satisfactory keyboard function), the pattern shifts to the "OK" pattern of Fig. 9d. The pattern
white and white-on-black until the "Clear" button is actuated.
If the "Clear" button functions normally, the whole sequence starts again as the button is released. This completes the
"Tester I" test.
NOTE: Reconnect the original power unit into
the system. Store the special unit with the test
cartridge for future use.
Operational Checks Using
The following instructions are for operating the
"resident" games to evaluate Studio II performance:
"Bowling" Game
Press "Clear" key. Press Key A3
Screen will display "scorecard" (Fig. 11) for about 3 seconds and immediately sets up alley (Fig. 12) with bowling ball
r* moving up and down at the left side.
PLAYER A | PLAYER B |
SCORE | SCORE |
OPPOSING CAR CONTROLLED
BY THE COMPUTER
PLAYER'S CAR
Figure 13. "Freeway" Screen Display
"Freeway" Game
Press "Clear" key. Press Key A4; racetrack appears on screen
(Fig. 13). Press Key BO to start race. Press and hold Key B4 to
steer car to left; Key B6 steers car to right. Press A2 to speed up race (throttle); Key A8 slows car (brake). Object: Accum-
ulate "mileage" by avoiding collisions with
trolled
of the race, the screen displays the distance traveled.
ana noa
FRAME
NUMBER
Figure 11. Bowling "Scorecard" Display
STRAIGHT, KEY «r5
r
Figure 12. Bowling Ball Release Keys
Keyboard A is in action: Pressing A5 releases a straight
ball toward the pins; Key A2 sends a ball with a left (upward)
hook while Key A8 delivers a right (downward) hook (Fig. 12).
Knocking out all pins on one throw registers a strike with a
score of 20 ("ST- 20" at lower left corner of alley); two throws,
a score of 1 5
about 3 seconds after the second ball is thrown or all pins are
downed. Player 2 then plays
PLAYER A | PLAYER B |
SCORE | SCORE |
^nm qdsk
L \j
\
THREE NUMBERS TO BE ADDED
Figure 14. "Addition" Screen Display
"Addition" Function
Press "Clear" key. Press Key A5. Screen display appears as
shown in Fig. 14. Player has five seconds to add the three
digits in the lower group and press the correct answer on Key-
board A or B. For example, the "130" on Fig. 14 adds up to
"4". Punch A3 or B3 to score. The sooner the correct total is entered, the higher the score. (Maximum score for each entry is 11). If the wrong total is entered, the keyboard "locks out" and the player gets no second chance on the
"Patterns" Function
Press "Clear" key. Press Key A2. Screen remains dark.
Press Key B4, then Key BO. The computer then "paints" the
screen white from right to left and from bottom to top. Once
the matrix is all white, the computer then paints the screen
black. Press Key B5, the painting stops or freezes, press Key
BO, painting resumes.