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SUPER COBRA
BY PARKER BROTHERS
OBJECT
Brush off your ace piloting skills because you're about to
take off on a hair-raising adventure: air surveillance of
unfriendly territory. This means an 11,000 mile obstacle
course through ever-changing terrain...over craggy mountain
tops, around tall city buildings, through long jagged
tunnels. And that isn't all! The course is just rigged
with chopper-stopping weapons like igniting rockets, heavy
ground artillery, flobbynoids, and flying saucers.
Every 1,000 miles of terrain brings ever-increasing
challenges and ever-certain...danger. But a handsome payoff
lies at the end for anyone who's got what it takes!
SETTING THE CONSOLE CONTROLS
1. Place the cartridge firmly in the cartridge slot.
2. Plug one or two hand-held controllers into controller
jacks labelled "1" and "2." Use the controller in the "1"
jack for a one-player game.
3. Press the ON/OFF switch to ON.
4. Press keypad button "#" to choose a one- or two-player
game.
5. Press either START or a bottom fire button on the
controller in the "1" jack to start the action.
THE HAND-HELD CONTROLLER
Use the joystick on the hand-held controller to fly your
chopper up, down, or to the right. Move the joystick left
to "hover." Press either of the bottom fire buttons to fire
your missiles and to drop bombs. Each press of the fire
button fires both missiles and bombs. For rapid fire action,
keep both fire buttons pressed down.
THE PAUSE BUTTON
Any time during the game, you may "freeze" the action. To
do so, simply press PAUSE. To continue the action, simply
press PAUSE again.
PLAYING
You'll start the game with five choppers. The first appears
in action while the remaining ones wait "on deck" at the
bottom of the screen.
When the game begins, fly your chopper down screen to the
right. The object is to avoid the obstacles that border
around the chopper's air route in order to gain mileage.
Hit an obstacle and the chopper goes down. When a chopper
goes down, the next one comes up at the beginning of the
section where the last one crashed. Each level has two
sections, showing two types of terrain.
In addition to gaining mileage, try to shoot down for
points the weapons scattered throughout the course. You'll
find six different types of weapons: rockets, ground artillery,
flobbynoids, falling mines, comets, and flying saucers. The
types of weapons you'll find and whether they're activated
or not will differ, depending on the level at which you're
playing. Just remember this: dodge their fire, don't run your
chopper into them, and try to shoot them down for points.
{DIAGRAM- Shows Mileage Gauge, Air Route, Chopper, Fuel Gauge,
and Remaining Choppers}
{DIAGRAM- Shows Rocket, Ground Artillery, Flobbynoid, Falling
Mine, Comet, Flying Saucer, Fuel Tank, and Booty}
FUEL TANKS
The yellow bar at the bottom of the screen is your fuel gauge.
Keep an eye on it because if your fuel runs out, your chopper
is out of luck. You can partially replenish your supply by
hitting a fuel tank with missile fire or a bomb. As the fuel
depletes to a serious level, you'll hear a warning sound.
This tells you to fly to a tank quickly and get more fuel.
With each new chopper and with each new level, you'll get a
supply of fuel.
LEVEL 1-11: THE OBSTACLE COURSE
Notice the blue band at the top of the screen. Each block
in the band represents 1,000 miles of the obstacle course-
or one game level. There are 11 levels in all; each level
has two sections of terrain. Every time your chopper enters
a new level, its corresponding block turns red.
Survive one level (with at least one remaining chopper),
and you'll hear a brief musical tune and see "mileage
cleared." In a moment, you'll cruise into the next level
and a different section of the obstacle course.
Each level shows not only a different air route, but also
displays different combinations of active and inactive
weapons. Here's a rundown of what you'll encounter in
each game level:
Level 1: Rockets and ground artillery both
active.
Level 2: Rockets and ground artillery both
active.
Level 3: Rockets inactive, ground artillery
active, flobbynoids appear as obstacles.
Level 4: Rockets inactive, ground artillery
active, flobbynoids appear as obstacles.
Level 5: No rockets, ground artillery active,
falling mines active.
Level 6: Rockets inactive, ground artillery
active.
Level 7: Rockets inactive, ground artillery
active, comets appear as obstacles.
Level 8: Rockets inactive, ground artillery
active, flying saucers appear as
obstacles in first section and fire in
the second section.
Level 9: Rockets active, ground artillery active.
Level 10: Rockets active, ground artillery active.
Level 11: Here's where the booty lies. Rockets
and ground artillery both active.
THE BOOTY
When you reach Level 11, the object is to pick up the booty
by swooping down and landing on it. If you can accomplish this,
there will be a slight pause in the action. After a brief
musical tune, you'll go back to Level 1.
END OF GAME
The game ends when you run out of choppers.
Press Button to Continue: When you see "Press button to
continue," immediately press either or both bottom fire
buttons (within five seconds). The game will restart at the
same section of the level where the last chopper went down.
Your score will be reset at "0."
TWO-PLAYER GAMES
The left player goes first; players alternate turns after
each one loses a chopper. The left player's score is at
the top left side of the screen. The right player's score
is at the top right side of the screen.
SCORING
Hitting a rocket.......................50 points
Hitting a fuel tank....................50 points
Hitting ground artillery..............100 points
for the first in each level; 200 points for
the second in each level; 300 points for the
third in each level; 100, 200, 300, etc. for
each additional hit.
Hitting a flobbynoid..................100 points
Hitting a falling mine.................50 points
Hitting a comet.......................100 points
Hitting a flying saucer...............100 points
High score for all games played while the unit is ON
appears at the top center of the screen. Once you turn the
unit OFF/ON and begin again, the previous high score is set
at zero.
END
Typed by Robert "Ferg" Ferguson
for Atari Gaming Headquarters
Used with permission from Atari Gaming Headquarters
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