is called a BYTE. A byte is the smallest piece of information a computer can work with. In Odyssey2 Hexidecimal language, 60 means "Load a value into Register 0." (A register is a place where a computer stores information. There are sixteen registers in your Odyssey2. Each register has room for one byte of information.) The second computer language your Odyssey2 understands in called ASSEMBLER. Assembler uses alpha-numeric symbols to input binary code instructions. An instruction in Assembler is more phonetic than Hex - but it is also longer. Example: LDV.0.38 means - Load a value into register 0 - and that value is 38. (Important: Be sure to enter the periods in the assembler instructions or the computer will not know what you're talking about.) In the back of the book, you'll find a complete chart of Instruction Sets for your Odyssey2. INSTRUCTION SETS are the codes that tell your computer what you want it to do with the data you're going to give it. Also Important: "0" is the equivalent of zero in the numeric section of your keyboard. "O" is the letter of the alphabet. Now, open the gatefold at the back of the book. You'll find a flow chart that tells you how to get into the various operating modes of your Odyssey2. These modes are for displaying data in the registers, entering and executing a program, rolling through a program to check data and much more. Leave the front and back gatefolds open. You'll have your reference material right in front of you. We are now ready to re-program the fearsome Creepy Crawler. First, we'll enter in Hex - and then we'll do a variation in Assembler. --- -(page 20) Creepy Crawler Press the POWER BUTTON OFF and ON to clear the computer. Press RESET - "Command" appears on your screen. Your computer is in the COMMAND mode and ready to accept instructions. It knows you want it to do something but doesn't yet know what. Press P - "Program" appears on the screen. "Aha," thinks the computer. "Somebody wants to enter a program! I wonder what language this person will speak!" Press M - "Hex Input" appears on the screen. The computer now knows you will be communicating in HEX. You're going to be using the Hexidecimal Operational Code (OP CODE). Press I - Step 00 appears on the screen and the computer is ready and waiting to accept data. 00 Press 60 - This is Op code for Load Register 0. Register 0 is one of sixteen registers in your Odyssey2 that make up part of its Random Access Memory (RAM). Each register is a small memory device that provides temporary storage for data and instructions which will eventually be needed by the ARITHMETIC LOGIC UNIT (ALU) - the place where all simple reasoning and arithmetic operations are performed. Look at the registers in the computer as sixteen in and out boxes on a desk that is shared by both you and the Arithmetic Logic Unit. Press ENTER - Program Step 01 appears on the screen. Register 0 has now been activated to accept your entry upon execution of the program. (The program steps you enter into the computer do not actually become functional until you press E [EXECUTE] at the completion of the program.) 01 Press 3A - You have just selected an electronic figure from your computer's gallery of electronic art and symbols, which are stored in the symbol/sound generator. You'll find the entire gallery in the fold-out at the back of the book. We've selected the little man as an example, but you can actually use any of the figures or symbols for this program. They have been permanently stored in your computer. There are two parts to the memory unit in your computer. The ROM (Read Only Memory) contains the instruction sets and constants to be used in programming. (The constants may be repetitive numbers needed for mathematical computation by the ALU - Arithmetic Logic Unit, or they may be letters, numbers, or symbols which you have entered into the Odyssey2 in a program which will remain the same throughout the program. See the program "Message.") The other part of the computer's memory is called RAM (RANDOM ACCESS MEMORY). This memory component is like a blackboard. Programs, instruction sets and constants can be entered and later erased so that new data can be entered. You're writing this program on the RAM component of the microprocessor in your Odyssey2. Press ENTER - Program step 02 appears on the screen. The little man will be loaded into Register 0. 02 Press 61- This is Op Code for LOAD REGISTER 1. It tells your computer you want to give input to that data storage unit. Press ENTER - Program step 03 appears on the screen - and the door to Register 1 will open to receive data. 03 Press 0C - This is Op Code for a blank like the space between words in a sentence. Press ENTER - Program step 04 appears on your screen. The blank will be loaded in to Register 1. 04 Press 6B - This is Op Code for positioning. You are opening the door to Register B and telling it you want it to display the little man at a certain place on the screen upon execution of the program. You'll let it know where. Press ENTER - Program step 05 appears. The door to Register B will open. 05 Press 00 - This entry tells the computer you will want it to display the little man at the furthest left position on the screen. Press ENTER - Program step 06 appears on your screen. The positioning information will be loaded into Register B. Register B is the register that positions symbols or characters on the screen. It has been given eleven positions. 00 is the furthest left. 0A is the furthest right. When Register B outputs on the screen, it automatically increments or advances by one. If we output a symbol in 00 (position one), the symbol will appear in the first position and Register B will then advance automatically to position 2 (01). If Register B outputs in the last position (0A), it automatically resets itself back to the first position (00) on the next step. Whatever data was in that first position will be replaced by the new input. 06 Press C0 - This is the Op Code that tells the computer you are going to want to bring that little man to the screen. You have given him a way to get out of Register B. Press ENTER - Program Step 07 appears on the screen 07 Press C1 - This is Op Code for telling the computer you want to bring that blank in Register 1 to the screen. Press ENTER - Program step 08 appears on your screen to tell you everything is going along smoothly. 08 Press 05 - It's sound effects time. This is an Op Code that tells the computer you will want to hear a one second buzz. Press ENTER - Program step 09 appears. 09 Press 08 - This Op Code tells the computer you want it to come with an unlimited sequence of random numbers. The computers that encipher and decipher secret messages for governments do this everyday. In the old days, crypt keys remained constant and could be broken easily. Today, they change constantly and at random. Today, it takes one computer to break another's cipher. Press ENTER -The random number instructions are entered into your computer. Program step 10 appears on the screen. 10 Press BB - This is Op Code for UNPACK Register B. This is the Register we use to position our little man on the screen. This unpacking instruction takes the random two digit number selected by the Accumulator and places one digit in Register B (we are unpacking Register B, thus the Op Code BB) and the other digit in the Register immediately following B, which is Register C. The digit in Register C is ignored. Another example of unpacking - If we had unpacked Register 0, the Op Code would have been B0, and one digit of the random number would have been placed in Register 0 and the second digit in Register 1. To look at it another way, think of the Accumulator as a suitcase and the registers as a tall dresser with 16 drawers. You unpack two items from your suitcase and put the first away in a drawer. The second item will automatically go to the drawer just below it. At the end of the Creepy Crawler program, a variation is written explaining how to use the second digit of the random number which was loaded into Register C, along with numerous figures to execute a random display of figures on the screen. Through this unpacking instruction, the positioning Register (Register B) is loaded from the Accumulator with a random number. It is this instruction which will cause our little man to travel to unpredictable places on the screen. (The Accumulator is a small memory device in the CPU that provides temporary storage for the Arithmetic Logic Unit. It can store the result of an ALU operation or serve as an operation source [OPERAND] for the ALU.) Press ENTER - The unpacking instruction is entered and program step 11 appears on your screen. 11 Press 12 - This OP Code tells your computer you're going to want it to return to a previously programmed step. Press ENTER - Program step 12 appears on the screen and the computer wonders which program steps you wish repeated. 12 Press 06 - You have just told the computer you want it to go through the motions and always return to program step 06. This was the place you wanted the little man positioned on the screen which was subsequently combined with a random number to change the positioning on the screen. In effect, you have now "looped" part of your program. It will do its thing endlessly with endless variations. Press ENTER - The computer salutes and will do as you ordered. Program step 13 appears. Press RESET - The program is stored and you are back in the COMMAND mode. "Command" appears on your screen. Press E - You have instructed the computer to execute your instructions. The fearsome Creepy Crawler appears on your screen. The little man or whatever symbol you have chosen will flash and buzz in different positions on the screen. Forever. Or, until you turn it off. Or, change the program. Whichever comes first. Important! The power switch on your console is your program eraser. Turn it off and the program is cleared from the unit automatically. Turn it on - and you're ready to enter a new program. Now that you've entered Creepy Crawler in HEX, try entering this variation in ASSEMBLER language. We will call this program Creepy Crawler with an All-Star Cast of Thousands. First, turn the power off and on to erase any previous programming. Now, check the fold-out Operational Flow Chart to see how to get into the Assembler Input Mode. Press RESET Press P Press A Press I You are now in the Assembler Mode at program step 00 and ready to go. One thing. Be sure to enter the periods as well as the letters and numbers. Press L Press D Press V Press . Press 2 Press . Press 1 Press 3 Press ENTER We are now at Program step 02. Continue entering in Assembler until you get to Program step 13. At this step you will begin entering a variety of symbols in HEX. There is no Assembler equivalent for them - so after Program step 12, switch over to the HEX Input Mode. Check the Operational Flow Chart and then - Press CLEAR Press ROLL Press CLEAR Press M Press I After you finish entering the program, press RESET to store the program - then press E (EXECUTE) and watch what happens! --- -(page 28) Creepy Crawler Version II Hex Assembler Step Code Code Byte Remarks 00 62 13 LDV.2.13 2 Load Reg.2 with 13 02 08 RND 1 Accum. selects a random number 03 BB UNP.B 1 Unpack the random number into Reg. B and C 04 9C LDA.C 1 Load the Accum. from Reg. C 05 E2 ADD.2 1 Add the contents of Reg. 2 to the Accum. 06 AC STO.C 1 Store the contents of the Accum. in Reg. C 07 09 MOV 1 Load Accum. from a Program step 08 0B OTA 1 Output from Accum. to screen 09 05 SIG 1 One second buzz 10 00 NOP 1 No operation (used as a pause) 11 12 02 GTO.02 2 Instructs Odyssey2 to go to Program step 02 and repeat program 13 32 1 Must enter Hex Mode (see end of Creepy Crawler 14 33 1 15 3A 1 16 34 1 Hex codes for various symbols. 17 35 1 These symbols with their Hex Code 18 37 1 equivalents are shown at the 19 3D 1 front of the book. 20 3E 1 21 36 1 22 3C 1 --- -(page 29) The Roll Mode - Your Program Trouble Shooter The Roll Mode is for checking a program step to be sure it contains the correct data. It is also for making a change in a program step without having to erase and re-enter an entire program. To enter the Roll Mode, press R if you are in either the Assembler or HEX input modes. If you are in the EXECUTION mode, press RESET, then P, then M (HEX) or A (ASSEMBLER) - and then press R. Then, press U to display the program steps upward (00-99) - or press D to display the program steps downward (99-00). The Roll Mode will always display its information in HEX - even if you have been entering in Assembler. If everything checks out, roll to the last program step entered and press CLEAR to re-enter the Assembler or HEX input mode. If you wish to make a change, press CLEAR at the program step you wish to change. The data will be cleared. Enter M for HEX or A for Assembler, depending on the code you have been using. Press I - the program step number you wish to change will appear on the screen. Enter the new data. Press RESET - You will be back in the COMMAND Mode and are ready to go on with the program. The following series of programs will be presented with a running commentary that will tell you exactly where the data is going and what is happening to it. These programs are written in HEX code. At the end of each program, you'll find a summary written in HEX as well as Assembler, so you can enter each program in either language. --- -(page 30) Addition - Program A This program will add two one digit numbers and display the total. Press the POWER BUTTON off and on to clear the computer. Press RESET - "Command" appears on your screen. Your computer is ready to accept instruction. Press P - "Program" appears on the screen. Press M - "Hex Input" appears on the screen. You have told the computer you will be using the Hexidecimal Operational Code (Op Code). Press I - Step 00 appears on the screen. The computer is ready to accept data. 00 Press 70 Press ENTER - You have told the computer you are going to input the first number into Register 0. 01 Press 04 Press ENTER - You instruct the computer to feed the second number of the addition problems into the Accumulator. Remember, the Accumulator provides temporary storage for the ALU where the numbers are going to be crunched. 02 Press E0 Press ENTER - This instructs the computer to add the contents of Register 0 to the contents of the Accumulator and to store the sum in the Accumulator. 03 Press B1 Press ENTER - This Op Code is an unpacking instruction. It tells the computer to unpack the sum which has been stored in the Accumulator into Register 1 and Register 2. 04 Press 6B Press ENTER - This starts a positioning instruction. 05 Press 00 Press ENTER - This Op Code tells the computer to display subsequent information at the 00 position on your TV screen. 06 Press C1 Press ENTER - You tell the computer you will want to output the information in Register 1 (first digit sum). 07 Press C2 Press ENTER - You also want to output the data in Register 2 (Second digit sum). 08 Press 12 Press ENTER - This tells the computer you want it always to return to a certain step and repeat the program from that point. 09 Press 00 Press ENTER - 00 is the step you want the computer to return to and repeat. Now, the computer will perform a continuous series of addition problems. The program is now completed. Press RESET - The program is now stored in the computer's memory and you are back in the COMMAND Mode. Press E -The computer executes your program. A question mark appears on the screen. The computer is asking for two 1 digit numbers to add. Enter the First Number. Press any digit from 0 through 9. You will hear a beep confirming entry. The number will not appear on the screen. That instruction was not included in this program. Enter the Second Number. Press any digit 0 through 9 and the sum total of the two entered numbers will immediately appear on the screen. To enter a new problem, press any single digit number. Then, press the other single digit number. The previous sum will be replaced by the answer of the new addition problem as soon as you have entered the second number of the new problem. Now, here is the addition problem you have just entered expressed in both HEX and ASSEMBLER codes. Note the following points. Important: Remember to get into the proper input mode for the language you are using. Press PMI for HEX. Press PAI for Assembler. Very Important: Look at Program step 04. It is a two Byte instruction. Remember, in Binary each byte is composed of eight bits. 6B (HEX = 0110 1011 (BINARY). 00 (HEX) = 0000 0000 (BINARY). Therefore, 6B 00 is a two byte instruction. If you are in the HEX mode, each Byte must be entered separately. Press 6B Press ENTER Press 00 Press ENTER If you are in the Assembler mode, both Bytes are fed into the computer with one entry. Press L Press D Press V Press . Press B Press . Press 0 Press 0 Press ENTER In either language, you will see Program step 06 on the screen after the data is entered. Now, push the Power Button to erase any previous data... choose one of the input codes... and enter the program. Be sure to press ENTER after each step. Addition - Program A Hex Assembler Step Code Code Byte Remarks 00 70 INP.0 1 Input Reg.0 with 1st number 01 04 INA 1 Input Accum. with 2nd number 02 E0 ADD.0 1 Add Reg.0 to Accum. 03 B1 UNP.1 1 Unpack Accum. into Reg.1 and Reg.2 04 6B 00 LDV.B.00 2 Set output position to 00 06 C1 OUT.1 1 Output Reg.1, 1st digit sum 07 C2 OUT.2 1 Output Reg. 2, 2nd digit sum 08 12 00 GTO.00 2 Go to step 00 and repeat --- -(page 35) Addition - Program B This program will also add two one digit numbers. However, this time when you enter the second number, the entire problem will appear on the screen. (Example: 2+4=6). You will be entering + and = signs in this program. First, press the POWER BUTTON off and on to clear the computer. Then - Press RESET - "Command" will appear on your screen, and your computer is all ears. Press P - "Program" appears on your screen. Press M - "Hex Input" appears on your screen. The computer knows you will be using Op Code (Hexidecimal Operation Code). Press I - Step 00 appears on the screen. You are ready to input data. 00 Press 70 Press ENTER - You tell the computer the first number will be entered into Register 0. 01 appears on your screen. 01 Press 04 Press ENTER - You tell the computer to accept the second number into the Accumulator. 02 appears on the screen. 02 Press 6B Press ENTER - This starts an output position entry. 03 Press 00 Press ENTER - The output position is set at 00 at the far left of the screen. 04 Press C0 Press ENTER - The output channel from Register 0 will open for the first number of the addition problem. 05 Press 63 Press ENTER -The input channel to Register 3 will open. 06 Press 10 Press ENTER - 10 will be loaded into Register 3. 10 is Op Code for the (+) sign. 07 Press C3 Press ENTER - The output channel from Register 3 will open so the (+) sign can be displayed on the screen. 08 Press 0B Press ENTER - The output channel of the Accumulator will open so that the second number can be displayed on the screen. 09 Press 63 Press ENTER - The input channel to Register 3 will open. 10 Press 2B Press ENTER - 2B will be loaded into Register 3. 2B is Op Code for the (=) sign. 11 Press C3 Press ENTER - The output channel from Register 3 is opened so the (=) sign may be displayed on the screen. 12 Press E0 Press ENTER -This instruction adds the contents of Register 0 to the contents of the Accumulator and stores the result in the Accumulator. Remember, Register 0 contained the first number of the addition problem. The Accumulator held the second number. 13 Press B1 Press ENTER -This program step unpacks the contents of the Accumulator storing the first digit of the sum in Register 1 and the second digit of the sum in Register 2. 14 Press C1 Press ENTER - The output channel from Register 1 will open to let the first digit sum be displayed on the screen. 15 Press C2 Press ENTER - The output channel from Register 2 will open to let the second digit sum be displayed on the screen. 16 Press 12 Press ENTER - This begins an instruction to return to a previous step. 17 Press 00 Press ENTER - The computer is instructed to return to step 00 and be ready to solve a new addition problem. The old problem will not erase from the screen until both digits of the new problem are entered. Press RESET - The program is now stored in the computer. Press E - The computer is ready to execute the program. A question mark appears on the screen asking for input. Press any single digit number. Nothing appears on the screen. Press a second single digit number. The entire problem and the solution appear on the screen. Both will remain there until two new digits are entered. Addition - Program B Hex Assembler Step Code Code Byte Remarks 00 70 INP.0 1 Input Reg.0 with 1st number 01 04 INA 1 Input Accum. with 2nd number 02 6B 00 LDV.B.00 2 Set output position 04 C0 OUT.0 1 Output 1st number from Reg. 0 05 63 10 LDV.3.10 2 Load Reg. 3 with (+) sign 07 C3 OUT.3 1 Out Reg. 3, (/) + on screen 08 0B OTA 1 Output 2nd number 09 63 2B LDV.3.2B 2 Load Reg. 3 with (=) sign 11 C3 OUT.3 1 Output Reg. 3, (/) = on screen 12 E0 ADD.0 1 Add Reg. 0 to Accum. 13 B1 UNP.1 1 Unpack Accum. into Reg.1 and Reg. 2 14 C1 OUT.1 1 Output Reg. 1, 1st digit sum 15 C2 OUT.2 1 Output Reg. 2, 2nd digit sum 16 12 00 GTO.00 2 Go to step 00 and repeat --- -(page 40) Addition - Program C After you enter this program a question mark on the screen asks you to press in two one digit numbers for the computer to add. The first number appears on the screen followed by (+) sign. When you press the second number, it appears on the screen followed by a (=) sign and the answer. When the first digit of the next addition problem is entered, the first problem will disappear from the screen. To begin, turn off the power to erase the previous program. Press RESET - Your computer is in the "Command" Mode and ready to accept instructions. Press P - The computer enters the "Program" Mode. Press M - "Hex Input" appears on the screen. The computer is ready to accept instructions in Op Code. Press I - Step 00 appears on the screen and the computer is ready for the program. 00 Press 6B Press ENTER - You are setting the output position of Register B. 01 Press 00 Press ENTER - That output position is 00 at the far left of the screen. 02 Press 70 Press ENTER - You tell the computer that the first number of the addition problem will be stored in Register 0. 03 Press C0 Press ENTER - This tells the computer you will want it to output the contents of Register 0. 04 Press 63 Press ENTER - You are preparing Register 3 to accept data. 05 Press 10 Press ENTER - Register 3 will be loaded with a 10 - the code for a (+) sign. You will find the complete code for all of the graphics stored in your computer on the fold-out at the back of the book. 06 Press C3 Press ENTER - This will open the way to output the (+) sign from Register 3. 07 Press 04 Press ENTER - This will open the Accumulator for future input. 08 Press 0B Press ENTER - The output channel of the Accumulator is set to open. 09 Press 63 Press ENTER - You want to load a value into Register 3. 10 Press 2B Press ENTER - That value is 2B - the code for the (=) sign. 11 Press C3 Press ENTER - This will open the way to output the (=) sign from Register 3. 12 Press E0 Press ENTER - The computer will then add the contents of Register 0 to the Accumulator. Register 0 has already been instructed to accept the first number in the addition problem (Step 02) - and the Accumulator has been instructed to accept the second number. 13 Press B1 Press ENTER - This Op Code will unpack the contents of the Accumulator (which contains the sum) into Register 1 and Register 2. 14 Press C1 Press ENTER - This will open the output channel of Register 1. 15 Press C2 Press ENTER - This will open the output channel of Register 2. 16 Press 70 Press ENTER - This input is a pause operation. It tells the computer to leave the first problem on the screen until another problem is entered. 17 Press 6C Press ENTER - Register C will be opened for loading. 18 Press 0B Press ENTER - Register C will be loaded with 0B - the Op Code for the decimal number 11, which is exactly the number of positions available on the screen. 19 Press 67 Press ENTER - Register 7 will be ready for loading. 20 Press 0C Press ENTER - 0C is Op Code for blank spaces as indicated in the computer graphics section in the fold-out at the back of the book. Register 7 will be loaded with blank spaces. The computer will use these blank spaces to erase the old problem on the screen when the first digit of the new problem is entered. 21 Press 9C Press ENTER - The Accumulator will be loaded with the contents of Register C - the decimal number 11. 22 Press 64 Press ENTER - This will open Register 4 to accept data. 23 Press 00 Press ENTER - Register 4 will be loaded with 00. 24 Press 02 Press ENTER - The amount in the Accumulator (11 - the number of positions on the screen) will be decremented (subtracted) by one each time this step is reached. 25 Press C7 Press ENTER - Register 1 will output its blank spaces. 26 Press 24 Press ENTER - This is a branch instruction - sort of a fork in the electronic road. The computer is instructed to continue on to the next program step if the number in the Accumulator equals the number in Register 4 (00). 27 Press 24 Press ENTER - The computer is instructed to return to step 24 if the number in Register 4 is not equal to the Accumulator. Step 24 will decrement the contents of the Accumulator (which originally was 11) by 1 each time until the Accumulator is reset at 00 to match Register 4. Program steps 16 through 27 demonstrate how a computer erases by outputting blank spaces to the screen. 28 Press 6B Press ENTER - We are resetting Register B to return to its original output position once the Accumulator is equal to Register 4. 29 Press 00 Press ENTER - The output position of Register B is set at the extreme left position of the screen. 30 Press 12 Press ENTER - This Op Code instructs the computer to branch to another program step when the amount in the Accumulator equals 00. 31 Press 03 Press ENTER - The step the computer returns to is 03. Now, you are able to enter and solve repeated addition problems. Press RESET - The program is stored. Press E - The program is executed. See the beginning of the program for use instructions. Addition - Program C Hex Assembler Step Code Code Byte Remarks 00 6B 00 LDV.B.00 2 Set output position to 00 02 70 INP.0 1 Input 1st number to Reg. 0 03 C0 OUT.0 1 Output Reg. 0 04 63 10 LDV.3.10 2 Load Reg. with (+) sign 06 C3 OUT.3 1 Output (+) sign from Reg. 3 07 04 INA 1 Input to Accum.(second number) 08 0B OTA 1 Output from Accum. 09 63 2B LDV.3.2B 2 Load Reg. 3 with (=) sign 11 C3 OUT.3 1 Output (=) sign from Reg. 3 12 E0 ADD.0 1 Add Reg. 0 to Accum. 13 B1 UNP.1 1 Unpack Accum. to Reg. 1 and Reg. 2 14 C1 OUT.1 1 Output Reg. 1 15 C2 OUT.2 1 Output Reg. 2 16 70 INP.0 1 This is used as a pause operation 17 6C 0B LDV.C.0B 2 Load Reg. C with Hex 0B (#11) 19 67 0C LDV.7.0C 2 Load Reg. 7 with blank spaces 21 9C LDA.C 1 Load Accum. from Reg. C 22 64 00 LDV.4.00 2 Load Reg. 4 with 00 24 02 DEC 1 Subtract 1 from Accum. 25 C7 OUT.7 1 Output Reg. 7 (blank spaces) 26 24 24 BNE.4.24 2 Branch if Accum. does not = Reg.4 28 6B 00 LDV.B.00 2 Set output position to 00 30 12 03 GTO.03 2 Go to step 03 and repeat --- -(page 46) One Digit Multiplication After you enter this program, a question mark will appear on the screen asking for input. The first digit entered is the number you wish to multiply (the multiplicand). It appears on the screen with an (X) sign. The second digit entered is the multiplier. The complete problem will now appear on the screen along with the answer. Odyssey2 solves multiplication through an addition process. If the problem is 3 X 7, the computer will arrive at the answer by adding 7+7+7. Program steps 00 through 11 are instructions which allow the problem to be displayed on the screen. The mathematical operational sequence begins with step 12. First, press the POWER BUTTON off and on to erase the previous program. Press RESET - You are in the "Command" Mode. Press P - You enter the "Program" Mode. Press M - "Hex Input" appears on the screen. The computer is ready for Op Code instructions. Press I - Step 00 appears on the screen and the computer is ready for the program. 00 Press 6B Press ENTER - The output position of Register B is ready for setting. 01 Press 00 Press ENTER - You set the output of Register B for the far left of the screen. 02 Press 70 Press ENTER - The multiplicand is directed to be stored in Register 0. 03 Press C0 Press ENTER - Register 0 is given an output channel. 04 Press 66 Press ENTER -The door will be opened to Register 6. 05 Press 29 Press ENTER - An (X) sign will be entered into Register 6. 06 Press C6 Press ENTER - Register 6 is given an output channel. 07 Press 71 Press ENTER - The multiplier will be stored into Register 1. 08 Press C1 Press ENTER - The multiplier is given a way out of Register 1. 09 Press 67 Press ENTER - The door to Register 7 is instructed to open. 10 Press 2B Press ENTER - 2B is Op Code for (=). The (=) sign will be loaded into Register 7. 11 Press C7 Press ENTER - This will provide an output channel for Register 7. 12 Press 90 Press ENTER - The Accumulator is instructed to be ready to accept data from Register 0. This is the Register that holds the number you want to multiply. The Accumulator will be loaded with the same value as the contents of Register 0 - however, Register 0 will continue to retain its data. 13 Press E0 Press ENTER - The computer is instructed to add the contents of the Accumulator to Register 0. Remember, that Odyssey2 multiplies by a series of addition steps. This is the first addition step. 14 Press A2 Press ENTER - The sum of the digits from the Accumulator and Register 0 will be stored in Register 2. 15 Press 91 Press ENTER - The Accumulator will be loaded from Register 1 which holds the multiplier. The Accumulator will now know the number of addition steps it must perform to arrive at an answer. 16 Press 02 Press ENTER - This step will decrement the Accumulator which contains the multiplier by 1 so that the computer can keep track of how many addition steps have been made. 17 Press A1 Press ENTER - The difference will be stored in Register 1. 18 Press 63 Press ENTER - The door to Register 3 will open. 19 Press 01 Press ENTER - 01 will be stored in Register 3. This will give the computer a reference point which will halt the addition process. When the Accumulator contains the contents of Register 1 (the multiplier), it is compared to the contents of Register 3 (which is 01). If the contents in Register 1, which is now in the Accumulator, and Register 3 coincide, the computer will stop adding. If they are not equal, the computer will loop back and continue the addition process. 20 Press 33 Press ENTER - This starts a branch operation. 21 Press 25 Press ENTER - The computer is instructed to branch to step 25 if the contents of the Accumulator and Register 3 are equal. In which case, the answer will be unpacked and displayed on the screen. 22 Press 92 Press ENTER - The Accumulator will be loaded with the information in Register 2, which contains the data fed in Program Step 14. 23 Press 12 Press ENTER - The computer is instructed to return to a previous step in the program if the conditions in program step 19 have not been met. 24 Press 13 Press ENTER - The computer is instructed to return to step 13 and once again add the contents of Register 0 to the Accumulator. (Register 0 holds the multiplicand.) 25 Press 92 Press ENTER - The Accumulator will be loaded with the contents of Register 2 which contains the sum of the addition operations. We are almost at the end of the tunnel. This operation is performed when the contents of the Accumulator and Register 3 are equal. 26 Press B4 Press ENTER - This is a two digit unpacking operation, which has been explained in Addition Program A. 27 Press C4 Press ENTER - An output channel for Register 4. 28 Press C5 Press ENTER - An output channel for Register 5. 29 Press 12 Press ENTER - You instruct the computer to return to a previous program step. 30 Press 00 Press ENTER -That step is 00. The computer will now be ready to accept a new multiplication problem. Press RESET - The program is stored. Press E - The program is executed. One Digit Multiplication Hex Assembler Step Code Code Byte Remarks 00 6B 00 LDV.B.00 2 Set output position 02 70 INP.0 1 Multiplicand stored in Reg. 0 03 C0 OUT.0 1 Output multiplicand 04 66 29 LDV.6.29 2 Symbol (x) stored in Reg. 6 06 C6 OUT.6 1 Output Reg. 6; Reg. 6 = (x) 07 71 INP.1 1 Multiplier stored in Reg. 1 08 C1 OUT.1 1 Output Multiplier 09 67 2B LDV.7.2B 2 Symbol (=) stored in Reg. 7 11 C7 OUT.7 1 Output Reg. 7 12 90 LDA.0 1 Load Accum. from Reg. 0 13 E0 ADD.0 1 Add Accum. to Reg. 0 14 A2 STO.2 1 Store sum in Reg. 2 15 91 LDA.1 1 Load Accum. from Reg. 1 16 02 DEC 1 Decrement Accum. by 1 17 A1 STO.1 1 Store difference in Reg. 1 18 63 01 LDV.3.01 2 Load Reg. 3 with 01 20 33 25 BEQ.3.25 2 Go to step 25 if Accum. = Reg. 3 22 92 LDA.2 1 Load Accum. from Reg. 2 23 12 13 GTO.13 2 Go to step 13 25 92 LDA.2 1 Load Accum. from Reg. 2 26 B4 UNP.4 1 Unpack two digits 27 C4 OUT.4 1 Output Reg. 4 28 C5 OUT.5 1 Output Reg. 5 29 12 00 GTO.00 2 Go to step 00 and repeat --- -(page 52) One Digit Division A question mark will appear on the screen. The first number entered will be the dividend and it will be followed by a (/) sign. The second number entered will be the divisor. It will appear on the screen along with an (=) sign and the answer. Your Odyssey2 computer accomplishes division by a series of subtractions. It's the Odyssey2 multiplication process in reverse. Note: There are two conditions in division that must be provided. The first condition is when the divisor can be divided into the dividend equally. Example: 6 / 2 = 3. The second condition is when the divisor cannot be divided into the dividend equally and there is a remainder. Example: 9 / 2 = 4 + R. Your Odyssey2 has been instructed to display (+R) if there is a remainder. This program provides branching instructions to satisfy both conditions. To begin, turn the POWER BUTTON off and on to erase any previous program. Press RESET - You are in the "Command" mode. Press P - You have entered the "Program" mode. Press M - "Hex Input" appears on the screen. The computer is ready to accept instructions in Op Code. Press I - Step 00 appears on the screen, and you are ready to enter the program. 00 Press 63 Press ENTER - The door to Register 3 will be opened. 01 Press 00 Press ENTER - We call this "initialization" - a step to insure that Register 3 is set at absolute zero value after each problem is solved. Register 3 will contain the sum of the subtraction operations Odyssey2 will perform to find the quotient. 02 Press 6B Press ENTER - The door to Register B will be opened. 03 Press 00 Press ENTER - Register B will be positioned to output at the far left of the screen. 04 Press 70 Press ENTER - The number to be divided (the dividend) will go into Register 0 the dividend must always be larger than the divisor. 05 Press C0 Press ENTER - The output channel to Register 0 is set to open. 06 Press 69 Press ENTER - Register 9 will be opened for input. 07 Press 2A Press ENTER - 2A is Op Code for (/). The division sign will go into Register 9. 08 Press C9 Press ENTER - The output channel of Register 9 is set to open. 09 Press 71 Press ENTER - The divisor will be loaded into Register 1. 10 Press C1 Press ENTER - The output channel of Register 1 is instructed to open. 11 Press 6A Press ENTER - The door to Register A will be opened. 12 Press 2B Press ENTER - 2B is Op Code for (=). The equal sign will go into Register A. 13 Press CA Press ENTER - The Register A output channel is instructed to open. 14 Press 91 Press ENTER - The Accumulator will be loaded with the contents of Register 1 which contains the divisor. We are going to use a sample problem so the explanation will be easier (6 / 2 = 3). The Accumulator will be loaded with the divisor (2). 15 Press D0 Press ENTER - The contents of the Accumulator will be subtracted from the contents of Register 0 which contains the dividend (6). 16 Press A0 Press ENTER - The difference (4) between the dividend and the divisor (6 - 2 = 4) will be stored in Register 0. 17 Press 93 Press ENTER - The Accumulator will be loaded with the contents of Register 3. This is the Register that was "initialized" at 00 so that we could keep track of the number of times we subtracted. 18 Press 03 Press ENTER - A 1 will then be added to the Accumulator. This is called an increment. 19 Press A3 Press ENTER - The sum of the Accumulator is then stored in Register 3. This Register now contains 01. 20 Press 90 Press ENTER - The Accumulator will be loaded with the contents of Register 0. Register 0 has been loaded with a value of 4, the difference between the dividend and the divisor. The value was loaded into Register 0 in Program step 16. 21 Press 13 Press ENTER - This will be the start of a branch operation. 22 Press 40 Press ENTER - The computer will branch to step 40 if the Accumulator equals 0. Once the Accumulator equals 0, the problem is finished and Program step 40 will unpack the answer and it will be displayed on the screen. 23 Press 91 Press ENTER - If the Accumulator does not equal 0, it will go to this program step. The Accumulator will be loaded with the contents of Register 1 which contains the divisor (2). 24 Press 50 Press ENTER - Another branch operation will be started. 25 Press 28 Press ENTER - The computer will be instructed to branch to program step 28 if Register 0 which contains the dividend (4) is less than the Accumulator which contains the divisor (2) from Register 1. 26 Press 12 Press ENTER - This tells the computer to return to a previous step if Register 0 is not less than the Accumulator. 27 Press 15 Press ENTER - This completes the return instructions. The computer is programmed to return to step 15. This step begins the subtraction operations which will continue until Register 0 is loaded into the Accumulator at step 21 and, the Accumulator equals 0 in this example. When this condition is met, Odyssey2 will loop to Program step 40. 28 Press 93 Press ENTER - This is the step your computer will branch to if a remainder is included. The branching instructions were given in steps 24 and 25. They programmed the computer to branch to step 28 if Register 0 which contains the dividend is less than the Accumulator which at this point, contains the divisor. We will use 9 / 2 = 4 + R as our sample problem. All program steps have been the same up to this point. The computer has looped to step 15 several times. Register 0 now contains 01 and the Accumulator contains 02. This step will load the Accumulator from Register 3 which contains the number of times (2) has been subtracted from (9) which is (4). 29 Press B4 Press ENTER - This instruction will unpack the answer. 30 Press C4 Press ENTER - The first digit, stored in Register 4, will be displayed on the screen. 31 Press C5 Press ENTER - The second digit, stored in Register 5, will be displayed on the screen. 32 Press 66 Press ENTER - Register 6 will open. 33 Press 10 Press ENTER - 10 will be loaded into Register 6. 10 is the Op Code for (+). 34 Press 67 Press ENTER - Register 7 will be opened. 35 Press 13 Press ENTER - 13 will be loaded into Register 7. 13 is the Op Code for (R). 36 Press C6 Press ENTER - The output channel for the (+) sign will be opened. 37 Press C7 Press ENTER - The output channel for (R) will open. 38 Press 12 Press ENTER - The computer is instructed to return to a previous step. 39 Press 00 Press ENTER - The computer will return to step 00 and be ready to solve a new problem. Our program ends at this point if we have solved a problem that contains a remainder. If not, as in our first example (6 / 2 = 3), we would have jumped from Program step 21 to Program step 40. 40 Press 93 Press ENTER - The Accumulator will be loaded with the contents of Register 3. It will contain the number of times the divisor has been subtracted from the dividend. In step 21 the computer was programmed to branch to this step when the contents of the Accumulator equaled 0. We were using 6 / 2 as our example so at this point Register 3 contains (3) --- the number of times (2) has been subtracted from (6). 41 Press B4 Press ENTER - This unpacking operation will convert the answer from binary into decimal. 42 Press C4 Press ENTER - The output channel of Register 4 will be opened for the first digit. 43 Press C5 Press ENTER - The output channel of Register 5 will be opened for the second digit. 44 Press 66 Press ENTER - Register 6 will open. 45 Press 0C Press ENTER - Register 6 will be loaded with 0C which is Op Code for a blank space. 46 Press 67 Press ENTER - Register 7 will open. 47 Press 0C Press ENTER - Register 7 will be loaded with a blank space. Registers 6 and 7 have been loaded with blanks so that (+R) will not be displayed on the screen when this branch of the program is employed by the computer. 48 Press C6 Press ENTER - The output channel from Register 6 will open. 49 Press C7 Press ENTER - The output channel from Register 7 will open. 50 Press 12 Press ENTER - The computer is instructed to return to a previous step. 51 Press 00 Press ENTER - The computer is instructed to return to step 00 and be ready to solve another problem. Press RESET - The program is stored. Press E - The program is executed. One Digit Division Hex Assembler Step Code Code Byte Remarks 00 63 00 LDV.3.00 2 Reg. 3 = 00 (initialization) 02 6B 00 LDV.B.00 2 Reg. B = 00 (positioning) 04 70 INP.0 1 Dividend stored in Reg. 0 05 C0 OUT.0 1 Output Reg. 0 06 69 2A LDV.9.2A 2 Symbol (/) stored in Reg. 9 08 C9 OUT.9 1 Output Reg. 9 09 71 INP.1 1 Divisor stored in Reg. 1 10 C1 OUT.1 1 Output Reg. 1 11 6A 2B LDV.A.2B 2 Symbol (=) stored in Reg. A 13 CA OUT.A 1 Output Reg. A 14 91 LDA.1 1 Load Accum. from Reg. 1 15 D0 SUB.0 1 Sub. Accum. from Reg. 0 16 A0 STO.0 1 Store difference in Reg. 0 17 93 LDA.3 1 Load Accum. from Reg. 3 18 03 INC 1 Add 1 to the Accum. 19 A3 STO.3 1 Store sum in Reg. 3 20 90 LDA.0 1 Load Accum. from Reg. 0 21 13 40 BRZ.40 2 Branch to step 40 if Accum. equals 0 23 91 LDA.1 1 Load Accum. from Reg. 1 24 50 28 BLS.0.28 2 Branch to step 28 if Reg. 0 is less than Accum. 26 12 15 GTO.15 2 Go to step 15 28 93 LDA.3 1 Load Accum. from Reg. 3 29 B4 UNP.4 1 Unpack two digits 30 C4 OUT.4 1 Output 1st digit which is stored in Reg. 4 31 C5 OUT.5 1 Output 2nd digit which is stored in Reg. 5 32 66 10 LDV.6.10 2 Symbol (+) stored in Reg. 6 34 67 13 LDV.7.13 2 Symbol (R) stored in Reg. 7 36 C6 OUT.6 1 Output (+) sign 37 C7 OUT.7 1 Output (R) 38 12 00 GTO.00 2 Go to step 00 40 93 LDA.3 1 Load Accum. from Reg. 3 41 B4 UNP.4 1 Unpack two digits 42 C4 OUT.4 1 Output 1st digit from Reg. 4 43 C5 OUT.5 1 Output 2nd digit from Reg. 5 44 66 0C LDV.6.0C 2 A blank is stored in Reg. 6 46 67 0C LDV.7.0C 2 A blank is stored in Reg. 7 48 C6 OUT.6 1 Output blank 49 C7 OUT.7 1 Output blank 50 12 00 GTO.00 2 Branch to step 00 --- -(page 62) Area Problems Using "Go to Subroutine" and "Return" This program gives you an example of how and when to use the instructions "Go to Subroutine" and "Return". A "Go to Subroutine" instruction tells the computer to branch to a specific program step which contains an operation you may wish to use several times in one program. You can use the same operation several times without having to rewrite it. When writing a program using this instruction, the next program step after the "Go to Subroutine" instruction must be reserved for returning from the Subroutine. A program having a "Go to Subroutine" instruction must have a "Return from Subroutine" instruction as well. After you enter this program, you will be able to find the area of a rectangle or the area of a triangle. First, enter the base measurement - then, enter the height measurement. Press 1 to find the area of a rectangle. (Base X Height = Area). Press 2 to find the area of a triangle. (Base X Height / 2 = Area). Before entering this program, refer to the program on pages 69 and 70 while we explain how it works. Program steps 00 through 08 will be the same for both problems. (00 through 08) Step 08 programs your selection of 1) rectangle area problem, or 2) triangle area problem to be loaded into the Accumulator. First, we'll see what happens when 1 is loaded into the Accumulator. (09 and 10) Steps 09 and 10 instruct the computer to branch to Program step 13 if the Accumulator (which contains 01) equals the contents of Register 1 (which is 01). If we had entered a 2, the computer would have proceeded from Program step 08 to Program steps 11 and 12. (13 and 14) Program steps 13 and 14 instruct the computer to go to step 66 which starts the multiplication subroutine. (Base X Height = Area of Rectangle) (66) Program step 66 loads the Accumulator with the contents of Register 3 which contains the base (Step 06). We'll use 8 as our example of the base measurement. (67) Program step 67 adds the contents of Register 3 (which contains the base measurement of 8 in our example) to the contents of the Accumulator which now also contains 8. (68) The contents of the Accumulator (8+8 = 16) are stored in Register 5. (69) The Accumulator is loaded with the contents of Register 4 which contains the height. We'll use 3 as our example. This data was entered into Register 4 in Program step 07. (70) In Program step 70, the Accumulator is decremented by 1. (Remember, in multiplying, the multiplier is decremented by 1 with each addition operation until the multiplier equals 01). (71) The contents of the Accumulator (now 2) are loaded into Register 4. (72 through 73) These instructions tell the computer to branch to Program step 77 if the contents of the Accumulator are equal to the contents of Register 1. (Register 1 = 01). This was accomplished in Program step 02. (74) If the Accumulator does not equal 01 at Program step 72, the Accumulator will move to Program step 75 and be loaded from Register 6 which contains 16. (75 and 76) Go to step 67. The addition process is repeated until the amount in the Accumulator is equal to the value of Register 1. When this condition is achieved, the computer will branch to Program step 77 as instructed by Program steps 72 and 73. (77) The Accumulator is loaded from Register 5. (Register 5 now equals 24 which is the answer.) (78) Program step 78 instructs the computer to return from subroutine. This returns the computer to program step 15 which unpacks the contents of Register 5. Program steps 16 and 17 output the answer to the screen. Program step 18 tells the computer to go to the blanking operation at program step 58. Program steps 58 through 63 output blank spaces that erase the old problem and make room for a new one. Program step 64 tells the computer to return to step 00 and to get ready to solve a new problem. Now, we'll see how this program computes the area of a triangle (Base X Height / 2 = Area of Triangle) For our example, we'll use 6 as the base and 2 as the height. This time we will choose 2 (triangle routine) at Program step 08 to load into the Accumulator. Since Program steps 09 and 10 do not apply, the computer will jump to Program step 11. Program step 11 instructs the Odyssey2 to branch to program step 20 for the triangle routine. Program 20 instructs the Odyssey2 to branch to step 66 for the multiply routine. Program steps 66 through 75 perform the addition operations and continue to loop until the Accumulator equals Register 1 (01). Then the Odyssey2 branches to step 77. Program step 77 loads the Accumulator with Register 5, which holds the answer for B * H or 6 * 2 = 12. We must now divide this answer by 2 to find the area of a triangle. Program step 78 instructs Odyssey2 to return to the program step immediately following the subroutine from which it branched originally. Program step 22 - a pause is implemented. Program step 23 stores Accumulator (which contains 12) in Register 3. This now becomes the dividend. Program steps 24 and 25 load Register 4 with 02; this becomes the divisor. Program steps 26 and 27 load Register 7 with 00. This is the initialization operation, since this Register will hold the sum of the subtraction operations. ("Initialization" was first introduced at the beginning of the One Digit Division Program.) Program step 28 loads Accumulator from Register 4 (which contains the divisor, 2). Program step 29 subtracts Accumulator from Register 3 (which contains the dividend, 12). Program step 30 stores the difference (12 - 2 = 10) in Register 3; Register 3 = 10. Program step 31 loads Accumulator from Register 7; Register 7 = 00. Program step 32 adds one to the Accumulator. Remember, this is done to keep track of the number of times we subtract the divisor from the dividend. Program step 33 stores sum in Register 7; Register 7 = 01. Program step 34 loads Accumulator from Register 3; Register 3 = 10, dividend. Program steps 35 and 36 order a branch to step 54 if Accumulator equals 00. Program step 37 loads Accumulator from Register 4; Register 4 = 2, divisor. Program steps 38 and 39 branch to step 42 if Register 3 is less than the Accumulator. Program step 40. If the Odyssey2 has not branched at this point to another step number, this instruction loops the Odyssey2 back to Program step 29, so that additional subtraction operations can be performed. At Program step 35, the computer, after completing the subtraction operations so that the Accumulator and Register 3 (the dividend) equal 00, branches to step 54.* At Program step 54, the Accumulator is loaded from Register 7 (which contains the number of times we subtracted the answer). Program step 55 then unpacks this answer and Program steps 56 and 57 output the answer to the screen. Blanks are outputted, since in this example there is no remainder, and at step 64, the Odyssey2 is instructed to return to Program step 00 in preparation for a new problem. Now you're ready to enter the program into your Odyssey2. Be sure to turn the power off and on to erase any previous data. *Note: If there had been a remainder, the computer would have branched at Program step 38 to step 42 and when the answer was unpacked and displayed on the screen, a (+R) would also have been displayed. "Go to Subroutine" and "Return" Hex Assembler Step Code Code Byte Remarks 00 6B 00 LDV.B.00 2 Reg. B = 00 (positioning) 02 61 01 LDV.1.01 2 Area of rectangle - select (1) 04 62 02 LDV.2.02 2 Area of triangle - select (2) 06 73 INP.3 1 Input value (base) to Reg. 3 07 74 INP.4 1 Input value (height) to Reg. 4 08 04 INA 1 Select 1 or 2 09 31 13 BEQ.1.13 2 Go to rectangle routine 11 32 20 BEQ.2.20 2 Go to triangle routine 13 14 66 GTS.66 2 Go to multiply subroutine 15 B5 UNP.5 1 Unpack Reg. 5 and 6 16 C5 OUT.5 1 Output 1st digit 17 C6 OUT.6 1 Output 2nd digit 18 12 58 GTO.58 2 Go to blanking operation 20 14 66 GTS.66 2 Go to multiply subroutine 22 00 NOP 1 No operation (pause) 23 A3 STO.3 1 Store Accum. in Reg. 3 24 64 02 LDV.4.02 2 Load Reg. 4 with 02 26 67 00 LDV.7.00 2 Load Reg. 7 with 00 28 94 LDA.4 1 Load Accum. from Reg. 4 29 D3 SUB.3 1 Subtract Accum. from Reg. 3 30 A3 STO.3 1 Store difference in Reg. 3 31 97 LDA.7 1 Load Accum. from Reg. 7 32 03 INC 1 Add one to Accum. 33 A7 STO.7 1 Store sum in Reg. 7 34 93 LDA.3 1 Load Accum. from Reg. 3 35 13 54 BRZ.54 2 Branch to step 54 if A = 0 37 94 LDA.4 1 Load Accum. from Reg. 4 38 53 42 BLS.3.42 2 Branch to step 42 if Reg. 3 is less than Accum. 40 12 29 GTO.29 2 Go to step 29 42 97 LDA.7 1 Load Accum. from Reg. 7 43 B8 UNP.8 1 Unpack Reg. 8 and Reg. 9 44 C8 OUT.8 1 Output 1st digit 45 C9 OUT.9 1 Output 2nd digit 46 6E 10 LDV.E.10 2 Load Reg. E with Symbol (+) 48 6F 13 LDV.F.13 2 Load Reg. F with Symbol (R) 50 CE OUT.E 1 Output (+) 51 CF OUT.F 1 Output (R) 52 12 58 GTO.58 2 Go to step 58 54 97 LDA.7 1 Load Accum. from Reg. 7 55 B8 UNP.8 1 Unpack Reg. 8 and Reg. 9 56 C8 OUT.8 1 Output 1st digit 57 C9 OUT.9 1 Output 2nd digit 58 6E 0C LDV.E.0C 2 Load Reg. E with a blank 60 6F 0C LDV.F.0C 2 Load Reg. F with a blank 62 CE OUT.E 1 Output blank 63 CF OUT.F 1 Output blank 64 12 00 GTO.00 2 Go to step 00 66 93 LDA.3 1 Load Accum. from Reg. 3 67 E3 ADD.3 1 Add Reg. 3 to Accum. 68 A5 STO.5 1 Store Accum. in Reg. 5 69 94 LDA.4 1 Load Accum. from Reg. 4 70 02 DEC 1 Decrement Accum. by 1 71 A4 STO.4 1 Store Accum. in Reg. 4 72 31 77 BEQ.1.77 2 If Accum. = Reg.1, Branch to step 77 74 95 LDA.5 1 Load Accum. from Reg. 5 75 12 67 GTO.67 2 Go to step 67 77 95 LDA.5 1 Load Accum. from Reg. 5 78 07 RET 1 Return to subroutine --- -(page 71) One Digit Addition Flash Card When you enter this program, a Flash Card addition game will appear on your television set. An unsolved addition problem flashes on the screen. You enter the solution through the keyboard. If the answer is less than 10, preface the number with a 0. This program is different from the Flash Card game which is already programmed in the computer. In this program, the old problem is erased automatically and a new problem is displayed on the screen. There is also a rather interesting reward for entering the correct answer. Program steps 45 through 61 input a computerized musical comedy production number. Program steps 70 through 78 are the rests (pauses) in the melody. Program step 26 is a packing operation. The data from Register 3 and Register 4 is combined and loaded into the Accumulator. Program steps 62 through 69 reset Register B to 00 so that it's ready for the next problem. One Digit Addition Flash Card Hex Assembler Step Code Code Byte Remarks 00 6A 0C LDV.A.0C 2 Load a blank into Reg. A 02 68 10 LDV.8.10 2 Load a (+) sign into Reg. 8 04 69 2B LDV.9.2B 2 Load an (=) sign into Reg. 9 06 6C 2D LDV.C.2D 2 Load (N) into Reg. C 08 6D 17 LDV.D.17 2 Load (O) into Reg. D 10 08 RND 1 Load Accum. with random number 11 B0 UNP.0 1 Separate digits 12 6B 00 LDV.B.00 2 Set output position 14 C0 OUT.0 1 Output first digit. 15 C8 OUT.8 1 Output (+) sign 16 C1 OUT.1 1 Output second digit 17 00 NOP 1 A no operation instruction must follow every third output instruction in a row 18 C9 OUT.9 1 Output (=) sign 19 90 LDA.0 1 Load Accum. from Reg. 0 20 E1 ADD.1 1 Add Reg. to the Accum. 21 A2 STO.2 1 Store sum in Reg. 2 22 73 INP.3 1 Input first digit guess 23 C3 OUT.3 1 Output first digit guess 24 74 INP.4 1 Input second digit guess 25 C4 OUT.4 1 Output second digit guess 26 83 PAK.3 1 Combine digits. This is a packing operation 27 CA OUT.A 1 Output blank 28 32 45 BEQ.2.45 2 If correct guess... buzz 30 CC OUT.C 1 Output (N) 31 CD OUT.D 1 Output (O) 32 6B 04 LDV.B.04 2 Set output position to 04 34 73 INP.3 1 Input first number of second guess 35 C3 OUT.3 1 Output first number 36 CA OUT.A 1 Output blank 37 CA OUT.A 1 Output blank 38 00 NOP 1 No operation 39 CA OUT.A 1 Output blank 40 CA OUT.A 1 Output blank 41 6B 05 LDV.B.05 2 Set output position to 05 43 12 24 GTO.24 2 Go to step 24 45 05 SIG 1 Buzz 46 14 70 GTS.70 2 No Sound 48 05 SIG 1 Buzz 49 05 SIG 1 Buzz 50 05 SIG 1 Buzz 51 14 70 GTS.70 2 No sound 53 05 SIG 1 Buzz 54 14 70 GTS.70 2 No sound 56 14 70 GTS.70 2 No sound 58 05 SIG 1 No sound 59 14 70 GTS.70 2 No sound 61 05 SIG 1 Buzz 62 6B 00 LDV.B.00 2 Set position to 00 64 CA OUT.A 1 Output blank 65 9B LDA.B 1 Load Accum. from Reg. B 66 13 10 BRZ.10 2 If Accum. = 0, the computer branches to step 10 68 12 64 GTO.64 2 Go to step 64 70 67 00 LDV.7.00 2 Load Reg. 7 with 00 72 6E 75 LDV.E.75 2 Load Reg. E with 75 74 9E LDA.E 1 Load Accum. from Reg. E 75 00 NOP 1 No operation 76 02 DEC 1 Subtract 1 from Accum. 77 27 75 BNE.7.75 2 Branch if Accum. is not = to Reg. 7 which contains 00 79 07 RET 1 Return from subroutine --- -(page 74) Three Ways to Enter and Output a Letter These three sample programs are presented to show you the three different instructions which can be used to input and output a letter on the screen. For the first example, we have chosen to input and display the letter "H" or 1D in HEX Code. With this type of program, whatever is loaded into the register and is outputted to the screen will remain on the screen. You cannot change it. With this program, you could enter a complete message and have it remain on the screen. The second example uses the instructions, "Input to a Register" and "Output from a Register," but does not designate any particular value. Thus, once the program is entered, any value can be entered and it will be displayed on the screen. The third example is similar to the second in that any value may be entered, but it is inputted to the Accumulator rather than to a register. You will note, in all three examples, the last instruction was "Input to a Register" which was used as a pause since no output instruction was indicated, thus only one keyboard depression could be made. Now, try this - using example two or three, program the appropriate instruction sets in order to create a loop so that all 11 positions on the screen may be used. (Hint! Refer back to the addition programs. Check to see how they let you keep entering one problem after another by returning to a previous program step.) Three Ways to Enter and Output a Letter (For this example, use "H") Hex Assembler Step Code Code Byte Remarks A 00 6B 00 LDV.B.00 2 Positioning 02 60 1D LDV.0.1D 2 Load Reg. 0 with H 04 C0 OUT.0 1 Output Reg. 0 = H 05 71 INP.1 1 Input to Reg. 1 (used as pause) B 00 6B 00 LDV.B.00 2 Positioning 02 70 INP.0 1 Input Reg. 0 03 C0 OUT.0 1 Output Reg. 0 04 71 INP.1 1 Input Reg. 1 (pause) C 00 6B 00 LDV.B.00 1 Positioning 02 04 INA 1 Input Accum. 03 0B OTA 1 Output Accum. 04 71 INP.1 1 Input Reg. 1 (pause) --- -(page 76) Six Letter Guess After being entered, this program allows you to enter a six letter word into the Odyssey2. Six dots appear on the screen and your opponent enters a letter. If it is used in the word, it appears on the screen in the correct position. If the letter does not appear in the word, nothing happens. Let's look at some of the program steps in detail: Program step 00 used as a flag or reference position. 01 is loaded into Register 7. 01 was chosen rather than 00 because 01 can only mean the decimal number 1 and nothing else, while 00 can be a number or the instruction "No Operation." Program steps 04, 05, and 06 input 1st letter into Register 9, load a dot into Register 1, output Register 1 to screen. This is an initialization process and steps 07 through 27 are the same. This is done so that the six dots appear on the screen when the word is first inputted. Note the Register Use column. Program steps 28 through 37 position Odyssey2 to 00 each time a guess is taken and output to the screen either the correct letter guessed or a dot. Program steps 38 and 39 instruct Odyssey2 to return to 00 if Accumulator equals the contents of Register 7. The computer is now ready for a new game. (Note: This is a flag or reference point.) Program step 40 inputs a guess to the Accumulator. It is compared to each register in Program steps 41 through 52. Program steps 53 and 54 instruct Odyssey2 to go to Program step 71 if a letter in the word is missing. Program steps 71 and 72 load Register 8 with a dot. Program step 73 loads the Accumulator from Register 8. Program steps 74 through 85 instruct Odyssey2 to branch to Program step 28 if any register (1 through 6) is equal to the Accumulator (in other words, if the register still remains a dot.) Program steps 86 and 87 load Register 7 with a 2B (=). This is a flag.* Program step 88 loads the Accumulator from Register 7. Program steps 89 and 90 sound the buzz which indicates the word has been displayed correctly. Program steps 91 and 92 instruct Odyssey2 to go to step 28 for positioning. Program steps 28 through 37 display word on screen. Program steps 38 and 39 instruct Odyssey2 to return to 00 if Accumulator = Register 7. Program step 00 loads Register with 01 and game continues. * Note: the 2B (=) sign was used as a flag in this instance: however, any sign could have been used instead. Six Letter Guess Hex Assembler Step Code Code Byte Remarks [Register/Use] 00 67 01 LDV.7.01 2 Reg.7 is loaded with [01] reference position (flag) 02 6B 00 LDV.B.00 2 Positioning [1-1st dot] 04 79 INP.9 1 Input 1st letter [2-2nd dot] 05 61 27 LDV.1.27 2 Read 1st dot [3-3rd dot] 07 C1 OUT.1 1 1st dot on screen [4-4th dot] 08 7A INP.A 1 Input 2nd letter [5-5th dot] 09 62 27 LDV.2.27 2 Read 2nd dot [6-6th dot] 11 C2 OUT.2 1 2nd dot on screen [7-01 (flag)] 12 7C INP.C 1 Input 3rd letter [8-7th dot] 13 63 27 LDV.3.27 2 Read 3rd dot [9-1st letter] 15 C3 OUT.3 1 3rd dot on screen [A-2nd letter] 16 7D INP.D 1 Input 4th letter [B-Positioning] 17 64 27 LDV.4.27 2 Read 4th dot [C-3rd letter] 19 C4 OUT.4 1 4th dot on screen [D-4th letter] 20 7E INP.E 1 Input 5th letter [E-5th letter] 21 65 27 LDV.5.27 2 Read 5th dot [F-6th letter] 23 C5 OUT.5 1 5th dot on screen 24 7F INP.F 1 Input 6th letter 25 66 27 LDV.6.27 2 Read 6th dot 27 C6 OUT.6 1 6th dot on screen 28 6B 00 LDV.B.00 2 Position on screen 30 C1 OUT.1 1 Put dots on screen 31 C2 OUT.2 1 Put dots on screen 32 C3 OUT.3 1 Put dots on screen 33 00 NOP 1 No operation 34 C4 OUT.4 1 Put dots on screen 35 C5 OUT.5 1 Put dots on screen 36 C6 OUT.6 1 Put dots on screen 37 00 NOP 1 No operation 38 37 00 BEQ.7.00 2 Reset 40 04 INA 1 Input guess to Accum. 41 39 55 BEQ.9.55 2 Letter in word 43 3A 58 BEQ.A.58 2 Letter in word 45 3C 61 BEQ.C.61 2 Letter in word 47 3D 64 BEQ.D.64 2 Letter in word 49 3E 67 BEQ.E.67 2 Letter in word 51 3F 70 BEQ.F.70 2 Letter in word 53 12 71 GTO.71 2 Wrong guess 55 A1 STO.1 1 1st letter correct 56 12 43 GTO.43 2 Check next position 58 A2 STO.2 1 2nd letter correct 59 12 45 GTO.45 2 Check next position 61 A3 STO.3 1 3rd letter correct 62 12 47 GTO.47 2 Check next position 64 A4 STO.4 1 4th letter correct 65 12 49 GTO.49 2 Check next position 67 A5 STO.5 1 5th letter correct 68 12 51 GTO.51 2 Check next position 70 A6 STO.6 1 6th letter correct 71 68 27 LDV.8.27 2 Load Reg. 8 with dot 73 98 LDA.8 1 Accum. is loaded from Reg. 8 which contains a dot 74 31 28 BEQ.1.28 2 Position (Step 28) 76 32 28 BEQ.2.28 2 Position (Step 28) 78 33 28 BEQ.3.28 2 Position (Step 28) 80 34 28 BEQ.4.28 2 Position (Step 28) 82 35 28 BEQ.5.28 2 Position (Step 28) 84 36 28 BEQ.6.28 2 Position (Step 28) 86 67 2B LDV.7.2B 2 Set flag to (=) 88 97 LDA.7 1 Accum. loaded from Reg. 7 which contains 01 89 05 SIG 1 90 05 SIG 1 91 12 28 GTO.28 2 Positioning --- -(page 80) Message After being entered, this program allows you to press any number between 1 and 6 to call a programmed message to the screen. In the program as it is written, we have entered six messages. After studying the program, you can enter your own messages. You will note the first Program steps, 00 and 01, are load a value into Register 0 and the value is 90. You will note that Program step 90 is the "No Operation" instruction after the last message, and that program steps 91 through 96 are a relocation table. The Hex Code at each of the program steps is the first program step number of each of the messages. It is this first instruction, "load a value into Register 0 and the value is 90" which allows you to select any number between 1 and 6 to call a message to the screen. Let's look at a few of the other instructions in the program. Program steps 02 and 03 load Register 1 with 0C (blank). This blank will be used as the space between words in messages which have more than one word. Program step 04 inputs to the Accumulator; you may select 1, 2, 3, 4, 5, 6, on the keyboard in order to call to the screen any one of six messages and whichever you choose will be inputted to the Accumulator. Program step 05 - add Register 0 to Accumulator. In other words, if we had chosen number 2, the contents of Register 0 (which are 90) are added to the Accumulator (which is 2), thus 92 is now in the Accumulator. Program step 06 - store Accumulator in Register C; Register C now equals 92. Program step 07 - Register C moves the program counter to Program step 92, and the contents at Program step 92 (which are 36) are loaded into the Accumulator. This is the "Move" instruction or "Load Accumulator from a program step." Register C is always used with this instruction. Program step 08 - Store Accumulator (36) in Register C; C now equals 36. Program steps 09 and 10 load Register B (positioning) with the value 00 (the furthest left position). Program steps 11 and 12 load Register 2 with the number 11 (the number of positions on the screen). Program steps 13 and 14 load Register 3 with 00 to be used as a reference. Program step 15 - load the Accumulator from Register 1; Register 1 equals a blank. This begins the loop which erases an old message from the screen in preparation for a new message. You will note program steps 15 through 21, load the Accumulator with a blank, output the blank, load the Accumulator from Register 2 (11), decrement the Accumulator by 1, store the result in Register 2, and the Odyssey2 branches to step 15 if the Accumulator is not equal to Register 3 (00). Remember, when erasing, each of the 11 positions must be filled with a blank. Program steps 22 and 23 load Register B with 00 (furthest left position). This is used to position Register B in preparation for a new message. Program step 24 takes the contents of Register C (36), moves to that program step (36) and loads the contents at that program step (14) into the Accumulator. Program steps 25 and 26: If the Accumulator equals 00 at this point, the Odyssey2 would branch to Program step 04, and prepare itself for a new message. If the Accumulator contains a value (as in this example, it contains 14), then the Odyssey2 steps to Program step 27. Program step 27 outputs the contents of the Accumulator to the screen; a "T" appears. Refer to your Hex Code chart. Program steps 28 and 29 instruct Odyssey2 to go to step 24 and loop through the previous instructions to display message.* When the message is completed (note at the end of each message, there is a no operation instruction, 00), and the Odyssey2 steps to Program step 25, the Accumulator will be equal to Register 3 (00), and the Odyssey2 will branch to Program step 04 in preparation for a new message. *Note: When repeating the loop at Program step 24, the contents of Register C remain the same (36); however, the program counter increments by one each time so that the appropriate program step is reached. Hex Assembler Step Code Code Byte Remarks [Register/Use] 00 60 90 LDV.0.90 2 Location table [0-90] 02 61 0C LDV.1.0C 2 A blank is loaded into Reg.1 [1-0C (blank)] 04 04 INA 1 Press 1,2,3,4,5, or 6 [2-0B (11)] 05 E0 ADD.0 1 Add Reg. 0 to Accum. [3-00] 06 AC STO.C 1 Contents of Accum. are stored in Reg. C [4] 07 09 MOV 1 Accum. is loaded with contents of Reg.C which is a program step number [5] 08 AC STO.C 1 Contents of Accum. is stored in Reg.C [6] 09 6B 00 LDV.B.11 2 Load Reg. B with 00 (positioning) [7] 11 62 11 LDV.2.0B 2 Load Reg. 2 with the number 11 (positions on screen) [8] 13 63 00 LDV.3.00 2 Load Reg. 3 with 00 (used as a reference) [9] 15 91 LDA.1 1 Load Accum. from Reg. 1 [A] 16 0B OTA 1 Output blank from Accum. [B] 17 92 LDA.2 1 Load Accum. from Reg. 2 [C] 18 02 DEC 1 Decrement Accum. by 1 [D] 19 A2 STO.2 1 Store contents of Accum. in Reg. 2 [E] 20 23 15 BNE.3.15 2 Loop to program step 15 and output more blanks if Accum. is not equal to Reg. 3 [F] 22 6B 00 LDV.B.00 2 Positioning of Reg. B 24 09 MOV 1 Reg.C moves to program step and loads contents at the program step into the Accum. 25 33 04 BEQ.3.04 2 Restart - If Accum. equals 00, return to step 04 27 0B OTA 1 Output contents of Accum. 28 12 24 GTO.24 2 Go to step 24 to display message 30 1D * 1 Output (H) 31 12 * 1 Output (E) 32 0E * 1 Output (L) 33 0E * 1 Output (L) 34 17 * 1 Output (O) 35 00 * 1 End Mess. 1 36 14 * 1 Output (T) 37 20 * 1 Output (A) 38 1F * 1 Output (K) 39 12 * 1 Output (E) 40 0C * 1 Blank 41 20 * 1 Output (A) 42 0C * 1 Blank 43 0E * 1 Output (L) 44 17 * 1 Output (O) 45 17 * 1 Output (O) 46 1F * 1 Output (K) 47 00 * 1 End Mess. 2 48 13 * 1 Output (R) 49 12 * 1 Output (E) 50 26 * 1 Output (M) 51 20 * 1 Output (A) 52 13 * 1 Output (R) 53 1F * 1 Output (K) 54 20 * 1 Output (A) 55 25 * 1 Output (B) 56 0E * 1 Output (L) 57 12 * 1 Output (E) 58 00 * 1 End Mess. 3 59 2D * 1 Output (N) 60 12 * 1 Output (E) 61 11 * 1 Output (W) 62 0C * 1 Blank 63 1B * 1 Output (F) 64 17 * 1 Output (O) 65 13 * 1 Output (R) 66 0C * 1 Blank 67 07 * 1 Output (7) 68 08 * 1 Output (8) 69 00 * 1 End Mes. 4 70 18 * 1 Output (Q) 71 15 * 1 Output (U) 72 11 * 1 Output (E) 73 19 * 1 Output (S) 74 14 * 1 Output (T) 75 16 * 1 Output (I) 76 17 * 1 Output (O) 77 2D * 1 Output (N) 78 19 * 1 Output (S) 79 0D * 1 Output (?) 80 00 * 1 End Mess. 5 81 23 * 1 Output (C) 82 17 * 1 Output (O) 83 26 * 1 Output (M) 84 12 * 1 Output (E) 85 0C * 1 Blank 86 25 * 1 Output (B) 87 20 * 1 Output (A) 88 23 * 1 Output (C) 89 1F * 1 Output (K) 90 00 * 1 End Mess. 6 91 30 * 1 Location table 92 36 * 1 Location table 93 48 * 1 Location table 94 59 * 1 Location table 95 70 * 1 Location table 96 81 * 1 Location table *When entering single letters and numbers, the Hex Code only is used, since there is no Assembler Code for them. You have now had some experience in entering programs and should have some insight into how a computer "thinks." You can get a deeper understanding of your Odyssey2's logic processes by trying to enter these programs without using the references. First, go back and review one of the shorter programs. Enter it into the computer. Use your reference at this stage - but study it for sequence of events, logic patterns and flow. Then, go to one of the blank program sheets in the back of this book and try writing the program from scratch. No peeking. Here are some things you'll want to keep in mind. Odyssey2 has 16 registers. Each register has room for 8 bits of information. Your computer has a capacity of 99 program steps. There are 11 positions available on the screen. The contents of Register B position data on the screen. You can only output data to the screen from a register or the Accumulator. Keep the fold-outs open so you can refer to the instruction sets and check your data traffic patterns. As you begin to write these programs by yourself, you'll get used to thinking along a computer's logic lines. You may want to try writing variations of the programs in this book. You may even want to try creating original programs. If something doesn't work, try it another way. You're playing with electronic building blocks that have endless combinations of possibilities. Once you feel you have a good understanding of how Odyssey2 does its computing, consider yourself graduated with high honors. If there's a computer store in your area, drop in and visit. You'll find friendly professionals who are always ready to talk computers and share knowledge And you now know far more than most people who walk in the door. --- -(page 87) Operating Mode Review There are eight operating modes in the Odyssey2. They are: Command Assembler Execution Hex Input Display Input Program Roll Let's look at each in detail and refer to the operation diagram on the fold-out as you read about each mode. Command Mode To enter the Command Mode, you may press "Reset" or "Clear" if you are in any of the following modes: Assembler Display Hex Input If you are in the Execution Mode, to enter the Command Mode, press "Reset." Once in the Command Mode, you may enter the following modes: Execution Display Program by pressing: E - To enter the Execution Mode. Program execution will begin with step 00. You are ready to play your game, write your message, solve your problem, etc. if you have already entered your program. or by pressing: C - To enter the Continue Mode. This mode is used to locate a problem within a register. For example, let's assume we have a 40 step program that is not working correctly. A branch decision was made at some lower step number and we would like to see if the correct branch was taken to the step number we had indicated, say Program step 14. Using the Roll Mode, we would move to Program step 14 and replace the Op Code at that step number with a halt statement (Op Code FF). To examine the contents of the program counter (which would contain the Program step 14, thus informing us of the correct branch), we would press "D" to enter the Display Mode.We would then press (P) to display the contents of the program counter. If the correct result is displayed, we would press "Clear" which returns us to the Command Mode. We now press (P) to enter the Program Mode, then press (M) to enter the Hex Input Mode, and then press (R) to enter the Roll Mode. We now must roll up (U) from step 00 to step 14 where the FF statement is located and replace it with the original Op Code. We may now place an FF statement at some other step to check another part of the program. Please note that only one FF statement at a time can be present in the program. or by pressing: D - To enter the Display Mode (to be explained in detail later). or by pressing: P - To enter the Program Mode (to be explained in detail later). Display Mode To enter the Display Mode, press (D) from the Command Mode. In this mode, you may display on the screen any register you wish to review. This mode is often used to troubleshoot problems, since you can check the contents of each register. To check the registers you press: 0 To display the contents of Register 0 1 To display the contents of Register 1 2 To display the contents of Register 2 3 To display the contents of Register 3 4 To display the contents of Register 4 5 To display the contents of Register 5 6 To display the contents of Register 6 7 To display the contents of Register 7 8 To display the contents of Register 8 9 To display the contents of Register 9 A To display the contents of Register A B To display the contents of Register B C To display the contents of Register C D To display the contents of Register D E To display the contents of Register E F To display the contents of Register F P To display the contents of the Program Counter S To display the contents of the Subroutine Counter X To display the contents of the Accumulator To leave the Display Mode, press "Clear" or "Reset" to enter the Command Mode. Program Mode To enter the Program Mode, press (P) from the Command Mode, or press "Clear" if you are in the Roll Mode. The Program Mode sets the Odyssey2 to accept a program. From this mode, press (A) to enter Assembler Language or press (M) to enter Hex Language (Op Code). To leave the Program Mode, press "Reset" and you will enter the Command Mode, or you may leave the Program Mode by pressing (A) to enter the Assembler Mode or by pressing (M) to enter the Hex Input Mode. Assembler Mode To enter the Assembler Mode, press (A) if you are in the Program Mode, or press "Clear" if you are already in the Input Mode. Once you have pressed (A), you are in the Assembler Mode and you may now press (I) to enter the Input Mode, or press (R) to enter the Roll Mode. To leave the Assembler Mode, press "Clear" or "Reset" to enter the Command Mode, or press any valid Assembler Mode command (i.e., [I] or [R]). (Be sure to refer to the fold-out operational diagram.) Hex Input Mode To enter the Hex Input Mode, press (M) if you are in the Program Mode or press "Clear" if you are in the Input Mode. Once in the Hex Input Mode, press (I) to enter the Input Mode, or press (R) to enter the Roll Mode. To leave Hex Input Mode, press "Clear" or "Reset" to enter Command Mode or press any valid Hex Input Mode command (i.e., [I] or [R]). Input Mode To enter the Input Mode, press (I) if you are in either Assembler or Hex Input Mode. Once you are in the Input Mode, you may enter any assembler language instruction if you have entered from the Assembler Mode, or you may enter any HEX language instruction (Op Code) if you have entered from the Hex Input Mode. The Input Mode is the mode in which you will enter your program. To leave the Input Mode, you may press "Reset" to enter the Command Mode, or press "Clear" to enter the Assembler or Hex Input Mode. Roll Mode To enter the Roll Mode, press (R) if you are in either Assembler or Hex Input Mode. Once you are in the Roll Mode, you may press (U) to display the program steps from 00 to 99, or you may press (D) to display the program steps from 99 to 00. This mode is often used to check a program step to be sure it contains the correct data. To leave the Roll Mode, press "Clear" to enter the Assembler or Hex Input Mode. --- -(page 90) Glossary of Frequently Used Computer Terms Accumulator. A working register within a computer. It is a small memory device that provides temporary data storage and/or instruction storage for the ALU. It can also store the result of the ALU's operation and may be used as an operand source for the ALU. Applications. A job given to the computer to do. Application Software. Programs written for the computer. Arithmetic Logic Unit (ALU). A part of the Central Processing Unit (CPU). The ALU accepts data from different sources, acts upon it, then outputs one result. It is in the ALU that all arithmetic and logic operations are performed. It is also known as the "number cruncher" since it's here that all binary data is acted upon. Binary Numbers. A number based on two digits. 1 and 0. With enough 1's and 0s, any number can be expressed. The inside of a computer is basically a series of on-off switches that turn on any electrical charge to express 1. They turn off the electrical charge to express 0. A computer performs binary calculations by sending these on-off signals through logic gates which pass on information according to the rules built into them. The functions of these logic gates are called AND, OR and NOT. This diagram demonstrates how a computer's logic circuit adds 1 and 1. How a Computer Adds 1 + 1 1+1=? /|\ | | Keyboard 1 ====> Or 1 ---> And 0 --\ +1 || /|\ | || | | \\ 0 | | => And 1 --> Not | | | \--------\| || Symbol/Sound Generator \||/ converts Binary 10 into 10 decimal equivalent 2 | | \|/ 1+1=2 1. Two electrical currents enter the logic circuit. (Remember - the presence of the electricity signals 1. The absence signals 0.) 2. The incoming currents flow to the OR gate at the top and to the first AND gate at the bottom. The OR gate lets the current through because at least one of the circuits is carrying an electrical charge. The AND gate lets the current through because both circuits are carrying a charge. 3. The current at the top heads to the second AND gate. The bottom stream is divided with one part flowing to the exit and the other part heading toward the NOT gate. 4. A NOT gate is a "reverser." It changes 1's to 0's and 0's to 1's. The NOT gate turns off the current flowing through it. 5. The second AND gate senses the absence of current from the NOT gate and the presence of current coming to it from the OR gate. 6. Since one of the streams entering the second AND gate is charged and the other is not, the second AND gate will not allow any current to pass to the exit. 7. The original two electrical currents representing 1 and 1 come out of the logic circuit as only one stream of electrical current. This is expressed as 1 and 0 - the binary equivalent of 2. Computers operate only on binary numbers. A computer can add, subtract, multiply (by adding the same number repeatedly), and divide (by using subtraction and addition). When a computer adds and subtracts binary numbers, there are several rules which it follows: Binary Addition: 0 0 1 1 0 +1 +0 +1 - -- -- -- 0 1 1 0 with a carry of 1 A carry bit is produced from the addition of 1+1. Binary carries are treated in the same way as decimal carries; they are carried to the left. Example: (1) (1)(1)(1) 9 = 0 0 0 0 1 0 0 1 +7 = 0 0 0 0 0 1 1 1 ----------------------------- 16 = 0 0 0 1 0 0 0 0 Binary Subtraction: 1. All ones in the subtrahend are changed to zeros and all zeros are changed to ones. 2. A one is then added to the least significant bit of the new subtrahend. 3. Add the result to the minuend and ignore the carry bit, if there is one. Example: 10 = 0000 1010 minuend -5 = 0000 0101 subtrahend ------------------------- 5 = Rule 1: 0000 0101 becomes 1111 1010 Rule 2: 1111 1010 + 1 ---------- 1111 1011 Rule 3: 0000 1010 +1111 1011 ---------- 0000 0101 Listed below are some binary numbers and their decimal equivalents. Try adding and subtracting in binary. It really works. 1=0001 5=0101 9=1001 13=1101 2=0010 6=0110 10=1010 14=1110 3=0011 7=0111 11=1011 15=1111 4=0100 8=1000 12=1100 16=0001 0000 --- Basic. Beginners All-Purpose Symbolic Instruction Code. This is one of the simplest programming languages and is in general use on many computers. Bit. The basic unit of information used by a computer. A bit is a binary number. 1 or 0. A simple pocket calculator may store less than a hundred bits of information. A large computer may have somewhere between a billion and a trillion bits in storage. Byte. A byte is eight bits on smaller computers, such as your Odyssey2. A byte can be twelve, sixteen or more bits on larger computers. Chip. Nickname for Integrated Circuit. (IC) Cobol. Common Business-Oriented Language. A computer programming language used widely in the business world. Computer System. The computer and all of its related hardware. Your Odyssey2 system consists of the console, the computer cartridge and your TV - the video terminal. Control Unit. The internal part of a computer that directs the binary traffic. Core Memory. The internal memory of a computer. Today, this memory consists of Integrated Circuits (IC's). In the old days, the core memory was stored on magnetic cores made from tiny rings of magnetic material strung on a grid of fine wire. Central Processing Unit (CPU). This is the brain of the computer. The CPU of your Odyssey2 is contained on a microprocessor which can make over 1,000,000 electronic decisions every second. Cursor. A visual indicator on the video display terminal of some computers that signals where a character must be corrected or the position where data should be entered. It is usually a star or an asterisk. Data. Refers to all letters, numbers, symbols and facts which can be processed or used by a computer. External Memory. That memory used by the computer which is not stored within the computer itself. External memory is usually stored on cassette tape, floppy or hard disk, or paper tape. Firmware. A combination of hardware and software. This term is generally used in reference to software stored permanently on Read Only Memory chips (ROM). Floppy Disk. It's thin, flexible and looks like a square record - a storage device that typically holds more than 250,000 eight bit bytes of information. Fortran. FORmula TRANslator. The most widely used scientific computer programming language. Hardware. The physical devices that form a computer system - including all mechanical, magnetic, electronic, electromechanical and electric components. "Software" contains the instructions that tell all this what to do. High-Level Language. Software that makes it possible to program a computer in more or less plain English. Basic, Cobol and Fortran are all examples. Input. The data entered into computers. Integrated Circuit (IC). Many hundreds of electronic circuits on a single chip of silicon. This circuitry can be contained in less than a quarter inch square and can make more than one million electronic decisions per second. There are no moving parts. It is theoretically possible for an integrated circuit to function for thousands of years. Internal Memory. Memory located within the computer itself. Interface. Refers to the connection of one computer component to another. When your TV is connected to your Odyssey2, it is interfaced. Machine Language (Binary). The instructions that a computer actually follows. High-level language instructions in Basic, Cobol and Fortran are broken down into machine language by the computer before they are executed. Maxicomputers. The giant computers used by governments, insurance companies and businesses. Microcomputers. Small computers with Central Processing Units contained on one single integrated circuit called a microprocessor. Microprocessor. An integrated circuit that contains the complete central processing unit for a computer. Today, microprocessors are designed by computer technology on a much larger than life scale. Then, the circuits are transferred photographically to a chip of silicon less than one quarter of an inch square. Nonvolatile Memory. That part of a computer's memory that is not lost when the computer is turned off. Output. Information that comes out of a computer and is displayed on a screen (as with Odyssey2) or on a tape, floppy disc, print out, etc. Programmable Read Only Memory (PROM). The nonvolatile memory stored on an integrated circuit from which the computer can read information. The computer cannot store information on a PROM. The PROM is programmable because the information stored on it can be changed one or more times depending on the type of PROM. Read Only Memory (ROM). Permanent, nonvolatile memory stored on an integrated circuit (IC). The computer cannot store information on a ROM but can read the information on it whenever necessary. The ROM is not re-programmable and the information on it cannot be modified or changed. Random Access Memory (RAM). This is the volatile memory of a computer which is stored on integrated circuits. The computer can read the data stored on the chips - and new data can be entered onto the chips. This information disappears when the current is turned off. Think of the ROM as the computer's dictionary and encyclopedia and the RAM as the computer's scratch pad. One is printed and kept forever. The other is used as a worksheet and thrown away. Software. All of the instructions used by the computer to perform its functions. This includes languages, operating systems and programs. --- -(page 100) Instruction Sets Hex Assembler Instruction/Function Code Code Byte Input Input to Register 7R INP.R 1 To store a value from the keyboard (symbol or numeral) in a specified register Input to Accumulator 04 INA 1 To input data from the keyboard (symbol or numeral) into the Accumulator. Output Output from Register CR OUT.R 1 To display the contents of a specific register on the television screen. If you have a series of output instructions, one right after another, you must place a "No Operation" instruction after every third output instruction. Output from Accumulator 0B OTA 1 To display data stored in the Accumulator on the television screen. One second Buzz 05 SIG 1 To implement a one second buzz. Change Accumulator Contents Set to 0 01 CLR 1 To clear Accumulator and set its contents to 0. Subtract 1 02 DEC 1 To decrement the contents of the Accumulator by one. Add 1 03 INC 1 To increment the contents of the Accumulator by one. Load with Random No. 08 RND 1 To load Accumulator with a random number from 00 to 99. Load from Program Step 09 MOV 1 To load Accumulator with the contents (two-digit value) contained in the program step specified by Register C. When using the MOV instruction in a program, Register C must remain empty. In other words, you should not program any value in Register C. Combine 2 digits 8R PAK.R 1 To combine two digits from two specified registers in the Accumulator. This instruction is used when working with numbers. Since the microprocessor reads the numbers in Binary, we must instruct it to combine two digits in order to produce and display a base 10 number. The first register must always contain a number less than ten. Separate 2 digits BR UNP.R 1 To separate two digits in the Accumulator and store them in two specified registers. Load from Register 9R LDA.R 1 To load the Accumulator with the contents of a specified register. Subtract from Register DR SUB.R 1 To subtract the contents of the Accumulator from a specified register and store the results in the Accumulator. Add Register ER ADD.R 1 To add the contents of a specified Register (R) to the contents of the Accumulator and to store the result in the Accumulator. If the result is larger than two digits, only the lowest two digits will be kept. Change Register Contents Store Accumulator AR STO.R 1 To store contents of the Accumulator in a specified register. Load A Value 6RNN LDV.R.NN 2 To load a value (NN) into a specified register (R). Registers may be 0 through 9 or A through F. Control Execution Order No Operation 00 NOP 1 To implement a delay in execution of the program. Can be used when writing a program to utilize several program steps, so that when checking the program, if an extra instruction step is needed, several will be vacant Halt FF HLT 1 To halt execution of program in order to enter a different operational mode to check registers. Used for trouble-shooting. The halt instruction is entered after your program is entered. In other words, you would enter your complete program, then, using the Roll Mode, you would enter a halt instruction (FF) in place of an instruction already programmed. After entering the Display Mode and checking the registers for errors, you would return to the program step containing FF, clear it, and re-enter the program step you had removed. (See Continue Mode description in the Operating Mode Review.) Go to Subroutine 14NN GTS.NN 2 To instruct microprocessor to branch to a specified program step (NN) which contains an operation which you may wish to use several times in one program. This instruction set allows you to use the same operation several times without having to rewrite it. The next sequential step number is saved for returning from the subroutine. (See sample program "Area Problems Using Subroutine and Return.") You must have a "Return from Subroutine" when you have a "Go to Subroutine." Return from Subroutine 07 RET 1 To instruct the microprocessor to return to a specified program step. This would be the step immediately following the instruction set "Go to Subroutine." (See sample program "Addition Flash Cards.") You must have a "Go to Subroutine" in order to have a "Return from Subroutine." Branching Decision Branch on Decimal Borrow 10NN BDB.NN 2 To instruct the microprocessor to branch to the specified program step (NN) if the high order bits of the Accumulator equal a (9).* Branch on Decimal Carry 11NN BDC.NN 2 To instruct the microprocessor to branch to the specified program step (NN) if the high order bits of the Accumulator do not equal a (0).* Branch Unconditionally 12NN GTO.NN 2 To instruct the microprocessor to branch to a specified program step (NN). (See sample program "Message.") Branch if Accum. is 0 13NN BRZ.NN 2 To instruct the microprocessor to move to another program step if conditions are satisfied. Most often used in arithmetic problems. (See 1 Digit Division.) Branch if Reg. not 2RNN BNE.R.NN 2 = Accum. To instruct microprocessor to branch to a specified program step (NN) if Accum. is not equal to a specified register (R). (See sample program "Message.") Branch if Reg. = Accum. 3RNN BEQ.R.NN 2 To instruct microprocessor to branch to a specified program step (NN) if the contents of the Accum. are equal to the contents of the specified register (R). (See sample programs "One Digit Multiplication" and "Six Letter Guess.") Branch if Reg. is 4RNN BGT.R.NN 2 greater than Accum. To instruct the microprocessor branch to a specified program step (NN) if the specified register (R) is greater than the Accum. Branch if Reg. is less 5RNN BLS.R.NN 2 than Accum. To instruct the microprocessor to branch to a specified program step (NN) if the specified register (R) is less than the Accum. (See sample program "One Digit Division.") * The Accumulator contains eight bits of data. The first four are the high order bits and the last four are the low order bits. --- -(page 104) Program Sheets Program Name __________________ Date __ _____ Page ____ Hex Assembler [Register Step Code Code Byte Remarks /Use] | | | | | 0 | | | | | 1 | | | | | 2 | | | | | 3 | | | | | 4 | | | | | 5 | | | | | 6 | | | | | 7 | | | | | 8 | | | | | 9 | | | | | A | | | | | C | | | | | C | | | | | D | | | | | E | | | | | F | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | --- -Odyssey2 this gatefold will provide you with an electronic road map - please keep it open as you work with your Odyssey2 computer External Flow ________________ | || | C R | C D E P--+-------------------------\ C R | | | | || D U |<-/ C | R | 0-9 Display | R | C | Down Up | C | R | Register | R | C |___________| C | R |______________| R | C C | R | R | C C | R _______|______ R | C ______________________ C | R | A-F Display | R | C| Input Mode |C | R | Register | R \->| |<-/ R |______________| RRRRRR| Assembler Machine |RRRRRRR | /-->| Language Language |<--\ _______|______ | |______________________| | | P Display | | || | | Program | | || | | Counter | | __\||/__ | |______________| \-------->| Enter |----------/ | |________| _______|______ | S Display | | Program | | Counter | |______________| | _______|______ | X Display | Legend | Accumulator | |______________| Reset = R Clear = C Computer Symbols 0 1 2 3 4 5 6 00 01 02 03 04 05 06 7 8 9 : $ space ? 07 08 09 0A 0B 0C 0D L P + W E R T 0E 0F 10 11 12 13 14 U I O Q S D F 15 16 17 18 19 1A 1B G H J K A Z X 1C 1D 1E 1F 20 21 21 C V B M . - x 23 24 25 26 27 28 29 /(divide) = Y N /(slant) block 10 2A 2B 2C 2D 2E 2F 30 man man man man facing moving moving facing right circle right right left left arrow tree 31 32 33 34 35 36 37 ramp ramp spread up up out right left man \(slant) sub plane ship 38 39 3A 3B 3C 3D 3E ---------------------------------------------------------------------------------- Conquest Of The World - "No country ever lost a war by being too strong" Field-Marshall Viscount Montgomery of Alamein - CONQUEST OF THE WORLD represents a significant departure from traditional game design. The components have been designed to provide you with a very realistic model of the real world to both electronically and graphically simulate strategic and tactical confrontation between world powers. Electronic land, sea and air forces can be deployed against each other in any combination and are totally dependent on supplies which are represented by energy units. The game board is a true-to-life model of the relationships between countries of the real world in the early 1980's. Forty-three countries have been divided into eleven "politectonic" or geo-political zones. Each country has been weighted with a power base figure that reflects its capability to persuade other nations to conform to its wishes - by diplomatic coercion or by direct military force. These figures are based on the formula created by Ray S. Cline, formerly Deputy Director of Intelligence for the C.I.A. Pp = (C+E+M)x(S+W) PERCEIVED POWER = (Critical Mass (Population + Territory) + Economic Capability + Military Capability) x (Strategic Purpose + National Will). Future shifts in world power and change in governments will - of course - make changes in these numeric weightings appropriate. Players can feel free to sustain realism by changing the numbers assigned to each country as life goes on. If you play other war games such as those published by Avalon Hill and SPI, you will find that the computer cartridge interfaces very effectively with them. The onscreen combats will generate much more excitement and realism than the usual dice provided to resolve conflicts. Onscreen energy units can be programmed into the computer to reflect the relative strength between different forces. The differential between the onscreen energy units at the end of each battle can also be applied to the combat results tables that come with these games. Conquest of the World is the first game of its kind, so be ready for many unusual features. Take the rules one step at a time and you will find it to be a fascinating game of endless challenge - which, once learned, is not at all difficult to explain to others. - THE OBJECTIVE OF THE GAME is to lead your Homeland to world domination through negotiations, conquests and alliances. Each successful conquest and alliance you make will strengthen your country's power base. The country with the strongest power base at the end of the game is the winner. - Submarines - Submerge into the ocean depths to stalk your enemy undetected. Fire your deadly cruise missiles on command! Planes - Your jet fighter will soar over land and water to attack with devastating armor piercing weapons! Tanks - Roll over ever changing terrain and wooded areas to stalk your opponent with precision fire power - but watch out for the land mines! - Land, Sea, & Air Display your submarines, jet fighters and tanks in any strategic combination. You are the commanding general! - Basic Training Each player commands land, sea and air units. The land forces are represented by tanks. Naval units are represented by submarines. Air power is represented by jet fighters. These weapons may be deployed by opposing players in any combination. IMPORTANT! Always be sure that the power to your Odyssey2 console is turned off before inserting a game cartridge. This protects the electronic components and extends the life of the unit. TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. Press SPACE bar on the alpha-numeric keyboard. The left hand side of the screen will display a flag and a digital readout of the energy units available to the player commanding the left-hand control. The left-hand flag will show up red on color TV. The right side of the screen will display a flag and a digital readout of the energy units under the command of the player using the right-hand control. The right-hand flag will show up blue on color TV. Submarine school. If you are using the left-hand control, signal the computer by pressing R for RED on the alpha-numeric keyboard. Then press S for SUBMARINE. The question mark on the screen will change to S to confirm your selection. Enter 2500 energy units using the numeric section of the keyboard. The player using the right-hand control now presses B for BLUE and repeats the above weapon selection process. When both players have programmed their weapons and energy units into the computer, PRESS ENTER. Use the joystick of the hand control to maneuver the submarine on the screen. The sub will automatically submerge and travel in the direction indicated by the joystick. Return the joystick to the center or neutral position to "Up Periscope" and check your position. During combat, a submarine must "up periscope" every time the sonar dings. Your submarine is armed with Cruise Missiles. Press the action button to fire. Keep the action button depressed while you control the flight of the missile with the joystick. The missile automatically starts upward and will travel in the direction the joystick is moved. A missile will explode - - on contact with the target. - on contact with a tree. - at the end of its range. - when the action button is released. When a missile is fired, a sub will consume energy units at a greatly accelerated rate for the duration of its flight. Note: If subs crash into each other, they will explode. Both sides will display a white flag. A VICTORY won by either player will be celebrated by a fireworks display at that player's flag. The losing side will display a white flag. Press the SPACE bar to halt the fireworks. The computer is now ready to accept a new program entry by each player. Flight training. Left-hand control: - Press R for RED. - Press P for PLANE. - Press 2500 energy units. Right-hand control: - Press B for BLUE. - Press P for PLANE. - Press 2500 energy units. - Press ENTER Your jet is highly maneuverable and will respond very realistically in the direction of the hand control joystick. For sharp turns, do not move the joystick more than one angle at a time. For slower turns, move the joystick more than one angle and the automatic pilot will take over. Your jet will flash and move at half speed during this maneuver. Press the action button to fire your jet's armor piercing weapon. Your jet will fly over land and water but will crash into trees, mountains and go down in flame if hit by enemy fire or if it runs out of energy units. Your jet is capable of sneak attacks and brilliant evasive action. If you fly off any edge of the screen, you will return from the opposite side. You can use the joystick to control offscreen flight and re-enter the screen in a new position. Offscreen planes will go out of control if the joystick is placed in neutral. Precision re-entry comes with experience. Note: Planes use up energy units faster than any other weapon. Tank maneuvers. Left-hand control: - Press R for RED. - Press T for TANK. - Press 2500 energy units. Right-hand control: - Press B for BLUE. - Press T for TANK - Press 2500 energy units. - Press ENTER Tanks will travel in the direction indicated by the joystick. Tanks roll at full speed over open terrain and at half speed through the wooded areas indicated by trees. Tanks will not move through water. A tank running into a land mine (X) will burst into flame and be destroyed. Press the action button to fire your tank's armor piercing cannon. A tank can fire through a tree if it is close enough. If the tank is too far away, the shell will explode when it hits a tree. Weapons can be programmed into the computer in any combination. Practice using tanks vs. planes, subs vs. tanks, and planes vs. subs. - Game Components 1 Odyssey2 Master Strategy Game Cartridge Homeland Marker [large colored pieces] Conquest/Alliance (C/A) Marker [smaller colored pieces] 6 Sets of Conquest/Alliance (C/A) Markers 100 Power Base Unit (PBU) Chips Blue=1000 PBU's Red=500 PBU's While=100 PBU's 1 Game Board Map Note: Due to the text format of this instruction, the entire game map cannot be displayed. Instead, just the individual Zones are listed. Zone 1 Conquered/Allies PBU's Canada - 7 United States - 30 Mexico - 5 Zone 2 Conquered/Allies PBU's Romania - 2 Poland - 3 U.S.S.R. - 30 Czechoslovokia - 1 East Germany - 2 Cuba - 1 Zone 3 Conquered/Allies PBU's Vietnam - 3 China - 13 North Korea - 2 Zone 4 Conquered/Allies PBU's Greece - 1 Italy - 5 West Germany - 10 Spain - 4 France - 8 United Kingdom - 8 Norway - 2 Zone 5 Conquered/Allies PBU's Iran - 5 Saudi Arabia - 4 Iraq - 3 Syria - 1 Jordan - 1 Israel - 3 Egypt - 5 Libya - 3 Zone 6 Conquered/Allies PBU's Afghanistan - 2 Pakistan - 4 India - 6 Bangladesh - 2 Zone 7 Conquered/Allies PBU's Philippines - 3 Indonesia - 6 Zone 8 Conquered/Allies PBU's Taiwan - 3 Japan - 10 South Korea - 3 Zone 9 Conquered/Allies PBU's Venezuela - 2 Columbia - 3 Brazil - 6 Argentina - 5 Zone 10 Conquered/Allies PBU's South Africa - 4 Nigeria - 5 Zone 11 Conquered/Allies PBU's Australia - 4 POWER BASE RECORD 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 - The Rules of the Game (2 to 6 players) THE OBJECTIVE OF THE GAME is to lead your Homeland to world domination through negotiations, conquests and alliances. Each successful conquest and alliance you make will strengthen your country's power base. The country with the strongest power base at the end of the game is the winner. 1. Start up A. Place the Game board on the table in front of the Odyssey2. The Game Board consists of 43 countries divided into 11 geo-political or politectonic zones. The relative strength of each country is indicated by its numerical POWER BASE which represents thousands of units (PBU's). Example: The board strength POWER BASE of the United States is 30 which translates into 30,000 POWER BASE UNITS (PBU's). - Power Base Units (PBU'S) indicate the strength of each country. Zone 1 Conquered/Allied PBU's Canada - 7 United States - 30 Mexico - 5 B. Each player chooses a set of CONQUEST/ALLIANCE (C/A) markers and a Homeland marker. C. One player is selected to take charge of the WARCHEST (he or she is entrusted with all of the POWER BASE UNIT (PBU) chips. These are to be kept separate from the player's other PBU chips which will be accumulated during the game). 2. Order of play A. Insert the Master Strategy cartridge into your Odyssey2 and press the POWER BUTTON. SELECT GAME should appear on the screen. If it does not, press RESET on the alpha-numeric keyboard. B. Press any key on the alpha-numeric keyboard except the SPACE bar. This will program the WAR GAME into the computer mode. C. Each player calls out a number between 0 and 9. No two players may choose the same number. D. One of the players stops the digital read-out on the screen by pressing the SPACE bar. This is done without looking at the screen. The player who selected the number closest to the last digit of the left-hand readout is the first to begin play. (If two players tie because one number is higher than the number on screen and the other number is lower, the player with the higher number goes first.) 3. Selecting a Homeland. The first player selects any HOMELAND (country) and places a Homeland marker on the country chosen. The next player to choose a HOMELAND is to the left of the first player and so on clockwise around the table. Each player selects one homeland and places a Homeland marker [H] in that country Zone 1 Conquered/Allied PBU's Canada - 7 United States [H] - 30 Mexico - 5 Important! There is an advantage to choosing a HOMELAND with the highest number of POWER BASE UNITS available. The greater the number of PBU's in your HOMELAND, the more difficult it is for an enemy to launch a direct attack. 4. Making Country Alliances within Homeland zone. A. Each player begins by making country alliances within his/her own HOMELAND ZONE only. A player can make any number of country alliances as long as their numerical sum does not exceed the Homeland's PBU numerical value (PBU capability). B. Each player places his or her Conquest/Alliance markers (C/A's) on the allied space of each chosen country. Example 1: The United States can ally with both Mexico (5 PBU's) and Canada (7 PBU's) since their numerical sum does not exceed the United States' PBU value of 30. The United States has allied in its own zone with Canada and Mexico, placing its C/A markers [CA] in the allied column. Zone 1 Conquered/Allied PBU's Canada [CA] 7 United States [H] - 30 Mexico [CA] 5 Example 2: West Germany can ally with Spain (4 PBU's), Italy (5 PBU's), and Greece (1 PBU) since their numerical sum does not exceed West Germany's PBU capability of 10. West Germany allies in its own zone with Greece, Italy and Spain Zone 4 Conquered/Allied PBU's Greece [CA] 1 Italy [CA] 5 West Germany [H] - 10 Spain [CA] 4 France - 8 United Kingdom - 8 Norway - 2 Important! It is critical to ally with countries bordering both sides of your HOMELAND to protect it from a direct enemy attack. (This procedure is covered under Rule #19.) 5. Recording Country Alliances. A. Country alliances are recorded on the POWER BASE RECORD at one-half their PBU value. B. Place your C/A marker on the appropriate number on the POWER BASE RECORD. Example 1: The United States allies with Canada (7 PBU's) and Mexico (5 PBU's) which adds up to 12 PBU's. The U.S. player places a C/A marker at 6 (12/2=6) on the POWER BASE RECORD. The United States records its alliances on the POWER BASE RECORD POWER BASE RECORD 1 2 3 4 5 [CA] 6 7 21 22 23 24 25 26 27 41 42 43 44 45 46 47 61 62 63 64 65 66 67 81 82 83 84 85 86 87 Example 2: West Germany allies with Spain (4 PBU's), Italy (5 PBU's), and Greece (1 PBU) which adds up to 10 PBU's. The West Germany player places a C/A marker at 5 (10/2=5) on the POWER BASE RECORD. 6. Recording half PBU values. To record half PBU values, place the marker on the line of the POWER BASE. For example, 9/2=4.5. Place a marker on the line between four and five. 7. Zone Domination Bonus. A player allying with and/or conquering all countries within a zone receives 1000 PBU's in chips from the WARCHEST for each country within the zone with the exception of his or her HOMELAND. Example: Upon allying with Canada and Mexico, the United States player receives 2000 PBU's in chips - 1000 for each country. The U.S. player has allied with all the countries in its zone and receives a 2000 PBU bonus in chips for dominating its zone. Zone 1 Conquered/Allied PBU's Canada [CA] 7 United States [H] - 30 Mexico [CA] 5 PBU Chip values: Blue - 1000 Red - 500 White - 100 8. The last player to choose a Homeland has the following opportunities on the first turn: A. To form an additional alliance with any unoccupied country not in another player's home zone. (See Rule #9.) B. To attack any unoccupied country. (See Rule #10.) The player has the option to accept or reject either or both of these courses of action. 9. Forming an alliance with an unoccupied country. A. If the player with the attack option has sufficient PBU chips, the player may form one country alliance with any unoccupied country which is not in another player's homeland zone. B. The player buys the alliances with PBU chips totaling 1/2 of the prospective ally's board PBU value x 1000. These are paid into the WARCHEST. The player places a C/A marker on the dark area of the allied country and advances his/her POWER BASE RECORD marker by 1/2 of that country's board PBU strength. The U.S. Zone Domination Bonus of 2000 PBU chips enables the U.S. to ally with unoccupied Bangladesh by paying 1000 PBU's to the WARCHEST and advance on the POWER BASE RECORD by one (1/2 PBU Strength) Zone 6 Conquered/Allied PBU's Afghanistan - 2 Pakistan - 4 India - 6 Bangladesh [CA] 2 10. Attacking an unoccupied country. A. The attacking player may attack any unoccupied country on the board by placing a C/A marker just outside of the country. The higher the country's PBU value, the greater number of PBU's won if the attack is successful. B. The attacking player receives 2500 onscreen energy unites to fight each war which is decided by the best of three battles. C. Attacking player's keyboard entry. Press SPACE Press R (RED) or B (BLUE) depending on attacking player's hand control. Press P (PLANE) or S (SUB) or T (TANK). Press 2500 (ENERGY UNITS). 11. Defending an unoccupied country. A. The defending player is the first player to the left of the attacking player. B. Defending player's keyboard entry. Press R (RED) or B (BLUE) depending on the hand control in use. Press P (PLANE) or S (SUB) or T (TANK). Press 2500 (ENERGY UNITS). C. The attacking player presses ENTER. D. In a two player game, the attacking player presses ENTER. In a three or more player game, one of the non-combatants presses ENTER and the battle begins. 12. The War. A. The first player to win the majority of three battles wins the war for that country. A battle is won when an opponent's plane, tank or sub is destroyed. B. If both player's forces are destroyed in one of the battles, neither is considered a winner and that battle is a tie. C. If each player has won a battle but destroys each other's forces in the remaining battle, the winner is the player with the greatest number of energy units remaining on the screen. E. After each battle, press SPACE before entering new weapon. F. A player whose weapon is destroyed in any battle cannot use the same weapon during the duration of that war. G. A player running out of energy units on the screen automatically loses the war. H. Important! Submerged submarines must "up periscope" for a location check every time the sonar dings. 13. If the attacking forces win the War: A. The attacking player receives the defender's energy units that remain on the screen. These are taken in PBU chips from the WARCHEST. The screen energy units are rounded off to the nearest hundred. Example: If the losing player has 1355 energy units remaining on the screen, the winning player receives 1400 PBU chips from the WARCHEST. B. The attacking player moves the C/A marker into the lighter area of the country to signify the conquest. C. The attacking player advances his POWER BASE RECORD marker by the full PBU value of the conquered country. D. The attacking player is entitled to buy one alliance with any unoccupied country which is not in another player's HOMELAND ZONE. E. The attacking player has the option to continue attacking until losing a war. The next defender is the first player to the left of the first defender. If the attacking player keeps winning, the defense of the unoccupied country will always pass to the left of the last defending player. Remember the Zone Domination Bonus! (See Rule #7.) A player who conquers or forms alliances with all countries within a zone receives 1000 PBU's in chips per country from the WARCHEST. 14. If the defending forces win the War: A. The defending player receives the attacker's energy units remaining onscreen. These are taken in PBU chips from the WARCHEST and are rounded off to the nearest hundred. B. The defending player gets the country as an ally and places a C/A marker on the dark (allied) area of the country successfully defended. The defending player has won the war for Indonesia and places his marker on the allied space of that country. Zone 7 Conquered/Allied PBU's Philippines - 3 Indonesia [CA] 6 C. The defending player advances his or her POWER BASE RECORD marker by 1/2 the board PBU value of the newly allied country. D. After the defeat of an attacking player, the attack option passes to the losing attacker's left. The first player to defend an unoccupied country is the player to the immediate left of the new attacking player. Remember the Zone Domination Bonus! 15. Attacking An occupied country. A. The attacking player must commit PBU chips to match the board PBU value x 1000 of the country under attack. These PBU chips are paid into the WARCHEST. B. The player occupying the country under attack defends it. C. The war is fought under the rules of ATTACK OF UNOCCUPIED COUNTRIES. (See Rule #10.) 16. If the Attacker wins the War: A. The victorious attacking player removes the losing defender's C/A marker and places his or her own C/A marker in the lighter (CONQUEST) area of the defeated country's bar. B. The conquering player advances his or her POWER BASE RECORD marker by the full board PBU value of the conquered country. C. The losing defender moves his or her POWER BASE RECORD marker back by the full board PBU value if the country was originally conquered - or by 1/2 board PBU value if the country was originally an ally. D. The conquering player receives the losing player's remaining onscreen energy units in the form of PBU chips from the WARCHEST. These are rounded off to the nearest hundred. (The victor does not get back the PBU chips originally committed to the WARCHEST. These represent the cost of the war.) E. The conquering player may form an alliance with any unoccupied country which is not in another player's HOME ZONE. F. The conquering player can continue attacking until losing a war. 17. If the Defender wins the War: A. The defending player keeps the country. B. The defending player receives the losing player's remaining onscreen energy units in the form of PBU chips from the WARCHEST rounded off to the nearest hundred. Remember the Zone Domination Bonus! (See Rule #7.) 18. Alliances between players in games with 3 or more players. A. Two or more players may form player alliances between themselves at any time during the game until the board is filled. B. Allied players may combine their PBU chips to purchase alliances with unoccupied countries, attack occupied countries or to directly attack an enemy HOMELAND. The allied countries may alternate between themselves directing the attack on the enemy. Each allied player places his or her C/A marker on the conquered or allied country. C. Allied players do not attack each other. D. The resulting onscreen PBU's gained are divided equally among the allies. E. Allied players continue to advance or retreat their markers separately on the POWER BASE RECORD. F. An alliance may be broken by any player at any time, but cannot then be renewed for the duration of the game. 19. Attacking an enemy Homeland. A. The countries bordering each side of the enemy HOMELAND must first be conquered before the HOMELAND itself can be attacked. B. Once these countries are occupied, the required PBU chips to attack the HOMELAND must be paid into the WARCHEST. (Full PBU board value x 1000.) C. If a player's HOMELAND is conquered, that player is out of the game. The victor receives the HOMELAND as well as all of the defeated player's conquered territories and remaining PBU chips. The victor advances his or her POWER BASE RECORD marker the total value of all of the conquered countries including the HOMELAND. The losing player's allied countries are returned to unoccupied status and are fair game for the rest of the players. D. If a player in a player alliance has conquered an enemy HOMELAND, the booty is divided equally between all players in the alliance. 20. After every country has been occupied: A. Each player has one more chance to attack under the rules covering ATTACK OF AN OCCUPIED COUNTRY. (See Rule #15, #16, and #17.) B. A player may choose not to attack on his or her turn during the final round but does not get a second chance once the attack option is passed to the next player to the left. C. After the last round, any remaining PBU chips are transferred to the POWER BASE RECORD at the bottom of the screen. Every 1000 PBU's in chips advances a player's marker one space on the POWER BASE RECORD. Every 500 PBU's in chips advances a player's marker 1/2 space on the POWER BASE RECORD. PBU chips are rounded off to the nearest 500. 21. The End Game. A. No new alliances may be formed during the END GAME. B. The player with the lowest POWER BASE RECORD score at the bottom of the game board challenges the player in the next highest position. If two players are tied for last position, they will play off against each other. Allies do not fight each other. A player uses his or her accumulated POWER BASE RECORD total to attack. C. The low player enters his or her total POWER BASE RECORD x 100 to the screen. Enter a choice of TANK, SUB or PLANE. The next highest player then enters his or her total POWER BASE RECORD and choice of weapon. The attacking player presses ENTER. D. The winner of that combat advances the POWER BASE RECORD marker ONE POSITION. The losing player retreats his or her POWER BASE RECORD one position. E. The attack and defense alternates between the combatants after each battle. F. A weapon lost in one battle cannot be used by the losing player in the next battle. G. Combat continues until one of the players runs out of onscreen energy units. The other player transfers any leftover screen units to the POWER BASE RECORD. The POWER BASE RECORD marker is advanced one space for each 1000 screen units remaining and 1/2 space for each 500 units remaining. Screen units are rounded off to the nearest 500. H. The player with the greatest POWER BASE RECORD at the end of the first confrontation challenges the next highest player on the POWER BASE RECORD GRID. This process continues until all players have competed. 22. The country with the strongest POWER BASE RECORD at the conclusion of the END GAME is the winner. - Game variations. 1. Players can compete against the clock for a pre-agreed amount of time. The players farthest along on the POWER BASE RECORD at the end of the time period is then winner. 2. Players can play to a pre-agreed point on the POWER BASE RECORD. The first player to reach that number is the winner. Creating your own games. 1. You can create your own "what if" game scenarios and see what just might happen if war broke out between two countries and the rest of the world took sides. Use the newspapers and news magazines to gauge the reaction of different countries to different events. A couple of interesting hypothetical situations are: What might happen if a Warsaw Pact country decided to break its relationship with the U.S.S.R.? What might happen if a mid-east war broke out and the U.S. or the U.S.S.R. chose to make a serious commitment to one of the countries involved? 2. You can also create your own "what might have been" game scenarios. For instance: What might have happened during World War II if the allies came into the war immediately after Hitler invaded Poland? What might have happened if Hitler had invaded England right after Dunkirk? You will undoubtedly find that the POWER BASE UNIT relationships should change under different historical and hypothetical situations. You will find that researching World War II and keeping up with the rapidly changing aspects of today's world adds a depth to The War Game that is completely unique and filled with challenge. Practice Sessions. (Two Players) Press RESET. Press any key on the alpha-numeric keyboard except the SPACE bar. The computer will run through a complete cycle of weapon combinations and assign random amounts of energy units to each player. The first player to win ten battles wins the war. ---------------------------------------------------------------------------------- COSMIC CONFLICT! Stunning special effects are featured in this game of intergalactic warfare! COSMIC CONFLICT! (One player) 1. Press 1 on the alpha-numeric keyboard. You are now in command of the star fighter CENTURION and a legendary hero of the Earth Federation! 2. The sighting instrumentation for your laser starburster is at the center of your screen. The number 15 at the lower left corner of the screen represents the number of enemy invasion transports, battle frigates and star fighters to be destroyed in this action. This number will decrease by one every time a direct hit is scored. 3. The number at the lower right of your screen represents the quantums of energy units in your fuel receptors. These energy units are expressed in megajoules. 4. You will start your mission with 1000 megajoules. One megajoule per second is used to sustain flight. A laser burst uses ten megajoules of energy. If an enemy star fighter comes within range and fires, fifty megajoules of energy are required to activate your deflector shields. 5. The objective of your mission is to destroy all 15 units in the enemy fleet using the least number of megajoules. 6. Maneuver your star fighter with the joy stick on the right hand control unit. Pull it towards you to ascend. Push it away from you to descend. Push right to go right. Push left to go left. When you have an enemy ship in your sights, fire your lasers by pressing the action button. Only one enemy ship will appear on the screen at a time. 7. When an enemy Imperial star fighter flashes in from hyperspace, a general ALERT will sound and flash on the screen. It is important to fix the ship in your sights quickly and fire before he comes within his own firing range and costs you energy units necessary to activate your deflector shields. The star fighters will come at you from a variety of angles. It is safer strategy to outmaneuver the ones that come at you from diagonals. They require very sophisticated precision tracking. You will save magajoules by firing at those that come head-on or appear in more easily tracked vertical and horizontal courses. You can take evasive action from a star fighter only by climbing or diving to get the ship completely off-screen. If you go right or left, the fighter will continue to follow you. 8. There are five enemy star fighters to protect the ten enemy invasion transports and battle frigates. The engagement will terminate when all of the enemy fleet have been destroyed - or when your fuel receptors have been drained of energy units. Star Command will contact you with new orders after each action. 9. To play again, press the RESET key on the console and then press 1 on the alpha-numeric keyboard. 10. Good hunting! ---------------------------------------------------------------------------------- DEMON ATTACK Marooned on the ice planet Krybor, you watch legions of eerie creatures scream overhead. They hover ominously. Attack and destroy them - or be destroyed! Armed with your Laser Cannon, you confront the ultimate challenge: Survive! Game Play Objective To score, destroy demons before you and your Laser Cannon meet oblivion. Earn extra reserve bunkers (chances) by avoiding your foes' fire. When the last bunker disintegrates, the next enemy hit will pulverize you! - Your Laser Cannon has unlimited firing power. - Dodge left or right to avoid enemy fire while pursuing aliens. - Accumulate reserve bunkers (bottom left of screen). You begin with 3. - Each attack wave you survive completely untouched earns you an additional bunker, to a maximum of 6. - For each hit you absorb, you lose one chance to defeat the demons. - When you have no more reserve bunkers, another alien hit ends the game. - When a low flying demon is hit, a replacement immediately swoops in. - When the high flying demon is hit, it is not replaced until the other one is hit. Getting Started - Always turn Odyssey2 power off before inserting or removing a cartridge. - Place cartridge, label facing the keyboard, in the slot on the computer console. Turn power on. - When the "Select Game" appears on your screen, press any of the numeric keys on the top row of the keyboard for the game desired (see Game Variations) - Game Play begins immediately. - To play the same game option again after the game is over, press the action button. - To select a new game, press RESET, and select game number desired. Hand Controls - Your joystick controller allows you to maneuver the Laser Cannon. Position controller so that the red action button rests in the upper left hand corner. - To move the Laser Cannon left or right, push the joystick left or right. - To fire: Press red button. - 1-player versions: use left hand controller. Game Variations 1 player   2 player Description Game# 0 1 Basic Demon Attack 2 3 Tracer Shot 4 5 Advanced Demon Attack 6 7 Advanced Tracer Shot - 8 Special Co-op Version - 9 Special Co-op Version with Tracer Shot 1 Player Games Games 0 to 4 are Demon Attack with direct Laser Cannon shots. Games 2 and 6 feature special tracer shots. This allows you to control a shot, after it is fired, by moving the Laser Cannon in the direction you wish the shot to go. 2-Player Games Match your wits against more than waves of winged warriors! Games 1, 3, 5, and 7 are for two players. - takes on similar waves of demons. - maneuvers a seperate Laser Cannon. player 1: red cannon player 2: blue cannon - has own reserve bunkers. - retains a seperate score in the lower right hand corner, matching the color of the player's Laser Cannon. - At the end of the game, each player's score briefly appears, keyed to their Laser Cannon color. - Play alternates between players at the end of each wave. - If both players survive the assault, they proceed to the next wave. - If one player loses all reserve bunkers and gets vaporized, the other continues defying the demons. - Games 5 and 7 feature special tracer shots. Co-op Games Games 8 and 9 allow two players to take turns against the same wave of attack. - Control of the Laser Cannon alternates between you and your partner every four seconds. Keep track of your color! - Independant scores appear on the screen, keyed to cannon color. - You share reserve bunkers; when they're gone, another blast ends the game. Game 8: uses standard weaponry Game 9: uses tracer shots - If you are hit in games 8 or 9, your "partner" scores an additional 500 points. Scoring Wave Demons Split Diving Demons Demons 1,2 10 - - 3,4 15 - - 5,6 20 40 80 7,8 25 50 100 9,10 30 60 120 11,12+ 35 70 140 ---------------------------------------------------------------------------------- DYNASTY! The computerized descendant of the ancient Chinese strategy game of GO! DYNASTY! (1 or 2 players) 1. Press 0 on the alpha-numeric keyboard if you are playing on color TV. 2. Press 2 if you are playing on Black and White TV. 3. The game is played on an 8 x 8 matrix. Four "armies" in two different colors are at the center. 4. A flashing question mark at the right hand side of the screen is asking if the "armies" of that color are to be played by a person or the computer. 5. Press "yes" on the alpha-numeric keyboard for person. Press "no" for computer. 6. If you have entered "yes," a second symbol will appear followed by a flashing question mark. If you wish that color played by a person, press "yes." If you want to play against the computer, press "no." 7. If you have elected to play against the computer, the symbol for microprocessor will appear on the screen. 8. If you are playing against another person, individual timers will appear separately at the top of the screen. Player one's timer will appear first. 9. You can enter up to 99 minutes of time for each player in the game. Different times may be entered for each player to give a novice more of a chance against an experienced player. If you want to play with no time limit, enter 00 on the numeric section of the keyboard. 10. If you are playing against the computer, the microprocessor will make its move instantly. It can make more than 100,000 electronic decisions per second. 11. The object of the game is to occupy as much of the matrix as possible. 12. The game begins with two "armies" of each color at the center of the matrix. 13. The game ends when the board is filled or when neither player can enter a move and capture and opposing "army." The player with the most "armies" on the matrix is the winner. A running score appears at the top of the screen throughout the game. 14. Every entry must satisfy two conditions: 1. An "army" must always be placed next to an opponents "army." 2. One or more of the opposing "armies" must be trapped by the newly entered "army" and another "army" of the same color. The trapped "armies" will automatically change to the conqueror's color. If these condition cannot be met, there will be an audio signal and the player loses a turn. 15. Use the joy stick of the hand control to position the box on the screen where you want to locate an "army." Press the action button to enter the "army" onto the screen. Player one uses the left hand control. Player two uses the right hand control. 16. Players may capture more than one army in different directions on the same move. The directions may be in any horizontal, vertical or diagonal straight line. 17. Secret strategy hints. 1. The corners are the most important strategic positions. Once an "army" occupies a corner, it controls three directions. An "army" commanding a corner position cannot be captured because it cannot be surrounded on two sides in a straight line. 2. The outside positions of the matrix are very important because they effect five directions but are only vulnerable from two sides. 3. Caution! Be careful before occupying the first rows inside the perimeter of the matrix. They are jumping off points to the outside and corner positions. VERSION II: DIRECTIONAL DYNASTY 1. Press 1 on the alpha-numeric keyboard if you are playing on color TV. 2. Press 3 on the alpha-numeric keyboard if you are playing on Black and White TV. 3. Enter player information and timer settings as per Dynasty rules 4 through 9. 4. Directional Dynasty differs from Dynasty in only one way, but it changes the game completely. Players cannot capture "armies" in more than one direction on the same move. You must make a choice. 5. When you enter an "army" into a position offering an option to capture "armies" in more than one direction, the surrounded "armies" will not change color automatically. 6. Push the joy stick on the hand control towards the "army" or "armies" you wish to capture. A second positioning box will appear in that row. 7. Press the action button and the surrounded "armies" in that row will change color automatically. 8. It is very important to consider strategic position as well as the number of "armies" open to capture when exercising a directional option. ---------------------------------------------------------------------------------- ELECTRONIC TABLE SOCCER! A computerized tournament soccer table - complete with invisible electronic lightning rods for super fast play action! ELECTRONIC TABLE SOCCER! (One or two players) 1. Press 1 on the alpha-numeric keyboard. 2. A full size tournament soccer table appears on your screen. The scoring rack is at the bottom. 3. The left hand control controls the goalkeeper at the left side of the screen and the other members of the team who wear the same colors. 4. The right hand control controls the goalkeeper at the right side of the screen as well as the other members of the team. 5. You can play against another player or the computer. Press the action button or move the joystick of the hand control to tell the computer how many people are in the game. If one of the hand controls is not activated, the computer will play that side and a "C" will appear on the scoring rack. If neither hand control is activated, the computer will play itself. 6. Each joystick controls three sets of electronic lightning rods that maneuver the ranks of players. 7. Push the joystick of the left hand control to the left to control the goalkeeper. When the joystick is in the center position, it will control the center file of three team members. When the joystick is in the far right position, it will control the file of two team members on the right side of your screen. For the right hand control, the reverse is true. 8. The ball will come into play from the bottom of the screen. 9. The ball will stop when it hits a player and the joystick is controlling the player's row. To kick, press the action button and simultaneously move the joystick in the direction you wish the ball to go. 10. The ball will rebound off a player whose row is not under control of the joystick. 11. When a goal is scored, a ring will slide along the scoring rack at the bottom of the screen. /=1 point. X=2 points. 12. The game ends when one of the teams scores ten points. XXXXX=10 points. 13. To play again, press the RESET key on the alpha-numeric keyboard and then press 1. ---------------------------------------------------------------------------------- FOOTBALL! You captain a team of realistic electronic superstars! FOOTBALL! (Two players) 1. Press 1 on the alpha-numeric keyboard for COLLEGIATE level game! (normal speed). Press 2 on the alpha-numeric keyboard for PRO level game! (High speed). (It is recommended that you start at the COLLEGIATE LEVEL). 2. The referee's whistle blows and the teams will appear in their huddles. The ball is on the thirty yard line. 3. The scoreboard is at the top of the screen. A digital clock is at the center. It automatically counts down the seconds for a three minute game and only operates during the plays. Digital readouts at either side of the screen show the score for their respective teams. The left hand scoring indicator shows the score for the team at the left side of the field. The right hand scoring indicator shows the score for the team at the right side of the field. 4. The number at the top edge of the field keeps track of the downs and will follow the ball as a yardage marker. It will change colors to indicate the team in possession of the ball. 5. The team at the left side of the field will always have first possession of the ball. Players should alternate hand controls after each game. 6. The offensive team has four down to score on each possession of the ball. Touchdown: 7 points Field goal: 3 points 7. The offense has six running/passing option plays available. They differ in the lineup of the team and in the automated running pattern of the wide receiver - the only player eligible to receive a pass. 8. The defense has a selection of plays specifically designed to neutralize the offensive effort. If the defense correctly guesses the offensive play, the wide receiver will automatically be covered by one of the defensive ends and the quarterback will be under maximum pressure from the automated defensive line. Good offensive strategy dictates constantly varying plays in an effort to gain the most yardage. 9. If the offensive captain considers his team to be out of touchdown range on a fourth down, he can elect to try for a field goal. (Play #7 on the hand control.) 10. If the offensive team is deep within its own territory on the fourth down, it is good strategy to go for a punt which will give the team far better defensive positioning when the ball changes hands. Activate play #8 on the hand control. 11. Plays are selected by the offensive and defensive teams while the players are in their huddles. The play is selected by moving the joy stick of the hand control to the proper location as indicated on the play selector diagram. While holding the joy stick at this position, each player enters the play into the computer by pressing the action button on the hand control. (If plays are not selected within 25 seconds, play #1 will be activated automatically by the computer.) Hand Control Play Selection Diagram (C is joystick center) 8 1 2 7 C 3 6 5 4 12. When both players have entered their plays into the computer, the player captaining the offensive team hikes the ball to his quarterback by pressing the action button on his hand control. 13. The quarterback of the offensive team is the player just behind the center. He and his wide receiver are easily recognizable by having thinner necks than the rest of the team. The key player on the defensive team is the linebacker. He also is differentiated by having a thinner neck than the rest of the players on his team. 14. When the play is activated by the player captaining the offensive team, all of the offensive players except the quarterback will go into motion automatically and follow the pattern of the chosen play. The quarterback remains under control of the joy stick of the offensive team's hand control unit. 15. The quarterback has a running or passing option on all plays except #7 (Field goal attempt and #8 (Punt). The horizontal and vertical movement of the joy stick controls his running pattern. Press the action button to fire the pass. The vertical set of the joy stick at the moment you press the action button will determine the direction of the pass. If the joy stick is pushed away from you, the pass will angle towards the top of the screen. Pull the joy stick towards you to angle the pass down screen. Center the joy stick to pass up the middle. (Note: the horizontal position of the joy stick will have no effect on the direction the pass travels.) The pass can only be caught by the wide receiver. The pass is complete if the ball intersects with his automated running pattern. If the pass is complete, the offensive player's joy stick will control the wide receiver instead of the quarterback so that the play can continue. The quarterback can throw a pass any time before reaching the line of scrimmage, indicated by the down marker. If the quarterback should go behind his own goal line, an automatic "quick kick" will take place to prevent a safety. 16. On-screen electronic sensors enable the defensive linesmen to follow the ball automatically. They will shift their attention from the offensive quarterback to the wide receiver the moment the ball is passed. The defensive linebacker is the only player capable of making an interception and is under the control of the defense player's joy stick. If an interception is made, the whistle blows, play is stopped and the defensive team has possession of the ball. 17. The player captaining the offensive team may elect to try for a field goal at any time by invoking play #7 on the hand control. 18. The game ends after three minutes have gone by on the clock. Action will be frozen and the team with the highest score is the winner. If a play is in progress when time expires, the play is allowed to continue until its completion. 19. To play again, press the RESET key and SELECT GAME will appear on the screen. Then press 1 or 2 on the alpha-numeric keyboard for a slow or fast game respectively. --- Offensive (yellow) and Defensive (blue) Plays Offense: Play 1 or Play 2 Defense: Play 1 or Play 2 : +----B / Y : / / <-----B / / Y Y O B B / / Y : B / / : | /2 /1 : +------/---> / Y---------/-----/ : Offense: Play 3 or Play 4 Defense: Play 3 or Play 4 Y-:-----\-----\ : +----\---> \ Y : B \ \ Y Y O B B \ \ <---:+ \4 \3 Y : B \ \ \ : \ \ +--:-B \ \ : Offense: Play 5 or Play 6 Defense: Play 5 or Play 6 : +----B +----> / Y : B 5 / <----/ / Y Y O B B / : / Y :/B / Y---/---\----/ \-----\-------> 6 : \----------> Offense: Field Goal-Play 7 Defense: Play 7 and 8 : /--------:-B / Y <--:--B 7 / Y Y O -B \ Y : \ Y <--:--B \ : \---------:-B : Offense: Punt-Play 8 Defense: Play 7 and 8 : /--------:-B / Y <--:--B / Y Y O B \ 8 : \ Y <--:--B \ Y : \---------:-B : ---------------------------------------------------------------------------------- FREEDOM FIGHTERS! Rescue prisoners of the Pulsars from deep space confinement crystals! FREEDOM FIGHTERS! (One or more players) ATTACK MODE (Two player version) 1. Press 1 on the alpha-numeric keyboard. 2. You are now on the flight deck of your Earth Federation starship. Your craft is displayed at the center of your TV screen. Player 1 is the pilot. Player 2 is the co-pilot. 3. Player 1 uses the left hand control which directs your starship's conventional space drive system. Your ship will travel in the direction you move the joystick. 4. Press the action button to fire your laser cannon. 5. Player 2 uses the right hand control which activates your ship's hyperspace drive system. Move the joystick to the right or left depending on the direction you wish to warp through hyperspace. Your ship will remain in the same vertical plane of the screen during a hyperspace warp. Move the joystick forward to go towards the top of the screen. Pull it to you to go to the bottom of the screen. Your ship's hyperspace drive system (right hand control) will over-ride its conventional space drive system (left hand control). The action buttons on both hand controls will fire the laser cannon at any time. 6. The hyperspace drive system is employed when you need extra speed to avoid enemy attack or when you have the opportunity to rescue one of the captives from a confinement crystal. 7. The Empire's Pulsar warships will attack by sowing constellations of hunter- killer drone mines along your course. Your ship will disintegrate on contact with a drone mine or Pulsar warship. 8. The Pulsar warships and drone mines will disintegrate if hit by your lasers. 9. You free a captive each time your starship makes contact with one of the orbiting confinement crystals which show up in purple on color TV. (Color may vary according to individual TV adjustment.) 10. Scoring: RESCUE OPERATION: 20 POINTS PULSAR WARSHIP: 5 POINTS DRONE MINE: 1 POINT EXPLODING WRECKAGE: 1 POINT 11. The score of the game in progress is displayed at the lower right hand corner of the screen. The Pulsar warships will increase the ferocity of their attack as your score grows higher. 12. The highest score in a series of games will be displayed at the lower left of the screen. Six question marks at the lower center of the screen will request the name of the high scoring team or players. Enter any team or player's name up to six letters on the alphabet section of the keyboard. If the name is shorter than six letters, press the space bar to erase the remaining question marks. The high score and winning name will remain onscreen until a higher score is achieved in succeeding games. 13. A new Earth Federation starship will automatically appear on the screen each time one of the fleet is destroyed. 14. To start a new scoring cycle, press RESET and then press 1. --- EVASION MODE (Two player version) 1. Press RESET and then press 0 (zero) on the numeric section of the keyboard. 2. Your lasers are now inoperative and you are entirely dependent on your talents for evasive action. 3. Player 1 uses the left hand control (conventional space drive). Player 2 uses the right hand control (hyperspace drive). 4. The longer you can evade the Pulsar warships and their drone mines - the higher your score. You also receive a 20 points bonus for each successful rescue operation. 5. As your score grows higher, the Pulsars will increase the intensity of their attack. 6. A new Earth Federation starship will appear on the screen each time one of the fleet is destroyed. 7. To start a new scoring cycle, press RESET and then press 0 (zero). --- SOLO COMBAT 1. Press RESET and the press 1 (ATTACK MODE) or press 0 (EVASION MODE). 2. Play using the left hand control for conventional space drive or the right hand control for hyperspace drive. 3. As you grow more proficient, start alternating between the hand controls to switch from conventional space drive into hyperspace and then back again. 4. To start a new scoring cycle, press RESET and the press 1 or 0 (zero). --- RATINGS: ENSIGN 50-99 LIEUTENANT 100-149 COMMANDER 150-249 CAPTAIN 250-349 COMMODORE 350-749 ADMIRAL 750-999 FLEET ADMIRAL 1000+ ---------------------------------------------------------------------------------- The Great Wall Street Fortune Hunt "When it's a question of money, everyone is of the same religion" Voltaire --- THE GREAT WALL STREET FORTUNE HUNT is an authentic computerized model of the real investment world. The opportunities for investment in the game represent the thousands of alternatives available on the various exchanges. You'll find conservative blue chips like IBM (International Business Machines Corporation) and high risk high flyers like WOW (Wildcat Oil Western). You'll find the fast food industry represented by McDonald's Corporation and high technology manufacturers represented by Texas Instruments. Each of the companies available for investment not only represents itself but other similar companies as well. Therefore the Standard Oil Company (Indiana) also represents Shell, Mobil, Arco and the other large petroleum companies. Each of the investments has a different sensitivity to the news flashes which come across the TV screen. For example - some investments will go up at a time of world crisis and others will go down. The inherent sensitivity of each investment to the various categories of news is graphically displayed on the gameboard. Your ultimate objective is to anticipate investment fluctuations swiftly enough to take full advantage of the many buying and selling opportunities which will occur in a different way every time you play. The rules of The Great Wall Street Fortune Hunt are designed to replicate real life as closely as possible. You can play it at four levels. It is highly recommended that you feel thoroughly comfortable at one level before incorporating the next level as part of the game. Have fun! Make money!!! --- Game Components 1 Odyssey2 Expanded Memory Game Cartridge 2 Investment Record Pads & Option-Pricing Calculators (represented by the following two tables) CALLS/share price per call OPTION PRICE CALCULATOR STOCK PRICE TEX USS GPT LOK WHL MCD XON USH ABC NEE $10-$13 $3.00 $2.25 $3.00 $3.75 $1.75 $2.25 $2.75 $3.50 $2.50 $2.00 14- 17 3.50 2.75 3.50 4.50 2.00 2.75 3.50 4.25 3.00 2.50 18- 25 4.25 3.25 4.25 5.25 2.50 3.25 4.25 5.25 3.75 3.00 26- 35 5.75 4.50 5.75 7.25 3.50 4.50 5.50 7.00 5.00 4.25 36- 45 7.75 6.00 7.75 9.75 4.50 5.75 7.50 9.25 6.50 5.50 46- 55 9.75 7.50 9.75 12.00 5.75 7.25 9.25 11.75 8.25 7.00 56- 65 11.75 8.75 11.75 14.50 6.75 8.75 11.00 13.75 9.75 8.25 66- 75 12.50 9.50 12.50 15.50 7.25 9.25 11.75 14.75 10.50 9.00 76- 85 7.75 6.00 7.75 9.75 4.50 5.75 7.50 9.25 6.50 5.50 86- 90 4.50 3.25 4.50 5.50 2.50 3.50 4.25 5.25 3.75 3.25 PUTS/share price per put STOCK PRICE TEX USS GPT LOK WHL MCD XON USH ABC NEE $10-$13 $2.25 $1.50 $2.25 $2.75 $1.00 $1.50 $2.00 $2.50 $1.75 $1.50 14- 17 2.50 1.75 2.50 3.25 1.25 1.75 2.50 3.25 2.00 1.75 18- 25 3.00 2.00 3.00 4.00 1.50 2.00 3.00 3.75 2.50 2.00 26- 35 4.50 3.00 4.50 5.75 2.00 3.00 4.25 5.50 3.50 2.75 36- 45 6.00 4.00 6.00 7.75 3.00 4.00 5.50 7.50 4.75 3.75 46- 55 7.50 5.00 7.50 9.75 3.50 5.00 7.00 9.25 5.75 4.75 56- 65 8.75 6.00 8.75 11.75 4.00 6.00 8.25 11.00 7.00 5.75 66- 75 10.50 7.00 10.50 13.50 4.75 7.00 9.75 13.00 8.25 6.75 76- 85 13.00 8.25 13.25 17.00 6.00 8.75 12.25 16.25 10.25 8.25 86- 90 17.50 11.75 17.50 22.75 7.75 11.75 16.25 21.75 13.75 11.00 Note: Options are not available for stocks priced under $10.00 or over $90.00 INVESTMENT RECORD +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ |ACCT.| | | | |MARGIN| OPTION | | | +/- | CASH | | |NO. |INVST.|SHARES|BUY PRICE|SELL PRICE|(LOAN)|PUT/CALL|+PROFIT|-LOSS|INT.PAID|ON HAND|NET WORTH| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | | | | | | | | | | | | | +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ 1 Master Strategy Gameboard (The following three charts, legend, and graphic represent the gameboard) SENSITIVITY FACTORS > G=GNP I=INT.RATE P=POLITICAL ------------------------------------------------------------------------ S P H P I A P I R G P I E G P I S G G P I I ----------G----G-------------------------------P-------------I---------I GI G G P I I C GI G G P I I A GI GI G G I G P I GI L GI G GI G G GI G P G I GI L GI G GI G G GI G G P G I GI GI G GI G G GI G GI G P G GI GI GI---G----GI---G----GI---GIP--G----GI---G----G-P--G----G----GI--------GI- GI G GI G GI GIP G GI G G P G G GI GI GI GI GI G GI GIP GI GI G G P G G GIP G GI P GI GI GI G GI GIP GI GI G G P GI G GIP G GI U GI GI GIP G GI GIP GI GI G GIP GI G GIP G GI T GI GI GIP G GI GIP GI GI G GIP GI G GIP GI GI GIP GI GIP GIP GIP GIP GI GIP GIP GIP GIP GIP GIP GIP GIP GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP P P SRS ABC TWA TEX MYG AET SOI USS NME XON PAG SLZ WFB JWL GPT SENSITIVITY FACTORS > G=GNP I=INT.RATE P=POLITICAL ------------------------------------------------------------------------- S I G H I G A I I G R I I G I G E I I G I G S I GI G GI G G -I---GI--------G--------------GI--------G----G--------------------------- I GI G GI GI G I C I GI G GI GI G I A I GI G GI GI G I L I GI G G GI GI G I I P L I GI G G G GI GI GI I I P I GI G G G GI GI GI I I P GI---GI--------G----G----G----GI--------GI---GI----I--------------I---G-P GI GI G G G GI GI GI I I I G P GI GI G G G GI GI GI I I I G P P GI GI G G G GI I GI GI I I I G P U GI GIP GI G GI GI I GI GI I I I GIP T GI GIP G GI G GI GI I GI GI I I I GIP GIP GIP GI GI GIP GIP GIP I GIP GI GIP I P GIP GIP GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP--GIP P P G P P G P GI NEE MER TOY LOK MCD MTC USH WHL SMC WOW RES GLD BDG BND IBM V V V V V V V V V V T ####################################################################################### - B ANNUAL PRIME RATE 7 8 9 10 11 12 13 14 15 16 I L ANNUAL T-BILL RATE 6 7 7.5 8.5 9.5 10 11 12 13 13.5 S QUARTERLY T-BILL .015 .018 .019 .021 .024 .025 .028 .03 .033 .034 V V V V V V V V V T ############################################################################### - B ANNUAL PRIME RATE 17 18 19 20 21 22 23 24 25 I L ANNUAL T-BILL RATE 14.5 15.5 16 17 18 18.5 19.5 20.5 21 S QUARTERLY T-BILL .036 .039 .04 .043 .045 .046 .049 .051 .053 LEGEND ABC American Broadcasting Companies, Inc. PAG Proctor & Gamble Company AET Aetna Life & Casualty Company RES Real Estate BDG Bandag, Inc. SLZ Jos. Schlitz Brewing Company BND Corporate Bond SMC A.O. Smith Corporation GLD Gold SOI Standard Oil Company (Indiana) GPT General Portland Cement, Inc. SRS Sears, Roebuck & Company IBM International Business Machines Corp. TEX Texas Instruments, Incorporated JWL Jewel Companies, Inc. TOY Toyota Motor LOK Lockheed Corporation TWA Trans World Corporation MCD McDonald's Corporation USH U.S. Home Corporation MER Merrill Lynch & Co., Inc. USS United States Steel Corporation MTC Monsanto Company WHL Western Holdings Limited MYG The Maytag Company WFB Wells Fargo & Company NEE New England Electric System WOW Wildcat Oil Western NME National Medical Enterprises, Inc. XON Exxon Corporation (The following represents two circle charts. Picture the left and right edge of each chart below as the same spot on a circular chart. Sorry, but this is the limitation of text only instructions. See the HTML instructions for a much better picture of these two charts.) ANNUAL PRIME RATE v +----------------------------------------------------------------------------------------------+ | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ |1.75|2.00|2.25|2.50|2.75|3.00|3.25|3.50|3.75|4.00|4.25|4.50|4.75|5.00|5.25|5.50|5.75|6.00|6.25| +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ^ QUARTERLY PRIME RATE TIME FRAME +------------+------------+------------+------------+------------+ | 1 2 3 4 | 1 2 3 4 | 1 2 3 4 | 1 2 3 4 | 1 2 3 4 | | | | | | | | YEAR ONE | YEAR TWO | YEAR THREE | YEAR FOUR | YEAR FIVE | +------------+------------+------------+------------+------------+ 2 Sets of Share/Margin Tokens (set one is green) M M M M M M M - - - - - - - 2 3 4 5 6 7 8 $ $ $ $ $ $ $ - - - - - - - 2 3 4 5 6 7 8 (set two is orange) M M M M M M M - - - - - - - 2 3 4 5 6 7 8 $ $ $ $ $ $ $ - - - - - - - 2 3 4 5 6 7 8 2 Prime Rate Tokens 1-Orange cylinder 1-Grey cylinder 1 Time Frame Token 1-Black cylinder --- The Basic Game 1. The Great Wall Street Fortune Hunt can be played by one or more people. If more than two people are playing, the players divide into teams representing investment syndicates. 2. Each investor (or investment syndicate) starts out with $100,000. 3. Each investor or investment syndicate can enter a maximum of seven investments into the computer. Players with a net worth of $100,000 or more may have as many as 3 investments at any one time entered in the computer. Players with $200,000 or more may have as many as 4 investments at any one time entered in the computer. Players with $300,000 or more may have as many as 5 investments at any one time entered in the computer. Players with $400,000 or more may have as many as 6 investments at any one time entered in the computer. Players with $500,000 or more may have as many as 7 investments at any one time entered in the computer. If a player's net worth falls below $25,000... no new investments may be entered into the computer. Only SELL orders can be executed. A player with a net worth of more that $25,000, but less than $100,000, is limited to 2 investments in the computer at any one time. Player's maximum Player's NUMBER OF NET WORTH INVESTMENTS $25,000 to under $100,000 2 INVESTMENTS $100,000 3 INVESTMENTS $200,000 4 INVESTMENTS $300,000 5 INVESTMENTS $400,000 6 INVESTMENTS $500,000 or more 7 INVESTMENTS 4. Play is divided to represent a time span of five years. Each year is divided into four quartered periods. Approximately 5 minutes of computer time is equal to one quarter (3 months). Advance the time frame marker on the gameboard by one position each time the computer signals the end of a quarter. 5. All investments entered in the computer must be sold at the end of each year. (Four quarters) +--------------------------------------------------------------------------------------------+ |Buy and sell orders are entered into the computer thru your Odyssey2 alpha-numeric keyboard.| +--------------------------------------------------------------------------------------------+ 6. A player's total investment may not exceed his or her net worth. Players may audit each other's holdings at any time. The penalty for investing more than a player's net worth is a fine of double the discrepancy and the loss of buying and selling privileges during the entire quarter following the audit. 7. The winner is the investor (or syndicate) accumulating the greatest net worth after five years (twenty quarters). Shorter or longer games may be played if agreed upon in advance. --- Start-up Important! Always be sure that the power to your Odyssey2 console is turned off before inserting a game cartridge. This protects the electronic components and extends the life of the unit. To begin 1. Insert the cartridge into the slot of the Odyssey2 console with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. 3. Press 0 on the numeric section of the Odyssey2 keyboard. 4. Investment choices and current price per share will travel across the top of your TV screen. 5. Up-to-the-minute news flashes will travel across the center of your TV screen. 6. The bottom of the screen displays each player's Computerized Investment Portfolio which keeps track of player's investment and capital. 7. The bar chart reflects the over-all market performance during each quarter of a year. 8. If more than two people are playing, divide into teams. There will be plenty of action for everyone. --- Level One STRAIGHT INVESTMENT TRANSACTIONS The Rules of the Game (1 or more players) 1. All investment transactions are entered into the computer through the keyboard. 2. The player's Computerized Investment Portfolios are located at the bottom of the television screen. Only one player's portfolio is displayed on the screen at a time Each Investment Portfolio has eight positions. 3. Move the joystick of your hand control to the left to gain access to you Investment Portfolio. You are now in position #1. The left hand control activates player one's portfolio that shows up in Money Green on color TV*. The right hand control activates player two's portfolio that show up in Bullion Gold. +---------------------+ |1.ACT 1 $100000| +---------------------+ +-----------------------------------------------------------------+ |* Colors may vary according to individual TV's color adjustments.| +-----------------------------------------------------------------+ 4. Each player has access to eight positions in the Investment Portfolio. Position #1 displays the balance in the player's portfolio account. Each player starts off with $100,000. Positions #2 thru #8 are for entering the player's investments in the portfolio. Push the joystick forward to move or "scroll" past position #1. Pull the joystick towards you to "scroll" in reverse. 5. To buy an investment, use the joystick of your hand control to scroll to an "open" account (positions 2 thru 8). The news flashes will disappear from the center of your screen. +--------------------------------+ |Position No. No. of shares | || | | |v v | |2.??? ??00 AT ?? | | ^ ^ | | | | | |Investment Price | |choice per share| +--------------------------------+ Enter your investment by typing the letters representing your selection on the keyboard. Example WHL = WESTERN HOLDINGS, LTD. +--------------------------+ |2.WHL ??00 AT ??| +--------------------------+ 6. Enter the number of shares desired on the numeric section of you keyboard. Shares are available in lots of 100 up to 9900 shares. The latest market price per share will be displayed at the far right of your portfolio. This figure will be updated until the time you signal the computer to make the buy. Enter the first two digits of the number of shares desired. If the figure is less than 1000, enter 0 and then the second digit. (Example: five hundred shares is expressed as 0500.) +--------------------------+ |2.WHL 0500 AT 50| +--------------------------+ 7. Press ENTER on the keyboard to execute the buy order. The news flashes will reappear on the screen. (If you change your mind about buying the shares, press CLEAR instead of ENTER. The question marks will reappear and your account is ready for a new entry.) The price paid per share will remain in your portfolio to serve as reference during the game. Important! Data which has not been entered or cleared will be displayed in every open account in both portfolios. Be sure to press ENTER or CLEAR before going to another open account in either portfolio. 8. If you make an error entering the investment symbol, press CLEAR and then follow with the correct three letter entry. The question marks will not appear when you press CLEAR. The computer will signal an incorrect investment entry by continuing to display question marks when you enter the number of shares desired. 9. To sell an investment, use the joystick of you hand control to scroll to the desired position in your portfolio. 10. Press the ACTION BUTTON to execute your sell order. You shares will be sold in lots of 100. You can sell some of them or all of them at this time. The news flashes at the center of the screen will be replaced by a display showing the changing balance in your portfolio. The transaction is recorded on your investment record pad. (See end of 'Level Two' section of instructions.) Important: If one player is making a transaction and another player signals for computer access by moving the joystick of the hand control, the transacting player has a ten second grace period to complete the buy or sell order before the other player's portfolio will be displayed on the screen. The news flashes will not be displayed when a portfolio is scrolled to an open account or when a buying or selling transaction is being executed. The news will automatically be redisplayed when a transaction is completed or when both portfolios are scrolled to the #1 Account Balance position. --- The Gameboard 1. The gameboard is divided into four sections. A. Investment positions. B. T-Bill market. C. Time frame indicator. D. Prime rate indicator. 2. Each investor or syndicate receives a set of numbered share/margin tokens at the beginning of the game. When a straight investment transaction is entered into the computer, place a share token with the $ sign up in the SHARE section of the gameboard. The appropriate investment should correspond with the account in the portfolio which holds the buy. This system provides a quick reference to all of the accounts in the portfolios. 3. Every investment in the game has a different sensitivity to changing national and international conditions in three areas. A. Gross National Product (GNP): The total amount of goods and services produced by the entire country during one year. B. Prime Interest Rate: The interest rate banks quote as charging their best corporate customers. C. Political Instability: Including national legislation and international friction. The relative sensitivity to every investment in the game is graphically illustrated by the bar charts on the gameboard. For example, SRS (Sears) is highly sensitive to changes in the prime interest rate and far less affected by political events. 4. The news flashes indicate events which can have positive or negative effects on the GNP, Prime Interest Rate and the international political scene. 5. The computer will change the price of each investment up or down according to its sensitivity to the events reported by the news bulletins. Important: If a stock's price falls to 00, it will remain there for the duration of the game. 6. The Time Frame Indicator on the gameboard is divided into twenty quarters. (Five years.) The Time Frame Marker is placed on 1 at the beginning of each game and advanced to the next position at the end of each playing round. The computer will signal the end of a period by freezing prices, halting trade and scrolling each portfolio of investments. The computer will automatically halt to call your attention to an investment which has suffered a loss during the quarter. Push the joystick of the appropriate hand control to continue scrolling action. 7. The Prime Rate Indicator will perform an important function in game levels two through four. It keeps track of the interest banks quote as charging their best corporate customers. 8. There are two prime rate tokens. The gold token is used to mark the annual prime rate existing at the beginning of a quarter. The silver token is used to track fluctuations in the prime rate during the quarter. These changes in the prime rate will be reported by the news bulletins on your TV screen. The tokens are moved around the outer numbers which give the prime rate on an annual basis. The inner numbers give the prime rate on a quarterly basis. Important: The prime rate cannot fall below 7% annually on the game board. At the start of the game, set both tokens at the prevailing prime rate as quoted in the financial pages of your newspaper - or at 11%. Changes in the prime rate will be reported by the news flashes. 9. Keep careful track of changes in the prime rate. It has direct effect on investment prices. It is used to determine the rate of return on Treasury Bills. 10. The investor or investment syndicate with the greatest net worth at the end of the game wins. WHEN YOU ARE THROUGHLY FAMILIAR WITH THE WORKINGS OF LEVEL ONE, YOU ARE READY TO GO TO LEVEL TWO. --- Level Two STRAIGHT INVESTMENT TRANSACTIONS & - TREASURY BILLS 1. Treasury Bills. Ninety day Treasury Bills are sold by the government every week. The interest rate on T-Bills is directly related to the Prime Interest Rate. A good rule of thumb is: PRIME RATE = 115% of the T-Bill rate. This return is pre-computed for you on the T-Bill section of the gameboard. (The numbers are rounded to facilitate play.) 2. Three month T-Bills may be bought at the beginning of every quarter. 3. Interest on T-Bills is payable at the end of the quarter at the prevailing rate at the beginning of the quarter. 4. Do not enter a T-Bill transaction into the computer. 5. Place one of your investment tokens on the T-Bill section of the gameboard. 6. Use the investment record pad to keep track of your transactions and to maintain a constant update on your net worth. 7. Record the buy on the Investment Record. Deduct the amount of the T-Bill from the cash on hand section. 8. Add the principal plus interest to your cash on hand at the end of the quarter. Use the quarterly T-Bill rate to compute the interest. See the following examples: YOU BEGIN THE GAME WITH A NET WORTH OF $100,000. You buy 500 shares of WHL at $50. per share INVESTMENT RECORD +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ |ACCT.| | | | |MARGIN| OPTION | | | +/- | CASH | | |NO. |INVST.|SHARES|BUY PRICE|SELL PRICE|(LOAN)|PUT/CALL|+PROFIT|-LOSS|INT.PAID|ON HAND|NET WORTH| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | 50| | | | | | | 75,000| 100,000| | 2 | WHL | 500 +---------+----------+------+--------+ | | +-------+---------+ | | | | 25,000| | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ WHL rises to $55. per share and you decide to sell. INVESTMENT RECORD +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ |ACCT.| | | | |MARGIN| OPTION | | | +/- | CASH | | |NO. |INVST.|SHARES|BUY PRICE|SELL PRICE|(LOAN)|PUT/CALL|+PROFIT|-LOSS|INT.PAID|ON HAND|NET WORTH| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | 50| 55| | | | | | 75,000| 100,000| | 2 | WHL | 500 +---------+----------+------+--------+ 2,500 | | +-------+---------+ | | | | 25,000| 27,500| | | | | |102,500| 102,500| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ You invest $1000. at the beginning of a quarter when the prime rate is 14%. INVESTMENT RECORD +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ |ACCT.| | | | |MARGIN| OPTION | | | +/- | CASH | | |NO. |INVST.|SHARES|BUY PRICE|SELL PRICE|(LOAN)|PUT/CALL|+PROFIT|-LOSS|INT.PAID|ON HAND|NET WORTH| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | 50| 55| | | | | | 75,000| 100,000| | 2 | WHL | 500 +---------+----------+------+--------+ 2,500 | | +-------+---------+ | | | | 25,000| 27,500| | | | | |102,500| 102,500| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | 1,000| | | | | | |101,500| 102,500| | 3 |T-BILL| +---------+----------+------+--------+ | | +-------+---------+ | | | | | | | | | | | | | +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ At the end of the quarter, compute and enter your profit using the quarterly T-Bill rate on the gameboard. ($1,000 x .03 = $30.). INVESTMENT RECORD +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ |ACCT.| | | | |MARGIN| OPTION | | | +/- | CASH | | |NO. |INVST.|SHARES|BUY PRICE|SELL PRICE|(LOAN)|PUT/CALL|+PROFIT|-LOSS|INT.PAID|ON HAND|NET WORTH| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | 50| 55| | | | | | 75,000| 100,000| | 2 | WHL | 500 +---------+----------+------+--------+ 2,500 | | +-------+---------+ | | | | 25,000| 27,500| | | | | |102,500| 102,500| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ | | | | 1,000| | | | | | |101,500| 102,500| | 3 |T-BILL| +---------+----------+------+--------+ 30 | | +.03% +-------+---------+ | | | | | | | | | | |102,530| 102,530| +-----+------+------+---------+----------+------+--------+-------+-----+--------+-------+---------+ --- Level Three STRAIGHT INVESTMENT TRANSACTIONS & - TREASURY BILLS & - BUYING ON MARGIN Up till now, all of your investments have been made for cash. If you wish, you can also buy stocks on margin. You are borrowing the money from your broker to buy the stocks. There is a 50% margin requirement in the game. This means that the amount of the loan can never exceed 1/2 of the CURRENT market price of stocks. Here's an example: Suppose you want to invest $5,000 in a stock selling at $50. a share. Under the margin rule, you can buy 200 shares of that stock instead of just 100 shares. Your $5,000. in cash controls a $10,000. investment. If the stock goes up five points, you earn a 20% profit instead of just 10% on your money. (The $5,000 is deducted from your cash on hand.) If the stock goes down, a margin call will occur at the end of the quarter. You then must pay back the broker the difference between the amount of the loan and the current market price of the investment. +---------------------------------------------------------------------------------------+ | You bought 200 shares @ $50. = $10,000. ($5,000. was your money. You borrowed $5,000. | | from your broker.) | | | | During the quarter, the stock fell to $40. a share. 200 shares @ $40. = $8,000. | +---------------------------------------------------------------------------------------+ Since you still owe your broker $5,000., your equity has, therefore, been reduced to $3,000. +-----------------------------------+ | Market value of stocks: $8,000. | | Broker loan: -5,000. | | -------- | | Your equity: $3,000. | +-----------------------------------+ You must now send your broker $1,000. (by subtracting from your cash on hand) to cover the 50% margin requirement of the current market value of your stocks. This increases your equity to $4,000. +-----------------------------------+ | Market value of stocks: $8,000. | | Broker loan: -4,000. | | -------- | | Your equity: $4,000. | | $4,000. is = 50% of $8,000., and | | the 50% margin requirement has | | been restored. | +-----------------------------------+ To put it another way: a margin loan can be no greater than your current equity in the margined stocks. Your equity is equal to the current price of the stocks less the loan. You must pay interest on the money you are borrowing, which is due every quarter. The rate is 1% over the prime rate affective at the end of the quarter. (Add 1% to the annual prime rate at the outer rim of the prime rate indicator. Use the inner quarterly figure to compute the interest.) Subtract this from your cash on hand. 1. To Buy An Investment On Margin, announce how many shares of stock you are buying on margin. 2. Enter half the amount into a channel of your computerized portfolio through the keyboard. Deduct the price you paid is cash from your cash on hand. 3. Place margin token (M side up) on the Share Section of the investment on the gameboard. The M signals an investment bought on margin. 4. At the end of the quarter, the computer will scroll each account in both portfolios. 5. If a loss has occurred in an account, the computer will stop in that position to make a margin call. You must reduce your broker loan by deducting the amount of cash from your cash on hand to restore the 50%/50% balance between your equity in the stocks and your loan from your broker. You may sell securities to accomplish this. Remember - your broker loan can be no more than 1/2 of the market price of the stock at the end of the quarter. Push the joystick of the hand control to resume scrolling. 6. If a margin call cannot be met, an investor is bankrupt and out of the game. 7. Margined stocks may be sold to meet margin calls. 8. Interest on margin accounts must be paid at the end of each quarter and is deducted from net worth. Interest is computed from the Prime Rate indicated on the gamboard plus 1%. +-----------------------------------+ | (Prime Rate + 1%)/4 = Quarterly | | Interest | | | | Example: An investor has borrowed | | $5,000. on margin. The prime rate | | is 11%. | | | |$10,000. x ((11% + 1% = 12$)/4)= 3%| | | | The interest rate for the quarter | | is 3%. | | | | $150 (3% of $5,000.) is deducted | | from the investor's net worth. | +-----------------------------------+ If you sell a margined stock, add the selling price to your cash on hand. Deduct the loss or add the profit to your net worth. Important: You must pay back the broker loan plus interest at this time by deducting it from your cash on hand. TAKE YOUR TIME AND WHEN YOU FELL COMFORTABLE WITH MARGIN TRADING, YOU ARE READY TO PROCEED TO THE FOURTH LEVEL. --- Level Four STRAIGHT INVESTMENT TRANSACTIONS & - TREASURY BILLS & - BUYING ON MARGIN & - STOCK OPTIONS Ninety day options give the buyer the right - but not the obligation - to buy or sell securities at current prices at the beginning of the following quarter. Options offer the opportunity to realize a potentially large profit from a relatively small investment at a known risk. The most you can lose is the price you pay for the options. Option trades are not entered into the computer. Call Options A call option gives you the right to buy a security at a predetermined price at the beginning of the following quarter. You are buying the right to "call away" a specific number of shares of the underlying security at a specified price at a predetermined time in the future. You are betting that the price of the security will rise. Put Options A put option is a contract for the right to sell a specific number of shares of a given security at a specified price at the beginning of the following quarter. You are betting that the price of the security will fall. 1. Options are available only at the beginning of each quarter. +----------------------------------------------------------------------------------------+ |The option pricing calculator shows the call price of one share of TEX at $35. is $5.75.| +----------------------------------------------------------------------------------------+ 2. Use the Option Pricing Calculator to determine the price of the option. Locate the current market value of the security as displayed by the computer on the vertical scale. Locate the stock on the horizontal scale. The price of an option for one share will be found at the point where the current share price and the stock intersect. 3. Options are only available in 100 share lots. Multiply the price of one put or call by the number of shares desired. Deduct this figure from you cash on hand. 4. Place an investment token in the proper PUT or CALL section. Record the option buy in the Investment Records. 5. Subtract the price of the option from your cash on hand. 6. Options are exercised at the end of the quarter. Options are exercised only at the player's discretion. If the market has gone against you, your only loss is the price of the option itself. 7. If you exercise a call option, add the difference between the exercise price and the current market price times the number of shares to your cash on hand. Follow the same procedure for exercising a put option. +---------------------------------------------------+ |Example: An investor buys 100 shares of TEX on | |call at $35. per share. The option price calculator| |show the price of an option per share is $5.75 | |Call price per option: $5.75 | |Amount of shares: 100 | | ----- | |Option price per 100 shares: $575. | | | |Price of stock per 100 shares at 35 per share | |is $3,500. If stock rises to $45. per share, | |price of stock per 100 shares at $45. is $4,500. | |Profit of: $1,000 | |Less option price: 575 | | ------ | |Net profit of: $425. | | | |Add $425. to your cash on hand. | +---------------------------------------------------+ --- HANDBOOK OF COMMON STOCKS ABC American Broadcasting Companies, Inc. operate in broadcasting, recorded music and publishing. It licenses, produces and acquires entertainment and sports programming for its network of more than 200 affiliated television stations. Five are company-owned. The radio division includes 1596 affiliated radio stations and 14 AM and FM stations which are owned by the company. They also own a number of magazines including Modern Photography, High Fidelity and Los Angeles. AET Aetna Life & Casualty Company is the world's largest "multiple line" insurance firm. It markets virtually all forms of insurance including life, health, accident, auto, boat, plane, home, office, factory, etc. There were about 35 million Aetna policies in force at the end of 1979. Its primary business is insurance, but the company is also involved in real estate, land development, business financing and investment management. BDG Bandag, Inc. manufactures pre-cured tread rubber, equipment and supplies for retreaded tires. It also distributes and rebuilds vehicle replacement parts primarily for heavy-duty vehicles. GPT General Portland, Inc. is one of the largest U.S. manufacturers of Portland cement with a network of eight plants operating in Texas, Florida, Ohio, Tennessee, Kansas and California. The company also markets other construction materials and is involved in real estate development. IBM International Business Machines Corporation is the largest manufacturer of data processing equipment in the world. It sells, rents and services its products. About half its earnings are derived from its foreign operations. IBM dominates the market for computers and business typewriters. They also make dictating machines, electronic cash registers, photocopiers and word processors. It is the largest non-union company in the world. JWL Jewel Companies, Inc. operates more than 350 food stores throughout 17 states. Its Osco Drug Store division has 263 units. Other Jewel operations include White Hen Pantry convenience food stores and Brighams ice cream and candy shops. Its Mass Feeding Corp. concentrates on frozen meal preparation and serves many schools participating in the Midwest and Atlantic states. LOK Lockheed Corporation is involved in the manufacture of the L-1011 TriStar, Jet Star II and the L-100 Hercules commercial aircraft. Its military planes include the C-140 Hercules, CP140 Aurora, S-3A Viking, P-3 Orion, C-141 Starlifter and the C-5 Galaxy. The company also manufactures Trident Ballistic missiles, special space systems, ocean going ships, air traffic control and radar systems, data handling devices, recorders and undersea petroleum systems. The U.S. Government is one of its largest customers. MCD McDonald's Corporation develops licenses, leases and services a nationwide chain of self-service restaurants. At the end of 1979, there were 5,747 units operating in the U.S. and another 980 units spread throughout Canada, Japan, Australia, Central America and the Caribbean. MER Merrill Lynch & Co., Inc. is the holding company of Merrill Lynch, Pierce, Fenner & Smith, Inc. It is the biggest factor in the business of brokering securities. Merrill Lynch also brokers commodity futures contracts and deals in corporate securities, municipal securities, U.S. Government agency obligations and investment banking. The company is also involved in real estate financing, investment counseling, economic counseling and life insurance. Merrill Lynch has 382 offices in the U.S. and other offices spread throughout 28 other countries. MTC Monsanto Company is a leader in chemicals and synthetic fibers. Its lines include agricultural products, chemical intermediates, industrial chemicals, plastics, resins, textiles, pharmaceuticals, textile and paper chemicals, heavy chemicals and electronic controls. MYG The Maytag Company is the third largest U.S. maker of home laundry appliances. Its products include electrically operated washing machines, automatic washers and both gas and electric dryers. It also makes coin-operated washing machines and dryers, dishwashers and food waste disposers. NEE New England Electric System is the parent of an electric utility system which owns three retail electric operating companies, a wholesale generating company, a fuel company and a service company. It sells electricity to more than one million customers in Massachusetts, Rhode Island and New Hampshire. NME National Medical Enterprises, Inc. own, operates and manages hospitals, nursing facilities and home health care agencies. It also offers a wide variety of services to other health care facilities in the U.S. PAG Proctor & Gamble Company is the biggest U.S. manufacturer of soap and detergent and a leader in packaged shortening. It also makes household paper products and industrial pulp products. Important P&G brands include Ivory, Dash, Spic and Span and Tide cleaning compounds, Crisco and Fluffo shortening, Crest and Gleem toothpastes, Prell and Head and Shoulders Shampoos and Folger coffee. The company has a very large international operation. SLZ Jos. Schlitz Brewing Company operates seven breweries producing Schiltz Beer, Old Milwaukee Beer, Schlitz Malt Liquor, Schlitz Light Beer and Erlanger Beer. The company is also involved in animal feeds and feed concentrates, the growing and processing of ducklings and producing California table wines. SMC A.O. Smith Corporation is the world's largest maker of truck and automobile frames, the biggest U.S. producer of fiber glass reinforced plastic pipe and the major manufacturer of automated animal waste storage systems. Other A.O. Smith products include water heating equipment and electric motors for water systems, air-conditioning and refrigeration. SOI Standard Oil Company (Indiana) is the sixth largest U.S. based oil company. It is heavily involved in crude oil and natural gas exploration, production, purchasing and transporting. It also markets petroleum products, chemicals, plastics and fertilizers. The company has other interests in minerals and real estate. It is active in more that 40 countries throughout the world. SRS Sears, Roebuck & Company is the largest retail-mail order chain. It employs nearly 500,000 people - that's one out of every 200 working people in the United States. One out of every three families has a Sears credit card. The company also owns the Allstate Insurance Co. and Sear, Roebuck Acceptance Corp. Its Seraco group invests, develops and operates real estate and performs financial services. TEX Texas Instruments, Incorporated develops, manufactures and sells products in the electrical and electronics industry to the industrial, consumer and government markets. Its component products include semiconductors as well as electrical and electronic controls. Digital products include mini-computers, data terminals, electronic calculators and watches. Government products include radar, infra-red surveillance systems as well as missile guidance and control systems. The company also produces metallurgical materials for automotive, appliances and telecommunications. In addition, it collects and electronically processes seismic data for petroleum exploration. TOY Toyota Motor is the largest automobile manufacturer in Japan and has 25 overseas plants. They export about 40% of their output and are advancing into the housing industry. TWA Trans World Corporation is the parent company of Trans World Airlines which currently flies to and from 42 cities in the continental United States and 19 cities in Europe, Africa and the Middle East. The corporation also owns Hilton International (hotels), Canteen Corporation (food service), Spartan Food Systems and Century 21 Real Estate Corp. USH U.S. Home Corporation has 41 divisions which maintain 234 communities in 15 states. It is the leading on-site manufacturer of single family homes in the country. The corporation produces detached homes, townhouses and low-rise condominiums. It also sells lumber, millwork and concrete. USS United States Steel Corporation is the largest American steel company and accounted for almost 23% of the entire industry's output in 1979. It also owns or leases coal, limestone and iron ore properties. WHL Western Holdings Limited is the operator of a large gold mine in the Orange Free State province of South Africa. In 1980, it produces close to a million ounces. WFB Wells Fargo & Company is a holding company. Its principal subsidiary is Wells Fargo Bank, N.A. which has 374 offices in California. It offers a broad range of services including traditional deposits and loans, real estate loans as well as trust and investment services. WOW Wildcat Oil Western represents companies engaged in natural resource exploration and production. It operates in ocean transportation, crude oil, finished petroleum marketing and real estate. Wildcat Oil Western has facilities in Indonesia, the North Sea, Egypt, Canada and the U.S. XON Exxon Corporation is the biggest oil company in the world. About one-half of Exxon's daily production comes from the Middle East and Africa. Interests are also held in deposits on the North Slope, the North Sea and the Baltimore Canyon. It is also heavily involved in chemicals. If you want to learn more about making money with money, here are three excellent sources: HOW TO BUY STOCKS. Louis Engel in collaboration with Peter Wykoff. Bantam. THE STOCK MARKET. J.H. Lorie and M.T. Hamilton, Richard B. Irwin, Inc. INVESTMENTS. William R. Sharpe. Prentice-Hall, Inc. ---------------------------------------------------------------------------------- HOCKEY! Realistic speed skating and fast off-the-wall action on electronic ice! - SOCCER! A computerized version of the fastest growing college sport in the U.S - HOCKEY! (Two players) 1. Press any key on the alpha-numeric keyboard. 2. Ice Hockey and Soccer games will alternately be displayed on the screen. 3. To start a Hockey game, move the joy stick of either hand control in any direction when Hockey appears on the screen. 4. The period in play and a digital timer will appear at the bottom of the screen. 5. There are three five minute periods to each game. The timer will automatically reset at the end of each period. The game is over at the end of three periods. 6. There are six players on each team. Five of the players can race after the puck to any part of the ice. The goalies will only cover the goal areas. 7. The joy stick will control the player closest to the puck and the goalie. The player closest to the puck can be identified by the hockey stick. The other players will automatically follow the action. 8. Players can block each other if they make body contact and will become immobilized. Use the joy sticks of both hand controls to separate them. 9. The puck is shot when a player makes contact with it and presses the action button. The puck will travel in the direction determined by the joy stick. The puck will continue its flight as long as the action button is depressed . . . or until it is blocked by another player on either team. 10. To play again, press RESET and move the joy stick of either hand control when Hockey is displayed on the screen. --- SOCCER! (Two players) 1. Press any key on the alpha-numeric keyboard. 2. Ice Hockey and Soccer games will alternately be displayed on the screen. 3. To start a Soccer game, move the joy stick on either hand control in any direction when Soccer appears on the screen. 4. The period in play and a digital timer will appear at the bottom of the screen. 5. There are two five minute periods to each game. The timer will automatically reset at the beginning of the second period. The game is over at the end of two periods. 6. There are six players on each team. Five of the players can run after the ball to any part of the field. The goalie will only cover the goal area. 7. The joy stick will control only the players closest to the ball and their goalies. These players will flash to show they are in direct control of the joy sticks. The other players will automatically follow the play. 8. Players can block each other if they make body contact and will become immobilized. If several players jam and are unable to move, use both joy sticks to separate them. If this does not unlock the jam, press RESET and start a new game. 9. The ball is propelled when a player hits it with head or legs. The ball will travel in the direction determined by the joy stick. The ball goes farther if you depress the action button at the same time a player makes contact with it. The ball will continue in motion as long as the action button is depressed, but will be halted if blocked by another player. 10. To play another game, press RESET and move the joy stick on either hand control when Soccer is displayed on the screen. ---------------------------------------------------------------------------------- INVADERS FROM HYPERSPACE! Science fiction becomes a science fact in this realistic war of the worlds! INVADERS FROM HYPERSPACE! (1 or 2 players) 1. Press 1 on the alpha-numeric keyboard. 2. You have just arrived at your post in the Battle Control Central at the heart of the United Planets Interstellar Galactic Empire.Your TV screen is monitoring activity in the twin solar systems of Terien and Lorien forty-three billion light years away. 3. Two remote controlled robot battle cruisers also appear on your screen. The right hand control maneuvers the lighter colored space ship at the right hand side of the screen. The left hand control activates the darker colored space ship at the left of the screen. 4. Push the joy stick forward to gain altitude. Pull it toward you to lose altitude. Push left to go left. Push right to go right. 5. Press the action button to fire your lasers. These weapons are located in the front end of the battle cruisers and will fire in the direction the space craft are heading. 6. One point is scored for every invading space craft disintegrated by your lasers. No points are scored for destroying another player's battle cruiser. 7. The enemy space craft are programmed to attack the nearest Imperial battle cruiser. 8. If your space ship is destroyed, you can launch another one from a planet of your own color. Push the joy stick in the direction you want your battle cruiser to travel and press the action button to launch. 9. If there is more than one planet of your color, the next space craft available will signal its presence by a blinking light. If there are no planets of your color, you must wait for a planet's color to change. 10. A planet changes color each time it is hit by laser fire. The invasion fleet is programmed to fire on the planets when they are not attacking the Imperial battle cruisers. 11. If a space craft crashes into a planet of a different color, both are destroyed. An exploded planet will not return to the screen. The central planet of each solar system is invulnerable and cannot be destroyed. 12. The battle cruisers can evade enemy attack by landing on planets of their own color. The enemy space craft will not waste ammunition against battle cruisers protected by the sophisticated energy shields available on their home planets. They will concentrate their fire only on airborne space craft. A landed space ship will signal its presence on a home planet by a blinking light. 13. If no Imperial battle cruisers are on the screen, the two ships from the invasion fleet will turn on each other. They will fire their lasers at each planet and try to conquer it. A planet is conquered when it is changed to the invading space ship's color. 14. The first player to down ten enemy space ships wins the game and receives an electronic salute for making the Empire once again safe for humanity. 15. Single player version I: See how many planets you can keep in orbit after downing ten enemy space ships. 16. Single player version II: Play against the clock. Try to shorten the time it takes to down ten enemy space craft. 17. Spectator sport: Leave the hand controls unmanned and watch the invasion fleet fight it out for control of the twin solar systems! 18. To play again: A new game will automatically start at the end of each ten point battle. Or - press RESET and then press 1 on the alpha-numeric keyboard. ---------------------------------------------------------------------------------- I'VE GOT YOUR NUMBER! A fast-moving "finder's keepers" racing game for the whole family. It teaches pre-schoolers basic math, reinforces perceptual skills and sharpens hand/eye coordination! I'VE GOT YOUR NUMBER! 1. Press 1 on the alpha-numeric keyboard. 2. The screen will display a giant electronic blackboard filled with orbiting numbers and symbols. 3. Player 1 appears at the left side of the screen. Player 2 appears at the right side of the screen. Each player stands on a scoring box which will automatically count up each correct answer. 4. The left hand control unit activates the left hand player on the screen. The right hand control unit activates the player at the right hand of the screen. Push the joy stick away from you to walk your player toward the top of the screen. Pull the joy stick toward you to walk your player to the bottom of the screen. Push the joy stick left to go left. Push it right to go right. 5. An addition, subtraction or symbol problem will appear at the base of the screen. The answer will appear somewhere in the orbiting numbers and symbols. 6. Each player races to the correct number or symbol with the electronic figure. 7. When a player catches a correct answer, a point is scored and the solution is displayed at the bottom of the screen. A new problem will then be presented. 8. If a player catches an incorrect answer, he is sent back to the starting position and the incorrect number or symbol is automatically removed from the screen. This process of elimination will eventually guide the players to the correct answer through a positive learning experience. 9. The winner is the first player to score ten correct answers. The winner receives an electronic pat on the back and a musical salute. 10. A new game will automatically start after each ten point round. 11. Some correct answers will appear in the center of the orbits and will be more difficult to reach. Press the action button to lower the electronic figure's head to duck through the orbit without touching a wrong answer. 12. This game is programmed so that it may be played by children who do not yet comprehend numbers. At the first level, a child may enter a matching symbol and it will score as a correct answer. The level of play will move up as the players grow more proficient. ---------------------------------------------------------------------------------- K.C. MUNCHKIN! How many Munchies can your Munchkin munch before your Munchkin's all munched out????? Myriads of different mazes! K.C. MUNCHKIN (1 or more players) 1. Press 0 on the numeric section of the Odyssey2 keyboard. 2. The screen will display a MUNCHKIN, three MUNCHERS and 12 MUNCHIES floating in a maze with a rotating center. 3. The MUNCHKIN is activated by the left hand control. 4. Push the joystick of the left hand control forward to make the MUNCHKIN go towards the top of the screen. Pull the joystick towards you to make the MUNCHKIN go towards the bottom of the screen. Move the joystick to the left to go left. Move right to go right. MUNCHKINS and MUNCHERS going off one edge of the screen will reenter from the other side. 5. When a MUNCHKIN munches a MUNCHIE that flashes in different colors on color TV, all of the MUNCHERS will turn purple and can be munched out by the MUNCHKIN until they return to their original colors. 6. The ghost of a munched out MUNCHER automatically races to the rotating box at the center of the screen where it will recharge and return to the chase. 7. Scoring: The MUNCHKIN receives the following points for munching: WHITE MUNCHIE: 1 POINT FLASHING COLORED MUNCHIE: 3 POINTS FIRST MUNCHER: 5 POINTS SECOND MUNCHER: 10 POINTS THIRD MUNCHER: 20 POINTS (if munched out before the first two MUNCHERS are recharged) 8. Bonus Scoring: If a MUNCHKIN munches out all of the MUNCHIES, its turn continues. 12 more MUNCHIES appear and the score is cumulative. (Each time the screen is cleared of MUNCHIES, a higher skill level is required to score additional points.) 9. The winner is the player who scores the highest number of points over a predetermined number of turns or after a predetermined length of time. 10. The score of the game in progress is shown at the lower right corner of the screen. 11. The highest score in a series of games is displayed at the lower left corner of the screen. 12. Six question marks at the lower center of the screen ask for the name of the high scoring player. The high scoring player enters his or her name through the keyboard. The computer will accept any name up to six letters. If the name is shorter than six letters, press SPACE to erase the remaining question marks. The high score and high scoring player's name will remain on the screen until a higher score is achieved in a succeeding game. 13. A new game starts automatically immediately after a MUNCHKIN is munched out. 14. To start a completely new scoring cycle, press RESET and then press the key code for one of the wide variety of mazes available. 15. Press 0, 1, 2 or 3 to generate the four different standard mazes. Press 4 to generate a different maze each time. Press 5, 6, 7 or 8 to generate mazes that disappear when your MUNCHKIN is moving. (When a MUNCHKIN runs into walls of maze, the maze will reappear momentarily). Press 9 to generate a different invisible maze each time. 16. There is virtually no limit to the number of mazes available because you can program your own. The addition or deletion of only one line in a maze changes the strategic requirements of the game completely - and you have the capability to change every line if you wish. 17. Press RESET. Press P. K.C. MUNCHKIN is now in the programming mode. IMPORTANT: Do not completely block off any section of a maze. Paths must always remain open. 18. The letters A through G run down the left side of the screen. The numbers 1 through 9 run across the bottom of the screen. These serve as coordinates to identify the positions at which you wish to add or delete maze lines. 19. You can either start with the maze on the screen or: Press 0-3 for different standard mazes. Press 4 to access a wider variety of visible mazes. Press 5-8 for different invisible mazes. Press 9 to access a wider variety of invisible mazes. After you select a start-up maze, press ENTER. 20. To delete a vertical line: A. Locate the line by its letter and number coordinates. B. Press the number on the numeric sections of the keyboard. C. Press the letter on the alphabet section of the keyboard. D. Press CLEAR. The vertical line will disappear. 21. To add a vertical line: A. Locate the coordinates for the position at which you wish to insert the line. B. Press the number. C. Press the letter. D. Press ENTER. 22. To delete a horizontal line: A. Locate the line by its letter and number coordinates. B. Press the letter. C. Press the number. D. Press CLEAR. 23. To add a horizontal line: A. Locate the coordinates of the position at which you wish to insert the line. B. Press the letter. C. Press the number. D. Press ENTER. 24. In summary, pressing the letter first will affect horizontal lines. Press the number first will affect vertical lines. 25. When you have programmed the maze to your specifications, press YES or Y and the game will start. IMPORTANT: It is not possible to remove the rotating block at the center of the screen. The block will be enclosed on all four sides until the YES key is pressed. If a MUNCHIE enters the rotating cube, it may possibly come out through one of the lines in its effort to elude the MUNCHKIN. ---------------------------------------------------------------------------------- K.C.'s KRAZY CHASE Starring K.C. Munchkin! In this episode our hero confronts the dreaded tree-eating Dratapillars of Venus! VOICE ENHANCED!! TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console or into The Voice of Odyssey with the label side facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. K.C.'s KRAZY CHASE! (1 or more players) 1. Press 0 on the numeric section of the keyboard. 2. The screen will display K.C. MUNCHKIN, the dreaded DRATAPILLAR and two of the dreaded DRATAPILLAR's dreadful DRATS. 3. K.C. MUNCHKIN is activated by the left hand control. 4. Push the joystick of the left hand control forward to make K.C. MUNCHKIN go towards the top of the screen. Pull the joystick towards you to make K.C.MUNCHKIN go towards the bottom of the screen. Move the joystick left to go left. Move right to go to the right. Characters going off one side of the screen will reenter from the other side. 5. The head of the dreaded DRATAPILLAR is so ferocious, it is only safe to attack it from the rear. 6. When K.C. munches out a segment of the DRATAPILLAR, the DRATS will turn white with fright and be stopped in their tracks if K.C. can catch them. 7. When a DRAT stops spinning and recovers its original color, it will return to the chase. 8. The DRATAPILLAR's head is always a threat to K.C. no matter how few of the DRATAPILLAR's segments are left. 9. Scoring: TREE: 1 POINT DRATAPILLAR segment: 3 POINTS DRAT: 10 POINTS 10. Bonus Scoring A player receives a 20 point bonus for munching out all of the DRATAPILLAR's segments, and his or her turn continues. Another DRATAPILLAR and two more DRATS will appear on the screen, and the score is cumulative. The action will get progressively faster with each succeeding bonus game. 11. The winner is the player who scores the highest number of points over a predetermined number of turns or after a predetermined length of time. 12. The score of the game in progress is shown at the lower right corner of the screen. 13. The highest score in a series of games is shown at the lower left corner of the screen. 14. Six question marks at the lower center of the screen ask for the name of the high scoring player. The high scoring player enters his or her name through the keyboard. The computer will accept any name up to six letters. If the name is shorter than six letters, press SPACE to erase the remaining question marks. The high score and the high scoring player's name will remain on the screen until a higher score is achieved in succeeding games. 15. To start a new scoring cycle, press RESET and then press the key code for one of the wide variety of mazes available. 16. Press 0, 1, 2, 3 or 4 to generate one of the five different standard mazes. 17. There is virtually no limit to the number of mazes available because you can program your own. The addition or deletion of only one line in a maze changes the strategic requirements of the game completely - and you have the capability to change every line if you wish! 18. Press RESET. Press P. K.C.'s KRAZY CHASE is now in the programming mode. IMPORTANT: Do not completely block off any section of a maze. Paths must always remain open. 19. The letters A thru G run down the left side of the screen. The numbers 1 through 9 run across the bottom of the screen. These serve as coordinates to identify the positions at which you wish to add or delete maze lines. 20. You can either start with the maze on the screen or press 1, 2, 3, or 4 to start with the other mazes. After you have selected a start-up maze, press ENTER. 21. To delete a vertical line: A. Locate the line by its letter and number coordinates. B. Press the number on the numeric section of the keyboard. C. Press the letter on the alphabet section of the keyboard. D. Press CLEAR. The vertical line will disappear. 22. To add a vertical line: A. Locate the coordinates for the position at which you wish to insert the line. B. Press the number. C. Press the letter. D. Press ENTER. 23. To delete a horizontal line: A. Locate the line by its letter and number coordinates. B. Press the letter. C. Press the number. D. Press CLEAR. 24. To add a horizontal line: A. Locate the coordinates of the position at which you wish to insert the line. B. Press the letter. C. Press the number. D. Press ENTER. 25. In summary, pressing the letter first will affect the horizontal lines. Pressing the number first will affect the vertical lines. 26. When you have programmed the maze to your specifications, press YES or Y and the game will start. ---------------------------------------------------------------------------------- KEYBOARD CREATIONS! Type messages on screen. Play word & number games. TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console, a HORIZONTAL BAR will appear at the lower center of your TV screen. A "?" will appear at the bottom left. If they do not, press the RESET key on the alpha-numeric keyboard. KEYBOARD CREATIONS! 1. KEYBOARD CREATIONS can be programmed to display three different kinds of messages on your TV screen - simultaneously or individually. A. A continuous "main" message. B. An "alarm" message of approximately thirty seconds which interrupts the "main" message at pre-determined intervals. C. A digital clock with date or three word message. 2. The question mark at the bottom left corner of the screen asks which function you will request the computer to perform. 3. TO PROGRAM THE "MAIN" MESSAGE: Press 1 on the numeric section of the keyboard. A square will appear at the left side of the screen. 99 will appear at the top right of the screen. 98 is the maximum number of characters and spaces that can be entered in both the "main" and "alarm" messages. This number will decrease each time you type in a character or space. The last number is reserved for ENTER. A. Use the keyboard to enter the "main" message. B. Use the CLEAR key to correct mistakes. C. Press ENTER when the "main" message is complete. If you want to display your "main" message, go on - if not, continue the programming sequence at step 4. D. Press 2, then 140000 and ENTER. E. Press 4. Your message will be displayed on the screen. F. To stop message display, press "S". 4. TO PROGRAM THE "ALARM" MESSAGE: A. The "alarm" message cannot be programmed until the "main" message has been entered into the computer. If you are now in the display mode, press "S" to stop action. B. Press 2 on the numeric section of the keyboard. C. Enter the time interval at which you wish the "alarm" message to interrupt the "main" message. 1. More than once an hour: - Press 80 - Type in the minute after the hour you want the "alarm" message to start. If the number is less than 10, press zero and then the digit. Five minutes is expressed as 05. - Type in minute interval between messages. EXAMPLE: 800102 (80 is the entry code.) 01 programs the "alarm" message to break in at one minute after the hour. 02 programs the "alarm" message to break in every two minutes. 2. Once an hour: - Press 00. - Press the minute after the hour at which you want the "alarm" message to interrupt. If the minute has already passed in the present hour, the "alarm" message will start display in the following hour. - Press 00. EXAMPLE: 003000 The "alarm" message will interrupt thirty minutes past every hour. 3. Every 12 hour: - Type in the time at which you want the "alarm" message to appear. EXAMPLE: HHMMSS (H=Hours M=Minutes S=Seconds) 093000 The "alarm" message will appear at 9:30 a.m. and 9:30 p.m. 4. No "alarm" message: - Type in 140000. - Press ENTER. D. After the timing information is entered, it will automatically transfer to the horizontal bar. A white square will appear at the left of the screen to signal that the computer is ready for the "alarm" message to be entered. E. Use the keyboard to enter the "alarm" message. The maximum number of characters and spaces available is 98 less the length of the "main" message. The countdown appears at the top right corner of the screen. F. Use the CLEAR key to correct mistakes. G. Press ENTER when your message is complete. NOTE: The "main" message must always be entered before the "alarm" message. The "alarm" message may be changed without redoing the "main" message. If the "main" message is changed, the "alarm" message must be reentered. Press "S" to stop action. Then press the appropriate mode key. (1) "main" (2) "alarm." 5. TO SET THE DIGITAL CLOCK: A. Press 3. B. Type in the actual time. EXAMPLE: Hours - 11, Minutes - 15, Seconds - 00 The clock is set at 11:15 exactly. The clock will start running when the last number is entered - however, the passage of time will not be visible until the messages are displayed on the screen. For immediate display of "alarm" message, set the clock at any even hour. EXAMPLE: 10:00:00 6. TO DISPLAY MESSAGES: A. Press 4. B. To stop the display without erasing the program, press "S". C. Press 4 to restart display. 7. TO INSERT A "CLOCK" MESSAGE: A. Press "S" to stop display. B. Press 5. Figure 24 will appear in the upper right corner of the screen. This indicates a maximum "clock" message length of 24 characters. It will decrease by one each time a character is typed into the keyboard. C. The time display is replaced by a row of 0's every few seconds. D. The zeros can be replaced by the date or any three words no longer than eight letters each. They will appear one at a time. E. If the words are less than eight letters, frame each with spaces so they will make their appearance at the center of the horizontal bar. After all 24 "clock" message units have been filled with characters or spaces, the message will be automatically entered into the computer's memory. EXAMPLE: OCTOBER- ---31--- --1982-- 8. TO CHANGE BACKGROUND COLOR: A. Press "S" to stop display. B. Press 6. C. Press R for RED. Press G for GREEN. Press B for BLUE. Press Y for ORANGE. Press T for TURQUOISE. Press P for PURPLE. D. The "?" will reappear. Color change will appear the next time you press 4. (Colors may vary according to individual TV's color adjustments.) 9. SUPPLEMENTAL CHARACTERS. A. Press "?." The white square will become hollow to signal the computer is ready to generate special characters. You must be in the "main," "alarm," or "clock" message mode. B. Press ? to get ? Press SPACE to get $ Press V to get : Press B to get / (These last three characters must be at least nine spaces apart in the "main" and "alarm" messages. They cannot be included in the clock display if they are used in either of the top displays.) Press . to get , Press N to get % Press M to get ! Note: You must press "?" each time you want to input a supplemental character. When you press "?," only the supplemental character keys will function on the following keystroke. RECAP MAIN MESSAGE - Press 1 ALARM MESSAGE - Press 2 TO SET CLOCK - Press 3 DISPLAY - Press 4 CLOCK MESSAGE - Press 5 BACKGROUND COLOR - Press 6 To erase program, press RESET or turn off the power. --- GAMES! GAMES! GAMES! MOVIE MADNESS! (2 or more players) If more than 2 players are in the game, divide into teams. 1. Player 2 names a movie. 2. Player 1 presses 1 to access the "main" message and types in as many people associated with the film as possible. Starts, supporting cast, directors, composers, lyricists, writers and producers all count. 3. Player 1's objective is to fill as many spaces of the "main" message as he or she can within a pre-agreed time limit (5-10- or 15 minutes). 99 is a perfect score. 4. When Player 1's time runs out, he or she presses ENTER, then it is Player 2's turn. 5. Player 2 presses 2 to access the "alarm" message and enters time interval code before making his or her entries. 6. The player or team using the greatest number of spaces wins the round. A starting player or team using more than 49 characters and spaces automatically wins the round. 7. When the round is over, Player 1 names a movie and Player 2 makes the first entry into the "main" message. 8. The player or team winning the most of a pre-agreed number of rounds wins the game. - SPORTSCASTER! (2 or more players) This is played according to the rules of Movie Madness except that players name members of football, baseball, basketball, hockey and soccer teams. - IDENTOGRAMS! (2 or more players) 1. Player 1 presses 1 and enters a series of clues into the "main" message. These can be clues to a book, movie, rock group, TV show, a famous person, etc. This is the identogram. Press ENTER. 2. Player 1 then presses 2 to enter a time limit and the answer into the "alarm" message. Press ENTER. 3. Player 1 presses 5 to enter the subject category into the clock message mode. 4. Press 4 to display. 5. Player 2 wins if he or she arrives at the answer before it is displayed on the screen. - SOURCE WORD! (2 or more players) 1. Player 2 names a word to be the "source word." 2. Player 1 presses 1 and types it into the "main" message. EXAMPLE: "WEIGHT" 3. Player 1 then types in as many words as he or she can in 5 minutes using the letters W-E-I-G-H-T. The words may be of any length but no letter can be used more than it appears in the source word. EXAMPLE: WET - WIT - HE - EIGHT - GET - HIT - THE 4. When the five minutes are up, Player 1 presses ENTER. It is now Player 2's turn. 5. Player 2 presses 3 and types in any even hour. Then Player 2 enters the time interval code 8000101. Player 2 then enters the source word and as many different words as he or she can without duplicating Player 1's words. Press ENTER. 6. The player using up the greatest number of character spaces is the winner. 7. Press 4 to access the display and verify that no words have been used more than one time. - TELL TALE! (2 or more players) 1. Player 1 presses 1 and types the first word of a sentence into the "main" message. 2. The second player types in the second word of the sentence and so on. 3. A player completing the sentence before the 98th character is out of the game. The surviving player to the left presses RESET, then presses 1 and starts a new sentence. 4. A player unable to complete a sentence on exactly the 98th space is out of the game. A new sentence is started by the player to the left. 5. The game continues until only one player is left. If a player ends the sentence on exactly the 98th space, he or she is an automatic winner. 6. To display entire sentence: A. Press ENTER. B. Press 2, then 140000 and ENTER. C. Press 4 to display sentence. - NINCOMPOOP! (2 or more players) 1. Player 1 presses 1 to access the "main" message and names any vowel as the Nincompoop. Player 1 then types in any two letter word. If the Nincompoop vowel is used in the word, NINCOMPOOP is typed in instead of the vowel. 2. Player 2 then types in any three letter word. 3. The next player types in any four letter word and so on until five letter words are reached. The words then go back to two letters and the cycle repeats. 4. A player who cannot fit a word of the required length into the 99th space is out of the game. 5. The player to the left presses RESET , presses 1 and then names a new vowel as the Nincompoop. 6. The last surviving player is the winner. - CHAIN LETTERS! (2 or more players) 1. Player 1 presses 1 to access the "main" message. Player 1 then names a category (countries, states, birds, animals, flowers, sports, etc.) and types in a word to fit it. 2. Player 2 then types in a word that fits the category that starts with the last letter of the first word. EXAMPLE: Category: animals CAT - TIGER - RACCOON - and so on. 3. A player breaking the letter chain is out of the game and the surviving players continue. 4. The game continues until only one player is left - or until a player ends a chain on exactly the 99th space. 5. If a player cannot name an animal that fits into the 99th space, he or she is out. The player to the left presses RESET and then presses 1 and starts a new category with the other surviving players. - QUIZ WIZ! (2 or more players) 1. Player 1 presses 1 and programs a series a math problems into the "main" message. EXAMPLE: 5 + 5 + 10 + 4 + 5 + 1 = A 3 x 6 x 2 / 3 = B 20 + 40 / 5 + 25 = C 2. Leave 9 spaces between problems. The complexity of the problems should vary according to the age and proficiency of the players. Press ENTER. 3. Player 1 then presses 5 to program the "clock" message. This should be an instruction to add, subtract, multiply or divide the answers to the problems programmed into the "main" message. EXAMPLE: (ADD) 4. Player 1 presses 2 to program the desired timing for the "alarm" message to interrupt the "main" message and then programs the answer into the "alarm" message (A + B + C = 79). Press ENTER. 5. Player presses 3 to set digital clock at actual time. 6. Press 4 (display). 7. Player 2 wins if he or she arrives at answer before it appears on the screen. (Pencil and paper are optional.) ---------------------------------------------------------------------------------- KILLER BEES! Totally different sting warfare! Bug-zapping RoSHa Rays! 26 challenge levels! Totally different! VOICE ENHANCED!! TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console or into The Voice of Odyssey with the label side facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. The KILLER BEES game title will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. KILLER BEES! (1 or more players) 1. The screen will alternate between The Killer Bees title and a silent demonstration game. 2. To start a game, move the joystick of either hand control. 3. Your swarm of 12 white bees will appear at the center of the screen. Use the same joystick to control their flight. 4. Beebots from the insect civilization of BEM will invade Earth through the tunnels on three sides of the screen. The red Beebots move clockwise. The blue Beebots move counterclockwise. 5. Sting a Beebot by flying over it. The longer your swarm remains in contact, the slower the beebot will travel. A Beebot will be dead and buried after it slows to a standstill. Surviving Beebots will be blocked by the grave markers. If a Beebot is slowed but is no longer being stung, it gradually regains its strength and speeds up. 6. The Beebots are protected by up to three swarms of Killer Bees at any one time. Every time a swarm of Killer Bees makes contact with your swarm, you will lose some of your bees. 7. The longer a swarm of Killer Bees remains on the screen, the more dangerous it becomes. They come out of the tunnel as Green Meanies and start exploring the screen. After a short time they advance to the Blue Bodyguard stage and protectively hover over the Beebots. The final and most dangerous phase of their evolution is the Red Devil stage. Red Devils will aggressively attack your swarm and become faster as the game progresses. 8. Your only defense against the Killer Bees is the bug-zapping RoSHa Ray. It will become charged each time your swarm kills a Beebot, and red electrodes will follow the vertical motion of your white swarm. Press the action button to fire the bug zapper. It will instantly disintegrate any swarms to the left or right of your white swarm including those in tunnels or currently stinging your swarm and will not hurt your white swarm. 9. Your bug-zapping RoSHa Ray will recharge every time you kill a Beebot. If your zapper is already charged, killing a second Beebot will not allow you two zaps. 10. A round ends when you lose all your bees or kill all the Beebots. If you kill all the Beebots, a new round will automatically start at the next higher of the 26 challenge levels. The challenge level indicator is at the upper right corner of the screen. 11. If you lose all your bees, a new game will automatically start at level 1. 12. Scoring: EACH STING: 1 POINT EACH ZAPPED SWARM: 10 POINTS EACH BEEBOT KILLED: 100 POINTS 13. Bonus Scoring: 10 points for each of your surviving bees multiplied by a purple number at the top right corner of the screen which will appear between rounds. This number will increase by one each time all twelve of your bees survive a round. Example: Surviving bees at end of round = 10 10 points are awarded for each survivor 10 x 10 = 100 In this case the bonus multiplier = 4 100 x 4 = 400 (total bonus) 14. The high score in a series of games will appear at the top left of your screen. 15. Three question marks at the upper left corner of the screen will request the initials of the high scoring player. The player enters his or her initials through the keyboard. The high score and the high scoring player's initials will remain on the screen until a higher score is achieved in succeeding games. (If you make a mistake, press CLEAR and re-enter you initials.) 16. To start a new scoring cycle, press RESET. Move the joystick of either hand control, and a new game will start. ---------------------------------------------------------------------------------- LAS VEGAS BLACKJACK! Double down! Take insurance! It's you against the computer! BLACKJACK! (One or two players) The computer is the dealer. The object of the game is to get a higher count of cards than the dealer, up to but not over 21. If a player draws cards with a point value over 21, the hand is a BUST, and he loses his bet to the dealer. If the dealer's goes BUST, he pays off each of the remaining players. A player may "draw" any number of cards until he reaches or exceeds a total of 21. The dealer must "draw" a card on 16 or less and "stick" with his hand on 17 or more. An ace counts as either 1 or 11 at the player's discretion. Kings, queens and jacks count as 10 each. All other cards count as their face value. 1. Press the RESET key on the alpha-numeric keyboard. SELECT GAME will appear on the screen. 2. Press 1 on the alpha-numeric keyboard. The computer will ask how many players will be in the game. Press 1 for one player. Press 2 for two players. 3. The computer starts each player off with a bankroll of $1,000 and asks each player in turn for a bet. 4. A player makes a bet by pressing the appropriate numbers on the alpha-numeric keyboard. The amount will appear at the bottom of the screen. Commit the bet to the computer by pressing the ENTER key. (You can change your bet before pressing the ENTER key by pressing the CLEAR key to erase your first bet.) A player may bet any amount of money as long as it doesn't exceed the size of his bankroll. A player wishing to make the same bet in succeeding hands needs only to press the ENTER key. 5. After all bets are entered, the computer will shuffle the cards! 6. The computerized dealer will deal two face-up cards to each player and one face-up card and one face-down card to the dealer. 7. The dealer then offers each player in turn additional cards by signaling HIT? Answer YES or NO on the alpha-numeric keyboard. 8. After each player has been dealt a full hand, the dealer reveals his face down card. The dealer must take a "hit" on a total count of 16 or lower and "stick" on 17 or higher. 9. If the dealer or a player goes over 21, the hand is a BUST and signaled by B. Wins are signaled by W. Losses are signaled by L. Ties are signaled by T. 10. All bets are automatically paid off at the end of each hand. Ties are a standoff. BLACKJACK pays double. Five cards without a BUST is a win and pays double. All other bets pay even money except for DOUBLE DOWN AND INSURANCE. 11. DOUBLE DOWN! The computer will offer random opportunities for a player to double down. The player's bet is doubled, and he receives only one additional card. If this bet is offered, signal the computer by pressing YES or NO on the alpha-numeric keyboard. Be sure you have enough money in your bankroll to cover a double down bet. If you do not and you lose the hand, the computer will show a negative cash balance and the game is ended. 12. INSURANCE! If the dealer's face-up card is an ace, an insurance bet is offered against losing to the dealer's possible BLACKJACK. The insurance bet will be equal to half of the player's present bet on the hand and pays off two to one. The player wins if the dealer's face down card is a ten count and loses if it is not. If this bet is offered, signal the computer by pressing YES or NO on the alpha-numeric keyboard. 13. If one of the players loses his complete stake, the game is over. In any case, the game should end after a mutually agreed upon length of time. The winner is the player with the biggest bankroll at the end of that period. 14. To play again, press the RESET key and SELECT GAME will appear on the screen. Then press 1 on the alpha-numeric keyboard. ---------------------------------------------------------------------------------- MATCHMAKER! An exciting game of memory and concentration! - LOGIX! A challenging game of deductive reasoning! - BUZZWORD! A fun-packed electronic guessing game! --- MATCHMAKER! (One or two players) One Player version. 1. Press 1. A matrix containing twenty letters will appear on the screen. 2. Press any two letters between A and T on the alpha-numeric keyboard. 3. Each of those two letters on the screen will be replaced by a symbol. Each symbol has a matching symbol somewhere in the matrix. 4. If the symbols revealed do not match, they will be replaced by their letters. If they do match, they will stay on the screen. Try to remember the symbols and their location on the screen; then press two more letters. Two more symbols will be revealed. 5. The objective of the game is to remember where the symbols are and to press two letters which contain the same symbols. 6. Your score is indicated by a digital read-out at the right of the matrix. Your time is signaled by the digital timer at the bottom of the screen. 7. To play again, push the RESET and SELECT GAME will appear on the screen. Press 1 and the computer will hide a brand new arrangement of symbols in the matrix. See if you can beat your own time in arriving at the solution. Two Player version. 1. Press 2. The first player's matrix will appear on a colored field. The first player's digital scoring readout appears at the right of the screen. The second player's matrix will appear on a different color field with his digital scoring read-out at the left of the screen. 2. The first player presses two letters between A and T on the alpha-numeric keyboard. If they match, they remain on the screen and the first player scores. If they do not match, they will be replaced by their letters and the background will change to the second players color. 3. It is the second player's turn. If the player scores a match, it will remain on the screen and the score will be indicated on the digital read-out. A player making a match gets an extra turn. 4. The player making the most matches is the winner. 5. To begin a new game press RESET and SELECT GAME will appear on the screen. ---- BUZZWORD! (One or more players) 1. Press the RESET key on the alpha-numeric keyboard. SELECT GAME will appear on screen. 2. Press 3 on the alpha-numeric keyboard. The computer picks a word from its demonic dictionary and will only tell you the number of letters in it. These are signified by the number of dashes appearing at the top of your screen. You only get eight bad guesses. These are represented by the X's at the bottom of the screen. 3. Press any letter on the alpha-numeric keyboard. If you've guessed right, it will be telecast by the computer to its correct position on the dotted line. If you guessed wrong, the computer will reward you with a loud buzz in the ear and bury your letter in the graveyard of the X row. 4. HINT: Try vowels first. Every word needs at least one - and there's only A-E-I-O-U. 5. The game is over when you have outguessed the computer - or not outguessed it - within your eight errors. 6. If more than one person is playing, each plays one word at a time, alternately. The player with the fewest errors wins. 7. To begin a new game, press the RESET and SELECT GAME will appear on the screen. --- LOGIX! (One or more players) 1. Press the RESET key on the alpha-numeric keyboard. SELECT GAME will appear on screen. 2. Press 4 on the alpha-numeric keyboard. 3. The computer will secretly select a five digit code group. No two digits will appear the same. These digits will not appear on the screen. It's up to you to find out what these numbers are and in what order they have been coded by the computer. This game of deduction is not so elementary, my dear Watson! 4. Begin by pressing any five numbers in any order on the alpha-numeric keyboard. They will appear on the screen in white. If you change your mind, press the CLEAR key and select a new combination. 5. Enter them into the computer by pressing the ENTER key. 6. Two numbers will appear to the right of your five digit grouping. The number to the far right tells you how many digits you guessed correctly. The number just to its left tells you how many of the correct numbers are in their proper position in the code grouping. Example: 12345 23 The computer is telling you that you have guessed three digits correctly and that two of them are in their proper order. 7. The digital read-out to the left of the screen is your scoring indicator and tells you the number of turns you have taken. 8. You solve the code by retaining some numbers, trying new numbers and changing the order in which they appear. 9. Now enter five more digits into the computer. Your first entry will move up automatically to let you compare the results. The computer will always display the last six entries. 10. The object of the game is to solve the problem in the least number of tries. If more than one person is playing, the winner is the player solving the problem with the least number of entries into the computer. 11. To play again, press the RESET key and SELECT GAME will appear on the screen. ---------------------------------------------------------------------------------- MATH-A-MAGIC! An electronic arithmetic teacher! - ECHO! A brain draining, mind bending, mental gymnastic challenge! --- MATH-A-MAGIC! (one or more players) 1. Press 1 on the alpha-numeric keyboard for conventional math problems. 2. The computer will ask if you want to add, subtract, multiply or divide. 3. Press the appropriate symbol on the alpha-numeric keyboard. 4. The computer will then ask you to select a skill level from 1 to 3. The higher the number, the harder the problem. 5. Press the skill level desired on the alpha-numeric keyboard. 6. The first problem will appear on the screen. If the problem is displayed on a horizontal format, enter the solution from left to right. A. 7 + 8 = ? A. 7 + 8 = 1 A. 7 + 8 = 15 If the problem is displayed in vertical form, enter the solution from right to left. You will be guided by a flashing question mark. 7. Press the ENTER key. The computer will tell you if you've answered correctly. A right answer will automatically present you with another problem to solve. A wrong answer will give you one more try. (You can change your answer before pressing ENTER by pressing the CLEAR key.) 8. If you give two incorrect answers to the same problem, the computer will tell you the correct answer and allow all the time you need to study the solution. You must press the ENTER key to display the next problem. 9. A digital clock at the upper left of the screen will keep track of your time. 10. A digital scoreboard will keep track of your correct answers. If more than one person is playing, the winner is the player solving ten problems in the least amount of time. The computer sings out a jingle for every 10 correct solutions given. 11. To solve algebraic problems, push RESET and press 2 on the alpha-numeric keyboard. 12. To practice addition and multiplication tables, push RESET and press 3 on the alpha-numeric keyboard. The computer will ask you if you wish to practice addition or multiplication. Press + or x on the alpha-numeric keyboard. The computer will then ask for the number you wish to practice. Press that number on the keyboard. --- ECHO! (One or more players) 1. Press the RESET key on the alpha-numeric keyboard. SELECT GAME will appear on the screen. 2. Press 4 on the alpha-numeric keyboard. Four numbers will appear on the lower part of the screen. A message from the computer will ask you to WAIT. 3. It is the computer's turn first. It will light up one of the numbers on the screen and sound a tone. 4. The computer will then signal it is YOUR TURN on the screen. 5. Light up the same number displayed by the computer by pressing the corresponding number on the alpha-numeric keyboard. 6. The computer will then light up two numbers in succession during the next WAIT cycle. 7. When it's YOUR TURN, enter the same numbers into the keyboard in the same sequence. 8. The computer will add one number to its challenge every time you successfully ECHO its challenge. 9. If you make an error, the computer will repeat the challenge. It will even give you a third chance to succeed. But after the third error, the computer will declare GAME OVER on the screen. 10. A digital read-out on the screen keeps track of your score. If more than one player is challenging the computer, the player with the highest score per round is the winner. 11. To play again, press RESET and then press 4 on the alpha-numeric keyboard. ---------------------------------------------------------------------------------- MONKEYSHINES! Computerized Monkeys! Unlimited action!! Trillions of combinations!!! You'll go ape!!!! MONKEY TAG! (1 or 2 players) 1. Press 0 on the numeric section of the Odyssey2 keyboard. 2. The screen will display four computer-controlled monkeys in a matrix of monkey bars. 3. Two men appear at the lower right and left of the screen. They are activated by the hand controls. 4. The object of the game is to tag as many monkeys as you can with your man - without getting tagged back. 5. The left hand control maneuvers the man at the lower left of the screen. The right hand control activates the man at the lower right of the screen. 6. Push the joystick to the right to make your man go to the right. Push the joystick to the left to make your man go to the left. 7. Push the joystick forward and press the action button to make your man jump up to the next highest level of monkey bars. Push the joystick forward at an angle and press the action button to make your man jump on a diagonal. The men can only jump up one level of monkey bars at a time. One man can give the other a boost. If one jumps on the head of the other, he can reach the next highest level of monkey bars on his next jump. 8. A man tags a monkey by catching it and pressing the action button. The tagged monkey will jump away in the direction the joystick is held at the instant the action button is pressed. If you catch a monkey and delay pressing the action button, the monkey will jump away without a tag being scored. 9. Players score one point for every monkey tagged. The game score appears at the lower left of the screen. The highest score in a series of games appears just above the game score. If both hand controls are being used, the men play as a team and the score displays their total points. You are not competing with another player - you are competing with the computer. 10. When a monkey is tagged, it will turn red and try to tag one of the men. If a man is tagged by a red monkey, he will freeze in position and is out of the game. 11. The higher the game score, the longer the monkeys will stay red and the harder it will be for the men to avoid getting caught. 12. A new game will start automatically when both men have been tagged by red monkeys. The monkey bars will be displayed in a completely different arrangement at the beginning of each new game. 13. Every game automatically starts at the first skill level. When ten points have been scored, the computer will automatically change to the next highest skill level to provide greater challenge. The third skill level will be presented when 30 points have been scored. The monkeys stay red longer and are more difficult to evade with every increase in skill level. 14. If you wish to play at the second skill level before scoring ten points, press the + key once. To play at the third skill level, press the + key twice. - TAILSPIN! (1 or 2 players) 1. Press RESET. 2. Press 0 on the numeric section of the keyboard. 3. Press R (for ROTATION) on the alphabet section of the keyboard. 4. The monkey bars will rotate upwards to a new position every few seconds. This calls for a completely different playing strategy. You will have to anticipate the next position of the monkey bars and adjust your movement and timing accordingly. 5. Press S (for STOP) on the alphabet section of the keyboard to stop the rotation of the monkey bars. You can start or stop the rotation of the monkey bars at any time during the game. - SHUTEYE! (1 or 2 players) 1. Press RESET. 2. Press 0 on the numeric section of the keyboard. 3. Press I (for INVISIBLE) on the alphabet section of the keyboard. The monkey bars will disappear. 4. You are now playing blindfolded - but the monkeys are not. 5. The monkey bars will reappear momentarily any time one of the men is falling. They will also reappear if one of the men stands on the head of the other. 6. Press V (for VISIBLE) to make the monkey bars reappear. - MONKEY CHESS! (3 players) 1. Press RESET. 2. Press 0 on the numeric section of the keyboard. 3. You are now playing a new kind of chess against a grand master, the Great Monkey himself. He has twice as many pieces - but you have complete control of the board. It is the classic game turned inside out. 4. Two of the players operate the hand controls. The third player tries to outwit the Great Monkey by changing the pattern of the chess board of monkey bars throughout the game! 5. To remove a vertical monkey bar: A. Locate the bar by its letter and number coordinates. B. Press the number on the numeric section of the keyboard. C. Press the letter on the alphabet section of the keyboard. D. Press CLEAR. The vertical bar will disappear. 6. To add a vertical monkey bar: A. Locate the coordinates for the position in which you wish to insert the monkey bar. B. Press the number. C. Press the letter. D. Press ENTER. 7. To delete a horizontal monkey bar: A. Locate the bar by its letter and number coordinates. B. Press the letter. C. Press the number. D. Press CLEAR. 8. To add a horizontal monkey bar: A. Locate the coordinates of the position in which you wish to place the horizontal monkey bar. B. Press the letter. C. Press the number. D. Press ENTER. 9. In summary, pressing the letter first will affect horizontal bars. Pressing the number first will affect the vertical bars. 10. The player controlling the keyboard masterminds the strategy it takes to beat the Great Monkey at his own game. "Ladders" can be built to help the men get quickly to any part of the screen. Ladders can also be "unbuilt" to prevent the monkeys from using them. "Cages" can be built to temporarily delay tagged monkeys from tagging the men. Hint: Pretend that the cage has a door and memorize its coordinates. One of the men tags a monkey and uses the joystick to release him into the cage. The player using the keyboard has already preset the "door" coordinates and is ready to press ENTER. The completely closed cage will delay a tagged red monkey from tagging one of the men. 11. The player controlling the keyboard can also insert obstacle bars in the path of pursuing red monkeys. - BANANAS! (For professionals only. 3 players.) 1. Press RESET. 2. Press 0 on the numeric section of the keyboard. 3. Insert the keyboard entries for Tailspin, Shuteye and Monkey Chess is various combinations. You will be using all your firepower to confuse the monkeys and achieve high scores under very exotic conditions. 4. The challenge range will escalate from utter confusion to total chaos! - RECAP OF KEYBOARD ENTRY CODES: TAILSPIN! R (Rotate) S (Stop) SHUTEYE! I (Invisible) V (Visible) MONKEY CHESS! LETTER/NUMBER (Affects horizontal bar) NUMBER/LETTER (Affects vertical bar) ENTER (Adds bar) CLEAR (Deletes bar) ---------------------------------------------------------------------------------- MR. ROBOTO ! It’s the year 8048 and the battle of the machines has begun! VOICE ENHANCED!! MR. ROBOTO! (0 or more players) MENU SCREEN 1. Press 0 on the alpha-numeric keyboard. This will take you to the MENU screen. 2. Press 1 to toggle the Red side between a human player (RIGHT controller) or the Odyssey2 (CPU). 3. Press 2 to toggle the Blue side between a human player (LEFT controller) or the Odyssey2 (CPU). 4. The Odyssey2 can play itself by selecting CPU for both players. 5. Press P to toggle the POWER LEVEL between 5 and 10. This sets the power of each robot at the start of the game. Select 5 for a shorter game. 6. Press V to toggle the Voice between full (+) or partial (-). Select (+) to hear all narration, (-) for just battle banter. 7. Press ENTER when done to begin play. --- THE STORY It´s the year 8048 and mankind has been anhialated. The computers and machines that were built to help man have become smart enough to rule over ­ and eventually destroy ­ all civilization. Now, the once united machines have fractured, and the machines have begun to battle with each other. Two factions remain. Each side has a CPU master and 6 robot warrior servants. The CPUs can´t move, so the robots are sent out to do the dirty work. The goal: shutdown the opposing side´s CPU. Many obstacles are in place to prevent this: the other robots, energy surges, firewalls, viruses, and the CPU´s own laser defenses. --- MAP SCREEN 1. The Map Screen consists of the 7x7 playing grid, the Message Window, and the cursor. Each side begins with 6 robot icons and the CPU icon. 2. The Red side always moves first. 3. The goal is to move one of your robots to the opposing side’s CPU, in order to shut it down. 4. Players take turns. The Message Window will tell you what to do. The color of the cursor, along with the Message Window, indicate who has control of the cursor. 5. To move a robot, use the controller to move the cursor over one of your robots. Press the action button to select it. The robot will begin to blink. 6. The cursor will then only be able to move one square in any direction from that robot. 7. A robot can only move to a square if it is empty or if it is occupied by an opponent’s robot or CPU. 8. Select which square to move to and press the action button. The robot will then move to the new square. 9. While the robot is blinking, you can deselect it by moving the cursor over the robot and pressing the action button again. --- 1. Or, instead of moving a robot, you can perform a CPU Command. 2. Move the cursor to your CPU and press the action button. Move your controller up or down to view the available commands. Press the action button to make the selection. Commands include: SKIP TURN -- End your turn, giving control to the opposition. EXIT -- Cancel the command and make another selection. 3. There are also three viruses you can send to an opposing robot: HALT -- Robot cannot move for 3 turns. SLOW - Robot moves at half speed during battle. Lasts for 3 turns. HALF -- Robot’s power is cut in half permanently. 4. After selecting a virus, move your cursor to the robot you want to infect and press the action button. 5. Recall the virus by selecting either CPU instead of a robot. 6. You can use each virus only once. Be careful not to send a virus to one of your own robots! 7. The game is over when a robot has defeated the opposing CPU, or if all robots from both sides have been destoyed, resulting in a draw. 8. Note: If one side has robots, but the other side does not, the game isn’t over. The CPU is still active and must be shut down. --- BATTLE SCREEN - ROBOT V. ROBOT 1. After zooming in to the Battle Screen, there will be a countdown before the action begins. 2. To start out, each robot is in their respective corner, holding their Energy Discs. There are 2 circling Power Surges. Each robot has their own Power Gauge in the Message Window. The goal is to diminish all of your opponent’s power. 3. Move your controller to move your robot in any direction. Avoid touching the Power Surges — doing so will reduce your power by one unit. 4. Touching the other robot, or their moving Energy Disc, will also reduce your power. If a disc is not moving, it is safe to touch it. 5. To throw your Energy Disc, move your controller in the direction you want and press the Action Button. 6. Your Energy Disc will bounce around the area continually. It will only stop if it hits a Power Surge. 7. If your robot touches its own Energy Disc, it will regain control over it. 8. The battle is over when at least one robot has no power left. The area will zoom out to the Map Screen and the winning robot will remain in the square. 9. It is possible for both robots to lose at the same time, resulting in a draw. Neither side will get to keep the square. - BATTLE SCREEN - ROBOT V. CPU 1. After zooming in to the Battle Screen, there will be a countdown before the action begins. 2. To start out, the attacking robot and the CPU are in their respective corners. In between them are 6 rows of moving Firewalls. Next to the CPU is its missile. Each machine has its own Power Gauge in the Message Window. 3. The controls and ojectives differ between robot and CPU: 4. ROBOT — The goal is to shut down the CPU by touching it. Move your controller to move your robot in any direction. 5. Avoid touching the Firewalls ­ doing so will drain your power. Also avoid the CPU’s missile ­ it will drain the robot’s power even faster. 6. CPU —The goal is to drain the robot’s power before it touches you. Besides the random moving Firewalls, your only defense is the missile. Move your controller up or down to align the missile. Press the Action Button to fire. --- Game and instructions İ2006 Ted Szczypiorski ­ http://www.tedfoolery.com - used here with permission. Game available from Packrat Video Games http://www.packratvg.com ---------------------------------------------------------------------------------- NIMBLE NUMBERS NED Exciting Talking Math Games for grades 1-9 TO BEGIN: 1. Insert the cartridge into the Voice of Odyssey2 with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. NIMBLE NUMBERS NED! 1. Press 0 on the numeric section of your Odyssey2 keyboard. 2. The Voice will ask "WHICH DRILL?" you want to practice. Nimble Numbers Ned is standing by his barrels of fun at the edge of a creek. 3. There are 100 numbered stones in the creek. You're going to try and help Nimble Numbers Ned jump over the barrels from one number to the next until he has jumped them all. 4. JUMPING PRACTICE A. Press 0 on the numeric section of the keyboard. B. Nimble Numbers Ned is standing on the first stone facing a stack of barrels. C. The barrels will start to fall as soon as you move the joystick of either hand control. D. Move the joystick to the right to move Ned to the right. Move it left to move him to the left. E. Press the action button to help him jump over the barrel to the next number. F. If Ned falls in the creek or gets clobbered by a barrel, he is down and out until all of the remaining barrels roll over him. G. The round ends when all of the barrels have rolled across the screen. H. The Voice will again ask "WHICH DRILL?" If you want more "Jumping Practice," press 0 on the numeric section of the keyboard. (No points are awarded during "Jumping Practice.") Hint! Use the joystick to bring Ned to the right edge of the number he's standing on . . . Then press the action button when the barrel starts rolling across the number just ahead of him. 5. NAME THE SHAPES! Shape recognition is one of the keystones needed for clearly comprehending the basic elements of primary math. A. Press 1 on the numeric section of the keyboard after The Voice asks "WHICH DRILL?" Note: If you have just turned on the unit and SELECT GAME is on the screen, press 0 on the numeric section of the keyboard to enter the drill section mode. B. The Voice will respond: "NAME THE SHAPES! HOW GOOD ARE YOU?" C. There are five levels of "Name the Shapes." Press 1 Beginner Press 2 Advanced beginner Press 3 Intermediate Press 4 Advanced intermediate Press 5 Advanced D. A series of shapes will appear on the screen. One of them will be flashing. The Voice will ask a question about the flashing shape. Answer by pressing the YES or NO key on the keyboard. E. There are five questions to a round. Each correct answer gives you a chance to help Ned jump the numbered stones. At the end of each round, you will have a chance to score points by jumping the barrels. You get an extra barrel to jump for every question you've answered correctly during the round. The higher the skill level you've been playing, the more chances you get. Skill level 1 1 series of five barrels Skill level 2 2 series of five barrels Skill level 3 3 series of five barrels Skill level 4 4 series of five barrels Skill level 5 5 series of five barrels F. You earn one point for every score stone you jump to. You go back one stone if you fall in the creek or get hit by a barrel. G. Careful! You cannot jump past the score stone that shows up in red on color TV. (On-screen colors may vary according to individual TV's color adjustments.) If you jump to a score stone without jumping over a barrel, you're going to be bowled over by one of the remaining barrels. 6. MULTIPLICATION RUNTHROUGH This program provides highly motivated reinforcement of multiplication skills with emphasis on one and two place operations. A. Press 2 on the numeric section of the keyboard after The Voice ask "WHICH DRILL?" B. The Voice will respond with: "MULTIPLICATION RUNTHROUGH. HOW GOOD ARE YOU?" C. Example Press 1 for skill level 1 Beginner (99 x 9) Press 2 for skill level 2 Advanced Beginner (40 x 61) Press 3 for skill level 3 Intermediate (23 x 19) Press 4 for skill level 4 Advanced int. (155 x 16) Press 5 for skill level 5 Advanced (787 x 73) D. The Voice will present you with the problem and then break it into steps to help you solve it. Example: Step 1 THE VOICE: "WHAT IS 6 x 7?" You can enter the answer from right to left as you would with a pencil. Press 2 Press 4 Press ENTER If your answer is correct, The Voice will say, "RIGHT!" and present you with the next step in the problem. Step 2 THE VOICE: "WHAT IS 30 x 7?" If you can do the answer in your head and want to enter the number from left to right: Press ? Press 2 Press 1 Press 0 on the numeric section of the keyboard. Press ENTER. If you have answered this step correctly, The Voice will now ask for the solution to the entire problem. Step 3 THE VOICE: "WHAT IS 36 x 7?" Add the steps and enter the number into the computer. Press 2 Press 5 Press 2 Press ENTER. If you have given the correct answer, you will earn an opportunity to jump the barrels and score. Correct answers on the first try earn an extra barrel. BONUS! The higher the skill level you've been playing, the more series of barrels you get! Skill level 1 1 series of barrels Skill level 2 2 series of barrels Skill level 3 3 series of barrels Skill level 4 4 series of barrels Skill level 5 5 series of barrels If you make a mistake before you enter an answer, press CLEAR and the number will disappear from the screen. If you enter a wrong answer, the computer will give you a second chance. If you're wrong again, the computer will tell you the right answer and go on to the next step in the problem. 7. FUNCTION MACHINE This game introduces the player to algebraic thinking and the concept of solving for unknown. A. Press 3 on the numeric section of the keyboard after The Voice asks "WHICH DRILL?" B. The Voice will announce: "FUNCTION MACHINE" and then ask, "HOW GOOD ARE YOU?" Press 1 for skill level 1 Example THE VOICE: "IF THE NUMBER IS SEVEN, THEN WHAT IS THE NUMBER PLUS EIGHT?" Enter the answer the same way you did in "Multiplication Runthrough," Press 5 Press 1 Press ENTER At the end of five problems, every correct answer will give you a chance to jump a series of barrels and score. Correct answers at the higher skill levels give you more scoring opportunities as in "Name the Shapes" and "Multiplication Runthrough." D. Press 2 for skill level 2. Example THE VOICE: "IF THE NUMBER IS NINETEEN, THEN WHAT IS THE NUMBER PLUS NINE?" Press 8 Press 2 Press ENTER E. Press 3 for skill level 3. Example THE VOICE: "IF THE NUMBER PLUS SEVEN IS TWENTY-ONE, THEN WHAT IS THE NUMBER?" To arrive at the solution, subtract 7 from 21. 21 -7 = 14 Press 4 Press 1 Press ENTER F. Press 4 for skill level 4. Example: THE VOICE: IF NINE TIMES THE NUMBER PLUS FIVE IS 698, THEN WHAT IS THE NUMBER?" To solve: First subtract 5 from 698. 698 -5 = 693 Now divide 693 by 9 693 / 9 = 77 Press 7 Press 7 Press ENTER G. Press 5 for skill level 5. Example: THE VOICE: "IF SEVEN TIMES THE NUMBER PLUS FIVE IS 677, WHAT IS EIGHT TIMES THE NUMBER PLUS SIX?" Here's one way to solve this problem. See if you can find some others. First subtract 5 from 677. 677 - 5 = 672 Now divide 672 by 7 672 / 7 = 96 Multiply 96 by 8 96 x 8 = 768 Add six 768 + 6 = 774 Press 4 Press 7 Press 7 Press ENTER --- NOTE: The Voice will ask "WHICH DRILL?" at the end of each series of jumps. You can continue playing the same game or switch to a different one and still remain in the same scoring cycle. To start a new scoring cycle: Press RESET and then press 0 on the numeric section of the keyboard. Then press 1 (Name The Shapes) 2 (Multiplication Runthrough) 3 (Function Machine). ---------------------------------------------------------------------------------- OUT OF THIS WORLD! A graviteasing space race! - HELICOPTER RESCUE! A daring lifesaving mission! - OUT OF THIS WORLD! (One or two players) 1. Press 3 on the alpha-numeric keyboard. 2. The mother ship at the top of the screen is in lunar orbit. 3. The landers immediately start their descent to the moon's surface. 4. Fire your retro rockets to achieve a soft landing by pressing the action button. 5. The numbers at the lower right and lower left of the screen represent the quantums of energy units in each lander's fuel receptors. These energy units are expressed in megajoules. 6. Each lander will start its mission with 50 megajoules of energy. 7. If a soft landing is achieved for the first descent, up to 20 megajoules of energy are added to your receptors to bring them up to a maximum of 60 megajoules. 8. If your spacecraft makes a crash landing, it requires 10 megajoules to make repairs. There is also a time penalty. 9. Once on the moon's surface, press the action button to fire your retro rockets and link up with the orbiting mother ship at the top of the screen. A successful linkage will automatically refuel your receptors up to the 50 megajoule level. If you do not link with the mother ship, no megajoules will be added to your lander's receptors, even if a soft landing is successfully made. 10. The numbers at the upper right and upper left of your screen keep track of the amount of times the landers establish link-ups with the orbiting mother ship. 11. The winner is the first astronaut to complete 10 successful link-ups. 12. If a lander runs out of fuel, it is out of the game. 13. If both landers run out of fuel, the game is over. 14. To play again, press RESET . . . then: Press 3 for lunar gravity. (Easiest. The moon is less than 1/3 the diameter of Earth). Press 2 for Martian gravity. (Harder. Mars' diameter is about half that of Earth). Press 0 for Jupiter's gravity. (Most challenging. Jupiter's volume is equal to 1,319 of Earth's and its mass is 2 1/2 times that of all other planets combined.) --- HELICOPTER RESCUE! (One or more players) 1. Press 1 on the alpha-numeric keyboard. 2. You are at the controls of the helicopter rescue ship, DAREDEVIL. 3. Your mission: rescue as many people as you can from the roof of the DOOMSDAY Hotel at the left side of the screen. 4. You have only 2 minutes until disaster strikes. The timer is at the bottom of the screen. The number of people you rescue will appear automatically at the lower right of the screen. 5. Fly the helicopter using the right hand control. Press the joystick forward to go up. Pull it toward you to descend. Push left to go left. Push right to go right. 6. Fly the helicopter directly over the figure waiting for you on the roof of the hotel. 7. Push the action button to lower the rescue basket. When the person is in the basket, release the action button . . . then push it again to bring it back into the helicopter. Important safety features: The helicopter cannot move if the basket is lowered. The basket cannot be lowered if the helicopter is moving. 8. When the basket containing the survivor is safely in the chopper, fly to the rescue pad at the far right of the screen. 9. Push the action button to lower the basket. When the basket reaches the rescue pad, the survivor will pop into the Rescue Station and another person will appear on the top of the hotel. (Important: Remember to draw the rescue basket back into the helicopter before flying back to the hotel.) 10. If the chopper comes in contact with the hotel of the Rescue Station, it returns to its starting position and a point is subtracted from the score. 11. The winner is the chopper pilot rescuing the most people within two minutes. 12. To play again, press RESET and then Press 1 on the alpha-numeric keyboard. ---------------------------------------------------------------------------------- PACHINKO! So much larger than life - You're right in the middle of the action! PACHINKO! (One or two players) 1. Press 1 on the alpha-numeric keyboard. 2. A giant Pachinko game appears on your TV. You and your opponent are at the lower part of the screen. 3. The digital readout scoreboard will appear at the bottom of the screen when play begins. 4. The left hand control maneuvers the player at the left. The right hand control maneuvers the player at the right. Push the joystick left to go left. Push it right to go right. 5. You can play another person or the computer. To signal the computer you're in the game, press the action button or move the joystick of your hand control in any direction. If the computer does not get a response from either of the hand controls, it will play by itself. 6. Each of the players on the screen has an energizer. Press the action button to flip up your energizer and hit one of the balls. When you hit the ball with your energizer, it will change to your color and rocket back into play. If your energizer is completely raised when it hits, the ball will continue its same horizontal direction. If your energizer is not completely raised, the horizontal direction of the ball is reversed. A player will move at one-half normal speed when the action button is depressed. 7. If a ball hits a player, it will begin to lose its energy. 8. If your opponent's ball hits the rotor at your side of the screen, the ball will change to your color. If your ball hits your opponent's rotor, the ball will change to your opponent's color. 9. The Magic Mountain is centered at the bottom of the playing field. If you bounce the ball off the Magic Mountain, the numbers in the cups will change. You have a better chance of scoring in the cups on your side of the screen, so it's good strategy to get higher numbers in the cups on your side and lower numbers in the cups on your opponent's side. 10. CAUTION! BEWARE OF THE TROUBLESHOOTER! He's the unpredictable, uncontrollable spoilsport who keeps running back and forth across the center of the screen. The Troubleshooter is a lot of trouble because he keeps trying to take your ball out of play and shoot it over to your opponent. 11. The game ends at 100 points or any pre-agreed multiple of 100 points. You can also play against the clock. 12. To play again, press the RESET key on the alpha-numeric keyboard and then press 1. ---------------------------------------------------------------------------------- PLANET LANDER! Try to land your ship on as many planets as possible! PLANET LANDER! (One or more players) 1. Press 0 on the alpha-numeric keyboard. The computer will display a message screen, telling you to GET READY. The moving arrows tell you to press the action button to continue. 2. The left hand controller is your navigation. Push the joystick left or right to rotate the lander in that direction. Press the action button to ignite the engines. 3. The X and Y gauges show your horizontal and vertical speeds. A red number means too fast. Green means OK. 4. The object of the game is to land successfully on as many planets as possible, before fuel runs out. A successful landing is when you touch the landing pad in a vertical position, nose up, while the X and Y gauges are green. 5. Your lander will crash if it touches any part of the planet's surface or if you touch the landing pad while either X or Y gauge is red, or if you are not vertical. 6. If your lander goes off-screen, the game will continue, but fuel will be wasted. 7. After you land, crash, or go off-screen, a status message will be displayed, as well as the current planet. If there are moving arrows at the bottom of the screen, press the action button to continue. Each new planet is more challenging with stronger gravity, and eventually, a smaller landing pad. 8. The game ends when you crash the lander into the planet. 9. To play again, push RESET and then press 0. Game and instructions (c) 2004 Ted Szczypiorski - http://www.tedfoolery.com - used here with permission. Game cartridge available from Packrat Video Games http://www.packratvg.com ---------------------------------------------------------------------------------- PICK AXE PETE! Thrills, chills and spills as Pick Axe Pete strikes it rich in the Misty Mountain Mine! PICK AXE PETE! (1 or more players) 1. Press any number on the numeric section of the Odyssey2 keyboard. Each number will generate a different playing field. 2. The screen will display Pick Axe Pete in one of the caverns of the famous Misty Mountain Mine. Three doors leading to deeper parts of the mine are also displayed. Gold bearing rocks will burst through the doors at random intervals. 3. Pick Axe Pete is activated by the left hand control. 4. Move the joystick of the left hand control to the left to make Pick Axe Pete walk to the left. Move the joystick to the right to make Pick Axe Pete walk to the right. 5. Ladders will appear at random times during play. Push the joystick forward and Pick Axe Pete will climb a ladder. Pull the joystick towards you and he can descend it if he has not climbed off at the next level. 6. If Pick Axe Pete comes to a break in one of the horizontal cavern lines, he will fall downward. 7. Pick Axe Pete strikes gold every time he hits one of the boulders with his pick. The more points he scores, the more boulders come through the doors of the mine. 8. The catch! Pick Axe Pete is so strong the picks keep breaking every once in a while - and if Pick Axe Pete gets bowled over by a boulder, the game is over. That's it! There are (more or less) safe places to stay on each of the playfields. The trick is to find them. 9. Pick Axe Pete can dodge the boulders if you move the joystick and then press the action button. When you move the joystick, the position of Pick Axe Pete's hands will indicate the move he will make when you press the action button. Joystick position Pete's arms Screen action Up Up Jump up Down Down Jump down Left or Up/Left Left Up - Right at hip Jump up to the left Right or Up/Right Left at hip - Right up Jump up to the right Down/Left Left down - Right at hip Fall down to the left Down/Right Left at hip - Right down Fall down to the right 10. When two boulders collide, they might uncover another pick which remains onscreen (very temporarily) until it disappears in the turmoil. 11. Another "get rich quick" opportunity. Keys to deeper regions of the mines will be seen flying through the air. If Pick Axe Pete captures one before it disappears, he starts flashing and can unlock any door at any time. 12. When Pete goes through a door, the playing field changes ... the tempo of the game slows and then rebuilds as he makes new gold strikes. (NOTE: The color of the new playing field will be the same as the color of the door.) 13. If Pete tries going through a door without a key, he can get good and stuck and will be at the mercy of the next boulder to roll along. Hint for when a ladder leads directly to a door and Pick Axe Pete is without a key: climb halfway up the ladder - move the joystick to make a short jog along the next grid line, then push it forward and use the action button to jump up. You'll be on the next level. Takes some practice but the added maneuverability makes it worthwhile! 14. Scoring: EVADING A BOULDER 1 POINT STRIKING GOLD WITH A PICK 3 POINTS GETTING A NEW PICK 5 POINTS GETTING A KEY 10 POINTS GOING THROUGH DOOR WITH KEY 20 POINTS 15. The winner is the player who scores the highest number of points over a predetermined number of turns or after a predetermined length of time. 16. The score of the game in progress is shown at the lower right corner of the screen. 17. The highest score in a series of games is displayed at the lower left corner of the screen. 18. Six question marks at the lower center of the screen ask for the name of the high player. The high scoring player enters his or her name through the keyboard. The computer will accept any name up to six letters. If the name is shorter than six letters, press SPACE to erase the remaining question marks. The high score and high scoring player's name will remain on the screen until a higher score is achieved in a succeeding game. 19. A new game starts automatically every time Pick Axe Pete is bowled over. 20. To start a completely new scoring cycle, press RESET and then press any number on the keyboard. RATINGS YOU'VE STRUCK GOLD! 50-99 YOU'VE HIT THE MOTHER LODE! 100-249 YOU'RE LIVING RICH! 250-399 BUY THE HOUSE ON THE HILL! 400-599 BUY TEXAS! 600-799 YOU HAVE FOUNDED A DYNASTY! 800+ ---------------------------------------------------------------------------------- POCKET BILLIARDS! Hustle Eight Ball and Rotation on this computerized replica of a full size slate top pool table! POCKET BILLIARDS! (Two players) 1. Press 1 on the alpha-numeric keyboard. 2. You are in the spacious, oak paneled game room of your baronial country retreat. A full size electronic pocket billiard table appears on your screen. 3. The computer will ask you if you wish to play Eight Ball or Rotation by displaying the names of these games alternatively at the bottom of the screen. Tell the computer which game to rack up by moving the joy stick of either hand control in any direction while the name of the game is on the screen. 4. The game of Eight Ball is played with two black balls. The first player to sink either one of the black balls wins. 5. If you choose to play Rotation, the two black balls will be replaced by two colored balls. (Lighter shadings on black and white TV.) The player sinking the most balls into the pockets wins. 6. The cue will always align with the white cue ball. Rotate the cue to the right by moving the joy stick to the right. Rotate the cue to the left by moving the joy stick to the left. 7. Press the action button to hit the cue ball with the cue. 8. The longer you keep the action button depressed, the harder the cue will hit the ball and the farther the ball will travel. When the cue ball strikes another ball, you no longer control its momentum. 9. The pocketed balls will appear in order at the bottom of the screen. 10. GAME VARIATIONS Each player may only sink balls of one color. If a player sinks another player's ball, the game is lost. The first player to sink all the balls of one color wins. Players sink balls of alternating colors. If a player sinks two ball of the same color in a row, the game is lost. The player who sinks the most balls of alternating colors wins. 11. To play again, press the RESET key on the alpha-numeric keyboard and then press 1. ---------------------------------------------------------------------------------- 11 variations of Pong, with different ball and paddle speeds! Play solo or against an opponent in this blast from the past! PONG for ODYSSEY2 MULTI-MODE GAME CARTRIDGE BY RENE VAN DEN ENDEN VOICE ENHANCED! Instructions for Use ENGLISH PONG Quick reflexes and skill are needed as you play Pong. Play solo or against an opponent in this blast from the past! There are 11 variations of Pong, from Squash and Tennis, to the original classic and more. Keep the ball in play as long as possible for the winning high score or best time. PONG (1 or 2 players) First press 'RESET' The text 'SELECT GAME' will appear on the screen. Next press '0' (zero) to '9'; or 'Space'. Each number or the space key will start a different version of Pong! (see chart below) +-------+-----------------------+---------+-------------------------------------+ | Key | Game | Players | | +-------+-----------------------+---------+-------------------------------------+ | 0 | Squash (practice) | 1 | low ball speed | +-------+-----------------------+---------+-------------------------------------+ | 1 | Squash (practice) | 1 | high ball speed | +-------+-----------------------+---------+-------------------------------------+ | 2 | Squash | 2 | low ball speed | | | | | (left controller, blue, goes first) | +-------+-----------------------+---------+-------------------------------------+ | 3 | Squash | 2 | high ball speed | | | | | (left controller, blue, goes first) | +-------+-----------------------+---------+-------------------------------------+ | 4 | Tennis | 2 | low ball speed | | | | | (right controller, red, goes first) | +-------+-----------------------+---------+-------------------------------------+ | 5 | Tennis | 2 | high ball speed | | | | | (right controller, red, goes first) | +-------+-----------------------+---------+-------------------------------------+ | 6 | Pong Classic (Squash) | 1 | | +-------+-----------------------+---------+-------------------------------------+ | 7 | Pong Classic (Squash) | 2 | (left controller goes first) | +-------+-----------------------+---------+-------------------------------------+ | 8 | Pong Classic (Tennis) | 2 | (right controller goes first) | +-------+-----------------------+---------+-------------------------------------+ | 9 | Pong-Analog (Squash) | 1 | | +-------+-----------------------+---------+-------------------------------------+ | Space | Pong-Analog (Tennis) | 2 | (right controller goes first) | +-------+-----------------------+---------+-------------------------------------+ Pong - Games 0 though 5 System Screen These games start with a blue system screen, which displays four system parameters on three display lines. The first line on this screen shows the television type and language of the console, displayed as '(NTSC or PAL) / (EN or FR).' NTSC or PAL refers to the television type the game is running on, and EN or FR is the system language, either English or French. The second line displays whether or not a Voice Module is detected. This is shown as 'VOICE: (NO or YES).' The last line, 'GFX: (STD or PLUS),' shows if the system is Standard or has Plus graphics capability. This detects a regular or G7400 game system. Note that this game does not have Plus graphics! You can skip the 'System Screen' by pressing the Action Button on the Right controller. Game Title Screen The second screen is the title screen, which shows the game title and systems that it was designed for (Odyssey2 and Philips). This screen can be skipped by pressing the Action button on the Left controller. Voice Games 0 through 5 are Voice enhanced. If you have the cartridge plugged into your system through the Voice, you will get various comments and words when a ball is hit or missed. Game Play In games 0 though 5, you can move your paddle in all eight joystick directions. Unlike some Pong games, you can move both horizontally and vertically. The Left joystick controls the blue paddle, while the Right joystick controls the red paddle. Press and hold the Action button during play to speed up the movement of your paddle. This can be very useful in the game with a high ball speed. During game play, you can change the ball speed by using the keyboard. Press '1' for low ball speed, or '2' for fast ball speed. End of Game The game ends when one of the players has reached a score of 40 points. The winner is the player with the highest score. In one player games, there is no winner, but you can try to beat the clock, getting a better time as you play. Press any key except 'Reset' to start a new round of Pong with the same settings. Press 'RESET' to select a different game. Classic Pong These games are based off of the Pong: AY-3-8500, which was a popular Pong chip made by GI and was used in a lot of Pong consoles. Game Play Options 6 through 8 are Classic Pong. These versions of Pong have no Voice, clock, color, startup screens, and have no horizontal movement of the paddles. In the two-player squash game (option 7), players 'must' take turns hitting the ball. When one player has hit the ball, he cannot touch it anymore until the other player has hit it. Ball speed can be changed by pressing '1' for slow speed and '2' for fast speed. Paddle speed can also be increased by holding down the Action button. End of Game Classic Pong games end when the score reaches 15. Pong-Analog These two games are based on the Pong: ES2201 style game, which was an early analog Pong game made by Philips. This game is also called 'Telespiel.' These games have no sound, score, and the players do not have the possibility to change the angle of the ball. There are six different horizontal ball speeds. Each time you press '2' the speed increases, up to six levels. Each time '1' is pressed, the ball speed is decreased, until level one is reached. There is no automatic server. You have to press the Action button to serve the ball after it has left the play-field. The Action button will not increase the speed of the paddle. Since there is no score in Pong-Analog, these two games do not end! - - - - - - - - - - - - - - - - - - - - Game produced by Packrat Video Games www.packratvg.com Program (c) 2004 by Rene van den Enden www.geocities.com/rene_g7400/index.html Cover Art (c) 2004 by Earl Green www.thelogbook.com Instructions (c) 2004 by David 'Ozyr' Flemming http://www.ozyr.com/02 ---------------------------------------------------------------------------------- POWER LORDS! TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. The POWER LORDS game title will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. POWER LORDS! (1 or more players) 1. To start the game, press 1 on the keyboard. 2. You have just arrived at Volcan Rock - an artificial planetoid defended by a laser-eyed space serpent and other minions of the evil Extra-Terrestrial Alliance! 3. Use the joystick of the right hand control to fly the space sled. 4. Press the action button to fire your lasers. 5. Warning! Your space sled can be destroyed by falling lava, rocks, contact with the space serpent's body or a blast from it laser eyes. 6. Gryptogg, Raygoth and Arkus of the Extra-Terrestrial Alliance, will periodically open doors in the volcano to fire a gravitational ray. The higher your score, the stronger the artificial gravity fields will become and the more likely you will be drawn to your doom. 7. Direct hits of your lasers will stun the space serpent and destroy falling rocks. You can defeat the gravitational ray by blasting the door in the volcano. 8. SCORING: Blasting lava during volcanic eruption 3 points Stunning the space serpent 15 points Hitting an open door 45 points Destroying lava rock 75 points Surviving a volcanic eruption 1000 points 9. The score of your current game appears at the lower right of your screen. 10. The high score in a series of games will appear at the lower left of your screen. 11. Two question marks request the initials of the high scoring player. The high scoring player enters his or her initials through the keyboard. The high score and the high scoring player's initials will remain on the screen until a higher score is achieved in succeeding games. 12. To start a new scoring round press RESET and then press 1. ---------------------------------------------------------------------------------- P.T. BARNUM'S ACROBATS! The Greatest Show on Earth - Straight from Ringling Bros. Barnum & Bailey Circus!! VOICE ENHANCED!! TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console or into The Voice of Odyssey* with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. ACROBATS will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. *The Voice enhances this game with timing cues, kibitzing good advice and bad advice. To hear is to believe. P.T. BARNUM'S ACROBATS! (1 or 2 players at a time) SINGLE PLAYER VERSIONS 1. Press 0 on the numeric section of the keyboard. 2. You are under the Big Top at the Ringling Bros. Barnum and Bailey Circus! 3. One of the acrobats is standing on the platform at the left side of the screen. His partner is on the teeter board at the center of the screen. 4. Three rows of balloons are dancing back and forth high above their heads. 5. Use the joystick of the right hand control to move the teeter board from side to side. 6. Use the action button to make the acrobat jump from the platform. If he lands on the high end of the teeter board, the other acrobat will fly into the air. (The closer the first acrobat lands to the high end of the teeter board, the higher the second acrobat jumps. If he does not jump high enough to reach the first row of balloons, he will crash.) 7. If the flying acrobat hits a balloon it will pop and give him a bouncing chance to pop some others. Keep moving the teeter board so he lands on the high end when he finally comes down. 8. A complete game is a series of ten jumps. The number of jumps left in the game is displayed at the lower center of the screen. 9. Scoring: BALLOONS IN BOTTOM ROW 2 POINTS BALLOONS IN MIDDLE ROW 4 POINTS BALLOONS IN TOP ROW 6 POINTS Your score is displayed at the lower right corner of the screen. 10. Bonus scoring: ALL BALLOONS IN BOTTOM ROW 15 POINTS ALL BALLOONS IN MIDDLE ROW 20 POINTS ALL BALLOONS IN TOP ROW 25 POINTS 11. When all of the balloons in a row have been popped, a full row of new balloons will appear automatically. 12. If you score over 999 (Nothing is impossible!), the counter at the lower right of the screen will start again at 000. A line directly over it will indicate you are working on your second thousand points! 13. To play again, press any key except SPACE or RESET! 14. Pressing SPACE will display the best score in a series of games at the lower left corner of the screen. 15. Pressing RESET will permit entry of game variations. 16. SINGLE PLAYER GAME VARIATIONS A. Stationary shield under moving balloons. Press 3. A shield will appear below the bottom row of balloons at the center of the screen. If an acrobat hits it he will thud to earth faster than he can holler for HELLLLLLPPPPPP! B. Random shield with moving balloons. Press 6. A shield will appear and disappear at random times and random positions below the balloons. C. Stationary balloons. Press 9. D. Stationary balloons with a stationary shield. Press C. E. Stationary balloons with a random shield. Press F. 17. TWO PLAYER GAMES AND VARIATIONS In the first version, players alternate turns every time an acrobat misses the high end of the teeter board. The scoring indicators signal which of the hand controls is activated. If the right scoring indicator is lighted, the right hand control is activated and vice versa. A. Moving balloons - no shield. Press 1. B. Moving balloons with a stationary shield. Press 4. C. Moving balloons with a random shield. Press 7. D. Stationary balloons - no shield. Press A. E. Stationary balloons with a stationary shield. Press D. F. Stationary balloons with a random shield. Press G. In the second version, players take turns after each jump. A. Moving balloons - no shield. Press 2. B. Moving balloons with stationary shield. Press 5. C. Moving balloons with random shield. Press 8. D. Stationary balloons - no shield. Press B. E. Stationary balloons with stationary shield. Press E. F. Stationary balloons with random shield. Press H. Press SPACE after a game is over to recall the high score in a series. 18. Press any key except SPACE or RESET to play another game of the same variation again. 19. To play a different game variation, press RESET and then the appropriate key. SINGLE PLAYER GAME VARIATIONS Press 0 Moving balloons - no shield Press 3 Stationary shield - moving balloons Press 6 Random shield - moving balloons Press 9 Stationary balloons Press C Stationary balloons - stationary shield Press F Stationary balloons - random shield TWO PLAYER GAMES AND VARIATIONS Version I - Players alternate turns every time an acrobat misses the high end of the teeter board. Press 1 Moving balloons - no shield Press 4 Moving balloons - stationary shield Press 7 Moving balloons - random shield Press A Stationary balloons - no shield Press D Stationary balloons - stationary shield Press G Stationary balloons - random shield Version 2 - Players take turns after each jump. Press 2 Moving balloons - no shield Press 5 Moving balloons - stationary shield Press 8 Moving balloons - random shield Press B Stationary balloons - no shield Press E Stationary balloons - stationary shield Press H Stationary balloons - random shield ---------------------------------------------------------------------------------- The Quest For The Rings You are about to become a legend in your own time and enter an alternate world where dreams (and nightmares) come true with fire-breathing reality. Special microcomputer circuitry will generate the alternate time frequencies and dimension warps necessary for finite control and monitoring of your alter-presence via television - while you remain physically secure in the relative safety of your home dimension. THE RING FULL CIRCLE BENDS ITS BEGINNINGS TO ITS ENDS Prologue THE CRUCIBLE. The falling Ring pitches end over end down the volcano's gaping maw. It's lashed by furious whips of fire from subterranean updrafts miles below. Far above, roaring kettledrums of thunder boom - DOOM - DOOM - DOOOM! The Mountain shudders - and dark towers crumble into slag. Unceasing bolts of lightning flash into the mouth of the volcano like the spears of avenging gods. The Ring spins to a rest on a white hot outcrop deep beneath the mountain. Its color changes - from gold to red - from blue to white - to another hue not seen before on earth. It is the final tempering - with an intensity unmatched even by the fires of elven smiths or the furnaces of the dwarf lords. The Essence of the Ring is freed from its cocoon of arcane metal. The earth moves. The mountain groans. Its infernal gorge spews skyward. The eruption's unleashed fury carries the Essence of the Ring far from the shattered mountain and covers it with a tower of protective lava. THE CREATION. There are few places on earth that are shunned by every living thing. But sometimes even mindless lichen know when something unspeakable lies below. Undisturbed, the Ring-spawn sleeps and dreams beneath its lava tower. It dreams of Windwielders and their hurricane storms of diamond sands and black lightning. The Windwielders use the fell elements like builder tools to carve and change the lava tower into myriad gleaming crystal caverns and shining black obsidian labyrinth caves. In its birthsleep, the Ringspawn dreams of the lesser Rings now scattered with their power faded. The dreams turn into nightmares. Nightmare macabre hordes leave trails of blood as they gather the lesser Rings to well fortified places of safekeeping. Waiting for the Ringspawn's wakening. The eons pass. The day comes. The Ringmaster wakes. The land shadows. - The Heroes You are a member of a small company of legendary Heroes who embark on the supremely dangerous search for the Rings. You choose your own role in the Quest. Whichever identity you choose will provide you with potent weaponry. As the Warrior, you carry an enchanted sword. As the Wizard you cast formidable spells. As the mysterious Phantom, you can walk through walls. As the elven Changeling, you can wear the Mirrorcloak of invisibility. THE WARRIOR is a legendary hero of the Troll Wars who carries Theor's sword - Bloodeater - an enchanted blade of great power against man and demon. He is the heir to the Kingdom of the Seven Countries and the direct descendant of Flaxell and Willowan I (12th chieftain of the Arnelm Knights). - THE WIZARD'S weapons are the old spells which he casts at the enemy. If an enemy falls under the Wizard's spell, it will be neutralized for a short period of time. - THE PHANTOM is a spectral knightshade who will find no peace until all the Rings are recovered. The Phantom has the supernatural power to walk through walls of solid stone and crystal. - THE CHANGELING is possessor of the Mirrorcloak of invisibility. When the Mirrorcloak is worn, the Changeling becomes invisible and can move undetected by enemies. - The Monsters The Ringmaster dispatches his dread nightmare minions to guard the rings - treacherous Firewraths and Orcs - the unspeakable Spydroth Tyrantulus - malevolent Doomwinged Bloodthirsts - and the hideous firebreathing dragons - Scortha, Goldfang and Mythrog. THE DRAGONS - Scortha, Goldfang and Mythrog - are the largest of the hideous armoured witchworms which were originally thought to come from the stars. - THE SPYDROTH TYRANTULUS is horror and death incarnate. It delights in the devouring of living flesh which it believes will enhance its life span. - DOOMWlNGED BLOODTHlRSTS are the winged terrors thought by some to have given birth to the vampire legends. They impale their victims on their fangs. - THE ORCS are diminutive ogres and the natural enemies of everything on earth. They are quite ugly, belligerent and malicious. They even kill for sport. THE FlREWRATHS are the enslaved souls of the dragon's past victims. Their touch is death. - The Quest The Quest begins with the Ringmaster secretly hiding the ten Rings of Power deep in gloomy dungeons, crystal caverns, mysterious shifting halls and infernoes of still molten lava. To succeed in your Quest, you must overcome forces of evil so awesome that your physical prowess must be matched by unstinting courage and supreme gallantry. Unlike other games, players must work together as a team to outwit and outfight the Ringmaster's minions of horror. The Ringmaster's monstrous Nightmares are so powerful, it requires close coordination, cooperation and sometimes even personal self-sacrifice to capture a Ring of Power. The Heroes win if they recover all ten of the Rings before their turns run out. The Ringmaster wins if they do not. - The Dungeons These are in castles which were built by men and then captured by the Ringmaster's nightmare armies. - The Infernoes These towers of lava are kept molten by the Ringmaster's magic. - Shifting Halls The Earth shivers under the Ringmaster's evil spell. The very walls of the castles conspire to block the Heroes. - Crystal Caverns The Windwielders built these labyrinths with invisible walls at the Ringmaster's command. "Tread softly into unknown lands." Willowan I This section is an introduction to the different capabilities of each of the Heroes and a first look at the awesome horrors lurking in the Dark Lands. The more time you spend familiarizing yourself with the elements of the game, the more chance you will survive unspeakable danger and undertake a successful Quest for the Rings! This is the first game of its kind, so be ready for many unusual features. Take the rules one step at a time and you will find the Quest for the Rings a fascinating game of endless challenge - which, once learned, is not difficult to explain to others. - Important! Always be sure that the power to your Odyssey2 console is turned off before inserting a game cartridge. This protects the electronic components and extends the life of the unit. 1. Insert the keyboard overlay so that its edges fit into the ridges at the rim of the alpha-numeric keyboard. 2. Insert the cartridge into the slot of the Odyssey2 console with the label of the cartridge facing the keyboard. 3. Turn on the power by pressing the power button on the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the keyboard overlay. (On-screen colors may vary according to individual TV's color adjustment.) 4. Press RINGMASTER on the keyboard overlay. The name of the Heroes will travel along the lower part of the screen. Press the action button of the left hand control when the word WARRIOR is on the screen. The left hand control will now control the Warrior with the Enchanted Sword. Press the action button of the right hand control when the word WIZARD is on the screen. The right hand control now maneuvers the Wizard who casts magic spells. 5. Press DUNGEONS on the keyboard overlay (Things will happen fast. You may want to continue reading #6 through #10 first so you know what to expect.) 6. The Warrior and the Wizard will travel through the blood red fogs of the Dark Lands till they arrive at the first of the Dungeons. They are immediately attacked by the Firewraths and Orcs who guard the flashing Ring deep in the dungeon. Caution: The Ringmaster's evil magic makes the Orcs and Firewraths look very much like Heroes. The Heroes will always make their first appearance at the center of the screen. The Warrior and the Wizard work as a team to capture the Ring. A Ring is captured if touched by either Hero and is considered a victory for both. 7. Controlling the Warrior. Use the joy stick of your hand control to maneuver the Warrior on the screen. Push the joy stick up and your Warrior will move to the top of the screen. Pull the joy stick down to maneuver him to the bottom. Push right to go right and left to go left. Press the action button to swing the sword. The enchanted blade must make contact with the enemy to be effective. The point of the enchanted sword will kill Orcs and Firewraths MOST EFFECTIVELY FROM A HEAD-ON POSITION. THE WEAPON WILL NOT MAKE CONTACT WITH AN ENEMY FROM ABOVE OR BELOW. The Warrior can use the enchanted sword to create confusion among the monsters. If the sword touches another Hero, he or she will be magically transported out of the dungeon. Push the joy stick controlling the transported hero to the left to return to the dungeon. The transported hero will always reenter the dungeon from a random point on the right hand side of the screen. 8. Controlling the Wizard. Use the joy stick of your hand control to maneuver the Wizard on the screen. Press the action button to cast a spell. The spell must make contact with the enemy to be effective, BUT WILL NOT WORK ON AN ENEMY FROM ABOVE OR BELOW. 9. Firewraths and Orcs. The Ringmaster's magic makes the treacherous Firewraths and Orcs look very much like the Heroes on your screen, but the Firewraths' peculiar shambling gait and the Orcs' lurching walk always gives them away. If you are ever in doubt about your identity on the screen, press the action button to confirm your location. The Warrior will flash a sword. The Wizard will cast a spell. Their weapons must touch an enemy to be effective. AGAIN, BE CAREFUL OF ENEMIES COMING AT YOU FROM ABOVE OR BELOW. YOUR WEAPON WILL NOT REACH THEM AND YOU WILL BE CAPTURED IF TOUCHED. 10. The Warrior and the Wizard must fight their way to the flashing Ring hidden in the depths of the dungeon. If one of the Heroes reaches the Ring, lightning will flash and victorious trumpets will sound. If the Heroes are captured by their enemies, they will always manage to make their escape from the dungeon. To return to the endless labyrinths of dungeons, press DUNGEON on the keyboard overlay. 11. Before you go on, practice playing the roles of the Warrior and the Wizard until you are proficient with their weapons. 12. When you are ready to meet the two other Heroes - press RESET on the keyboard overlay. 13. Press RINGMASTER on the keyboard overylay. 14. Press the action button on the left hand control when the word CHANGLING is traveling across the lower part of the screen. The left hand control will now control the Changling. 15. Press the action button on the right hand control when the word PHANTOM is on the screen. The right hand control will maneuver the Phantom. 16. Press DUNGEON on the keyboard overlay (First read through to #19 so you're ready for anything). The Changling and the Phantom will travel to one of the dungeons where they will immediately be attacked by Orcs and Firewraths. Use the action button to don the Mirrorcloak of Invisibility. The Changling will then move at half speed invisibly. Any nearby monsters will turn away and search elsewhere. Just don't blunder into one of them 17. Controlling the Changling. Use the joy stick of the hand control to maneuver the Changling on the screen. The Changling has no edged weapons and is most effective when teamed with a Wizard or Warrior. The Phantom can hide in walls or even walk through them at half speed. He can be an important stategic element in the game because the monsters will flock to him when he employs his supernatural powers and gives his companion a better chance to get to the Ring. The Phantom CANNOT walk through the walls of the Infernal Infernoes (a dungeon of eternally molten lava). 18. Controlling the Phantom. Use the joy stick to maneuver the Phantom on the screen. Press the action button to penetrate walls. 19. Capturing a Ring. A Ring is captured when touched by either hero. If the Phantom and the Changling are both overcome by the Orcs and Firewraths, they will automatically escape from the dungeons. To return, press DUNGEONS on the keyboard overlay. 20. Do no go any further until you are proficient at playing the roles of the Changling and the Phantom. 21. When you are ready to encounter the Ringmaster's most malevolent Nightmare monsters, press RESET. 22. Press RINGMASTER. 23. Enter Warrior and Phantom into the computer by pressing the action buttons of both hand controls. 24. Press the NIGHTMARE key on the keyboard overlay. 25. The Spydroth Tyrantulus is repelled - BUT NOT KILLED - by the Warrior's sword and the Wizard's spell. The Spydroths scruttle slowly across the screen but will drop quickly on an unwary Hero beneath. 26. Doomwinged Bloodthirsts can be temporarily subdued by the Wizard's spell - and the Warrior's enchanted sword. They will back off, flutter and fall when hit, but quickly recover to attack again. THEY CANNOT BE KILLED. 27. Press DUNGEONS. 28. Good Luck 29. At the end of each combat, press the NIGHTMARE KEY - then press DUNGEONS on the keyboard overlay. 30. Do no go any further until you have encountered the Nightmares with different combinations of Heroes. (Warrior and Wizard, Wizard and Changling, Phantom and Warrior, Warrior and Warrior, etc.). It is important to the grand strategy of the game that you see what happens when the Heroes travel in different combinations. Two examples: (1) The Wizard's spells can hold the Ringmaster's evils at bay while one of the other Heroes slips through to the Ring. (2) Monsters will cluster about the Phantom safely hidden in the wall of a labyrinth to give a fellow companion a better chance of capturing a Ring. 31. Since you've survived so far, the Dragons are ready when you are. Dragons are immortal, but can be turned back by the Warrior's enchanted sword or momentarily halted by the Wizard's spell. It is possible for the Warrior to slip by a Dragon's head. Then - if he keeps the enchanted sword up, the Dragon will turn away. The Wizard can cast a spell which will stop the Dragon's flame on contact. The Changling can slip past the monster when invisible. The Phantom is protected from the Dragon when inside the dungeon walls. 32. If you Heroes are already entered into the computer - A. Press the DRAGON key. B. Then press DUNGEON. If your Odyssey2 has been turned off - C. Press RINGMASTER. D. Choose your roles with the action buttons on the hand controls. E. Press DRAGONS. F. Press DUNGEONS. 33. There are four different kinds of labyrinths within the castles of the Dark Lands. Each is enchanted in its own way. But even the simplest one will change in its interior structure every time it is brought to the screen. Explore each type by entering it into the computer in a succession of encounters. (See Rules 21-27 to review programming Heroes and Monsters into the computer.) A. The Dungeons. These are in castles which were built by men and then captured by the Ringmaster's Nightmare armies. Press DUNGEONS on the keyboard overlay. B. The Crystal Caverns. The Windwielders built these labyrinths with invisible walls at the Ringmaster's command. The maze will appear on the screen for a blink and then vanish. The Heroes must travel through them by feel. They are especially dangerous because the monsters in them can magically sense the invisible walls and select their routes of attack shrewdly. The Heroes must escape by feeling their way. Press CRYSTAL CAVERNS on the keyboard overlay. C. The Shifting Halls. The Earth shivers under the Ringmasters evil spell. The very walls of the castles conspire to block the Heroes by changing position every few seconds. The walls always shift to the right. Press SHIFTING HALLS on the keyboard overlay. D. The Infernal Infernoes. These towers of lava are kept molten by the Ringmaster's magic. A player coming in contact with the flaming walls is snuffed out. Even the Phantom dares not touch. Press INFERNOES on the keyboard overlay. - Game Components 1 Odyssey2 Master Strategy Game Cartridge 1 Keyboard Overlay [represented by the following chart] Overlay Button Keyboard Equivalent START 0 (zero) RESET RESET NO RING W MONSTERS The Dragons T The Nightmares I LABYRINTHS The Dungeons Z Crystal Caverns C The Infernoes B Shifting Halls . (period) RINGMASTER CONTROL Space 1 Game board map. [crudely - due to space restraints - represented by the following chart. This will help to actually play the game, as all roads to castles and ports are acurate. The actual map from the game looks much, much better than this though!] Key: # = Castle, P = Port P P \ / #---\ P \ / / # \ \--#-----------# \ | | # #--------\ | \ / \| \#--/ P------#-------# / \ |\ #-----\ / \ | \ / \ / # | \ / \ P | # # P | | \ / \ \ P #----#-------P /| | / | | # / # #---/ P / | | \ / | \ \---# # P | | #---#---# / / P Tokens 23 Castles (Symbols on underside - The Dungeons [x7], Crystal Caverns [x6], The Infernoes [x4], Shifting Halls [x6]) 3 Dragon Monsters 3 Nightmare Monsters 10 Rings 1 Quest 1 Hourglass 8 "Possessions" - The Rules of the Game 3 PLAYER VERSION (2 players as Heroes, 1 player as Ringmaster.) 1. One of the players acts as the Ringmaster. The Ringmaster inserts the overlay into the alpha-numeric keyboard. 2. The Ringmaster secretly places the ten Rings at any of the castle locations on the game board map. The Ringmaster then places six of the monsters on top of any six Rings. Only one Ring and one monster token may be placed at any single location. 3. The Ringmaster covers the Rings with castle tokens so that the castle is face up on the map. Ring and monster tokens should be hidden beneath the Castle token. All remaining castle locations are covered only by castle tokens. 4. The Ringmaster keeps the Possession tokens. 5. The Ringmaster inserts the cartridge into the master control console. A. Press the power button. B. Press RESET. C. Press RINGMASTER. D. The other two players each choose a role in the adventure by pressing the action button on the hand control as the character's name is traveling along the lower part of the screen. Both players may enact the same role or choose different roles. The Heroes will work together in their Quest. 6. The Hourglass token is set at one on the scale at the bottom of the game board. It is advanced one segment every time the Heroes visit a castle. The Heroes decide in advance on how many turns they will need to capture all ten of the Rings. The standard games are 50, 75 or 100 turns. Hint to new players: Start with 100 turns. You'll need them. The Heroes win if they capture all ten of the Rings before their turns run out. The Ringmaster wins if they do not. The Ringmaster receives: 4 Possession tokens/50 turns 6 Possession tokens/75 turns 8 Possession tokens/100 turn 7. The Heroes decide together where to enter the shadowed lands. Begin at any of the entry ports indicated by the ships on the map. Place the Quest token at the entry port. 8. The Hourglass token is advanced by one. The Heroes move their Quest token along the road from the port and stop at the first castle. 9. The Ringmaster turns over the castle token. If no Ring is present: A. Press NO RING on the keyboard overlay. B. On the underside of the Castle token, the Dungeons, Crystal Caverns, Shifting Halls or the Infernoes will be indicated. Press appropriate labyrinth key. (Orcs and Firewraths will always be found in every labyrinth.) The Heroes must fight their way to the secret passage indicated by the arrow. The Heroes must touch the arrow in order to escape. They will then continue their journey to another castle. If the Heroes are defeated, they must try again. Reenter the NO RING key and appropriate labyrinth key. (DO NOT PRESS RESET!) The Hourglass is advanced by one for each combat. 10. If a Ring is present, press appropriate labyrinth key. Ring will automatically be entered by the computer. The Heroes must fight their way through to it. The Ring is captured if it is touched by either one of the Heroes. Lightning will flash and trumpets will rejoice to celebrate the Heroes' success. The number of Rings captured will be indicated at the top of the screen. If a Ring is captured by either Hero, it contributes to the strength of both Heroes and gives them more maneuverability on the game board. They can go to one additional castle location on each turn for every captured Ring WITHOUT ADVANCING THE HOURGLASS. (Note: Unused bonus travel cannot be carried over to succeeding turns.) If the Heroes are defeated, they may: A. Try again. B. Move on to another castle and return later to try again. (Advance the Hourglass in both cases.) When a Ring is captured, the Ring and castle tokens are removed from the board. 11. If a Ring and a Monster are present: A. Press the appropriate monster key on the keyboard overlay. (Ring will automatically be entered by the computer.) B. Press appropriate labyrinth key. If Heroes are defeated they may: 1. Try again (Advance Hourglass token one) A. Press appropriate monster key. B. Press appropriate labyrinth key. 2. Move on to another castle (Advance Hourglass token by one for each castle visited or bypassed) and return later. If the Heroes flee a victorious Dragon, the Ringmaster can move the Dragon to any adjacent castle unoccupied by another monster. Dragons must travel by road - never by sea. (Nightmare monsters MUST remain where they are.) 12. The Heroes may elude pursuit by making their way back to a port at any time and traveling by sea to a port in another sector. Advance the Hourglass one segment for each castle location and port passed along the way. 13. Possession! The Ringmaster can take possession of either hand control by orally declaring "POSSESSION." The player at that hand control MUST relinquish it IMMEDIATELY. The other Hero is now only pitted against the monsters - but also against his teammate who is now possessed by the Ringmaster's magic. If the unpossessed Hero captures a Ring or vanquishes the possessed Hero in combat, the Ringmaster loses the "Possession" and one of the Possession tokens. The Hourglass is moved back by five and the hand control is returned to the original player. (The Hourglass can never move back farther that 1 on the turn scale at the bottom of the gameboard.) After losing all of the "Possession" tokens, the Ringmaster can no longer take possession of either of the Heroes' hand controls. If the possessed Hero defeats the other Hero in combat, the Hourglass is advanced by five and the Ringmaster continues "Possession" in the next combat. If the unpossessed Hero is captured by the monsters or defeated by the possessed Hero, the Ringmaster should leave the dungeon by touching the arrow or by touching a monster. The Ringmaster should never touch a Ring. If the Ringmaster should inadvertently touch a Ring, it is credited to the Heroes and the Ringmaster loses "Possession." The Ringmaster can evoke "Possession" only when both Heroes are on the screen. Heroes may not be possessed in between combats when they are en route to a new location. The Ringmaster cannot possess a Hero commanding a clear path (unobstructed by monsters) to a Ring or an arrow. If captured by one of the monsters while the unpossessed Hero is on the screen, the Ringmaster loses "possession" but does not relinquish a "Possession" token. If the unpossessed Hero is captured by a monster, the Hourglass is advanced by one. The Ringmaster retains "Possession," and the unpossessed Hero chooses the next castle location. 14. The Quest ends when the Heroes recover all ten of the Rings or when the Hourglass signals they have run out of turns. THE 4 AND 5 PLAYER VERSION (3 or 4 players as Heroes. 1 player as Ringmaster.) Follow the computer programming and rules for the 3 player Quest. One player acts as Ringmaster. The other players alternate hand controls after each combat. THE 2 PLAYER VERSION Read the rules for the 3 player Quest before playing this version. 1. Player one places the Rings on the board, guards them with monsters and secretly hides them with the castles. 2. The Players will work together in their Quest. Player two will lead the Quest by choosing the course on the map WITHOUT ANY HELP from Player one. 3. Press the power button. 4. Press RESET. 5. Press RINGMASTER. 6. Press the action buttons of both hand controls to choose roles. 7. The play is according to the 3 player Quest with these exceptions: A. Undefeated monsters are not free to roam the board. B. There is no player as Ringmaster so there is no "Possession." 1 AND 2 PLAYER PRACTICE SESSIONS The computer as Ringmaster. 1. Press the power button. 2. Press RESET. 3. Press START. 4. DO NO press RINGMASTER. 5. Press the action buttons of both hand controls to choose roles. In a one-player practice session, choose your roles carefully. For instance, if one of your heroes is the Phantom, you can divide your antagonists by hiding the Phantom inside a wall and then switch hand controls. Using this strategy, one player can actually recover all ten of the Rings. 6. The computer will play the role of the Ringmaster providing virtually endless combinations of monsters and locations. 7. (Optional) Play against the clock or the Hourglass token on the game board. - The Magic Of Rings One of the Ring's most potent enchantments is its appearance in the fables, folktales and legends of peoples widely separated geographically at widely separated times. Wagner's Ring Cycle is based on old Germanic, Icelandic and Norwegian legend. Luned's Ring of Invisibility was given to Owain, one of King Arthur's knights. He was also given the Ring of Ogier by Morgan Le Fay. It was a Ring of Youth that removed all infirmities from the aged. Otnit, a king of Lombardy, wore a Ring of Invisibility which also had the virtue of directing a traveler to the right road. There are tales telling of Solomon's Ring of power which game him victory in battle and transported him to the heavens where he learned the secrets of the universe. It also allowed him to understand the language of animals and seal troublesome djinn into jars. Tolkien, the gifted linguist, took thirty years to translate only one of the four volumes of ancient writing which, of course, led to The Lord of the Rings. It is to be hoped that the remaining three books will eventually be deciphered. Mankind's quest for rings of enchantment has been going on for thousands of years. Many have been rumored yet few finds have ever been documented. There have been no recent authenticated discoveries. This would seem to indicate that the Quest for the Rings is still very far from over. ---------------------------------------------------------------------------------- SHOWDOWN IN 2100 A.D. Shoot it out with other players - or computer controlled androids! SHOWDOWN IN 2100 A.D.! (One or two players) 1. Press 1 on the alpha-numeric keyboard. 2. An authentic acre of the old west will appear on your screen - along with two android gunfighters. 3. The left hand control activates the gunfighter on the left - the right hand control activates the gunfighter on the right. 4. Push the joy stick forward. Your gunfighter will swagger to the top of the screen. Pull the joy stick toward you to walk him to the bottom. Push right to go right. Push left to go left. 5. Press the action button to activate your gunfighter to draw and fire. 6. Each gunfighter has six bullets in his revolver. The number of bullets remaining in each six shooter is indicated by the ammunition counter at the base of the screen. 7. The left hand gunfighter's score appears at the bottom left of the screen. The score of the right hand gunfighter appears at the bottom right corner of the screen. 8. The first player to score ten hits wins the round. Ricochets off trees and the top and bottom edges of the screen count as hits. 9. A gunfighter may shoot through the branches if he is positioned right up against the tree. But if he is even slightly away from the tree, the bullet will hit the tree trunk and ricochet back to him. 10. Reloading. Each gunfighter has more ammunition hidden in the tree which matches the color of his outfit. Each gunfighter can reload at any time by touching the tree where his bullets are hidden. 11. You can play SHOWDOWN alone and shoot it out with the computer. Use either hand control. The computer will automatically take control of the other gunfighter. 12. If you activate the game without touching either of the hand controls - the computer will automatically assume control of both gunfighters and play itself. 13. The computer will automatically reset itself for a new ten point SHOWDOWN at the end of each ten point series. ---------------------------------------------------------------------------------- SID THE SPELLBINDER Fast-talking Spelling Games for ages 6-10! TO BEGIN: 1. Insert the cartridge into the Voice of Odyssey2 with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. SID THE SPELLBINDER! 1. Press 0 on the numeric section of the keyboard. 2. The Voice will ask you to "SELECT SKILL." Choose 1 or 2. 3. Press 1 for the first skill level. Press 2 for the second skill level. (If you don't press either, the computer will automatically deliver skill level 2 after about 15 seconds.) 4. The Voice will immediately announce: "MONSTER ATTACK! OPEN FIRE!" 5. Sure enough! Giant Sid the Spellbinder snakes across the screen. Your only defense is a missile launcher at the bottom of the screen. Use the joystick of either hand control to move your missile launcher to the right or left. Press the action button to fire a missile. 6. Your ammunition supply is indicated by the number at the lower right hand corner of the screen. You get thirty missiles at skill level 1 and twenty missiles at skill level 2. 7. If you do not completely destroy Sid the Spellbinder before it reaches the opening at the lower left and right sides of the screen, it will eat your reserve missile supply starting with the second turn. Sid the Spellbinder consumes five missiles for each of its segments that make it to the opening. 8. Your score appears at the lower left hand corner of the screen. Every segment you hit is worth progressively more points. The first segment you hit is worth 1 point. The second is worth 2 points. The third is worth 3 points - and so on up through ten. 9. If your score is less than 200, Sid the Spellbinder will squeeze its remaining segments together when it goes off the screen. When your score goes over 200, the game gets harder. The gaps will remain open and Sid the Spellbinder moves faster and faster. 10. The spelling fun starts when you hit all ten segments of Sid the Spellbinder - or when it reaches the bottom of the screen. - eats some of your missiles - but leaves you with some in reserve. 11. The Voice will ask you to spell a word. Type in the letters on the alphabet section of the keyboard. If you make a mistake in typing, press CLEAR. 12. When you think you have typed in the correct spelling, press ENTER. 13. You get 10 missiles for every word spelled correctly at skill level 1. You get 5 missiles for every word spelled correctly at skill level 2. 14. You will get a chance to spells three words in each round of the game. If you don't spell a word correctly the first time, the computer will ask you to try again. 15. If you don't spell the word correctly on the second try, the computer will spell it for you so you'll know how to spell it next time. 16. After each series of three words, Sid the Spellbinder will attack and try to eat your missiles. 17. The game ends when you have no missiles left. 18. To start a new game, press RESET and then press 1 (for skill level 1) or press 2 (for skill level 2). ---------------------------------------------------------------------------------- SMITHEREENS! Castles crumble and trumpets blare in this medieval artillery duel. VOICE ENHANCED!! TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console or into The Voice of Odyssey with the label side facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. SELECT GAME will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. SMITHEREENS! (2 players) 1. Press 1 on the numeric section of the Odyssey2 keyboard. 2. You have just arrived in days of old when knights were bold. Football has yet to be invented - and castle crumbling is one of the most popular national sports. 3. The left hand control activates the soldier and catapult at the left side of your screen. The right hand control activates the catapult at the right side of the screen. 4. To launch a boulder, move the joystick in any direction and release it. The longer you hold it back, the farther the boulder will travel. 5. If you hit your opponent's catapult, he will move it out of range to make the necessary repairs. You should make the most of this opportunity to intensify your bombardment. 6. Every time a boulder strikes your opponent's castle, a section of it will disappear. 7. If a boulder strikes your opponent's soldier, he will go to the nearest off-screen first aid station. You can wreak unmolested devastation until he returns. 8. The winner of each battle receives the number of points scored during the battle multiplied by the number of the battle. Example: Player One scores 110 points during the third battle. Player One receives 330 points (110 x 3 = 300) The computer automatically adds the battle score to the total score of the winner. The loser gets no points. The winner of a battle is the player who still has part of his castle standing. There are ten battles to a war. 9. Battle scores are displayed on the screen during each battle. Total scores are displayed at the end of each battle. They will remain on the screen until one of the action buttons is depressed to start a new battle in the series. The winner will celebrate with a fanfare of trumpets. The loser will display a white flag. 10. Scoring: EACH DIRECT HIT ON A CASTLE 3 POINTS DIRECT HIT ON A SOLDIER 7 POINTS DEMOLISHING A CATAPULT 13 POINTS Soldiers and catapults returning from off screen cannot be destroyed until they have returned to their battle stations. 11. To start a new game, press RESET and then press the key code (1, 2 or 3) for one of the three available catapult tension settings. (The higher the number, the faster the reaction time required.) ---------------------------------------------------------------------------------- SPEEDWAY! Race against the clock and an electronic maze of other cars! - SPIN-OUT! High speed racing action around an enclosed track! - CRYPTO-LOGIC! Solve secret messages enciphered by the computer! - SPEEDWAY! (One or more players) 1. Press 1 on the alpha-numeric keyboard. The computer will ask you which skill level you wish to select. Then Press 1. Qualifying time trials (A learning level for adults - a playing level for children.) Or . . . Press 2. The main event! (The speed of the cars is doubled!) The playing level you select will automatically appear on the screen. 2. The right hand controller is the accelerator, steering wheel and brake. 3. Push the joy stick forward to start your car. The longer you hold the joy stick forward, the faster you go. It works like an accelerator. 4. Push the joy stick to the right or left to control direction. Pull it back to slow down or brake to a complete stop. 5. The object of the game is to see how high you can score in two minutes. 6. An onscreen digital scoreboard will keep track of your score. 7. A collision will halt scoring but the clock will keep running. 8. The faster you go - the higher your score - but be careful! Each collision costs about two seconds on the clock. 9. The game ends when the clock winds down to 00:00. 10. To play again, push RESET and SELECT GAME will reappear on the screen. - SPINOUT! (One or more players) 1. Press the RESET key on the alpha-numeric keyboard. SELECT GAME will appear on the screen. 2. Press 2 on the alpha-numeric keyboard for a 3 lap event. Press 3 on the alpha-numeric keyboard for a 15 lap event. 3. The computer will ask you which skill level you wish to select. Press 1. Clear track - slow speed. Press 2. Clear track - fast speed. Press 3. Barrier track - slow speed. Press 4. Barrier track - fast speed. 4. The screen will display a digital timer which will give a five second countdown before the race starts. Lap indicators are color matched to the cars. The middle number indicates the number of laps in the race. 5. The joy stick is your steering wheel and accelerator. Press and hold the action button to double car speeds on the straightaways. 6. A collision with the wall will cause the car to spin out of control or break up and fall behind the clock and the competition. A collision between cars will cause one of the cars to spin out. 7. The winner is the first car to cross the finish line after the required number of laps in the events. The first car to cross the finish line will trigger a freeze action or photo finish to virtually eliminate the possibilities of ties. 8. If more than two people play, the winner is determined by the clock in successive races. 9. To play again, press the RESET and SELECT GAME will appear on the screen. Repeat starting sequence. - CRYPTO-LOGIC! (Two or more players) 1. Press the RESET key on the alpha-numeric keyboard. SELECT GAME will appear on screen. 2. Press 4 on the alpha-numeric keyboard. The enciphering line (top) and deciphering line (bottom) will automatically appear on the screen. 3. Type any word or message up to 14 letters on the enciphering line. 4. Press ENTER. The message will be automatically scrambled by the computer. The transposition sequence will be different every time. Note: If the message is longer than 14 letters, the 15th and following letters will appear on the deciphering line and the ENTER key will not function. In this mode, your TV screen serves as an electronic blackboard. 5. The opponent deciphers the original word by typing one letter at a time on the deciphering line. A correct letter remains on the screen. An incorrect letter is displayed briefly and disappears. 6. When the message is completely deciphered, the computer automatically displays the number of mistakes. 7. If the cryptogram cannot be solved, press the ENTER key to automatically display the correct solution. 8. Press the CLEAR key to begin new game. Note: The screen will not clear until the correct solution is displayed by the player or computer. ---------------------------------------------------------------------------------- TAKE THE MONEY AND RUN! You're trapped in an electronic labyrinth of more than one trillion economic mazes! It's the rat race to end all rat races! TAKE THE MONEY AND RUN! (Two players) 1. Press 1 on the alpha-numeric keyboard. You are now trapped in the Land of Keynesium. 2. You and your opponent are represented by the animated figures which appear at the lower right and the lower left of the maze entrance. The net worth of each figure is directly below it. Each player starts off with $500,000. Two Keynesian robots are in the center of the screen atop the maze entrance. Every maze is a game within a game. You and your opponent are playing against the robots which represent different factors of the economy. But you are also playing against each other. You will be changing strategies throughout the game - sometimes cooperating with the robots to thwart your opponent - sometimes collaborating with your opponent to beat the robots. 3. Each maze offers you the opportunity to make money or the chance to hang onto what money you have. An electronic signal will appear center screen to tell you which to expect - and how much cash is at stake. 4. The right hand control unit activates the right hand figure. The left hand control unit controls the left hand figure. Push the joy stick away from you to make your player go up. Pull the joy stick toward you to make your player travel downward. Push right to go right. Push left to go left. 5. The Keynesian robots are controlled by the computer. The brighter robots represent the lighter side of the economy like income, bull markets and successful investments. These robots are elusive and will try to run from you - but the more quickly you catch them, the more money you'll make. 6. The darker robots represent the gloomier side of the economy - things like taxes, inflation and bear markets. They will try to catch you wherever you are in the maze. But the longer you stay away from them, the more money you'll keep. It's possible to find a hiding place in the maze where the darker robots can't find you. 7. There are seven kinds of mazes. INCOME, REWARD and INVESTMENT offer you an opportunity to make money. EXPENSES, THIEF, TAXES and INFLATION will force deductions from your net worth unless you completely elude the robots during these maze sequences. The amount of money at stake in each maze will appear at the lower center of the screen. After a moment, the numbers will start decreasing. The dark robots will speed up and the brighter robots will slow down as the $ at stake decrease. The number on the screen at the instant you make contact with a robot will be automatically computed into your net worth. 8. You will find that the Keynesian robots are small enough to maneuver freely through the mazes. But you are too tall to travel through some of the narrow passageways without ducking your head. You do this by pressing the action button on your hand control. It is harder to run in this position, so your player will only be going at two-thirds speed. If you do not press the action button when you make contact with a low ceiling in the maze, the computer will do it for you automatically, but you will only be able to run at half speed. 9. The walls and ceilings of the maze contain a high energy charge. If any part of your player's body comes in contact with any part of the maze, you must break that contact before proceeding with your run. 10. Department of Dirty Tricks! Once you make contact with a robot, it is good strategy to harass your opponent. If you touch your opponent and a part of the maze at the same time, your opponent will lose control of his player. 11. Department of Economic Cooperation! If you and your opponent outmaneuver the robots and make them run into each other, they'll automatically return to their starting positions. You'll gain both time and money. 12. The first player to achieve a net worth of more than one million dollars wins. The Keynesians will salute your triumph with a blast of electronic trumpets - and reward you with two tickets on the next time machine scheduled to make a stop in the Twentieth Century. 13. Short games. You can play against the clock or with a goal of $750,000 instead of a million. 14. Longer games. You can play for any dollar figure you choose. TAKE THE MONEY AND RUN has more than a trillion different maze combinations. It is theoretically possible to play night and day continuously for two thousand years without seeing the same maze twice! 15. To play again, press the RESET key on the console and then press 1 on the alpha-numeric keyboard. ---------------------------------------------------------------------------------- THUNDERBALL! Explosive pinball action - complete with thumper bumpers - digital scoring - and something new - shifting flippers that cover more playfield area! THUNDERBALL! (1, 2, 3 or 4 players) 1. For a normal ball action game, press 1, 2, 3 or 4 on the alpha-numeric keyboard for one, two, three or four players. For a slow motion game, press 5 for one player, press 6 for two players, press 7 for three players and press 8 for four players. 2. Players 1 and 3 take turns using the right hand control unit. Players 2 and 4 alternate using the left hand control unit. 3. To shoot, pull the joy stick back and release. The longer you hold the joy stick back, the greater the velocity of the ball. Audio beeps will indicate holding time. 4. Push the action button to activate the flippers. Push the joy stick to the left to shift the flipper coverage to the left. Push right to shift flipper coverage to the right. 5. Your game score will be automatically displayed at the far left of the scoreboard. Your bonus score will be displayed at the right side of the scoreboard. The bonus will automatically be added to you score at the end of each ball. The scoreboard will automatically show each player's score during the turn. 8,9 Roving Rebounds No effect on score. 1,2,3,4 Backfield Bonus Bumpers 4000 points each, disappear when hit. 6,7,10,11,12,13 Thumper Bumpers 100 points unless red, 500 points when red. 5 Bonus Box Scores randomly between 720 and 1350 each time hit. Bonus Bonus score is added to main score at end of each ball When bonus exceeds 5000 points, it is added to main score immediately; the bonus indicator is reset to 0 and the Backfield Bumpers 1, 2, 3 & 4 are restored and play continues. +-------------------+ | 1 2 3 4 | | 6 5 7 | | 8 9 | |14 | | 10 11 | | 12 / \ 13 | +------/ \-------+ Main Bonus 6. The winner is the player with the highest score for five balls. The scoreboard will automatically review each player's score at the end of the game. 7. To play again, push RESET and then press the appropriate number on the alpha-numeric keyboard. ---------------------------------------------------------------------------------- TURTLES! All the action and excitement of the superhit arcade game! VOICE ENHANCED!! TO BEGIN: 1. Insert the cartridge into the slot of the Odyssey2 console or into The Voice of Odyssey2 with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. The TURTLES game title will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. The Voice enhances this game with authentic arcade music. TURTLES! (1 or more players) 1. To start the game, move the joystick of either hand control. 2. The screen will display the first floor of the "Turtle Towers Hotel." Use the same joystick to control your turtle who you will always find in the lower right corner of the screen. It will move in the same direction that you move the joystick. Bottom of game screen is broken into five sections: 3 03 000000 00 1 Turtles Bug Bombs Current Score Turtles rescued Game level 3. Each room in the "Turtle Towers Hotel" contains a question mark. When your turtle touches a question mark, it will turn into a baby turtlet or a beetle. 4. A baby turtlet will climb on your turtle's back and a house will appear somewhere around the edge of the screen. Your objective is to carry the baby turtlet home without being bugged by the beetles. 5. Beetles always start off blue and "blind." They move randomly on the screen. BUT - beetles grow up quick! When blue beetles turn yellow they can see your turtle along straight line. AND - when the beetles turn red they can actually see around corners. The longer it takes you to bring all the baby turtlets home, the more dangerous the beetles become. 6. A turtle touched by a beetle is zapped on contact - but you do have three extra turtles per game. 7. BUG BOMBS!!!!!! Your turtle can temporarily de-bug a beetle by putting a bug bomb in its path. Your turtle starts each game with three of them. These bug bombs are so powerful that your turtle can travel through a de-bugged beetle without worry. A bug bomb will also make even a dangerous red beetle turn blue and "blind" when it recovers. 8. To drop a bug bomb, press the action button of your hand control. It will momentarily halt any beetle crossing its path. Pick up additional bug bombs by sending your turtle over the "x" at the center of the screen whenever it's flashing. A turtle can carry up to 99 bug bombs at a time. 9. A bug bomb alarm will sound when your turtle has run out of them. 10. Only one bug bomb can be on screen at any one time. 11. When you have rescued all the baby turtlets on one floor, your turtle will climb up the next floor - where you will find more beetles and fewer bug bombs. The higher the floor, the harder the game. 12. You get three turtles per game plus a bonus turtle after scoring 5000 points. 13. A game ends when you run out of turtles. If you want to start a new game immediately, move the joystick. If you want to check the high score, wait a moment. The screen will automatically change to the outside of the "Turtle Towers Hotel." The high score is a series of games will appear on top. 14. To play again, move the joystick of either hand control. 15. SCORING: Discovering a baby turtlet 100 points Carrying a baby turtlet to a house 150 points Discovering a bug 80 points Stunning bug with Bug Bomb 50 points 16. The winner is the player scoring the highest number of points over a predetermined number of games or after a predetermined length of time. 17. To start a completely new scoring cycle, press RESET and move the joystick of either hand control. ---------------------------------------------------------------------------------- TYPE & TELL It talks what you type! Plays great games! TO BEGIN: 1. Insert the cartridge into the Voice of the Odyssey2 with the label side of the cartridge facing the alpha-numeric keyboard. 2. Turn on the power by pressing the power button of the console. A matrix will appear on your TV screen. If it does not, press the RESET key on the alpha-numeric keyboard. TYPE & TELL! 1. Type your name into the keyboard. 2. Press ENTER. 3. Listen. 4. You can type as many letters on the screen as there are blocks in the matrix. If you are in the middle of a word when you come to the end of a line, you should complete it on the following line without regard for hyphenation. (The computer reads all six lines as one.) 5. Note that as the letters appear, a hollow white square travels to the next block in the matrix. This is called a cursor. 6. The location of the cursor tells you where your next entry will appear in the matrix. It also has an editing function. 7. Press '+' to move the cursor backward. Press '=' to move the cursor forward. The cursor will stop automatically at the first block of the matrix it encounters. To correct a typographical error, move the cursor to the offending letter and type in the correct one. Holding a key down results in an automatic continuous run forward or backward. 8. Press CLEAR to erase all text ahead of the cursor. 9. Text Editing: If you want to insert a word into a previously typed sentence, bring the cursor to the position of entry. press'/' (division) and all text in front of the cursor will move forward. Type in the change. Press '*' (multiply) on the numeric section of the keyboard and all text in front of the cursor will move backward. Text running off the screen cannot be retrieved. 10. Press RESET to clear all text from the screen. --- FUN & GAMES - GARBLE! (1 or more players) Players take turns using the sounds of individual letters and numbers to make words and sentences. Be sure to follow each entry by a space or a dash (the minus sign on the numeric section of the keyboard). O-O C-D-B-? D-B-S-A-B-Z-B O-S-B-D-D Press ENTER. U-R-A-Q-T Press ENTER. R-U-C-P-? S-I-M I-M-2 Press ENTER. I-M-B-4-U Press ENTER. - SOUND WAVES! (1 or more players) Hold down any key and it will automatically fill the matrix with one letter or number. Then press ENTER. Some entries will give continuous sounds like trains, old cars, planes and strange machinery. QQQQQ RRR WWWW The fun is in the finding of the "key" keys and blending them into a clackety mix. - SUPER STAR If you have a tape recorder or a video tape camera, you can produce your own science fiction radio and TV programs. The Voice of Odyssey2 will be most happy to star as a friendly robot explorer from another galaxy. Use the keyboard to program his lines. Use the results of your exploration into SOUND WAVES for special effects. Example: VOICE OF ODYSSEY2: QQQQQQ JANE: Professor Hillary! The space ship! It's landing! VOICE OF ODYSSEY2: TTTTTTTTTT PROFESSOR HILLARY! Its door is opening! VOICE OF ODYSSEY2: Take me to your leader! - WAR OF WORDS! (2 or more players) 1. Player one types the first word of a sentence into the computer. 2. Player two types the second word. 3. The other players enter new words on their respective turns. 4. If a player sees an opportunity to end the sentence with a word, he or she may do so and follow it with a period. 5. No more words can be entered following the period. 6. Players use the text editing keys to insert words inside of the sentence. The sentence must continue to be grammatically correct. 7. The first player to extend the sentence to the end of the matrix is the winner. (A player extending the sentence beyond the end of the matrix is disqualified.) ---------------------------------------------------------------------------------- UFO! Protect earth from a sinister invasion of mysterious unidentified flying objects! UFO! (One or more players) 1. Press SPACE on the alpha-numeric keyboard. 2. You are now in command of one of Earth Federation's robot-controlled battle cruisers. It is displayed at the center of your screen. 3. Your ship is armed with a laser cannon and protected by an energized force field. 4. Press the action button on the right hand control to fire your laser cannon. It will fire in the direction indicated by the white dot in your force field. The white dot will rotate to aim in the direction your ship is traveling. You have an unlimited supply of ammunition. 5. Use the joystick of the right hand control to maneuver your ship on the screen. Move the joystick in the direction you wish your ship to travel. 6. You will encounter three types of UFO's. The first simply drifts randomly in space. A more sophisticated version seems to carry special equipment that enables two of them to link when sensors detect your spacecraft. The result is an infinitely more dangerous hunter-killer UFO with search and destroy capability. The third kind of UFO has been tentatively identified as a light-speed starship armed with computer-guided missiles. 7. All three types of UFO's will disintegrate if hit by your lasers or if they come in contact with your force field. 8. Your force field will be drained of energy when you fire your lasers or if it comes in contact with any UFO. 9. Your ship will travel at half-speed while your force field is recharging. Your recharging force field starts out black and becomes blue (on color TV). Your force field will not protect your ship until it is fully charged as indicated by the blue signal. 10. Your ship will disintegrate and your turn is over whenever your ship comes in contact with any UFO if your protective force field is not intact. 11. SCORING: + 1 POINT DRIFTS RANDOMLY * 3 POINTS HUNTER-KILLER - 10 POINTS LIGHT-SPEED STARSHIP 12. The score of the current game is shown at the lower right hand corner of the screen. 13. The highest score in the game will be displayed at the lower left of the screen. Six question marks will request the name of the high scoring player. The high scoring player enters his or her name through the keyboard. The computer will accept any name up to six letters. If the name is shorter than six letters, press the space bar to erase the remaining question marks. The score and player's name will remain on the screen until a higher score is achieved in succeeding games. 14. A new Earth Federation battle cruiser will automatically appear on the screen each time one of the fleet is destroyed. 15. To start a new scoring cycle: Press RESET and then press SPACE. ---------------------------------------------------------------------------------- VOLLEYBALL! An electronic simulation so real you can even spike a shot! VOLLEYBALL! (One or two players) 1. Press 1 on the alpha-numeric keyboard. 2. A full size 59 foot volleyball court appears on your screen along with two regulation six player teams. 3. A digital scoreboard is at the lower part of the screen. 4. You can play against another person or the computer. Tell the computer how many people are in the game by moving the joy stick of the hand controls in any direction. If the computer does not receive a signal from one of the hand controls, it will change the color of the players on that side of the court and take over the team. If neither of the hand controls is activated, the computer will change the colors of both teams and play itself. 5. Any member of the team can pass the ball to another team member or hit the ball over the net. The ball will travel in the same direction as the player when contact is made. If the player is not in motion on contact, the shot is missed. Use the joy stick to move your team. The team will move in the same direction as the joy stick. 6. To spike a shot, press the action button as you hit the ball. This will increase the speed of the ball as it sharpens the angle of trajectory. 7. To serve, move the joy stick. The ball will travel at its slowest speed on the serve. The speed of the ball will then increase each time it is hit in succession. The ball will achieve full velocity after it has been hit seven times. 8. The computer will adjust its playing level to match the skill of a person playing against it. 9. The first team to score ten points wins the game. You only score points when you have served the ball. A points is scored when the ball hits the bottom line of your opponent's court. If this happens when you are not serving, you win the serve and an opportunity to score. 10. To play again, press the RESET key on the alpha-numeric keyboard and then press 1. ---------------------------------------------------------------------------------- WAR OF NERVES! A fast-moving electronic strategy game! You command an army of robots armed with stun guns! WAR OF NERVES! (1 or 2 players) 1. Press 1 on the alpha-numeric keyboard. 2. Welcome to the war. The opposing robot armies are programmed by the computer to attack on sight. 3. The left hand control commands the Army of Northwestonia which comes into battle from the upper left hand corner of the TV screen. The right hand control commands the Army of Southeasternia invading from the lower right hand corner of the screen. 4. The objective of each army is to capture the enemy general. If a general is touched by an enemy robot, he will immediately surrender. One general cannot capture another general. 5. The generals are controlled by the joy sticks on the hand controls. Push forward to go up. Pull backward to go downscreen. Push left to go left. Push right to go right. 6. The robots have been programmed by the computer to automatically attack the enemy general. They have been armed with stun guns that they will fire at will to put enemy robots out of action. A general can repair his stunned robots by touching them. 7. The robots cannot move through the trees or through another robot. They must go around and find another way to get to the enemy general. 8. A general's role is to lead his army to the enemy general as quickly as possible. Push the action button. The robots will come to your general and follow him through the forested maze of the electronic battlefield. 9. The generals are smart enough to find a way through the trees some of the time. But a general in contact with a tree or moving through a forest will move at only half his normal speed. 10. As robots are stunned, the speed of the remaining robots in the same army will increase. The army will move at its slowest rate when all four robots are in action. If three robots are stunned, the remaining robot will be moving at top speed. 11. The war is over after one army wins tens battles. The score is automatically shown by the boxes on the screen. The box at the upper left displays the score of the Northwestern Army. The box at the lower right shows the score of the Southeastern Army. 12. The first general to win ten battles gets promoted and a new war begins automatically. 13. The position of the trees will changes automatically after each battle. 14. One player version: Use either hand control to lead your robots to the enemy general. But be careful! The enemy robots are programmed by the computer to come after you! ---------------------------------------------------------------------------------- OWNER'S MANUAL ODYSSEY2 CONGRATULATIONS! CONGRATULATIONS! CONGRATULATIONS! CONGRATULATIONS! You have just acquired the ultimate video game system! Your Odyssey2 is even more sophisticated than most arcade games. It employs state-of-the-art electronic technology which was unthinkable only a few years ago. It uses a tiny microprocessor, which is a miniature computer, to perform complex electronic functions formerly accomplished only by far more bulky and expensive equipment. Your Odyssey2 has been engineered to give you many years of fun and entertainment. It is quite simple to set up and operate, but it is very important that you read and understand the information contained in this manual first. - YOUR ODYSSEY2 CONSISTS OF: 1 COMPUTERIZED CONSOLE UNIT 2 HAND CONTROLS 1 TV ANTENNA CONNECTOR 1 AC ADAPTER CORD 1 GAME CARTRIDGE 1 GAME CORD First Install the Antenna Connector Your Odyssey2 will interconnect with any color or black and white television set. All you need is a flat-head screwdriver. If you have a VHF antenna utilizing flat twin-lead wire, simply disconnect it from the VHF terminals on the rear of your television set. Reconnect this wire to the terminals on the TV ANTENNA CONNECTOR. Now connect the flat twin-lead wire from the TV ANTENNA CONNECTOR to the VHF terminals on the back of your television set. If your VHF antenna cable is round with a screw-type connector (75 ohm), you will need to purchase a 75 ohm to 300 ohm Balun to permit connection of your TV antenna to the Odyssey2 TV Antenna-Game Switch. The 75 ohm to 300 ohm Balun's are available from your local Magnovox Dealer or any television service organization. If you are using a 75 ohm round cable, your television will probably have a set of jumper plates or a switch which must be moved to select VHF-300 ohm terminals. Your television instruction manual will be of help. Note: If you have only a UHF antenna, do not disconnect it from your television set. Just connect the flat twin-lead wire from the TV ANTENNA CONNECTOR to the VHF terminals on the back of your television set. Use the MOUNTING HOOK supplied to hang the TV ANTENNA CONNECTOR from the back of your television set. First insert the hook in the back of the connector; then insert the end through one of the ventilating holes on the back of your TV. U U Connect to | | VHF Terminals | | on TV set | | | | | | Antenna Connector | | +-----------------+ | | | | | | | GAME CORD (x) | | | | | | | | GAME | | | |C # | | | |O T # | | \-|N O # | \ |N # | \--|E V # | |C H # | |T F TV | | | | U U | |EXTERNAL|ANTENNA | +------+-+--------+ | | \ \------------ External VHF \------------- Antenna IMPORTANT!! It is against Federal Communications Commission regulations to cause any interference to nearby television sets. * Please do not use any longer twin-lead wire from the TV ANTENNA CONNECTOR to your television set than is supplied. * Please do not make a direct connection from the TV ANTENNA CONNECTOR to any television antenna or cable TV outlet. * Do not attach loose wires to your TV antenna terminals when your Odyssey2 is turned on. "WARNING: This equipment has been certified to comply with the limits for a Class B computing device, pursuant to Subpart J of Part 15 of FCC Rules. Only peripherals (computer input/output devices, terminals, printers, etc.) certified to comply with the Class B limits may be attached to this computer. Operation will non-certified peripherals is likely to result in interference to radio and TV reception." Rear of Console /------------------------------\ /--------------------------------\ / |||||| \ /____________________________________\ \ | [ | ] | | / \__|___________|__________|_____|__/ | | | | Game Cord ----/ | | \------------- Right Hand | AC | Left Hand Control | Adaptor | Control \-------- \--------- Now Connect the Console Then plug the GAME CORD from the CONSOLE into the TV ANTENNA CONNECTOR. Check to make sure the Power SWITCH on the CONSOLE is in the OFF position. UP is OFF. DOWN is ON. Plug the AC ADAPTER jack into the CONSOLE. Important: Make certain the ADAPTER jack is completely inserted into the CONSOLE receptacle. Plug the AC ADAPTER into any standard 120 volt electrical outlet. Set the switch on the TV ANTENNA CONNECTOR to GAME. Set the channel of your TV to the unused channel (3 or 4) in your area. Channel Switching Your Odyssey2 is normally set at the factory for operation on Channel 3 of your television set. If a television station is transmitting on Channel 3 in your area, you can switch your Odyssey2 to Channel 4 operation. Turn the CONSOLE over with the CARTRIDGE slot facing away from you. Remove the three screws from the bottom of the CONSOLE. Carefully remove the bottom of the CONSOLE. You will find the channel selector switch in a metal box located to the right of the printed circuit board at the upper right hand corner of the CONSOLE. Move the switch from the Channel 3 position to the Channel 4 position - then gently replace the bottom of the CONSOLE. Insert the Cartridge Make sure that the POWER SWITCH on the CONSOLE is in the OFF position (UP). This will protect the electronic components of both the CONSOLE and the CARTRIDGE. Hold the Odyssey2 CARTRIDGE so that the label side is facing you and reads right side up. Insert the CARTRIDGE carefully in the cartridge slot on the top of the CONSOLE. Push it in firmly. When you remove the CARTRIDGE, always make sure that the POWER SWITCH on the CONSOLE is in the OFF position. TO PLAY Be sure your TV is set to the unused channel (3 or 4) in your area. Press the POWER SWITCH on the CONSOLE to the ON position (DOWN). SELECT GAME will appear on your TV screen. If it should not appear, press the RESET key on the CONSOLE keyboard. If SELECT GAME still does not appear on the screen, check to make sure the AC ADAPTER jack is completely plugged into the CONSOLE and be sure that the CARTRIDGE is properly inserted. The sounds of the game will be coming from the speaker on your television set. Adjust your TV volume control to a comfortable level. Adjust the fine tuning control of your television set to get the best possible picture. See the OFFICIAL GAME RULES booklet that accompanies each CARTRIDGE for specific game instructions. WHEN YOU WANT TO RETURN TO REGULAR TV PROGRAMMING, push the POWER SWITCH of the CONSOLE to the OFF position (UP). Set the switch on the TV ANTENNA CONNECTOR to TV. Safeguards Do not remove or insert CARTRIDGES unless the CONSOLE is turned off! Guide the CARTRIDGES into the cartridge slot of the CONSOLE. Don't use force. Clean exterior parts of the CONSOLE and CARTRIDGES with a soft, slightly damp cloth. Don't immerse them in water or spill liquids on them. Keep the CONSOLE, CARTRIDGES, and HAND CONTROLLERS away from extreme heat. Avoid puncturing the keyboard. (Do not use pencils, penpoints or other sharp objects to press keys.) Always turn the POWER SWITCH of the CONSOLE to off when not in use. Only connect the CONSOLE to standard AC electrical outlets. IMPORTANT: Turn off your Odyssey2 each time you have finished playing the games. Then unplug the AC ADAPTOR from the 120 v. outlet. Note: If you leave the same game pattern on your TV screen for more than 6-8 hours continuously, there is a possibility that the game pattern could be permanently imprinted on the picture tube screen. Trouble Shooting -No game image on TV. Be sure TV ANTENNA CONNECTOR is set at GAME. Check to see that GAME CORD is plugged into the TV ANTENNA CONNECTOR. Check the connections of the TV ANTENNA CONNECTOR to the VHF terminals in back of your TV. The CARTRIDGE may have been inserted when the CONSOLE was turned on. Push the POWER SWITCH to OFF and then push to ON. Interference may be caused by a particularly strong broadcast or cable TV station in your area. Disconnect the antenna or cable wire from the TV ANTENNA CONNECTOR. -No TV program reception. Check to be sure the TV ANTENNA CONNECTOR is set at TV. Check antenna connections to TV ANTENNA CONNECTOR. -Game image weak or blurry. Check for poor connections at antenna terminals of TV set and TV ANTENNA CONNECTOR. Be sure fine tuning control of TV is properly adjusted. Interference may be caused by a particularly strong broadcast of cable station in your vicinity. Disconnect the antenna or cable wire from the TV ANTENNA CONNECTOR. -No game sounds. TV set volume should be turned up. -Right or left side of game area does not appear on screen. Adjust the horizontal hold of your television set. ---------------------------------------------------------------------------------- INSTALLATION INSTRUCTIONSTHE 'ODYSSEY2' VOICE ODYSSEY2 SPEECH & SOUND EFFECTS MODULE Copyright 1982 North American Philips Consumer Electronics Corp. Odyssey is a Trademark of the Magnavox Company. 1. Be Sure the Power Button on the Odyssey2 console is in the OFF (UP) position. This will protect the electronic components of both the Console and the Synthesizer. Important! For best performance replace your Odyssey2 AC adaptor with the new one enclosed. (If your present adaptor has a male plug, a special plug adaptor is included.) 2. Insert the Synthesizer carefully into the cartridge slot of the console. Guide it infirmly but without using force. (See illustrations #1 & #2.) 3. Insert a game cartridge into the cartridge slot of the Synthesizer. Press the Power Button and activate the cartridge by following its accompanying instructions. 4. Adjust the volume control. Slide it to the right to increase volume. Minimum volume will be heard when the control is in the left position. 5. All Odyssey2 cartridges may be played through the Odyssey2 Voice Synthesizer. If you are playing a game that is not in the Voice Series, slide the volume control all the way to the left to minimize unwanted noise. 6. IMPORTANT! Do not remove the Synthesizer once it is fitted into the console. This can cause unnecessary wear on the connecting components. If you should ever find it necessary to remove the Synthesizer, be sure the power is turned off. 7. You can use a soft, slightly damp cloth to clean the exterior of the Synthesizer and the Console. DO NOT IMMERSE IN WATER. Clean up any liquid spills promptly. 8. Do not expose the Synthesizer, Console or hand controls to extreme heat. 9. Be sure the Power Button is in the OFF (UP) position when your Odyssey2 is not in use, then unplug the AC adaptor from the 120V outlet.