6 In 1 Handheld Game (600-2494) Operation Faxback Doc. # 32274 TURNING SOUND ON/OFF You can turn the sound on or off any time during play. To turn it on, press SOUND so .))) appears on the display. To turn it off, press SOUND so .))) disappears. AUTOMATIC POWER-OFF If you don't play with your game for about 3 minutes, it automatically turns off to conserve battery power. SPACE WAR GAMES GENERAL INSTRUCTIONS 1. Press ON/OFF to turn on the 6 in 1 Handheld Game. 2. Repeatedly press SELECT to select Game 1, 2 or 3 (see "Game Descriptions and Scoring", below). 1, 2, or 3 appears in the middle of the screen. NOTE: Games 4, 5, and 6 are Pinball Master Games. See "Pinball Master Games" for game descriptions and playing instructions. 3. Press LEVEL to change the level of play (from 1-9) - the higher the number, the more difficult the level of play. The level appears in the top right corner of the screen. NOTE: If you do not change the level, you begin at Level 1. 4. Press START to start the game with a score of 00 and 9 energy units. 5. Press these buttons to control your spaceship. FIRE - shoots the aliens, missiles, meteors, space worm, and space worm eggs; and destroys the obstacles, gates and tunnels. PAUSE - temporarily stops the war. Press PAUSE again to return to the game where you left off. LEFT, RIGHT, UP, and DOWN - move your spaceship in the direction indicated. NOTE: Each time your spaceship is hit, you lose 3 energy units. When your spaceship is hit and you press ON/OFF to turn off the game, it sounds continuously. Press ON/OFF twice more to silence the sound. The game ends when you lose all 9 of your energy units. The display turns black and then END appears. 6. To start a new game after a game is over, press UP/CONT. A new game starts with a score of 00. 7. To stop playing, press ON/OFF. Or, set the game aside. Within about 3 minutes, the game automatically turns off. GAME DESCRIPTIONS AND SCORING Game 1 The object of Game 1 is to shoot the aliens and their missiles before they hit you. As the game progresses, you encounter and fight the aliens' master. Each level has these 6 different rounds. 1 - The aliens move down diagonally and shoot missiles at you. 2 - The aliens move down in a zigzag. 3 - The aliens move down in a zigzag and shoot missiles at you. 4 - The aliens move down in a vertical line and shoot missiles at you. 5 - The aliens' master shoots his missiles at you. To kill him, you must hit one of his eyes. 6 - An inactive alien appears. This is a bonus round. Shoot the alien as many times as possible to gain points. When the screen turns black, you have completed that round and you progress to the next round. When you complete the sixth round, you progress to the next level (up to Level 9). After you complete the sixth round at Level 9, the game again goes through the rounds at Level 9. Game 1 Scoring You earn 100 points each time you hit an alien or shoot an alien missile. When you reach 188,800 points, the game automatically returns to 00 points, but remains at the same level. Game 2 The object of Game 2 is to drive your spaceship through the obstacles, gates, and tunnels, and then shoot the meteors before they hit you. As the game progresses, you encounter and fight the aliens' master. Each level has these 3 different rounds. 1 - The obstacles, gates, and tunnels appear and block your way so you must shoot them and the meteors before they hit you. 2 - The aliens' master shoots his missiles at you. To kill him, you must hit one of his eyes. 3 - An inactive alien appears. This is a bonus round. Shoot the alien as many times as possible to gain points. When the screen turns black, you progress to the next round. When you complete the third round, you progress to the next skill level (up to Level 9). After you complete the third round of Level 9, the game again goes through the rounds at Level 9. Game 2 Scoring Hitting a meteor = 100 points Hitting an alien = 100 points Getting a (SYMBOL) = 200 points and 3 energy units Getting a (SYMBOL) = 200 points and your shooter changes to a single shooter Getting a (SYMBOL) = 200 points and your shooter changes to a double shooter Getting a (SYMBOL) = 200 points, the screen clears, and you go to the next level Getting a (SYMBOL) = 1,000 points When you reach 188,800 points, the game automatically returns to 00 points, but remains at the same level. Game 3 The object of Game 3 is to shoot the space worm, its eggs, and the missiles before you are hit. As the game proceeds, you encounter and fight the alien's master. Each level has these 5 different rounds. 1 - The space worm moves around the display. 2 - The space worm moves around the display and releases eggs to block your way. 3 - The space worm shoots missiles at you. 4 - The alien's master shoots his missile at you. To kill him, you must hit one of his eyes. 5 - An inactive alien appears. This is a bonus round. Shoot the alien as many times as possible to gain points. When the screen turns black, you progress to the next round. When you complete the fifth round, you progress to the next level (up to Level 9). After you complete the fifth round at Level 9, the game again goes through the rounds at Level 9. Game 3 Scoring Hitting the space worm = 100 points Hitting the space worm's eggs = 100 points Hitting a space worm's missile = 100 points Getting a (SYMBOL) = 200 points and 3 energy units Getting a (SYMBOL) = 200 points and your shooter changes to a single shooter Getting a (SYMBOL) = 200 points and your shooter changes to a double shooter Getting a (SYMBOL) = 200 points, the screen clears, and you go to the next level. Getting a (SYMBOL) = 1,000 points When you reach 188,800 points, the game automatically returns to 00 points, but remains at the same level. PINBALL GAMES GENERAL INSTRUCTIONS 1. Press ON/OFF to turn on the 6 in 1 Handheld Game. 2. Repeatedly press SELECT to select Game 4, 5, or 6. The number of the game you select appears in the middle of the screen. 3. Press LEVEL to change the level of play (from 1 to 9) - the higher the number, the more difficult the level of play. The level appears in the top right corner of the display. 4. Press START. The screen turns black, then a pattern appears. NOTE: To change the pattern, repeatedly press SELECT. There are 120 patterns you can play. 5. When the pattern you want appears on the screen, press START to start the game with a score of 00 and 9 energy units. 6. Press these buttons to control your paddle. LEFT, RIGHT, UP, and DOWN - move your paddle in the direction indicated to rebound the master ball or to hit the bonus symbols. PAUSE - temporarily stops the game. Press PAUSE again to return to the game where you left off. NOTE: Each time you miss the master ball, 3 energy units disappear and your paddle returns to the normal shape. If you miss 3 master balls, the screen turns black and then END appears. When you miss the master ball and you press ON/OFF to turn off the game, it sounds continuously. Press ON/OFF twice more to silence the sound. 7. To resume play in the game and level where it ended, press UP/CONT. The game starts in the same game and level with a score of 00 and 9 energy units. The game restarts with a different pattern, but in the same game and level. 8. To stop playing, press ON/OFF. Or, set the game aside. Within about 3 minutes, the game automatically turns off. GAME DESCRIPTIONS AND SCORING Game 4 - Use your paddle to rebound the master ball into the pattern. Game 5 - Use your paddle to rebound the master ball into the flashing ball and the pattern. Game 6 - Use your paddle to rebound the master ball into the pattern and the bottom line of balls. Each game has 9 skill levels of increasing difficult. Each time you clear the pattern or get (SYMBOL), the screen turns black and you progress to the next level (up to Level 9). Bonus Symbols These five bonus symbols appear randomly in the display of each game. (SYMBOL) makes your paddle longer (SYMBOL) makes your paddle shorter (SYMBOL) lets you automatically progress to the next level (SYMBOL) equips your paddle with a single-fire shooter to shoot the pattern. (SYMBOL) releases 3 bonus balls to increase your chances of hitting the pattern. NOTE: Bonus balls look and act like master balls. Scoring You get 100 points each time a master/bonus ball hits the paddle, the pattern, or the bottom line of balls. After you reach 188,800 points, the score automatically returns to 00, but the game remains at the same level. (EB 4/25/96) (BR 4/11/96)