Atari CX-2600 manual Enemy Cruise Missiles Points

Models: CX-2600

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You score points when you destroy interplanetary ballistic missiles and cruise missiles. You also score points for unused antiballistic missiles and saved cities. Because each wave of interplanetary ballistic missiles moves faster, the points for the higher numbered waves are multiplied. For example, waves 9 and 10 are worth 5 times their original point value. (See Table 1 for SCORING MULTIPLIER.)

Points are scored as follows:

 

Interplanetary Ballistic Missiles

25 points

Enemy Cruise Missiles

125 points

Unused Antiballistic Missiles

5 points

Saved Cities

100 points

Table 1 - Scoring Multiplier

 

Waves 1-2

Single Scoring

Waves 3-4

Double Scoring

Waves 5-6

Tripple Scoring

Waves 7-8

Four Times Scoring

Waves 9-10

Five Times Scoring

Waves 11 and Above

Six Times Scoring

Wave 13 is the most difficult in Missile Command®.

 

Unused ABM's and saved cities are tallied at the end of each wave. Between each consecutive wave, the cities fall and rise again when the next wave starts (see Figure 4). A bonus city is awarded every 10,000 points. If your score reaches 10,000 points at the end of a wave and all six of your cities are destroyed, you still receive a bonus city and another wave of interplanetary ballistic missiles will attack.

Helpful Hints

1)You may fire up to three defense missiles simultaneously. After pressing the controller (fire) button, move to the next enemy site and fire again. Do not wait for the explosion before moving.

2)Once a city is destroyed you no longer can defend it, so concentrate only on your missile base and saved cities. Ignore enemy fire aimed at cities already destroyed.

3)Smart enemy cruise missiles are easiest to destroy if your target control is directly on them. When it is directly on them, the enemy cannot detect your ABMs.

4)Discover the hidden initials of the original programmer in Game Variation 13.

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Atari CX-2600 manual Enemy Cruise Missiles Points