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Snafu.txt
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2001-10-17
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Mattel Electronics(R)
Intellivision(tm) Intelligent Television
SNAFU(tm)
CARTRIDGE INSTRUCTIONS
(FOR 1 OR 2 PLAYERS)
(FOR COLOR TV VIEWING ONLY)
(c) Mattel, Inc. 1981. Hawthorne, CA 90250 3758-0920
PRINTED IN U.S.A. All Rights Reserved.
The contest is on! Create a maze to corner your opponents...before you
are cornered yourself. Split-second reflexes keep your trail in motion --
while blocking your opponent and/or the computer in a trap from which there
is no escape. Or direct a hungry serpent after your opponent, and bite his
tail off before he bites yours. It's a twisting tangle which only the swift
survive. 16 game variations put you in control.
OBJECT OF THE GAMES
Trap Games (12 variations) -- To keep your trail moving without colliding --
and to block your opponents' trails so that they are forced into collisions.
Trails that collide with others, with the edge of the picture, with obstacles
or themselves are eliminated.
Bite Games (4 variations) -- To make contact between the head of your serpent
and the tail of your opponent's serpent, "biting" off one link with each
contact. The winner is the surviving serpent.
CHECK YOUR EQUIPMENT
[picture of television set with Intellivision hardware]
MAKE SURE
MASTER COMPONENT is connected to TV set and power cord is plugged in.
ANTENNA SWITCH BOX is set at GAME.
TV set is plugged in and properly installed.
SNAFU CARTRIDGE is placed in the slot and firmly engaged.
OFF/ON Switch is turned on.
PRESS RESET BUTTON:
Title will appear on TV screen
ADD OVERLAYS
Find the SNAFU keypad overlay in the cartridge packet with this booklet.
Remove Hand Controller from the console.
Insert overlay into the Hand Controller. Make sure the overlay fits tight
and is all the way in. The overlay will be your visual guide in the SNAFU
game.
EXAMINE YOUR CONTROLS
[diagram of an Intellivision controller with Snafu overlay]
WHEN YOU SEE THE GAME TITLE, SELECT YOUR GAME SPEED.
Fastest -- Press Disc.
Medium Fast -- Press Key 1.
Medium -- Press Key 2.
Slow -- Press Key 3.
TRAP GAMES
PICK YOUR GAME VARIATION
Key in the number for the Trap game variation you want. (See table, pg 5.)
Then press ENTER.
SELECT NUMBER OF ROUNDS
Key in any number from 1 to 99.
Then press ENTER.
During Trap games, the number of rounds remaining is shown as a white digit
in the lower left corner of the screen.
BEFORE THE ACTUAL START OF ANY GAME, YOU CAN RETURN TO THE TITLE FRAME AND
START OVER BY PRESSING ANY SIDE BUTTON ON EITHER HAND CONTROLLER.
GAME VARIATION MOVEMENT NUMBER OF TRAILS TRAILS (AFTER HIT) OBSTACLES
1 H/V 4 Disappear NO
2 H/V 4 Remain NO
3 H/V 2 Disappear NO
5 H/V/D 4 Disappear NO
6 H/V/D 4 Remain NO
7 H/V/D 2 Disappear NO
9 H/V 4 Disappear YES
10 H/V 4 Remain YES
11 H/V 2 Disappear YES
13 H/V/D 4 Disappear YES
14 H/V/D 4 Remain YES
15 H/V/D 2 Disappear YES
H = Horizontal V = Vertical D = Diagonal
ALL GAME VARIATIONS CAN BE PLAYED BY ONE OR TWO PEOPLE
HOW TO PLAY TRAP GAMES
The only control you use in the Direction Disc. The left hand controller
directs the Red trail; the right hand controller directs the Blue trail.
Yellow and Tan trails are directed by the computer.
If you do not touch one Direction Disc, the computer will direct that
trail. Once you touch a Disc, YOU have control of that trail for the rest
of the round.
DISC CONTROL POINTS
In game variations where there is only Horizontal and Vertical movement,
use these places on the Disc to direct your trail...
[picture of disc with four "corners" shown. Self-explanatory.]
In game variations where there is Horizontal, Vertical AND Diagonal
movement, use these places on the Disc to direct your trail...
[same picture but with diagonal directions included.]
After a game first starts, the computer randomly selects the direction in
which your trail starts to move. Trail responds to your pressure on the
Disc after it had moved one square.
Your trail will not respond if you try to change direction to the exact
opposite of your present movement, since this would cause you to have a
head-on collision with yourself.
GAME STRATEGY
Direct your trail so that it always has room to keep moving freely. At the
same time, try to block your opponents so that they are forced into a
collision. If a trail collides with the edge of the picture, with an
obstacle, with another trail or with part of itself, it is eliminated from
the round. Depending on game variation, eliminated trails may disappear
or remain on screen as additional obstacles.
OBSTACLES
In game variations where obstacles occur, these appear as different colored
objects scattered about the screen. The computer randomly sets the number
and position of obstacles for each round of a game with this variation.
DIAGONAL MOVEMENT
In game variations that allow diagonal movement, you can cross a diagonal
trail when moving diagonally yourself. However, the intersection must be
between links, like this: [obvious illustration]
If you are about to crash, you will hear a BEEP one square before collision.
Blue trail will be warned with a HIGH beep. Red trail will be warned with
a LOW beep.
SCORING
When a trail collides and is eliminated, all other surviving trails are
awarded one point. If two trails collide simultaneously, both are
eliminated and neither receives a point. Any other surviving trails,
however, receive two points. Points are accumulated throughout the number
of rounds set at the beginning of the game (up to 99). Points are displayed
along the bottom of the screen, in the color of the trails.
MUSIC
The computer music lets you know that the current round of play had reached
the "showdown" stage -- a battle between the last two existing trails. If
you are playing a 2-trail variation of the game, you will hear the music
throughout the entire round of play. Music also signals you when the game
is over.
AT THE END OF A GAME, YOU CAN RETURN TO THE TITLE FRAME TO START OVER BY
PRESSING ANY SIDE BUTTON ON EITHER HAND CONTROLLER.
BITE GAMES
PICK YOUR GAME VARIATION
- Key in the number for the Bite game variation you want. (See table below.)
- Then press ENTER. Game starts immediately.
GAME VARIATION MOVEMENT OBSTACLES
4 H/V NO
8 H/V/D NO
12 H/V YES
16 H/V/D YES
H = Horizontal V = Vertical D = Diagonal
ALL BITE GAME VARIATIONS ARE 2-PLAYER GAMES, WITH 2 SERPENTS.
BEFORE THE ACTUAL START OF ANY GAME, YOU CAN RETURN TO THE TITLE FRAME AND
START OVER BY PRESSING ANY SIDE BUTTON ON EITHER HAND CONTROLLER.
HOW TO PLAY BITE GAMES
The only control you will use is the Direction Disc. Left hand controller
directs the Red serpent; right hand controller directs the Blue serpent.
BITE GAMES ARE 2-PLAYER GAMES. If you leave either serpent to the
computer's control, that serpent will travel back and forth across the screen
until it eventually eats itself.
DISC CONTROL POINTS
In game variations where there is only Horizontal and Vertical movement,
use these places on the Disc to direct your serpent...
[picture of disc with four "corners" shown. Self-explanatory.]
In game variations where there is Horizontal, Vertical AND Diagonal
movement, use these places on the Disc to direct your serpent...
[same picture but with diagonal directions included.]
When game starts, computer randomly selects the direction of movement for
both serpents. Serpents respond to Disc direction after they have moved
one square.
GAME STRATEGY
Maneuver your serpent to make contact between the head of your serpent and
the end of your opponent's serpent's tail, "biting" off one link. Each
serpent starts with 10 links. A serpent can grow a new link (up to a
maximum length of 20), if it is not bitten within a certain length of time.
The time required to grow a new link depends on the speed at which you are
playing.
Fast speed -- approx. 20 seconds
Medium Fast speed -- approx. 27 seconds
Medium speed -- approx. 33 seconds
Slow speed -- approx. 40 seconds
If a serpent runs into the edge of the picture and doubles back on itself,
it will lose one link. Display at the bottom of the screen shows how many
links each serpent has left. The game is over when a serpent loses all
its links. The winner is the surviving serpent.
OBSTACLES
In game variations where obstacles occur, these appear as different colored
objects scattered about the screen. The computer randomly sets the number
and position of obstacles for each round of a game with this variation. If
a serpent runs into an obstacle, it will change direction of movement.
COMPUTER MUSIC SIGNALS YOU WHEN THE GAME IS OVER. AT THE END OF A GAME, YOU
CAN RETURN TO THE TITLE FRAME TO START OVER BY PRESSING ANY SIDE BUTTON ON
EITHER HAND CONTROLLER.
90 DAY LIMITED WARRANTY
[information deleted]
Mattel Electronics(r)
Intellivision(tm)
Intelligent Television
Video Game Advantage WWW manual archive -- http://www.io.com/~vga2000