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VIDEO GAME CARTRIDGE 

FOR THE ATARI 520Q ,W SUPERSYSTEM 



ATARI 



'8 




Atari welcomes your comments. 
Please address all correspondence to: 

Atari. Inc. 
Customer Relations 
1312 Crossman Avenue 
Sunnyvale, California 94086 



Insert your 5200™ game cartridge so the label faces you and reads 
right-side-up. Be sure the cartridge is firmly seated In the center of the 
console, but do not force it. Then press the POWER switch on. See your 
Owner's Manual for further details. 




TABLE OF CONTENTS 



1. Legacy of a Distant Planet 


1 


2. Game Play 


2 


3. Using the 5200™ Controllers 


5 


4. Scoring 


6 


5. Strategies and Helpful Hints 


7 



[uismn tn eisim 



1 . LEGACY OF A DISTANT PLANET 

You're the Commander of a space archaeological expedi 
Hon to a planet that scientists believe was a world virtually 
parallel to our own. Now it's gone. All gone— except for 
the widely scattered pieces of planetary rock that the 
archaeologists on board consider their "treasures." 
The information contained in those cosmic chunks 
could be vital for earth's survival. 

Your mission is urgent. Collect the "treasures." process 
their valuable information with your on- board com- 
puter, and send that data back to earth. This crystal- 
powered computer (code named "Collect Bonus") 
can decipher the molecular structure of the rocks 
as easily as you can read a history book. 

However, your task won't be that 
easy. There are powerful cosmic 
enemies who are quite deter- 
mined that you never get back 
alive— Deathsquares. Guards. 
Enforcers. Thieves, Executioners, 
Spore Cases, and those hard-to- 
kill Pikers. Psychic scientists 
speculate that these enemies 
are the negative forces that 
eventually annihilated the 
planet. Now they are polter- 
geists—evil ghosts trapped in a 
"space dungeon" that both im- 
prisons them in their own rage 
while storing the planet's secret 
treasures in its multi-tiered 
antechambers. 




1 



CIEl J fWEFO ? 





Be careful! Here comes one of 

those multi-shielded, snowflake- 

shoped Pikers now. Quick! Shoot 

for the heart. Don't collide with 

it. or else— poofl Just like that— 

you're astral dustl 

GAME PLAY 

As the Commander of the expe- 
dition, your goal is to score as 
many points as possible by col- 
lecting the treasures of the 
planet and by destroying the 
enemies who get in your way. 

The space of the destroyed 
planet is divided into a series of 
antechambers, or connecting 
rooms— the "space dungeon" — 
through which you travel on 
your search for these treasures. 
Some rooms are filled with 
treasure, some with enemies, 
some with both, and some with 
nothing but space itself. 

The fragmented planet's space 
is also layered in several levels, 
like the floors of a deep mine. 
You begin at Depth Level 1 the 
"easiest" level. 




You guide your ship through the 
doorways of each room, look- 
ing for treasure and destroying 
enemies with your laser cannon. 
You pick up treasure by flying 



directly over It. As you do, a 
distinct sound will signal you 
that the treasure has been auto- 
matically scooped up into your 
Treasure Box. 



Uves Depth 

Remaining Level 



Treasure 
Bo* Doorway Mao 



Pik#r Doorway 

_L 




Executioner Treasure Signpost to 

Collect Bonus Room 



Figure / - An Opening Game Situation: The First Room 



TREASURE BOX 

Your accumulated treasures are 
deposited in the red treasure 
box until you cash in their point 
value by entering the three- 
dimensional cube of the 
"Collect Bonus" room. 



"COLLECT BONUS" ROOM 

Each level has only one 
"Collect Bonus" room. The most 
direct route to the "Collect 
Bonus" room is indicated by a 
signpost at the side of each 
room. When you enter the "Col- 





lect Bonus" cube {Figure 2), the 
point value of your treasure is 
counted and you pass through 
a dimensional space warp and 
plunge Into the next (and more 
difficult) Depth Level. 

THE MAP 

Your progress throughout the 
rooms is displayed on the 
bird's-eye-view map at the top 
of your screen [Figure 3). This 
overhead map depicts: 

j Your ship's present location 



The location of the 
"Collect Bonus" room 

The room in which you lost 
your treasure during your 
last turn 

The position of the 
Thief— a slippery char- 
acter who burglarizes the 
treasures of Depth Levels 
2 and beyond, before you 
can get to them. 



All the rooms you have visited 
thus far. and whether they are; 



Rooms still containing live 
enemies when you exited, or 



□ Rooms "cleared" of 
enemies. 



COMPLETING A LEVEL 

Initially, you have three ships (or 
lives) to complete your mission. 






Figure 2 - Collect Bonus Cube 



Spaceship's 
Location 



No Enemies 

Remaining 

(Maybe!) 



Uncollected 
Treasure Thiol's 
of Lasi Life Location 
l_ 




Doorway* 



Live Enemies 
Left Behma 



Collect 
Bonus Room 

Rooms 
Not Visited 



Figure 3 - The Map 

For every 10,000 points you 
score, you earn a bonus ship. 
Completing a level and then 
entering the "Collect Bonus" 
cube awards you 10.000 points 
and a new ship. To complete a 



level, you need to visit every 
room; you don't have to collect 
all the possible treasure or de- 
stroy all enemies. 

You can never really eliminate 
all the enemies anyway. A room 
once cleared ot enemies may 



surprise you when you pass 
through it a second or third 
time. These enemies can re- 
generate themselves sponta- 
neously. Like evil ghosts else- 
where, they can pop into any 
room at any time— even those 
that you had once "cleared!" 



3. USING THE 5200™ CONTROLLERS 



You must use two 5200 control- 
lers simultaneously with SPACE 
DUNGEON— one to guide your 
ship through space, and one to 
operate your laser cannon. Plug 
the controllers into jacks 1 and 2 
on your console. The controller 
plugged into jack 1 controls 
all keypad button commands 
and starts the game. 

CONTROLLER HOLDER 

Packaged with your SPACE 
DUNGEON cartridge is a Con- 
troller Holder to make it easier 
tor you to operate both joysticks 
simultaneously. See the enclosed 
supplement for details on 
its usage. 

PLAYER SELECTION 

Moments after you turn the 
power on, a selection menu will 
display your game options. With 
the controller plugged Into jack 
1. press button 1 on your keypad 
for a one-player game. Press 



button 2 for a two-player game 
in which you take turns after 
one player loses a ship. Press 
button 3 for a computer 

demonstration game. 

CONTROLLER ACTION 

The joystick of controller 1 
guides your spaceship through 
the antechambers of space. 
Move it in the direction you 
want to go. Your ship will travel 
at a constant speed, slightly 
faster than the quickest enemy. 

The joystick of controller 2 
operates your laser cannon. 
Point it in the direction you want 
to fire. The joystick will fire a 
continuous volley in any one of 
eight directions. 

START, PAUSE, and RESET 

Press START to begin the game 
when the selection menu is dis- 
played. Press PAUSE to suspend 
a turn in progress or to freeze 



5 



the action. Press PAUSE a sec- 
ond time (or press any other key 
on the keypad) to continue 
game play Press RESET to return 
to the selection menu to start a 



new game. It you hit RESET by 
accident, press button 4 on 
your keyboard to resume the 
game in progress. 



4. SCORING 



/ 



Vou score points for each enemy 
you destroy and for every piece 
of treasure you bring into the 
"Collect Bonus"cube. As you 
move from room-to-room to pick 
up treasure, each piece is tem- 
porarily stored in the red trea- 
sure box at the top of the 
screen. You do not cash in on 
their point value until you enter 
theXollect Bonus"cube. 

If you collide with an enemy, or 
if a bomb destroys your ship 
before you can reach the "Col- 
lect Bonus" cube, all your trea- 
sure will be transferred from the 
red treasure box to the room 
where your ship was destroyed. 
This room will be designated on 
the overhead map by a white 
square marked with an "X" 
[Figure 3). 





> 



4 




k 



This white square will 
remain visible only 
during your next turn. 
If you collect any treasure during 
your next turn, that white square 
will disappear and will be re- 
placed by another white square 
to designate the new room 
where your ship was last lost. 
Your treasure will remain in the 
rooms in which It was deposited 
until you either cash it in for its 
point value and move on to 
another Depth Level, or until 
you start another game. 

Each Depth Level has a maxi- 
mum degree of difficulty. The 
longer you cruise your ship at 
any particular level, the closer 
you get to that level's maximum 
difficulty. The more valuable 
treasures can only be found on 
the more difficult Depth Levels. 
Likewise, more powerful enemies 
(like the Spore Cases who re- 
lease three deadly spores simul- 
taneously!) appear only at these 
more difficult Depth Levels. 




Iron Cross 



Copper Piece 




1000 



2000 



Golden Fleece 






Platinum Ark 



8000 



Figure 5 - The Treasures 



BONUS SHIP 

You get a bonus ship and a 
musical salute for every 10.000 
points you score. You earn a 
special bonus of 10.000 points 
for visiting all the rooms on any 
one level. 




Piker (ship) 



Piker (shield) 



r Zapper 







4000 Deathsquare 







Guard 



Executioner 



Enforcer 



Spore Case 




Figure 6 - The Enemies 



5. STRATEGIES AND HELPFUL HINTS 



There are a variety of strategies 
you can use— some active, some 
passive. You can aggressively 
scour through space, fighting 
off enemies as you store trea- 
sure in the Treasure Box, Or you 
can isolate yourself in one of 
the rooms and blast to smith- 



ereens, all those enemies who 
dare approach. 

You can cash In the collected 
treasure without completing the 
entire level. Or you can try to 
visit all the rooms, collecting as 
much treasure as possible before 



you decide to cash in your trea- 
sure for points. Of course, you 
can use any combination of 
these strategies, as the circum- 
stances of the moment dictate. 

SOME HELPFUL HINTS 

■ In the beginning, try moving 
your ship around the rooms 
without shooting to get familiar 
with the manueverability of the 
ship and its speed in relation to 
the enemies. 

■ Familiarize yourself with the 
eight different directions In 
which your ship can go and 
where your laser cannon can 
fire. This will help you from back- 
ing yourself in a corner or trying 
to shoot an enemy along an 
angle that will not touch it. 

■ When you exit a room, the 
doorway you pass through will 
"glow" for a few seconds. This 
indicates that the doorway has 
become temporarily Impene- 
trable, preventing you from 
immediately passing back 
through it. 

■ You can seal off portions of 
the wall by exiting a room, then 
returning to that room through a 
different doorway, while the 
doorway you exited is still 
"glowing." 



■ You never know what you'll 
see in the next room, but you 
can be sure that if it moves. It 
won't be friendly. SPACE 



DUNGEON, therefore, is one 
game where the "Shoot first 
and ask questions later!" tradi- 
tion of the Old West will serve 
you well. It is best to have your 
laser cannon firing in front of 
you as you enter o room; it will 
help clear a path for your ship 
as you navigate through the 
rooms. Laser fire will not pene- 
trate nearby rooms. 

■ Although the Corner Zappers 
always fire at random intervals, 
there is a detectable pattern In 
any one shooting session. Sense 
the rhythm of the Corner Zap- 
pers and watch that you don't 
cruise right into the middle of 
their line of fire. If one Corner 
Zapper is left alive when you 
exit a room, the other three will 
spontaneously regenerate 
themselves to greet you If 

you decide to return, 

■ You can't kill the Thief. When 
you shoot him. he will drop any 
treasure that he might be carry- 
ing. He will also leave behind 
Guards who will try to prevent 
you from picking up the trea- 
sure he dropped when you 
caught him red-handed. 

■ For an interesting variation in 
game play, try playing SPACE 
DUNGEON with one person 
guiding the spaceship while 
another is operating the laser 
cannon. 



8 



Carl Toil-Ffre 

(SCO) 67M404 |»n CahfornUI 

{GOO) 53&85*3 [Continental US) 



A 

ATARI' 



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