satisfactory keyboard function), the pattern shifts to the "OK" pattern of Fig. 9d. The pattern flip-flops between black-on-

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 Built-inPrograms

The following instructions are for operating the built-in

"resident" games to evaluate Studio II performance:

"Bowling" Game

Press "Clear" key. Press Key A3 (left-hand keyboard).

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 computer-con-

trolled (narrow-bodied) car in a two-minute race. At the end

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 ("SP-1 5" on screen). The scorecard reappears for

about 3 seconds after the second ball is thrown or all pins are

downed. Player 2 then plays right-handKeyboard B.

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 on-screen com- bination. There are 20 sets in the run in random order.

"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.

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RCA 18V100 service manual Three Numbers to be Added