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Spacemaster X-7 - 20th Century Fox - Atari 2600    Manual Scan icon HTML Manual   

Spacemaster X-7

S p a c e m a s t e r X-7 (tm)

20th Century Fox
Games of the Century (tm)
Game Instructions

SPACEMASTER X-7 (tm)

TO SET UP:

Set up your video computer system and left joystick controller as instructed
in your game system owner's manual. Turn the power OFF. Insert the game
cartridge and then turn the power ON. The Difficulty Switches and Game
Select Level are not used. You can use the Color/B-W Lever to pause the
game at any time during play. Flip the Color/B-W Lever back or press the
joystick button to resume play. Press the Reset Lever or the joystick button
to head into deep space and battle the evil Hyperion Empire.


[SCREEN SHOT SHOWING A "HYPERION MILITARY BASE" AT CENTER AND YOUR "ASSAULT
SHIP" (STAR-LIKE OBJECT). ALSO SHOWS BLACK "TEN BASES DESTROYED" INDICATOR.]


THE CONTROLS:

Your Assault Ship was specially designed to destroy Hyperion Military Bases.
Assault Ship movement is controlled by tilting the joystick. Missiles are
fired from your unlimited supply of ammunition by pressing the joystick
button. Your ship will not move while the button is pressed, a helpful
feature for firing from inside the Hyperion Base's Force Field.


THE OBJECTIVE:

Your mission is to destroy as many Hyperion Military Bases as possible.
You can fire missiles through the gaps in the Force Field or from inside
the Force Field. If you are able to sneak inside, you must quickly destroy
the Base before the Force Field closes in on your Assault Ship. This is no
easy task! The Base can construct electrifying Shields during battle and is
protected by a variety of deadly defenders. If you are able to avoid all of
them, you will be truly deserving of the title Space Master X-7.


SCREEN DISPLAY:

Your current score is shown at the top of the screen. The battle takes place
in the center of the screen. The number of your Assault Ships remaining is
shown in the lower left corner of the screen. Only 9 Ships can be displayed
at once, but you can earn even more! The number of Hyperion Bases destroyed
is shown in the lower right corner. Each white mark represents one Base
destroyed. Each black mark represents ten Bases destroyed. Although only 39
Bases destroyed can be shown, you can keep on blasting Bases for as long as
you like!

The Energy Meter in the bottom center of the screen registers the flow of
energy from the Hyperion Base.


HYPERION MILITARY BASES:

Each time one of your missiles hits the Hyperion Base, the Base loses energy.
When the energy level on the Energy Meter registers "-", the Base will
explode. Direct hits from a steady stream of your missiles will finish off
a Hyperion Base in seconds.


FORCE FIELD:

The Hyperion Base is protected by a pulsing Force Field. To get close to the
Base, you must fly your Assault Ship through one of the openings in this
Force Field. If you accidentally hit the Force Field with a missile, the
Hyperion Base will GAIN energy. If you fly your Assault Ship into the Force
Field, you will lose the ship.


[SCREEN SHOT SHOWING "FORCE FIELD" (SURROUNDING HYPERION BASE), "ASSAULT
SHIPS REMAINING" INDICATOR AND WHITE "ONE BASE DESTROYED" INDICATOR.]


HYPERION DEFENDERS:

Various Hyperion weapons and war craft will come to the defense of the Base
during the battle. Some are mindless projectiles and others contain sophist-
icated tracking systems.


## ## ## FIREBALLS shoot straight out of the Base in random
## ## ## directions.
## ## ##
## ##
#### ####
#### ##
## ##
## ##
##


## HEAT SEEKERS will try to ram your Assault Ship. If you
#### trick them into flying off the edge of the screen, they
###### will not reappear.
######
####
##


##
##
##
##
##
## BOUNCERS bounce randomly about space.
##
##
##
##
##
##
##


########
## ## WANDERERS wander aimlessly through space.
## ## ##
## ## ## ##
## ## ## ##
## ## ## ##
## ###### ##
## ##
##########


##
## HOMERS home in on your Assault Ship. Unlike Fireballs
###### ## and Heat-seekers, Homers will chase after you again
#### and again.
####
## ######
##
##


[SCREEN SHOT SHOWING CURRENT SCORE (TOP-CENTER), HYPERION BASE "ENERGY METER"
(BOTTOM-CENTER), AND "SHIELDS" BUILDING NEXT TO HYPERION BASE.]


SHIELDS:

At the higher levels of play, the Base will begin to construct Shields. The
Shields will continue to grow as long as the Base's energy level is on the
"+" side of the Energy Meter. When the energy level drops to the "-" side,
the Base will begin to remove parts of the Shields and re-absorb their
energy. Missiles have no effect on the Shields, but if you accidentally fly
into a Shield, you will lose a Ship.


SCORING:

FIREBALL = 25 Points
HEAT SEEKER = 100 Points
BOUNCER = 50 Points
WANDERER = 200 Points
HOMER = 400 Points
BASE HIT = 25 Points per hit
BASE DESTROYED = 1000 Points each for the first four Bases
2000 Points for the next four Bases, and so on.

You begin each game with five Assault Ships, four in reserve and one in play.
Bonus Ships are awarded for every second Hyperion Base destroyed and after
every 10,000 points.


LEVELS OF DIFFICULTY:

Space Master X-7 gets more and more challenging as you continue to play.
The battle gets faster, the Defenders get more deadly and the Base builds
additional Shield protection at a more rapid rate.


HINTS FROM DAVID LUBAR...

Watch to see which type of defense weapon is forming within the Base. Each
acts differently and requires a different strategy.

On the higher levels, avoid the area where the Shields will appear first.
Otherwise, you could get hit with no warning.

When moving through the Force Field, try to fly directly toward the base,
then fire when you are almost touching it. As soon as you hit the button,
you will stop moving.

At very high levels take your time and hit the Base from outside the Field
until the energy level drops and the outer Shields are absorbed.


MASTER BLASTERS
_______________________________________________________________
| Name | Bases | Score |
| | Destroyed | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|
| | | |
|_______________________________|_______________|_______________|



ALSO AVAILABLE FROM FOX VIDEO GAMES:

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Once the Tomatoes take over, will we ever ketchup?

CRYPTS OF CHAOS
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TURMOIL
A topsy-turvy rapid reflex test!
Program and audio visual (c) 1982 Sirius

FANTASTIC VOYAGE
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MEGAFORCE
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Megaforce is a trademark of Northshore Investments, LTD

ALIEN
In your living room, everyone can hear you scream!
A 20th Century Fox Film Corporation Production

BEANY BOPPER
Beany Boppin' will keep you hoppin'!
Program and audio visual (c) 1982 Sirius

WORM WAR I
The battle of the century is taking place!
Program and audio visual (c) 1982 Sirius

DEADLY DUCK
It takes more than luck to play Deadly Duck!
Program and audio visual (c) 1982 Sirius

FAST EDDIE
You've got to be cool and you've got to be steady to play Fast Eddie!
Program and audio visual (c) 1982 Sirius




A game by David Lubar
Program and audio visual (c) 1982 Sirius
Packaging (c) 1982 Fox Video Games, Inc.
All rights reserved

Fox Video Games, Inc., P.O. Box 797, Saratoga, California 95071

PRINTED IN TAIWAN 82-FOX-2115
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/-------------------------------------------------------------------------\
| SCRIBE:- GRAHAM.J.PERCY email [email protected] 29TH NOVEMBER 1998 |
| I COLLECT 2600/7800/COLECOVISION/INTELLIVISION. |
| * SPECIAL THANKS TO MARCO ([email protected]) WHO HAS |
| GENEROUSLY MADE HIS COPY OF THIS MANUAL AVAILABLE FOR TYPING! |
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