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CAREFULLY READ THE TERMS AND CONDITIONS OF THIS END USER LICENSE AGREEMENT (THE "AGREEMENT") BEFORE USING THE SOFTWARE THAT IS PROVIDED WITH THIS AGREEMENT (THE "SOFTWARE"). SUCH SOFTWARE MAY BE INCLUDED AS PART OF A PHYSICAL PRODUCT (INCLUDING AN EXPANSION CARD, COMPACT DISC, OR OTHER STORAGE MEDIA (THE "PRODUCT")) OR DISTRIBUTED VIA ELECTRONIC SOFTWARE DISTRIBUTION ("ESD") OR OVER-THE-AIR ("OTA") TRANSMISSION, BUT IN ANY CASE THE SOFTWARE IS PROPRIETARY TO MOBILE DIGITAL MEDIA, INC. ("MDM") OR ITS LICENSORS, USE OF WHICH IS LICENSED BY MDM TO YOU, THE ORIGINAL END USER, FOR YOUR USE ONLY AS SET FORTH BELOW. IF YOU DO NOT AGREE TO THE TERMS AND CONDITIONS OF THIS AGREEMENT AND YOU PURCHASED A PRODUCT CONTAINING THE SOFTWARE FROM A RETAIL VENDOR, YOU SHOULD PROMPTLY RETURN THE PRODUCT TO THE VENDOR FOR A REFUND OF THE PURCHASE PRICE IN ACCORDANCE WITH THE VENDOR'S REFUND POLICY. IF YOU INTEND TO OBTAIN THE SOFTWARE VIA ESD OR OTA AND YOU DO NOT AGREE TO THE TERMS AND CONDITIONS OF THIS AGREEMENT, DO NOT CONTINUE WITH THE ESD OR OTA PROCESS. USING ANY PART OF THE SOFTWARE INDICATES YOUR ACCEPTANCE OF THESE TERMS AND CONDITIONS. 1. License. Subject to the terms and conditions of this Agreement, MDM hereby grants you a limited, nonexclusive license to use, perform and display the Software in accordance with the applicable documentation. You are not permitted to use the Software in any manner not expressly authorized by this Agreement. Without limiting the foregoing, you may not: (a) reproduce, distribute, sublicense, use for service bureau purposes, sell, lease or otherwise transfer the Software to any third parties; (b) modify, alter, improve, "hack," or create derivative works of the Software; or (c) reverse engineer, decompile, disassemble, reverse assemble, or otherwise attempt to derive the source code of the Software, unless specifically provided herein. However, if you are a European Union ("EU") resident, information necessary to achieve interoperability of the Software with other programs within the meaning of the EU Directive on the Legal Protection of Computer Programs is available to you from MDM upon your written request. You acknowledge and agree that the Software is licensed to you, not sold. MDM and its licensors retain exclusive ownership of all proprietary rights, including all patent, copyright, trade secret, trademark and other proprietary rights worldwide, in and to the Software (including any corrections, bug fixes, enhancements, updates or other modifications thereto). There are no implied licenses under this Agreement, and all rights not expressly granted are hereby reserved. For each purchase you make, you may use one (1) copy of the Product or Software and only on one (1) handheld device at a time. Without limiting the foregoing, in the event that MDM expressly authorizes you to reproduce the software for any reason, you must reproduce and include all copyright and other proprietary rights notices appearing on the Software on any copies that you make pursuant to MDM's expressed authorization. 2. Third-Party Software. You understand and agree that the Software may contain additional third-party software ("Third-Party Software") the use of which is subject to separate license agreements and additional terms and conditions, which additional terms are included in the Product and/or its packaging. You hereby agree to comply with all such additional terms and conditions in your use of the Third-Party Software. 3. WARRANTY 3.1 Limited Warranty. MDM warrants to the original end user that new Products will be free from defects in workmanship and materials, under normal use, for one (1) year from the original purchase date, and that the Software will perform in substantial conformance with the applicable program specifications for a period of ninety (90) days from the date of original purchase. 3.2 Warranty Exclusions. This warranty excludes: (a) physical damage to the surface of the Product, including cracks or scratches on the outside casing; (b) damage caused by misuse, neglect, improper installation or testing, unauthorized attempts to open, repair, or modify the Product or Software, or any other cause beyond the scope of the intended use for the Product; (c) damage caused by accident, fire, power changes, water, other hazards, or acts of God; or (d) use of the Product with any device or service, if such device or service causes the problem. Any third party products, including Third-Party Software, included with the Products are not covered by this MDM warranty and MDM makes no representations or warranties on behalf of such third parties. Any warranty on such products shall be provided directly by the applicable third party supplier or licensor. 3.3 Sole and Exclusive Remedies. Should a covered defect occur and you notify MDM during the applicable warranty period, your sole and exclusive remedy shall be, at MDM's sole option and expense, to repair or replace the Product or Software, or if MDM cannot reasonably repair or replace the Product or Software, MDM will refund the purchase price paid for the Product. Replacement products or parts may be new or reconditioned or comparable versions of the defective item. MDM warrants any replaced or repaired Product or Software for a period of ninety (90) days from shipment, or through the end of the original warranty, whichever is longer. 3.4 Obtaining Warranty Service. You must contact an MDM technical support or customer service center within the applicable warranty period to obtain warranty service authorization. To obtain the contact information for your area, refer to MDM's web site at www.goMDM.com/support or any successor thereto. Dated proof of original purchase will be required. Products or parts shipped by you to MDM must be sent postage-paid and packaged appropriately for safe shipment. MDM is not responsible for Products received without a warranty service authorization, and MDM may reject such Products. Repaired or replacement Products will be shipped to you at MDM's expense. All Products (or parts) that are replaced become the property of MDM or its suppliers or licensors. MDM and its suppliers or licensors shall not be responsible for your software, firmware, information or memory data contained in, stored on, or integrated with any Products returned to MDM for repair, whether under warranty or not. The repair and replacement process for Products in locations outside of the United States will vary depending on your location. 3.5 Disclaimer. THE FOREGOING WARRANTIES AND REMEDIES ARE EXCLUSIVE AND IN LIEU OF ALL OTHER WARRANTIES, WHETHER EXPRESS, IMPLIED OR STATUTORY, RELATING TO THE PRODUCTS OR THE SOFTWARE, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, QUIET ENJOYMENT, TITLE, CORRESPONDENCE WITH DESCRIPTION, ACCURACY OF INFORMATIONAL CONTENT, NONINFRINGEMENT OF THIRD PARTY RIGHTS, AND ANY WARRANTIES ARISING FROM A COURSE OF DEALING OR USAGE OF TRADE ALL OF WHICH ARE EXPRESSLY DISCLAIMED. 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NEITHER MDM NOR ITS SUPPLIERS SHALL BE LIABLE FOR INCIDENTAL, CONSEQUENTIAL, INDIRECT, SPECIAL, EXEMPLARY OR PUNITIVE DAMAGES OF ANY KIND (INCLUDING DAMAGES FOR LOSS OF INFORMATION OR DATA, OTHER FINANCIAL LOSS OR BUSINESS INTERRUPTION) ARISING OUT OF OR IN CONNECTION WITH THE SALE OR USE OF (OR INABILITY TO USE) THIS PRODUCT, WHETHER BASED IN CONTRACT, TORT (INCLUDING NEGLIGENCE) OR ANY OTHER THEORY, EVEN IF MDM HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. MDM'S ENTIRE LIABILITY SHALL BE LIMITED TO REPLACEMENT, REPAIR OR REFUND OF THE PURCHASE PRICE PAID BY YOU FOR THE APPLICABLE PRODUCT, AT MDM'S OPTION. 5. Statutory Limitations. Some countries, states, or provinces do not allow the exclusion or limitation of implied warranties or the limitation of incidental or consequential damages so the above limitations and exclusions may be limited in their application to you. 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You may terminate this Agreement at any time by destroying the Product and documentation together with all copies of the Software in any form. This Agreement will terminate immediately if you fail to comply with any term or condition of this Agreement. Upon such termination you agree to destroy the Product and documentation, together with any and all copies of the Software. 11. General Provisions. The headings contained in this Agreement are for reference purposes only and will not affect in any way the meaning or interpretation of this Agreement. Unless otherwise provided, the term "including" as used herein will mean "including without limitation." The waiver of any breach or default, or any delay in exercising any rights shall not constitute a waiver of any subsequent breach or default. This Agreement constitutes the complete and exclusive agreement between MDM and you with respect to the subject matter hereof, and supersedes all prior oral or written understandings, communications or agreements. If for any reason a court of competent jurisdiction finds any provision of this Agreement, or portion thereof, to be invalid, illegal, or unenforceable, that provision of the Agreement will be enforced to the maximum extent permissible so as to effect the intent of the parties, and the validity, legality, and enforceability of any remaining provisions shall not in any way be affected or impaired. MDM's suppliers and licensors are direct and intended third party beneficiaries of this Agreement.Asteroids GAME STORY On a quiet serene evening the Cosmic Space Patrol sets out for the usual night cruise through the boulevards of space. This beat was always the same; calm, no action and no excitement. For some reason this night feels different. Shortly before 0200 hours some form of intergalactic material is sighted through the visual particle counter. The material is too large a mass to measure. It's drifting closer. Lookout, it's a giant asteroid boulder and it's headed straight for the Cosmic Spacecraft! The only chance for survival is to dodge the boulder or destroy it. Destroying it doesn't mean just breaking it up, it means vaporizing it. Small asteroid boulders are equally as fatal as large ones. Whew, the boulder just missed colliding with the Cosmic Spacecraft, but suddenly the Cosmic Space Patrol finds themselves surrounded by thousands of the deadly asteroids. The Cosmic Space Patrol must act quickly to save their spacecraft and spare their lives. The spacecraft is equipped with photon torpedoes, hyperspace, shields, and flip control. The Cosmic Space Patrol is highly trained to handle this situation. Could you do as good a job as the Cosmic Space Patrol? How would you protect yourself if you were caught in a deadly asteroid belt? This is your big chance to fly throughout the dimensions of space and fend against asteroid boulders. The longer you survive, the more space hazards you'll encounter. GAME PLAY The object of the game is to destroy as many asteroid boulders as possible and keep your ship in space as long as possible. Use the directional pad or keypad buttons to maneuver your ship through space and press the ACTION button (for Palm OS and Windows Mobile-based Pocket PC device users see CONTROLS under MENU in the Home Launch Screen for Atari Retro; for Nokia Series 60 and Windows Mobile-based Smartphone device users, press OPTIONS and choose CONTROLS in the Home Launch Screen for Atari Retro or ASTEROIDS main game screen) to shoot photon torpedoes at the asteroid boulders. When an asteroid is hit, it may just break up into smaller boulders, or it may be completely pulverized. In some game variations you'll face additional space hazards such as satellites and UFOs (Unidentified Flying Objects); both of which may be firing torpedoes at you. To start a new game, if you are using a Palm OS or Windows Mobile-based Pocket PC device, simply tap the START GAME button in the ASTEROIDS main game screen. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the ASTEROIDS main game screen, and choose START GAME. You will immediately start playing the first ASTEROIDS game variation. When in the ASTEROIDS game play screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the ASTEROIDS game play screen and choose SELECT to choose another game variation (See GAME VARIATIONS) you wish to play. Then choose RESET to play that variation. GAME CONTROLS Use the directional pad or keypad buttons to aim the spaceship and to fire photon torpedoes at the asteroids. Push the RIGHT button to rotate the ship clockwise; push the LEFT button to rotate the ship counterclockwise. Push the UP button to thrust(propel) the ship through space. (The ship moves only in the direction it's pointed.) Pushing the DOWN button causes the ship to perform different functions such as hyperspace, shields, or flip (see GAME VARIATIONS). After aiming the spaceship with the directional pad or keypad buttons, press the ACTION button to shoot photon torpedoes at the asteroid boulders. Continue to press and release the ACTION button as fast as possible to quickly destroy all the asteroids. If the game variation you're playing includes satellites and UFOs, use directional pad or keypad buttons to aim and press the ACTION button to shoot torpedoes at them just as you would for the asteroid boulders. SCORING Points are determined by the size of the asteroid boulders. Obviously, the smaller boulders are harder to hit and therefore worth more points. With each game or turn you have four spaceships. You can earn extra spaceships by scoring high as indicated in the LIVES section. Points are scored as follows: 100 points Small Asteroids 50 points Medium Asteroids 20 points Large Asteroids 200 points Satellites 1000 points UFOs DIFFICULTY In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) by tapping the EASY/DIFFICULT button in the ASTEROIDS main game screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button and choose DIFFICULTY in the ASTEROIDS main game screen. EASY/DIFFICULT will affect the speed at which the asteroids travel. LIVES LIVES is a feature which allows you to earn extra spaceships. Game variations provide you with an extra ship every 5000, 10,000, or 20,000 points, depending on the game number you choose. The tougher game variations don't provide any extra spaceships. You'll hear a beeping sound when an extra spaceship is earned. FEATURES ASTEROIDS includes 66 game variations for 1 or 2 players. Depending on the game variation you choose, you may be able to save your spaceship from destruction by using one of the game features of ASTEROIDS. The game number and the number of players appear at the top of the screen. The game number is on the left; the number of players is on the right. Hyperspace: Hyperspace (H) is a feature offered in Games 1 through 8 for one player and Games 34 through 41 for two players. By pressing the DOWN button, hyperspace makes your spaceship disappear in space and reappear at some other place on the screen. Hyperspace is helpful as a quick getaway when an asteroid or boulder is headed toward your spaceship, but it may also be a hindrance if your spaceship reappears in the path of an oncoming asteroid boulder. Shields: Games 9 through 16 for one player and Games 42 through 49 for two players allow you to protect your spaceship by surrounding it with protective shields (SH). Press the DOWN button to put up shields, but don't use shields for more than two seconds or your spaceship will blow up. Flip: In game variations featuring flip (FL), you can flip your spaceship around 180 degrees which aims it in the opposite direction. Flip is a fast way to attack asteroids coming from behind. Press the DOWN button to Flip. Flip is a feature in Games 17 through 24 for one player and Games 50 through 57 for two players. Games 25-32 (one-player) and Games 58-65 (two-players) have no optional features (W). This makes these game variations more challenging and you must depend solely on your quick skill and coordination. When you are playing in a 2-player mode, after the first player dies, the second one is able to play. This is a great way to challenge a friend (just pass the handheld or mobile device quickly back and forth). YOUNG CHILDREN'S VERSIONS Games 33 through 66 are easy versions for young children. These games feature slow asteroids, hyperspace, and an extra ship each 5000 points. HELPFUL HINTS After playing ASTEROIDS several times you'll discover which techniques work best for you. Here are some that the space cadets at ATARI found most helpful. 1. When the screen becomes clear of asteroids (just before a new group of large asteroids appears), try to avoid placing your spaceship close to the right or left edge of the screen. New asteroids almost always begin from these edges. 2. It is often helpful to remain in the center of the screen throughout the game, aiming your spaceship right or left in a circular motion. 3. If you're close to earning an extra ship, and your spaceship is about to crash, you may want to cause your spaceship to collide with a small asteroid, UFO, or satellite. You'll earn points even if you crash, and this may be just enough points to earn that extra ship. 4. Try to hit the faster and smaller asteroid boulders. This will give you more protection and more points.Breakout GAME PLAY SMASH! POW! CRUNCH! A brick wall appears at the top of the screen, and your mission is to smash two walls off the playfield -- one brick at a time. To start a new game, if you are using a Palm OS or Windows Mobile-based Pocket PC device, simply tap the START GAME button in the BREAKOUT main game screen. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the BREAKOUT main game screen, and choose START GAME. You will immediately start playing the first BREAKOUT game variation. When in the BREAKOUT game play screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the BREAKOUT game play screen and choose SELECT to choose another game variation (See GAME VARIATIONS) you wish to play. Then choose RESET to play that variation. Use the directional pad or keypad buttons to move the paddle across the bottom of the screen (for Palm OS and Windows Mobile-based Pocket PC device users see CONTROLS under MENU in the Home Launch Screen for Atari Retro; for Nokia Series 60 or Windows Mobile-based Smartphone device users, press OPTIONS and choose CONTROLS in the Home Launch Screen for Atari Retro or in the BREAKOUT main game screen). With the paddle, hit the ball into the wall. Each time the ball hits a brick, the brick disappears and you score points. A player receives five balls per game. When you miss a ball with your paddle, the ball disappears from the screen. Press the ACTION button to serve another ball until all five balls are played. When a player destroys the first brick wall, a second brick wall automatically appears on the screen. Continue to hit the bricks of this wall and score more points. The player who can destroy two walls scores the maximum 864 points and wins the game. If any bricks still remain on the screen after five balls are played, begin a new game and create a new brick wall by tappingthe RESET button if you are using a Palm OS or Windows Mobile-based Pocket PC device. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button and select RESET. Each Breakout Game is identified by a number at the top of the playfield. (See GAME VARIATIONS for the game numbers and the features of each variation.) Please note: There is no multiplayer action in Atari Retro version of BREAKOUT. BREAKOUT GLOSSARY Brick Wall: There are six rows of bricks. The color of a brick determines the points you score when you hit it with your ball. 7 points Red 7 points Orange 4 points Yellow 4 points Green 1 points Aqua 1 points Blue Paddle: The player uses their directional pad or keypad buttons to move the paddle horizontally across the bottom of the play field. With the paddle, a player hits the ball into the wall. Scoreboard/Timer: Depending on what game you play, a Scoreboard or Timer will appear in the left corner. - Scoreboard: Some games determine winners using only point scores. During these games, each player's score appears in this position. Scores are determined by the bricks hit during a game. - Timer: Instead of determining the winner with the point value of bricks, some games feature a Timer in the upper left corner. Your mission during these games is to destroy the walls in as little time as possible. The Timer tracks the cumulative minutes and seconds of each turn. Balls/Game Numbers: In this playfield position two numbers will appear at different times during the game. Game Number: The number that changes on the left when you tap the SELECT key (if you are using a Palm OS or Windows Mobile-based Pocket PC device) refers to the game you will play after you press the RESET button. For Nokia Series 60 or Windows Mobile-based Smartphone device users, the game number will change when you press the OPTIONS button and choose SELECT. You will then play that game variation after you press the OPTIONS button and choose RESET. (See GAME VARIATIONS for game numbers.) Balls: To begin play, if you are using a Palm OS or Windows Mobile-based Pocket PC device, simply tap the RESET button in the BREAKOUT game play window and then press the ACTION button to serve the ball. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the BREAKOUT game play window, choose RESET, and then press the ACTION button to serve the ball. The number 5 appears in this playfield position and refers to the five balls you can serve. Throughout the game, the number will reflect the number of balls that remain. SCORING In some games, a player scores points by hitting one of the wall's bricks. The bricks are worth points. The number of points is determined by the brick's color: 7 points Red 7 points Orange 4 points Yellow 4 points Green 1 points Aqua 1 points Blue Score the maximum number of points, 864, when you destroy both walls, to win. In other games, you must rely on the speed of your game skill. A timer records the cumulative minutes and seconds of each of your turns during a game. Destroy both walls in the minimum amount of time to win. DIFFICULTY In DIFFICULT position the paddle is 3/4 the size of the paddle when the switch is in the EASY position. In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) from the BREAKOUT main game screen (by tapping the EASY/DIFFICULT button if you are using a Palm OS or Windows Mobile-based Pocket PC device; If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button and choose DIFFICULTY). GAME CONTROLS You can move your paddle either right or left by pressing the directional pad or keypad buttons in that direction (for Palm OS and Windows Mobile-based Pocket PC device users see CONTROLS under MENU in the Home Launch Screen for Atari Retro; for Nokia Series 60 or Windows Mobile-based Smartphone device users, press OPTIONS and choose CONTROLS in the Home Launch Screen for Atari Retro or the BREAKOUT main game screen). To Serve the Ball: Press the ACTION button. To Steer the Balls (only available in games that support this feature; see GAME VARIATIONS): Once the ball is in motion, push the directional pad or keypad buttons in the same direction as the ball's flight to increase its horizontal movement in that direction. To Catch the Ball (only available in games that support this feature; see GAME VARIATIONS): When the ball comes to hit the paddle, press the ACTION button as soon as the ball hits the paddle. NOTE: catching the ball is very difficult to do, good luck! GAME VARIATIONS To select between game variations, simply press the SELECT button in the BREAKOUT game play window. BREAKOUT GAMES GAME 1 Using a controller, players attempt to smash their way through the wall and score points. GAME 2 This game features Steerable Balls so you can make every hit count. GAME 3 Take a breather. This game features Catch, which gives you time to play your strategy and aim. GAME 4 Don't blink. The only time you'll see your Breakout wall is when the ball hits a brick. The rest of the time you're playing Breakout in the dark. GAME 5 The pressure's on. The Time at the top of the playfield will record the time it takes you to complete a Breakout. GAME 6 The Timer provides the suspense. The Steerable Balls provide some of the strategy moves you'll make during this game. GAME 7 How long does it take? The Time in this game will tick away the seconds as you aim your balls with Catch. GAME 8 The wall lights up only when you hit a brick. Then you're playing in the dark again as the Timer records your game time. BREAKTHRU GAMES Breakthru is played the same way as Breakout games. The only difference is the ball action. Once the ball hits a brick, the ball continues to penetrate the wall, hitting more bricks and scoring more points. Breakthru is plenty of fast ball and paddle action. GAME 9 POW! POW! POW! Make a direct hit on a brick and the ball continues traveling through the wall in this basic Breakthru. GAME 10 Steerable missiles increase your control over the ball during this fast game of Breakthru. GAME 11 Slow the action down with Catch in this Breakthru game. GAME 12 The Breakthru wall only appears when you hit a brick. During any other game play it's invisible. PLAYING TIPS 1. The paddle is divided into five sections. Note that the ball bounces off each section at progressively smaller angles after the third, seventh, and eleventh hit. After the twelfth hit, the angle returns to its original size. 2. The ball will speed up after the twelfth consecutive hit OR when it hits any brick in the top three rows. (Speed Bricks) 3. When the ball makes contact with the center section of the paddle, the ball will jump.Centipede GAME STORY Once upon a time in a misty, enchanted forest, there lived a colony of good elves. These elves had a major problem, though. Their prized mushroom garden was infested with pests--a giant Centipede, a poison-spreading Scorpion, a mischief-making Spider, and a pesky Flea. The good elves tried everything they could to rid their garden of these bugs. But nothing worked. One day, an elf named Oliver was hacking away at a poisoned mushroom in the garden. Suddenly, he saw an unusual stick gleaming in the dirt. Just as Oliver picked up the stick, a Spider jumped out from behind a mushroom and rushed at him. When Oliver waved his hands wildly to try to scare the Spider away, sparks flew from his stick and the Spider disappeared! "How did that happen?" Oliver wondered out loud. "Could this be a magic wand?" Soon Oliver had another chance to try the wand. When the Scorpion scurried across a row of mushrooms, poisoning every mushroom it touched, Oliver pointed the wand at the Scorpion and shouted, "Be gone!" Instantly, the Scorpion disappeared and the poisoned mushrooms were transformed back into normal mushrooms. "This is great! This is the tool we need to clean up our mushroom garden!" Oliver shouted ecstatically. With his new found magic wand, Oliver hid behind a mushroom. "OK, you great big Centipede," he said. "Come out wherever you are. I'm ready for you now!" GAME PLAY To start a new game, if you are using a Palm OS or Windows Mobile-based Pocket PC device, simply tap the START GAME button in the CENTIPEDE main game screen. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the CENTIPEDE main game screen, and choose START GAME. You will immediately start playing. You start the game with three magic wands. Every time you score 10,000 points, you win a bonus wand. You can have a total of 7 magic wands at one time. Any wands won after that are not held in reserve. When you lose your last magic wand, the game ends. If the Centipede, Spider, or Flea bites you, your wand is snatched away and you become temporarily paralyzed. The game will stop momentarily and all the mushrooms are counted for bonus points. Your points are added to your running score, and the rejuvenated Centipede attacks again from the top. You must replay the previous wave until the Centipede is totally destroyed. Objective: Use your magic wands to score as many points as possible (see Section 5 for information on scoring). Use strategy and quick thinking to avoid the paralyzing insect bites. The Enchanted Forest is a challenging, but dangerous region. By learning about the dangers that lurk behind every mushroom, you can become a skilled and heroic wand wielder. INHABITANTS OF THE ENCHANTED FOREST Centipede: Consisting of nine body segments, the Centipede attacks from the top of the screen and winds down toward you. Each time you hit a segment, it becomes a powerless mushroom and the body segment behind that mushroom becomes the head of a new Centipede. When you shoot every segment of a Centipede, the Centipede disappears breifly, then reappears at the top in a new and fiercer attack formation. The Centipede attacks in 8 distinct waves. In Wave 1, the Centipede is composed of a head attached to 8 body parts. In Wave 2, it has a head attached to 7 body parts, plus a detached head. The Wave 3 Centipede is composed of 6 body segments with 1 head attached and 2 detached heads. The Centipede continues to transform a body segment into a head until Wave 8, at which time it has 9 independently moving heads. You must eliminate the Wave 1 Centipede only once. Then, until you score passes 40,000 points, you must destroy each subsequent Centipede wave twice--first as the Centipede moves slowly towards you, then as it moves fast. After you score over 40,000 points, each Centipede will only need to be destroyed once. Mushrooms: Dotting the forest floor are mushrooms. The Centipede slides along horizontally in one direction. When it touches a mushroom or the edge of the screen, it drops down to the next row of mushrooms and reverses direction. It takes 3 consecutive hits to eliminate an entire mushroom. Spider: In its attempt to distract you from shooting the Centipede, the Spider jumps all over the battlefield, eliminating some of the mushrooms it touches. You score 300, 600, or 900 points when you zap the Spider. The closer the Spider is to your wand, the greater the score. When you hit it, the Spider's score lights up on the screen. Flea: The flea start bugging you after you shoot away most of the mushrooms near you. It drops straight down, creating mushrooms as it falls. You must hit the Flea twice to make it disappear. Warning: After the first shot, the Flea drops twice as fast! Scorpion: Sometime after you clear 3 Centipede screens, the Scorpion will scurry across the battlefield, poisoning every mushroom it touches. But, if you zap the Scorpion before it runs across an entire row of mushrooms, the spell of poison is broken and the mushrooms remain normal. Poisoned Mushrooms: Poisoned mushrooms are created by the scorpion. These are a deadly white color. When the Centipede bumps into a poisoned mushroom, it goes wild and plunges straight through the field of mushrooms toward you. As with normal mushrooms, you must hit a poisoned mushroom 3 times in succession to destroy it. Each time you lose a wand, poisoned mushrooms transform back into normal mushrooms. GAME CONTROLS You can move in any of four directions by pressing the directional pad or keypad buttons in that direction (for Palm OS and Windows Mobile-based Pocket PC device users see CONTROLS under MENU in the Home Launch Screen for Atari Retro; for Nokia Series 60 or Windows Mobile-based Smartphone device users, press OPTIONS and choose CONTROLS in the Home Launch Screen for Atari Retro or the CENTIPEDE main game screen). You can shoot your magic wand by pressing the ACTION button. GAME VARIATIONS When in the CENTIPEDE game play screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the CENTIPEDE game play screen and choose SELECT to choose another game variation (See GAME VARIATIONS) you wish to play. Then choose RESET to play that variation. When you cycle through the 2 CENTIPEDE game variations, EASY PLAY and STANDARD PLAY, you will see a demo of that difficulty level playing on the screen. A teddy bear figure appears at the bottom right side of the screen to denote EASY PLAY. For STANDARD PLAY, there is no teddy bear. In EASY PLAY, you do not lose a magic wand when the Flea or Spider touches you, and the Centipede always starts the attack in a single formation, never with detached heads. SCORING In the standard CENTIPEDE game, you can score a total of 999,999 points before the score rolls back to zero. In the easy game variation, you can score a total of 99,999 points. 10 points Centipede Body Segment 100 points Centipede Head 300 points Spider (distant range) 600 points Spider (medium range) 900 points Spider (close range--look out!) 200 points Flea 1000 points Scorpion 1 point Mushroom (totally eliminated) 5 points for every 2 Mushroom (wounded or intact at end of turn) 1 point Poisoned Mushroom (totally eliminated) 5 points for every 2 Poisoned Mushroom (wounded or intact at end of turn) Every 10,000 Bonus Wand DIFFICULTY The DIFFICULTY level in CENTIPEDE is handled through different game variations not the DIFFICULTY "switch". HELPFUL HINTS 1. Shoot away mushrooms in a straight line up the screen to create a "corridor." When the Centipede reaches this "gap," it will fall straight down the battlefield and can be easily picked off. 2. Since the Flea doesn't appear until you have eliminated most of the mushrooms near you, you can set up a shield to prevent this lightning-fast pest from striking. Simply leave at least 5 mushrooms on the lower third of the screen. After you score 120,000 points, you'll need to leave 10 mushrooms. 3. Shoot Centipede heads to create new heads out of the body segments left behind. Since heads are worth 10 times the point value of body segments, you'll score lots of points. 4. Each creature makes a distinct sound. By becoming familiar with these sounds, you will know without looking, what is attacking and where it is on the screen.Missile Command GAME STORY Aliens from the planet of Krytol have begun an attack on the planet Zardon. The Krytolians are warriors out to destroy and seize the planet of Zardon. Zardon is the last of the peaceful planets. The Zardonians are a skillful and hardworking people. Their cities are built-up and rich in resources. It is truly a planet void of crime and violence. Zardon has built a powerful defense system. Several antiballistic missile bases have been established within the cities of Zardon. The Zardonians are ready for this attack, and are prepared to fight to save their cities. As base commander it is your responsibility to protect and defend six cities on the planet of Zardon. The Krytolians have begun firing interplanetary ballistic missiles. They are aiming at your cities and missile bases. Your only defense is to fire back with antiballistic missiles. But watch out, the Krytolians are sly, they also have cruise missiles. Cruise missiles look like satellites, but they are just as deadly as the interplanetary ballistic missiles. Use your antiballistic missiles (ABMs) to stop the enemy before your happy and harmonious planet is destroyed. GAME PLAY The object of the game is to defend your cities and missile bases. The enemy fires interplanetary ballistic missiles and cruise missiles, both of which are aimed to destroy your cities and missile base. There are only two types of cruise missiles; smart cruise missiles, which try to evade your anti-ballistic missiles (ABMs), and dumb cruise missiles, which fall in a straight path. The enemy attacks in a series of waves that may vary in the number of attacking interplanetary ballistic missiles. Each consecutive wave moves faster. The faster the wave, the more difficult it is to defend the cities. So, the faster the wave, the higher the scoring. See Section 5 for details about waves and scoring. With each wave you have 30 ABMs for defense. Your launching missile base, (bottom, center of playfield) contains only 10 ABMs at a time. As each set of 10 ABMs is fired, you automatically receive 10 more from you underground missile dump (bottom, left corner). Once you have fired all 30 ABMs, you are defenseless until a new wave begins. You must protect your launching missile base from enemy fire. Once it is hit, all of its contents are destroyed. However, you still have the remaining missiles in the underground dump. The game ends when all of the cities are destroyed. To start a new game, if you are using a Palm OS or Windows Mobile-based Pocket PC device, simply tap the START GAME button in the MISSILE COMMAND main game screen. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the MISSILE COMMAND main game screen, and choose START GAME. You will immediately start playing the first MISSILE COMMAND game variation. When in the MISSILE COMMAND game play screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the MISSILE COMMAND game play screen and choose SELECT to choose another game variation (See GAME VARIATIONS) you wish to play. Then choose RESET to play that variation. GAME CONTROLS You can move your missile targeting cursor in any of eight directions by pressing the buttons or directional pad or keypad buttons in that direction. To fire an ABM, press the ACTION button (for Palm OS and Windows Mobile-based Pocket PC device users see CONTROLS under MENU in the Home Launch Screen for Atari Retro; for Nokia Series 60 or Windows Mobile-based Smartphone device users, press OPTIONS and choose CONTROLS in the Home Launch Screen for Atari Retro or MISSILE COMMAND main game screen). Wherever the target control is on the screen when the ACTION button is pressed will be the exact location that your missile explodes. Once you have launched an ABM, you can move to a new target and launch again while the first missile is in flight. The best way to destroy the enemy is to place the target control directly in the path of the interplanetary ballistic missiles. The ABM must make contact with the tip of the enemy's interplanetary ballistic missile. Some game variations have a fast target control and some have a slow target control. The faster the target control moves, the harder it is to position below the enemy missiles. (See the GAME VARIATIONS for games which feature a fast target control or slow target control). DIFFICULTY MISSILE COMMAND has two difficulty levels - EASY and DIFFICULT. In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) by tapping the EASY/DIFFICULT button in the MISSILE COMMAND main game screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button and choose DIFFICULTY in the MISSILE COMMAND main game screen. When the difficulty level is set at EASY, game play is normal. When the difficulty level is DIFFICULT, your ABMs move at a slower pace, making it more difficult to defend your cities and missile base. When you become skilled at MISSILE COMMAND, try GAME 16 with difficulty set to DIFFICULT for a real challenge. SCORING You score points when you destroy interplanetary ballistic missiles and cruise missiles. You also score points for unused antiballistic missiles and saved cities. Because each wave of interplanetary ballistic missiles moves faster, the points for the higher numbered waves are multiplied. For example, waves 9 and 10 are worth 5 times their original point value. (See SCORING MULTIPLIER.) Points are scored as follows: 25 points Interplanetary Ballistic Missiles 125 points Enemy Cruise Missiles 5 points Unused Antiballistic Missiles 100 points Saved Cities SCORING MULTIPLIER WAVES 1-2 Single Scoring WAVES 3-4 Double Scoring WAVES 5-6 Triple Scoring WAVES 7-8 Four Times Scoring WAVES 9-10 Five Times Scoring WAVES 11 and ABOVE Six Times Scoring Wave 13 is the most difficult wave. Unused ABM's and saved cities are tallied at the end of each wave. Between each consecutive wave, the cities fall and rise again when the next wave starts. A bonus city is awarded every 10,000 points. If your score reaches 10,000 points at the end of a wave and all six of your cities are destroyed, you still receive a bonus city and another wave of interplanetary ballistic missiles will attack. Bonus cities are saved if none of your cities are destroyed. A musical tune is played each time a bonus city is used. GAME VARIATIONS MISSILE COMMAND has 34 game variations. Games 1 through 17 are one-player, and games 18 through 34 are two-player games. This ATARI Game Program includes game variations for young children, games 17 and 34. The game play is slower in the children's versions. If you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another game variation you wish to play and then tap the RESET button to play that variation. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the MISSILE COMMAND game play screen and choose SELECT to choose another game variation you wish to play When you are playing in a 2-player mode, after the first player dies, the second one is able to play. This is a great way to challenge a friend (just pass the handheld or mobile phone quickly back and forth). SLOW/FAST TARGET CONTROL Some game variations have fast target control and some have slow target control. This means that your may move the cursor fast or slow around the screen. Because you use directional pad or keypad buttons to move the target control, the slower it moves, the more control you will have; but the fewer amount of targets you'll be able to hit. The faster the target control moves, the more difficult it is to control; but the more targets you will be able to hit. SMART ENEMY CRUISE MISSILE/DUMB ENEMY CRUISE MISSILE After the 6th wave of interplanetary ballistic missiles, the enemy may attack with cruise missiles. The dumb cruise missiles travel in a straight line and are fairly easy to destroy. The smart cruise missiles can detect and evade your ABM explosions, making them more difficult to destroy. STARTING WAVE The higher the wave number, the faster the enemy missiles attack. Some game variations start at a low wave number and progress to a higher and faster wave number. The games that start at a high wave number are fast in the beginning and progress even faster with each wave. The faster waves score more points. HELPFUL HINTS 1. You may fire up to three defense ABM's simultaneously. After firing, move to the next enemy missile and fire again. Do not wait for the explosion before moving. 2. Once a city is destroyed you no longer can defend it, so concentrate only on your missile base and saved cities. Ignore enemy fire aimed at cities already destroyed. 3. Smart enemy cruise missiles are easiest to destroy if your target control is directly on them. When it is directly on them, the enemy cannot detect your ABMs.Yar's Revenge GAME TERMINOLOGY YAR: Fly simulator under direct user control. ENERGY MISSILE: Missile shot by Yar, removes cells. QOTILE: Laser-base like object on right side of the screen, behind the shield. SHIELD: Energy shield protecting the Qotile, composed of cells. CELLS: Elements of which shield is composed. DESTROYER MISSILE: Guided missiles put out by Qotile to destroy Yars. ZORLON CANNON: Pulsing, scintillating fireball, appears on left side of screen and traversing the screen horizontally. SWIRL: Whirling pinwheel fired by the Qotile to destroy Yars. NEUTRAL ZONE: Colorful and glittering path down the center of the playfield. When in the zone, a Yar cannot operate fire commands, and cannot be harmed by Destroyer Missiles. However, the Yar can be destroyed by a Swirl in the zone. GAME PLAY The primary objective of the game is to break a path through the shield, and destroy the Qotile with a blast from the Zorlon Cannon. The secondary objective is to score as many points as possible. The shield is the red area in front of the Qotile base. It appears in one of two shapes, as an arch, or a shifting rectangle. The shield is made up of cells. The Yar scout can destroy these cells by firing at them with energy missiles, from any location on the playfield, or by devouring them on direct contact. (The Zorlon Cannon can also be used to destroy the cells, but this is a waste of a powerful weapon.) NOTE: To learn how to control the Yar and other aspects of the game play, see GAME CONTROLS. Once a path has been cleared through the shield, the Zorlon Cannon must be used to destroy the Qotile. To call up the cannon, the Yar can either eat a cell, or run over the Qotile. (See GAME VARIATIONS for more details on playing ULTIMATE YARS, Games 6 and 7.) The Zorlon Cannon appears on the left side of the playfield, and moves in a direct line with the Yar. This means the Yar is in its line of fire. It is important therefore, to aim the cannon at the Qotile, fire it, and fly out of the way fast! The Qotile shoots off two weapons: Destroyer Missiles and Swirls. The Destroyer Missiles come in a more or less constant stream, one at a time. The Yar must do his best to dodge them. Periodically, the Qotile transforms into a Swirl. This Swirl winds up and rushes off after the Yar. A Swirl can be destroyed with the Zorlon Cannon by hitting it either at its base location, or in mid-air. As a player's score increases, the Swirl becomes increasingly dangerous. (See SCORING.) The glittering path down the center of the screen is the Neutral Zone. This area will protect a Yar from Destroyer Missiles but not from Swirls. While in the Neutral Zone, a Yar cannot fire any energy missiles of his own. When a Yar is hit by a Destroyer Missile, a Swirl, or his own Zorlon Cannon, he dies. Each player has four Yars (turns) to play in a game. Additional Yars can be earned (See SCORING). To start a new game, if you are using a Palm OS or Windows Mobile-based Pocket PC device, simply tap the START GAME button in the YAR'S REVENGE main game screen. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the YAR'S REVENGE main game screen, and choose START GAME. You will immediately start playing the first YAR'S REVENGE game variation. When in the YAR'S REVENGE game play screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the YAR'S REVENGE game play screen and choose SELECT to choose another game variation (See GAME VARIATIONS) you wish to play. Then choose RESET to play that variation. GAME CONTROLS You can move your Yar in any of eight directions by pressing the directional pad or keypad buttons in that direction (for Palm OS and Windows Mobile-based Pocket PC device users see CONTROLS in the Home Launch Screen for Atari Retro; for Nokia Series 60 or Windows Mobile-based Smartphone device users, press OPTIONS and choose CONTROLS under MENU in the Home Launch Screen for Atari Retro or YAR'S REVENGE main game screen). Press the ACTION button to fire energy missiles or fire the Zorlon Cannon. CONTROLLING THE YAR The Yar will move in whatever direction the directional pad or keypad buttons are pushed. The screen "wraps" from top to bottom, bottom to top. This means that if you fly the Yar off the top of the screen, it will appear at the bottom, and vice versa. The ACTION button has two separate firing functions: it will fire an energy missile in the direction the Yar is pointed, or operate the Zorlon Cannon when it is on the screen. (NOTE: Information about operating the Cannon is covered in GAME PLAY.) DIFFICULTY YARS' REVENGE has two difficulty levels - EASY and DIFFICULT. In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) by tapping the EASY/DIFFICULT button in the YAR'S REVENGE main game screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button and choose DIFFICULTY in the YAR'S REVENGE main game screen. When set to DIFFICULT, the Swirl will be propelled faster, making it harder for the Yar to dodge it. Also, if the Zorlon Cannon and the Destroyer Missile touch, they will destroy each other. GAME VARIATIONS When in the YAR'S REVENGE game play screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another game variation you wish to play and then tap the RESET button to play that variation. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the YAR'S REVENGE game play screen and choose SELECT to choose another game variation you wish to play. Then choose RESET to play that variation. The game number appears in the center of the screen. When you are playing in a 2-player mode, after the first player dies, the second one is able to play. This is a great way to challenge a friend (just pass the handheld or mobile phone quickly back and forth). GAME 0 This is the simplest version, a good choice for young children to play. It features a slow Destroyer Missile. GAME 1 This is the two-player version of Game 0. GAME 2 This is the "normal" game, with two alternating Shield configurations, plus a Destroyer Missile, and a Swirl travelling at normal speed. GAME 3 This is the two-player version of Game 2. GAME 4 This game features a Zorlon Cannon that bounces off the shield. (Watch out! It can destroy you on its return flight.) There are two alternating Shield configurations, plus a Destroyer Missile and a Swirl travelling at normal speeds. GAME 5 This is the two-player version of Game 4. ULTIMATE YARS: Games 6 and 7 Ultimate Yars features a bouncing Zorlon Cannon, plus some unusual twists that distinguish it from the other Yar games. First, you must bounce the Yar against the left side of the screen to make the Zorlon Cannon appear. Also, to make the cannon appear, you need five TRONS. TRONS are units of energy which you can collect at the following rate: 1 TRON Eat a cell from the shield. 2 TRONS Touch the Qotile. 4 TRONS Catch a Zorlon Cannon shot after it bounces off the shield. If a Yar bounces of the left side with less than five TRONS, it will not get a shot, but it won't lose the TRONS it has, either. (Each time a Yar is destroyed, it loses its TRONS). Each Yar has a capacity of 255 TRONS. If a Yar tries to take on more than that, it will short out and the Yar will lose all its TRONS. The count of TRONS is not displayed on the screen. Yar scouts understand the count instinctively. Game 6 is the one-player version of ULTIMATE YARS. Game 7 is the two-player version. SCORING 69 points Cell, hit by Missile 69 points 100 points Cell, devoured by Yar. 1000 points Qotile, destroyed. 2000 points Swirl, destroyed in place. 6000 points additional life Swirl, destroyed in mid-air. HIGH SCORE GAME FEATURES: 70,000 points Swirl triples in frequency and sometimes fires instantly. Shield turns blue. 150,000 points Swirl returns to normal frequency but will remain in mid-air to hit you. Shield turns grey. 230,000 points Swirl again triples in frequency and sometimes fires instantly. Shield turns pink. HELPFUL HINTS 1. When you destroy the Qotile, or a Swirl, there will be an explosion, during which the Yar stays on the screen. Use this opportunity to make up your own victory dance. And watch out for the Ghost of Yars! You'll see his mean streak, so stay off it! 2. The Qotile continually changes colors. The color sequence is your cue to the appearance of a Swirl, and gives you warning to plan your attack and defense. 3. If you fly over the Qotile as it changes to a Swirl, it will destroy you, so be careful. 4. When you think you are a tough avenger, choose DIFFICULT, and then try Ultimate Yars!Adventure GAME STORY An evil magician has stolen the Enchanted Chalice and has hidden it somewhere in the Kingdom. The object of the game is to rescue the Enchanted Chalice and place it inside the Golden Castle where it belongs. This is no easy task, as the Evil Magician has created three Dragons to hinder you in your quest for the Golden Chalice. There is Yorgie, the Yellow Dragon, who is just plain mean; there is Grundle, the Green Dragon, who is mean and ferocious; and there is Rhindle, the Red Dragon, who is the most ferocious of all. Rhindle is also the fastest Dragon and is the most difficult to outmaneuver. There are three castles in the Kingdom; the White Castle, the Black Castle, and the Golden Castle. Each castle has a Gate over the entrance. The Gate can be opened with the corresponding colored Key. Inside each Castle are rooms (or dungeons, depending at which Skill Level you are playing). The Castles are separated by rooms, pathways, and labyrinths. Common to all the Skill Levels is the Blue Labyrinth through which you must find your way to the Black Castle. Skill Levels 2 and 3 have a more complicated Kingdom(see GAME VARIATIONS section). GAME PLAY To start a new game, if you are using a Palm OS or Windows Mobile-based Pocket PC device, simply tap the START GAME button in the ADVENTURE main game screen. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the ADVENTURE main game screen, and choose START GAME. You will immediately start playing the first ADVENTURE Skill Level. When in the ADVENTURE game play screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another Skill Level (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that level. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the ADVENTURE game play screen and choose SELECT to choose another Skill Level (See GAME VARIATIONS) you wish to play. Then choose RESET to play that Skill Level. If you get "eaten" by one of the Dragons, do not despair! Just choose RESET and you will be "reincarnated" and placed back in front of the Golden Castle. Unfortunately, any Dragons you may have slain (see GOOD MAGIC) will also be reincarnated. If you were carrying any object with you, it will remain where it was. If you have finished one game and wish to begin another, choose either RESET or the SELECT. The number of the Skill Level at which you were playing will appear on the screen. Choose the RESET button to begin play. GAME CONTROLS You can move in any of eight directions by pressing the directional pad or keypad buttons in that direction (for Palm OS and Windows Mobile-based Pocket PC device users see CONTROLS under MENU in the Home Launch Screen for Atari Retro; for Nokia Series 60 or Windows Mobile-based Smartphone device users, press OPTIONS and choose CONTROLS in the Home Launch Screen for Atari Retro or ADVENTURE main game screen). Each area shown on your screen will have one or more barriers or walls, through which you cannot pass. There are one or more openings. To move from one area to an adjacent area, move "off" the screen through one of the openings, the adjacent area will be shown on your screen. Scattered throughout the Kingdom are certain objects to help you in your search for the Enchanted Chalice. To pick up an object, all that is necessary is to touch it. You will hear a sound that will notify you that you have the object in tow. To drop the object, press the OPTION button. You will hear a different sound that will tell you that the object has been released. To open any Castle, touch the Gate with that Castle's corresponding colored key. The Gate will slide open and you can enter the Castle by moving upward through the Gate. If you are leaving the Castle, it is advisable to push the Key out first or you may inadvertently close the Castle Gate behind you. DIFFICULTY In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) by tapping the EASY/DIFFICULT button in the ADVENTURE main game screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button and choose DIFFICULTY in the ADVENTURE main game screen. Changing the difficulty of ADVENTURE will change the difficulty of the game play at each Skill Level (see GAME VARIATIONS). When you have chosen EASY, the Dragons will hesitate before they bite you. Therefore, when you have chosen DIFFICULT, it is more difficult to escape the Dragons. GOOD MAGIC While the Evil Magician has created many hazards to slow you in your quest to rescue the Enchanted Chalice, there is some Good Magic on your side: 1. You have a Sword that you can use to slay the Dragons. To do this, you must touch them with it. 2. If the game difficulty is set to DIFFICULT, all Dragons will run from the Sword. 3. There is a Bridge that can be used to pass over the walls of any portion of the Kingdom. The Bridge cannot be used to pass through any barrier into the next portion, nor can it be used to move from right to left or left to right over a barrier or wall. It also cannot be used to get past a locked Castle Gate. 4. Pick up the Bridge the same way you would any other object. Place the Bridge across the wall that you wish to pass over and release it by pushing the OPTION button. The ends of the Bridge must be visible on both sides of the wall for it to work. After releasing the Bridge you can then pass through it to the other side of the wall or barrier. 5. If you should happen to touch the inside of the Bridge while you are passing over the barrier, the Bridge will close and you may become trapped as well. 6. To release yourself, press the ACTION button. If, for some reason, your magic should fail and you still cannot release yourself, choose the RESET button and "reincarnate". Use reincarnation as a last resort, especially if you have slain one or more Dragons. 7. In all games, Yorgie, the Yellow Dragon, is afraid of the Gold Key and will run from it. He will also stay away from whatever room or area of the Kingdom in which it may be. 8. To remove objects that are stuck in a wall and out of reach, there is a Magnet that affects all inanimate objects, including the Bridge. The Magnet can also be used to move objects in an adjacent part of the kingdom by putting it in front of you before entering that part of the Kingdom. BAD MAGIC The Evil Magician has cast a spell to make it difficult for you to succeed in rescuing the Enchanted Chalice. Not only do the Dragons rally around and try to stop you from getting the Enchanted Chalice, they guard other objects in the Kingdom: 1. Grundle, the Green Dragon, guards the Magnet, the Bridge, and the Black Key. 2. Rhindle, the Red Dragon, guards the White Key. 3. When not guarding the Enchanted Chalice, Yorkle, the Yellow Dragon, roams freely about the Kingdom. Sometimes he will assist Grundle or Rhindle in guarding whatever it may be that they are guarding. There is other Bad Magic that you must overcome in order to rescue the Enchanted Chalice: 1. You cannot pick up and carry a slain dragon. 2. In Skill Levels 2 and 3 (see GAME VARIATIONS), besides the Dragons, the Evil Magician has created a Black Bat that carries objects around throughout the Kingdom and trades them for an object that you may be carrying. The Black Bat may trade a live Dragon for the Sword and leave you defenseless, or it may trade you something for the Enchanted Chalice just as you are ready to put it into the Golden Castle. GOOD OR BAD MAGIC Some Magic can be good or bad, depending on the situation: 1. You can catch the Black Bat and carry it and whatever the Black Bat may be carrying. However, sometimes the Black Bat will escape (usually at the most inopportune times). 2. If there are four or more objects (including the Castle Gates) in your area of the Kingdom, your magic may or may not work. Sometimes you can slay a Dragon, sometimes you can't. However, it is easier to avoid being swallowed by a Dragon. If you have slain a Dragon, and he is blocking your path, so you cannot get through, you can use this to your advantage by placing one or two objects in the same area and then move through the slain Dragon. Sometimes the Black Bat can be used to your advantage by getting it to swap for an object you need that may be stuck in a wall. GAME VARIATIONS When in the ADVENTURE game play screen, if you are using a Palm OS or Windows Mobile-based Pocket PC device, tap the SELECT button to choose another Skill Level you wish to play and then tap the RESET button to play that level. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the ADVENTURE game play screen and choose SELECT to choose another Skill Level you wish to play. Then choose RESET to play that Skill Level. Level 1: This is the simplest Skill Level. When you press the RESET button to begin play, you will see the Key to the Golden Castle. Unlock the Castle and enter. You will find the Sword inside the Golden Castle. The Key to the Black Castle is being guarded by Grundle, the Green Dragon. Yorgle, the Yellow Dragon is roaming free and may or may not be found guarding the Enchanted Chalice, which is hidden with the Magnet inside the Black Castle. Level 2: This Kingdom is much larger than Level 1. There are Catacombs (in which you can see only part way). The Key to the Golden Castle is hidden here. You must pass through the Catacombs to reach the White Castle. The Key to the White Castle is hidden in the Blue Labyrinth. Inside the White Castle is the Red Dungeon. There is a Secret Room in the Red Dungeon where the Key to the Black Castle is hidden. To get to the Secret room you must use the Bridge. To get to the Black Castle you must pass through the Blue Labyrinth. Behind the first room of the Black Castle is the Grey Dungeon, which is similar to the Catacombs. The Enchanted Chalice is hidden here, guarded by Rhindle, the Red Dragon. All objects, the Dragons, and the Black Bat will start in the same place in the Kingdom each time you play the game at Level 2. Level 3: The Kingdom is the same as Level 2, but is more difficult to play as the Evil Magician has placed all the objects and the Dragons randomly within the Kingdom. You will never know for sure what is in the next area of the Kingdom until you enter it, nor will you know for sure where the Enchanted Chalice may be hidden. The Dragons could be inside any of the Castles.PONG GAME PLAY The objective of PONG is very simple. You must prevent the bouncing ball from crossing into your back field by blocking it with your paddle while trying to get the ball past your opponent's paddle and into their back field. The player that scores 21 points against their opponent wins. To start a new game, if you are using a Palm OS or Windows Mobile- based Pocket PC, simply tap the START GAME button in the PONG main game screen. If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button in the PONG main game screen, and choose START GAME. GAME CONTROLS You can move your paddle up or down by pressing the directional pad or keypad buttons in that direction (for Palm OS and Windows Mobile-based Pocket PC device users see CONTROLS under MENU in the Home Launch Screen for Atari Retro; for Nokia Series 60 or Windows Mobile-based Smartphone device users, press OPTIONS and choose CONTROLS in the Home Launch Screen for Atari Retro or PONG main game screen). GAME VARIATIONS PONG has two difficulty levels - EASY and DIFFICULT. In order to switch between difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) from the PONG main game screen(by tapping the EASY/DIFFICULT button if you are using a Palm OS or Windows Mobile-based Pocket PC device; If you are using a Nokia Series 60 or Windows Mobile-based Smartphone device, press the OPTIONS button and choose DIFFICULTY). When the difficulty level is set at EASY, the paddle is normal sized. When the difficulty level is DIFFICULT, the paddle is significantly decreased in size.ATARI RETRO v2.0 Copyright 2003-2004 Mobile Digital Media - officially licensed by Atari - . . . . . . . . . . . . * Mobile Wizardry * www.mobilewizardry.com - Aaron Ardiri - Multi Platform Environment - Michael Ethetton - Atari 2600 Emulation Core - Chip Kerchner - Optimizations / Graphics Engine . . . . . . . . . . . . * LevelOne Design, LLC * Graphics/Package Design . . . . . . . . . . . . * Mobile Digital Media * www.goMDM.com - Phil McClendon - Director, Product Management - Stephen Fischer - Business Development Manager - Morgan Slain - VP, Business Development - Nicky Peele - Marketing Manager - John Basanese - Engineering Manager - Dave Ahlgren - SQA Engineering LeadAsteroids GAME STORY On a quiet serene evening the Cosmic Space Patrol sets out for the usual night cruise through the boulevards of space. This beat was always the same; calm, no action and no excitement. For some reason this night feels different. Shortly before 0200 hours some form of intergalactic material is sighted through the visual particle counter. The material is too large a mass to measure. It's drifting closer. Lookout, it's a giant asteroid boulder and it's headed straight for the Cosmic Spacecraft! The only chance for survival is to dodge the boulder or destroy it. Destroying it doesn't mean just breaking it up, it means vaporizing it. Small asteroid boulders are equally as fatal as large ones. Whew, the boulder just missed colliding with the Cosmic Spacecraft, but suddenly the Cosmic Space Patrol finds themselves surrounded by thousands of the deadly asteroids. The Cosmic Space Patrol must act quickly to save their spacecraft and spare their lives. The spacecraft is equipped with photon torpedoes, hyperspace, shields, and flip control. The Cosmic Space Patrol is highly trained to handle this situation. Could you do as good a job as the Cosmic Space Patrol? How would you protect yourself if you were caught in a deadly asteroid belt? This is your big chance to fly throughout the dimensions of space and fend against asteroid boulders. The longer you survive, the more space hazards you'll encounter. GAME PLAY The object of the game is to destroy as many asteroid boulders as possible and keep your ship in space as long as possible. Use the directional pad or keypad buttons to maneuver your ship through space and press any of the ACTION buttons (see CONTROLS in the Home Launch Screen for Atari Retro) to shoot photon torpedoes at the asteroid boulders. When an asteroid is hit, it may just break up into smaller boulders, or it may be completely pulverized. In some game variations you'll face additional space hazards such as satellites and UFOs (Unidentified Flying Objects); both of which may be firing torpedoes at you. To start a new game, simply tap the START GAME button in the ASTEROIDS main game screen. You will immediately start playing the first ASTEROIDS game variation. When in the ASTEROIDS game play screen, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. GAME CONTROLS Use the Analog Controller to aim the spaceship and to fire photon torpedoes at the asteroids. Move the Analog Controller RIGHT to rotate the ship clockwise; move the Analog Controller LEFT to rotate the ship counterclockwise. Move the Analog Controller UP to thrust(propel) the ship through space. (The ship moves only in the direction it's pointed.) Moving the Analog Controller DOWN causes the ship to perform different functions such as hyperspace, shields, or flip (see GAME VARIATIONS). After aiming the spaceship with the Analog Controller, press any of the ACTION buttons to shoot photon torpedoes at the asteroid boulders. Continue to press and release the ACTION button as fast as possible to quickly destroy all the asteroids. If the game variation you're playing includes satellites and UFOs, use Analog Controller to aim and press any of the ACTION buttons to shoot torpedoes at them just as you would for the asteroid boulders. SCORING Points are determined by the size of the asteroid boulders. Obviously, the smaller boulders are harder to hit and therefore worth more points. With each game or turn you have four spaceships. You can earn extra spaceships by scoring high as indicated in the LIVES section. Points are scored as follows: 100 points Small Asteroids 50 points Medium Asteroids 20 points Large Asteroids 200 points Satellites 1000 points UFOs DIFFICULTY In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) by tapping the EASY/DIFFICULT button in the ASTEROIDS main game screen. EASY/DIFFICULT will affect the speed at which the asteroids travel. LIVES LIVES is a feature which allows you to earn extra spaceships. Game variations provide you with an extra ship every 5000, 10,000, or 20,000 points, depending on the game number you choose. The tougher game variations don't provide any extra spaceships. You'll hear a beeping sound when an extra spaceship is earned. FEATURES ASTEROIDS includes 66 game variations for 1 or 2 players. Depending on the game variation you choose, you may be able to save your spaceship from destruction by using one of the game features of ASTEROIDS. The game number and the number of players appear at the top of the screen. The game number is on the left; the number of players is on the right. Hyperspace: Hyperspace (H) is a feature offered in Games 1 through 8 for one player and Games 34 through 41 for two players. By moving the Analog Controller DOWN, hyperspace makes your spaceship disappear in space and reappear at some other place on the screen. Hyperspace is helpful as a quick getaway when an asteroid or boulder is headed toward your spaceship, but it may also be a hindrance if your spaceship reappears in the path of an oncoming asteroid boulder. Shields: Games 9 through 16 for one player and Games 42 through 49 for two players allow you to protect your spaceship by surrounding it with protective shields (SH). Move the Analog Controller DOWN to put up shields, but don't use shields for more than two seconds or your spaceship will blow up. Flip: In game variations featuring flip (FL), you can flip your spaceship around 180 degrees which aims it in the opposite direction. Flip is a fast way to attack asteroids coming from behind. Move the Analog Controller DOWN to Flip. Flip is a feature in Games 17 through 24 for one player and Games 50 through 57 for two players. Games 25-32 (one-player) and Games 58-65 (two-players) have no optional features (W). This makes these game variations more challenging and you must depend solely on your quick skill and coordination. When you are playing in a 2-player mode, after the first player dies, the second one is able to play. This is a great way to challenge a friend (just pass the device quickly back and forth). YOUNG CHILDREN'S VERSIONS Games 33 through 66 are easy versions for young children. These games feature slow asteroids, hyperspace, and an extra ship each 5000 points. HELPFUL HINTS After playing ASTEROIDS several times you'll discover which techniques work best for you. Here are some that the space cadets at ATARI found most helpful. 1. When the screen becomes clear of asteroids (just before a new group of large asteroids appears), try to avoid placing your spaceship close to the right or left edge of the screen. New asteroids almost always begin from these edges. 2. It is often helpful to remain in the center of the screen throughout the game, aiming your spaceship right or left in a circular motion. 3. If you're close to earning an extra ship, and your spaceship is about to crash, you may want to cause your spaceship to collide with a small asteroid, UFO, or satellite. You'll earn points even if you crash, and this may be just enough points to earn that extra ship. 4. Try to hit the faster and smaller asteroid boulders. This will give you more protection and more points.Breakout GAME PLAY SMASH! POW! CRUNCH! A brick wall appears at the top of the screen, and your mission is to smash two walls off the playfield -- one brick at a time. To start a new game, simply tap the START GAME button in the BREAKOUT main game screen. You will immediately start playing the first BREAKOUT game variation. When in the BREAKOUT game play screen, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. Use the Analog Controller to move the paddle across the bottom of the screen (see CONTROLS in the Home Launch Screen for Atari Retro). With the paddle, hit the ball into the wall. Each time the ball hits a brick, the brick disappears and you score points. A player receives five balls per game. When you miss a ball with your paddle, the ball disappears from the screen. Press any of the ACTION buttons to serve another ball until all five balls are played. When a player destroys the first brick wall, a second brick wall automatically appears on the screen. Continue to hit the bricks of this wall and score more points. The player who can destroy two walls scores the maximum 864 points and wins the game. If any bricks still remain on the screen after five balls are played, begin a new game and create a new brick wall by tappingthe RESET button. Each Breakout Game is identified by a number at the top of the playfield. (See GAME VARIATIONS for the game numbers and the features of each variation.) Please note: There is no multiplayer ACTION in Atari Retro version of BREAKOUT. BREAKOUT GLOSSARY Brick Wall: There are six rows of bricks. The color of a brick determines the points you score when you hit it with your ball. 7 points Red 7 points Orange 4 points Yellow 4 points Green 1 points Aqua 1 points Blue Paddle: The player uses their Analog Controller to move the paddle horizontally across the bottom of the play field. With the paddle, a player hits the ball into the wall. Scoreboard/Timer: Depending on what game you play, a Scoreboard or Timer will appear in the left corner. - Scoreboard: Some games determine winners using only point scores. During these games, each player's score appears in this position. Scores are determined by the bricks hit during a game. - Timer: Instead of determining the winner with the point value of bricks, some games feature a Timer in the upper left corner. Your mission during these games is to destroy the walls in as little time as possible. The Timer tracks the cumulative minutes and seconds of each turn. Balls/Game Numbers: In this playfield position two numbers will appear at different times during the game. Game Number: The number that changes on the left when you tap the SELECT key refers to the game you will play after you press the RESET button. (See GAME VARIATIONS for game numbers.) Balls: To begin play, simply tap the RESET button in the BREAKOUT game play window and then press any of the ACTION button buttons to serve the ball. The number 5 appears in this playfield position and refers to the five balls you can serve. Throughout the game, the number will reflect the number of balls that remain. SCORING In some games, a player scores points by hitting one of the wall's bricks. The bricks are worth points. The number of points is determined by the brick's color: 7 points Red 7 points Orange 4 points Yellow 4 points Green 1 points Aqua 1 points Blue Score the maximum number of points, 864, when you destroy both walls, to win. In other games, you must rely on the speed of your game skill. A timer records the cumulative minutes and seconds of each of your turns during a game. Destroy both walls in the minimum amount of time to win. DIFFICULTY In DIFFICULT position the paddle is 3/4 the size of the paddle when the switch is in the EASY position. In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) from the BREAKOUT main game screen (by tapping the EASY/DIFFICULT button). GAME CONTROLS You can move your paddle either right or left by moving the Analog Controller in that direction (see CONTROLS in the Home Launch Screen for Atari Retro). To Serve the Ball: Press any of the ACTION buttons. To Steer the Balls (only available in games that support this feature; see GAME VARIATIONS): Once the ball is in motion, move the Analog Controller in the same direction as the ball's flight to increase its horizontal movement in that direction. To Catch the Ball (only available in games that support this feature; see GAME VARIATIONS): When the ball comes to hit the paddle, press any of the ACTION buttons as soon as the ball hits the paddle. NOTE: catching the ball is very difficult to do, good luck! GAME VARIATIONS To select between game variations, simply press the SELECT button in the BREAKOUT game play window. BREAKOUT GAMES GAME 1 Using a controller, players attempt to smash their way through the wall and score points. GAME 2 This game features Steerable Balls so you can make every hit count. GAME 3 Take a breather. This game features Catch, which gives you time to play your strategy and aim. GAME 4 Don't blink. The only time you'll see your Breakout wall is when the ball hits a brick. The rest of the time you're playing Breakout in the dark. GAME 5 The pressure's on. The Time at the top of the playfield will record the time it takes you to complete a Breakout. GAME 6 The Timer provides the suspense. The Steerable Balls provide some of the strategy moves you'll make during this game. GAME 7 How long does it take? The Time in this game will tick away the seconds as you aim your balls with Catch. GAME 8 The wall lights up only when you hit a brick. Then you're playing in the dark again as the Timer records your game time. BREAKTHRU GAMES Breakthru is played the same way as Breakout games. The only difference is the ball action. Once the ball hits a brick, the ball continues to penetrate the wall, hitting more bricks and scoring more points. Breakthru is plenty of fast ball and paddle action. GAME 9 POW! POW! POW! Make a direct hit on a brick and the ball continues traveling through the wall in this basic Breakthru. GAME 10 Steerable missiles increase your control over the ball during this fast game of Breakthru. GAME 11 Slow the action down with Catch in this Breakthru game. GAME 12 The Breakthru wall only appears when you hit a brick. During any other game play it's invisible. PLAYING TIPS 1. The paddle is divided into five sections. Note that the ball bounces off each section at progressively smaller angles after the third, seventh, and eleventh hit. After the twelfth hit, the angle returns to its original size. 2. The ball will speed up after the twelfth consecutive hit OR when it hits any brick in the top three rows. (Speed Bricks) 3. When the ball makes contact with the center section of the paddle, the ball will jump.Centipede GAME STORY Once upon a time in a misty, enchanted forest, there lived a colony of good elves. These elves had a major problem, though. Their prized mushroom garden was infested with pests--a giant Centipede, a poison-spreading Scorpion, a mischief-making Spider, and a pesky Flea. The good elves tried everything they could to rid their garden of these bugs. But nothing worked. One day, an elf named Oliver was hacking away at a poisoned mushroom in the garden. Suddenly, he saw an unusual stick gleaming in the dirt. Just as Oliver picked up the stick, a Spider jumped out from behind a mushroom and rushed at him. When Oliver waved his hands wildly to try to scare the Spider away, sparks flew from his stick and the Spider disappeared! "How did that happen?" Oliver wondered out loud. "Could this be a magic wand?" Soon Oliver had another chance to try the wand. When the Scorpion scurried across a row of mushrooms, poisoning every mushroom it touched, Oliver pointed the wand at the Scorpion and shouted, "Be gone!" Instantly, the Scorpion disappeared and the poisoned mushrooms were transformed back into normal mushrooms. "This is great! This is the tool we need to clean up our mushroom garden!" Oliver shouted ecstatically. With his new found magic wand, Oliver hid behind a mushroom. "OK, you great big Centipede," he said. "Come out wherever you are. I'm ready for you now!" GAME PLAY To start a new game, simply tap the START GAME button in the CENTIPEDE main game screen. You will immediately start playing. You start the game with three magic wands. Every time you score 10,000 points, you win a bonus wand. You can have a total of 7 magic wands at one time. Any wands won after that are not held in reserve. When you lose your last magic wand, the game ends. If the Centipede, Spider, or Flea bites you, your wand is snatched away and you become temporarily paralyzed. The game will stop momentarily and all the mushrooms are counted for bonus points. Your points are added to your running score, and the rejuvenated Centipede attacks again from the top. You must replay the previous wave until the Centipede is totally destroyed. Objective: Use your magic wands to score as many points as possible (see Section 5 for information on scoring). Use strategy and quick thinking to avoid the paralyzing insect bites. The Enchanted Forest is a challenging, but dangerous region. By learning about the dangers that lurk behind every mushroom, you can become a skilled and heroic wand wielder. INHABITANTS OF THE ENCHANTED FOREST Centipede: Consisting of nine body segments, the Centipede attacks from the top of the screen and winds down toward you. Each time you hit a segment, it becomes a powerless mushroom and the body segment behind that mushroom becomes the head of a new Centipede. When you shoot every segment of a Centipede, the Centipede disappears breifly, then reappears at the top in a new and fiercer attack formation. The Centipede attacks in 8 distinct waves. In Wave 1, the Centipede is composed of a head attached to 8 body parts. In Wave 2, it has a head attached to 7 body parts, plus a detached head. The Wave 3 Centipede is composed of 6 body segments with 1 head attached and 2 detached heads. The Centipede continues to transform a body segment into a head until Wave 8, at which time it has 9 independently moving heads. You must eliminate the Wave 1 Centipede only once. Then, until you score passes 40,000 points, you must destroy each subsequent Centipede wave twice--first as the Centipede moves slowly towards you, then as it moves fast. After you score over 40,000 points, each Centipede will only need to be destroyed once. Mushrooms: Dotting the forest floor are mushrooms. The Centipede slides along horizontally in one direction. When it touches a mushroom or the edge of the screen, it drops down to the next row of mushrooms and reverses direction. It takes 3 consecutive hits to eliminate an entire mushroom. Spider: In its attempt to distract you from shooting the Centipede, the Spider jumps all over the battlefield, eliminating some of the mushrooms it touches. You score 300, 600, or 900 points when you zap the Spider. The closer the Spider is to your wand, the greater the score. When you hit it, the Spider's score lights up on the screen. Flea: The flea start bugging you after you shoot away most of the mushrooms near you. It drops straight down, creating mushrooms as it falls. You must hit the Flea twice to make it disappear. Warning: After the first shot, the Flea drops twice as fast! Scorpion: Sometime after you clear 3 Centipede screens, the Scorpion will scurry across the battlefield, poisoning every mushroom it touches. But, if you zap the Scorpion before it runs across an entire row of mushrooms, the spell of poison is broken and the mushrooms remain normal. Poisoned Mushrooms: Poisoned mushrooms are created by the scorpion. These are a deadly white color. When the Centipede bumps into a poisoned mushroom, it goes wild and plunges straight through the field of mushrooms toward you. As with normal mushrooms, you must hit a poisoned mushroom 3 times in succession to destroy it. Each time you lose a wand, poisoned mushrooms transform back into normal mushrooms. GAME CONTROLS You can move in any of four directions by moving the Analog Controller in that direction (see CONTROLS in the Home Launch Screen for Atari Retro). You can shoot your magic wand by pressing any of the ACTION buttons. GAME VARIATIONS When in the CENTIPEDE game play screen, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. When you cycle through the 2 CENTIPEDE game variations, EASY PLAY and STANDARD PLAY, you will see a demo of that difficulty level playing on the screen. A teddy bear figure appears at the bottom right side of the screen to denote EASY PLAY. For STANDARD PLAY, there is no teddy bear. In EASY PLAY, you do not lose a magic wand when the Flea or Spider touches you, and the Centipede always starts the attack in a single formation, never with detached heads. SCORING In the standard CENTIPEDE game, you can score a total of 999,999 points before the score rolls back to zero. In the easy game variation, you can score a total of 99,999 points. 10 points Centipede Body Segment 100 points Centipede Head 300 points Spider (distant range) 600 points Spider (medium range) 900 points Spider (close range--look out!) 200 points Flea 1000 points Scorpion 1 point Mushroom (totally eliminated) 5 points for every 2 Mushroom (wounded or intact at end of turn) 1 point Poisoned Mushroom (totally eliminated) 5 points for every 2 Poisoned Mushroom (wounded or intact at end of turn) Every 10,000 Bonus Wand DIFFICULTY The DIFFICULTY level in CENTIPEDE is handled through different game variations not the DIFFICULTY "switch". HELPFUL HINTS 1. Shoot away mushrooms in a straight line up the screen to create a "corridor." When the Centipede reaches this "gap," it will fall straight down the battlefield and can be easily picked off. 2. Since the Flea doesn't appear until you have eliminated most of the mushrooms near you, you can set up a shield to prevent this lightning-fast pest from striking. Simply leave at least 5 mushrooms on the lower third of the screen. After you score 120,000 points, you'll need to leave 10 mushrooms. 3. Shoot Centipede heads to create new heads out of the body segments left behind. Since heads are worth 10 times the point value of body segments, you'll score lots of points. 4. Each creature makes a distinct sound. By becoming familiar with these sounds, you will know without looking, what is attacking and where it is on the screen.Missile Command GAME STORY Aliens from the planet of Krytol have begun an attack on the planet Zardon. The Krytolians are warriors out to destroy and seize the planet of Zardon. Zardon is the last of the peaceful planets. The Zardonians are a skillful and hardworking people. Their cities are built-up and rich in resources. It is truly a planet void of crime and violence. Zardon has built a powerful defense system. Several antiballistic missile bases have been established within the cities of Zardon. The Zardonians are ready for this attack, and are prepared to fight to save their cities. As base commander it is your responsibility to protect and defend six cities on the planet of Zardon. The Krytolians have begun firing interplanetary ballistic missiles. They are aiming at your cities and missile bases. Your only defense is to fire back with antiballistic missiles. But watch out, the Krytolians are sly, they also have cruise missiles. Cruise missiles look like satellites, but they are just as deadly as the interplanetary ballistic missiles. Use your antiballistic missiles (ABMs) to stop the enemy before your happy and harmonious planet is destroyed. GAME PLAY The object of the game is to defend your cities and missile bases. The enemy fires interplanetary ballistic missiles and cruise missiles, both of which are aimed to destroy your cities and missile base. There are only two types of cruise missiles; smart cruise missiles, which try to evade your anti-ballistic missiles (ABMs), and dumb cruise missiles, which fall in a straight path. The enemy attacks in a series of waves that may vary in the number of attacking interplanetary ballistic missiles. Each consecutive wave moves faster. The faster the wave, the more difficult it is to defend the cities. So, the faster the wave, the higher the scoring. See Section 5 for details about waves and scoring. With each wave you have 30 ABMs for defense. Your launching missile base, (bottom, center of playfield) contains only 10 ABMs at a time. As each set of 10 ABMs is fired, you automatically receive 10 more from you underground missile dump (bottom, left corner). Once you have fired all 30 ABMs, you are defenseless until a new wave begins. You must protect your launching missile base from enemy fire. Once it is hit, all of its contents are destroyed. However, you still have the remaining missiles in the underground dump. The game ends when all of the cities are destroyed. To start a new game, simply tap the START GAME button in the MISSILE COMMAND main game screen. You will immediately start playing the first MISSILE COMMAND game variation. When in the MISSILE COMMAND game play screen, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. GAME CONTROLS You can move your missile targeting cursor in any of eight directions by moving the Analog Controller in that direction. To fire an ABM, press any of the ACTION buttons (see CONTROLS in the Home Launch Screen for Atari Retro). Wherever the target control is on the screen when the ACTION button is pressed will be the exact location that your missile explodes. Once you have launched an ABM, you can move to a new target and launch again while the first missile is in flight. The best way to destroy the enemy is to place the target control directly in the path of the interplanetary ballistic missiles. The ABM must make contact with the tip of the enemy's interplanetary ballistic missile. Some game variations have a fast target control and some have a slow target control. The faster the target control moves, the harder it is to position below the enemy missiles. (See the GAME VARIATIONS for games which feature a fast target control or slow target control). DIFFICULTY MISSILE COMMAND has two difficulty levels - EASY and DIFFICULT. In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) by tapping the EASY/DIFFICULT button in the MISSILE COMMAND main game screen. When the difficulty level is set at EASY, game play is normal. When the difficulty level is DIFFICULT, your ABMs move at a slower pace, making it more difficult to defend your cities and missile base. When you become skilled at MISSILE COMMAND, try GAME 16 with difficulty set to DIFFICULT for a real challenge. SCORING You score points when you destroy interplanetary ballistic missiles and cruise missiles. You also score points for unused antiballistic missiles and saved cities. Because each wave of interplanetary ballistic missiles moves faster, the points for the higher numbered waves are multiplied. For example, waves 9 and 10 are worth 5 times their original point value. (See SCORING MULTIPLIER.) Points are scored as follows: 25 points Interplanetary Ballistic Missiles 125 points Enemy Cruise Missiles 5 points Unused Antiballistic Missiles 100 points Saved Cities SCORING MULTIPLIER WAVES 1-2 Single Scoring WAVES 3-4 Double Scoring WAVES 5-6 Triple Scoring WAVES 7-8 Four Times Scoring WAVES 9-10 Five Times Scoring WAVES 11 and ABOVE Six Times Scoring Wave 13 is the most difficult wave. Unused ABM's and saved cities are tallied at the end of each wave. Between each consecutive wave, the cities fall and rise again when the next wave starts. A bonus city is awarded every 10,000 points. If your score reaches 10,000 points at the end of a wave and all six of your cities are destroyed, you still receive a bonus city and another wave of interplanetary ballistic missiles will attack. Bonus cities are saved if none of your cities are destroyed. A musical tune is played each time a bonus city is used. GAME VARIATIONS MISSILE COMMAND has 34 game variations. Games 1 through 17 are one-player, and games 18 through 34 are two-player games. This ATARI Game Program includes game variations for young children, games 17 and 34. The game play is slower in the children's versions. Tap the SELECT button to choose another game variation you wish to play and then tap the RESET button to play that variation. When you are playing in a 2-player mode, after the first player dies, the second one is able to play. This is a great way to challenge a friend (just pass the device quickly back and forth). SLOW/FAST TARGET CONTROL Some game variations have fast target control and some have slow target control. This means that your may move the cursor fast or slow around the screen. Because you use directional pad or keypad buttons to move the target control, the slower it moves, the more control you will have; but the fewer amount of targets you'll be able to hit. The faster the target control moves, the more difficult it is to control; but the more targets you will be able to hit. SMART ENEMY CRUISE MISSILE/DUMB ENEMY CRUISE MISSILE After the 6th wave of interplanetary ballistic missiles, the enemy may attack with cruise missiles. The dumb cruise missiles travel in a straight line and are fairly easy to destroy. The smart cruise missiles can detect and evade your ABM explosions, making them more difficult to destroy. STARTING WAVE The higher the wave number, the faster the enemy missiles attack. Some game variations start at a low wave number and progress to a higher and faster wave number. The games that start at a high wave number are fast in the beginning and progress even faster with each wave. The faster waves score more points. HELPFUL HINTS 1. You may fire up to three defense ABM's simultaneously. After firing, move to the next enemy missile and fire again. Do not wait for the explosion before moving. 2. Once a city is destroyed you no longer can defend it, so concentrate only on your missile base and saved cities. Ignore enemy fire aimed at cities already destroyed. 3. Smart enemy cruise missiles are easiest to destroy if your target control is directly on them. When it is directly on them, the enemy cannot detect your ABMs.Yar's Revenge GAME TERMINOLOGY YAR: Fly simulator under direct user control. ENERGY MISSILE: Missile shot by Yar, removes cells. QOTILE: Laser-base like object on right side of the screen, behind the shield. SHIELD: Energy shield protecting the Qotile, composed of cells. CELLS: Elements of which shield is composed. DESTROYER MISSILE: Guided missiles put out by Qotile to destroy Yars. ZORLON CANNON: Pulsing, scintillating fireball, appears on left side of screen and traversing the screen horizontally. SWIRL: Whirling pinwheel fired by the Qotile to destroy Yars. NEUTRAL ZONE: Colorful and glittering path down the center of the playfield. When in the zone, a Yar cannot operate fire commands, and cannot be harmed by Destroyer Missiles. However, the Yar can be destroyed by a Swirl in the zone. GAME PLAY The primary objective of the game is to break a path through the shield, and destroy the Qotile with a blast from the Zorlon Cannon. The secondary objective is to score as many points as possible. The shield is the red area in front of the Qotile base. It appears in one of two shapes, as an arch, or a shifting rectangle. The shield is made up of cells. The Yar scout can destroy these cells by firing at them with energy missiles, from any location on the playfield, or by devouring them on direct contact. (The Zorlon Cannon can also be used to destroy the cells, but this is a waste of a powerful weapon.) NOTE: To learn how to control the Yar and other aspects of the game play, see GAME CONTROLS. Once a path has been cleared through the shield, the Zorlon Cannon must be used to destroy the Qotile. To call up the cannon, the Yar can either eat a cell, or run over the Qotile. (See GAME VARIATIONS for more details on playing ULTIMATE YARS, Games 6 and 7.) The Zorlon Cannon appears on the left side of the playfield, and moves in a direct line with the Yar. This means the Yar is in its line of fire. It is important therefore, to aim the cannon at the Qotile, fire it, and fly out of the way fast! The Qotile shoots off two weapons: Destroyer Missiles and Swirls. The Destroyer Missiles come in a more or less constant stream, one at a time. The Yar must do his best to dodge them. Periodically, the Qotile transforms into a Swirl. This Swirl winds up and rushes off after the Yar. A Swirl can be destroyed with the Zorlon Cannon by hitting it either at its base location, or in mid-air. As a player's score increases, the Swirl becomes increasingly dangerous. (See SCORING.) The glittering path down the center of the screen is the Neutral Zone. This area will protect a Yar from Destroyer Missiles but not from Swirls. While in the Neutral Zone, a Yar cannot fire any energy missiles of his own. When a Yar is hit by a Destroyer Missile, a Swirl, or his own Zorlon Cannon, he dies. Each player has four Yars (turns) to play in a game. Additional Yars can be earned (See SCORING). To start a new game, simply tap the START GAME button in the YAR'S REVENGE main game screen. You will immediately start playing the first YAR'S REVENGE game variation. When in the YAR'S REVENGE game play screen, tap the SELECT button to choose another game variation (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that variation. GAME CONTROLS You can move your Yar in any of eight directions by moving the Analog Controller in that direction (see CONTROLS in the Home Launch Screen for Atari Retro). Press any of the ACTION buttons to fire energy missiles or fire the Zorlon Cannon. CONTROLLING THE YAR The Yar will move in whatever direction the Analog Controller is moved. The screen "wraps" from top to bottom, bottom to top. This means that if you fly the Yar off the top of the screen, it will appear at the bottom, and vice versa. The ACTION button has two separate firing functions: it will fire an energy missile in the direction the Yar is pointed, or operate the Zorlon Cannon when it is on the screen. (NOTE: Information about operating the Cannon is covered in GAME PLAY.) DIFFICULTY YARS' REVENGE has two difficulty levels - EASY and DIFFICULT. In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) by tapping the EASY/DIFFICULT button in the YAR'S REVENGE main game screen. When set to DIFFICULT, the Swirl will be propelled faster, making it harder for the Yar to dodge it. Also, if the Zorlon Cannon and the Destroyer Missile touch, they will destroy each other. GAME VARIATIONS When in the YAR'S REVENGE game play screen, tap the SELECT button to choose another game variation you wish to play and then tap the RESET button to play that variation. The game number appears in the center of the screen. When you are playing in a 2-player mode, after the first player dies, the second one is able to play. This is a great way to challenge a friend (just pass the device quickly back and forth). GAME 0 This is the simplest version, a good choice for young children to play. It features a slow Destroyer Missile. GAME 1 This is the two-player version of Game 0. GAME 2 This is the "normal" game, with two alternating Shield configurations, plus a Destroyer Missile, and a Swirl travelling at normal speed. GAME 3 This is the two-player version of Game 2. GAME 4 This game features a Zorlon Cannon that bounces off the shield. (Watch out! It can destroy you on its return flight.) There are two alternating Shield configurations, plus a Destroyer Missile and a Swirl travelling at normal speeds. GAME 5 This is the two-player version of Game 4. ULTIMATE YARS: Games 6 and 7 Ultimate Yars features a bouncing Zorlon Cannon, plus some unusual twists that distinguish it from the other Yar games. First, you must bounce the Yar against the left side of the screen to make the Zorlon Cannon appear. Also, to make the cannon appear, you need five TRONS. TRONS are units of energy which you can collect at the following rate: 1 TRON Eat a cell from the shield. 2 TRONS Touch the Qotile. 4 TRONS Catch a Zorlon Cannon shot after it bounces off the shield. If a Yar bounces of the left side with less than five TRONS, it will not get a shot, but it won't lose the TRONS it has, either. (Each time a Yar is destroyed, it loses its TRONS). Each Yar has a capacity of 255 TRONS. If a Yar tries to take on more than that, it will short out and the Yar will lose all its TRONS. The count of TRONS is not displayed on the screen. Yar scouts understand the count instinctively. Game 6 is the one-player version of ULTIMATE YARS. Game 7 is the two-player version. SCORING 69 points Cell, hit by Missile 69 points 100 points Cell, devoured by Yar. 1000 points Qotile, destroyed. 2000 points Swirl, destroyed in place. 6000 points additional life Swirl, destroyed in mid-air. HIGH SCORE GAME FEATURES: 70,000 points Swirl triples in frequency and sometimes fires instantly. Shield turns blue. 150,000 points Swirl returns to normal frequency but will remain in mid-air to hit you. Shield turns grey. 230,000 points Swirl again triples in frequency and sometimes fires instantly. Shield turns pink. HELPFUL HINTS 1. When you destroy the Qotile, or a Swirl, there will be an explosion, during which the Yar stays on the screen. Use this opportunity to make up your own victory dance. And watch out for the Ghost of Yars! You'll see his mean streak, so stay off it! 2. The Qotile continually changes colors. The color sequence is your cue to the appearance of a Swirl, and gives you warning to plan your attack and defense. 3. If you fly over the Qotile as it changes to a Swirl, it will destroy you, so be careful. 4. When you think you are a tough avenger, choose DIFFICULT, and then try Ultimate Yars!Adventure GAME STORY An evil magician has stolen the Enchanted Chalice and has hidden it somewhere in the Kingdom. The object of the game is to rescue the Enchanted Chalice and place it inside the Golden Castle where it belongs. This is no easy task, as the Evil Magician has created three Dragons to hinder you in your quest for the Golden Chalice. There is Yorgie, the Yellow Dragon, who is just plain mean; there is Grundle, the Green Dragon, who is mean and ferocious; and there is Rhindle, the Red Dragon, who is the most ferocious of all. Rhindle is also the fastest Dragon and is the most difficult to outmaneuver. There are three castles in the Kingdom; the White Castle, the Black Castle, and the Golden Castle. Each castle has a Gate over the entrance. The Gate can be opened with the corresponding colored Key. Inside each Castle are rooms (or dungeons, depending at which Skill Level you are playing). The Castles are separated by rooms, pathways, and labyrinths. Common to all the Skill Levels is the Blue Labyrinth through which you must find your way to the Black Castle. Skill Levels 2 and 3 have a more complicated Kingdom(see GAME VARIATIONS section). GAME PLAY To start a new game, simply tap the START GAME button in the ADVENTURE main game screen. You will immediately start playing the first ADVENTURE Skill Level. When in the ADVENTURE game play screen, tap the SELECT button to choose another Skill Level (See GAME VARIATIONS) you wish to play and then tap the RESET button to play that level. If you get "eaten" by one of the Dragons, do not despair! Just choose RESET and you will be "reincarnated" and placed back in front of the Golden Castle. Unfortunately, any Dragons you may have slain (see GOOD MAGIC) will also be reincarnated. If you were carrying any object with you, it will remain where it was. If you have finished one game and wish to begin another, choose either RESET or the SELECT. The number of the Skill Level at which you were playing will appear on the screen. Choose the RESET button to begin play. GAME CONTROLS You can move in any of eight directions by moving the Analog Controller in that direction (see CONTROLS in the Home Launch Screen for Atari Retro. Each area shown on your screen will have one or more barriers or walls, through which you cannot pass. There are one or more openings. To move from one area to an adjacent area, move "off" the screen through one of the openings, the adjacent area will be shown on your screen. Scattered throughout the Kingdom are certain objects to help you in your search for the Enchanted Chalice. To pick up an object, all that is necessary is to touch it. You will hear a sound that will notify you that you have the object in tow. To drop the object, press any of the Action buttons. You will hear a different sound that will tell you that the object has been released. To open any Castle, touch the Gate with that Castle's corresponding colored key. The Gate will slide open and you can enter the Castle by moving upward through the Gate. If you are leaving the Castle, it is advisable to push the Key out first or you may inadvertently close the Castle Gate behind you. DIFFICULTY In order to switch between game difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) by tapping the EASY/DIFFICULT button in the ADVENTURE main game screen. Changing the difficulty of ADVENTURE will change the difficulty of the game play at each Skill Level (see GAME VARIATIONS). When you have chosen EASY, the Dragons will hesitate before they bite you. Therefore, when you have chosen DIFFICULT, it is more difficult to escape the Dragons. GOOD MAGIC While the Evil Magician has created many hazards to slow you in your quest to rescue the Enchanted Chalice, there is some Good Magic on your side: 1. You have a Sword that you can use to slay the Dragons. To do this, you must touch them with it. 2. If the game difficulty is set to DIFFICULT, all Dragons will run from the Sword. 3. There is a Bridge that can be used to pass over the walls of any portion of the Kingdom. The Bridge cannot be used to pass through any barrier into the next portion, nor can it be used to move from right to left or left to right over a barrier or wall. It also cannot be used to get past a locked Castle Gate. 4. Pick up the Bridge the same way you would any other object. Place the Bridge across the wall that you wish to pass over and release it by pushing the OPTION button. The ends of the Bridge must be visible on both sides of the wall for it to work. After releasing the Bridge you can then pass through it to the other side of the wall or barrier. 5. If you should happen to touch the inside of the Bridge while you are passing over the barrier, the Bridge will close and you may become trapped as well. 6. To release yourself, press any of the ACTION buttons. If, for some reason, your magic should fail and you still cannot release yourself, choose the RESET button and "reincarnate". Use reincarnation as a last resort, especially if you have slain one or more Dragons. 7. In all games, Yorgie, the Yellow Dragon, is afraid of the Gold Key and will run from it. He will also stay away from whatever room or area of the Kingdom in which it may be. 8. To remove objects that are stuck in a wall and out of reach, there is a Magnet that affects all inanimate objects, including the Bridge. The Magnet can also be used to move objects in an adjacent part of the kingdom by putting it in front of you before entering that part of the Kingdom. BAD MAGIC The Evil Magician has cast a spell to make it difficult for you to succeed in rescuing the Enchanted Chalice. Not only do the Dragons rally around and try to stop you from getting the Enchanted Chalice, they guard other objects in the Kingdom: 1. Grundle, the Green Dragon, guards the Magnet, the Bridge, and the Black Key. 2. Rhindle, the Red Dragon, guards the White Key. 3. When not guarding the Enchanted Chalice, Yorkle, the Yellow Dragon, roams freely about the Kingdom. Sometimes he will assist Grundle or Rhindle in guarding whatever it may be that they are guarding. There is other Bad Magic that you must overcome in order to rescue the Enchanted Chalice: 1. You cannot pick up and carry a slain dragon. 2. In Skill Levels 2 and 3 (see GAME VARIATIONS), besides the Dragons, the Evil Magician has created a Black Bat that carries objects around throughout the Kingdom and trades them for an object that you may be carrying. The Black Bat may trade a live Dragon for the Sword and leave you defenseless, or it may trade you something for the Enchanted Chalice just as you are ready to put it into the Golden Castle. GOOD OR BAD MAGIC Some Magic can be good or bad, depending on the situation: 1. You can catch the Black Bat and carry it and whatever the Black Bat may be carrying. However, sometimes the Black Bat will escape (usually at the most inopportune times). 2. If there are four or more objects (including the Castle Gates) in your area of the Kingdom, your magic may or may not work. Sometimes you can slay a Dragon, sometimes you can't. However, it is easier to avoid being swallowed by a Dragon. If you have slain a Dragon, and he is blocking your path, so you cannot get through, you can use this to your advantage by placing one or two objects in the same area and then move through the slain Dragon. Sometimes the Black Bat can be used to your advantage by getting it to swap for an object you need that may be stuck in a wall. GAME VARIATIONS When in the ADVENTURE game play screen, tap the SELECT button to choose another Skill Level you wish to play and then tap the RESET button to play that level.Level 1: This is the simplest Skill Level. When you press the RESET button to begin play, you will see the Key to the Golden Castle. Unlock the Castle and enter. You will find the Sword inside the Golden Castle. The Key to the Black Castle is being guarded by Grundle, the Green Dragon. Yorgle, the Yellow Dragon is roaming free and may or may not be found guarding the Enchanted Chalice, which is hidden with the Magnet inside the Black Castle. Level 2: This Kingdom is much larger than Level 1. There are Catacombs (in which you can see only part way). The Key to the Golden Castle is hidden here. You must pass through the Catacombs to reach the White Castle. The Key to the White Castle is hidden in the Blue Labyrinth. Inside the White Castle is the Red Dungeon. There is a Secret Room in the Red Dungeon where the Key to the Black Castle is hidden. To get to the Secret room you must use the Bridge. To get to the Black Castle you must pass through the Blue Labyrinth. Behind the first room of the Black Castle is the Grey Dungeon, which is similar to the Catacombs. The Enchanted Chalice is hidden here, guarded by Rhindle, the Red Dragon. All objects, the Dragons, and the Black Bat will start in the same place in the Kingdom each time you play the game at Level 2. Level 3: The Kingdom is the same as Level 2, but is more difficult to play as the Evil Magician has placed all the objects and the Dragons randomly within the Kingdom. You will never know for sure what is in the next area of the Kingdom until you enter it, nor will you know for sure where the Enchanted Chalice may be hidden. The Dragons could be inside any of the Castles.PONG GAME PLAY The objective of PONG is very simple. You must prevent the bouncing ball from crossing into your back field by blocking it with your paddle while trying to get the ball past your opponent's paddle and into their back field. The player that scores 21 points against their opponent wins. To start a new game, simply tap the START GAME button in the PONG main game screen. GAME CONTROLS You can move your paddle up or down by moving the Analog Controller in that direction (see CONTROLS in the Home Launch Screen for Atari Retro). GAME VARIATIONS PONG has two difficulty levels - EASY and DIFFICULT. In order to switch between difficulty levels, choose EASY (for beginners) or DIFFICULT (for skilled players) from the PONG main game screen. 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