User manual ATARI CX-2600
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Manual abstract: user guide ATARI CX-2600
Detailed instructions for use are in the User's Guide.
[. . . ] OWNER'S MANUAL
MODEL CX-2600
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Contents
Getting Started
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Game Listing Credits Technical Support Terms And Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
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Getting Started
Health Warnings and Precautions · Video games may cause a small percentage of individuals to experience seizures or have momentary
loss of consciousness when viewing certain kinds of flashing lights or patterns on a television screen. Certain conditions may include epileptic symptoms even in persons with no prior history or seizures or epilepsy. [. . . ] Use your Joystick to select the alphabet letters that appear on the right of the screen. (See Controller Action) Enter the letter into the computer with the red Controller button. · · If the letter you select is in the Hangman Word, it appears in the appropriate blank or blanks. If the letter you select is not in the Hangman Word, a part of the Monkey appears in the upper left corner of the screen and that letter is deleted from the alphabet cycle.
If you haven't completed the Hangman Word after eleven wrong selections, the Hangman Word automatically appears in the spaces and the Monkey is completed in the upper left corner. In one-player games, the number of games you win appears in the upper left corner; the number of games you lose appears in the upper right corner. In two-player games, a player scores one point for completing the Hangman Word. The left Controller player's score appears in the upper left corner; the right Controller player's score is in the upper right corner.
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Controls
Use the Controller to select the alphabet letter you wish to enter into the computer. Letters of the alphabet appear one at a time on the right of the screen. Push the Joystick forward to cycle through the alphabet letters from A to Z. Pull the Joystick towards you to cycle through the letters in reverse order from Z to A. Press the red Controller button to enter the letter you select into the computer.
Hangman 1-Player Games
Games 1, 2, 3 and 4 are one-player games. You score one point for every Hangman Word you complete; the computer scores one point for each Hangman Word you can't complete. Game 1 One player competes against the computer that uses words from a first through third grade vocabulary. Game 2 One player competes against the computer that uses words from a first through sixth grade vocabulary. Game 3 Playing with words from a first through ninth grade level, one player competes against the computer. Game 4 Words from a first through high school vocabulary are used for competition between one player and the computer.
Hangman 2-Player Computer Games
Games 5, 6, 7 and 8 are two-player games against the computer. After you select the game vocabulary you want to use, you and your opponent take turns selecting alphabet letters to find the word generated by the computer. The first player to complete the Hangman Word scores one point and starts the next word. Game 5 Two players compete to complete the Hangman Word from a first through third grade vocabulary. Game 6 Two players test their word skill with Hangman Words from a first through sixth grade vocabulary. Game 7 Words from a first through ninth grade vocabulary are used for competition between two players.
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Game 8 Two players compete using words from a first through high school vocabulary
Hangman 2-Player Opponent Games
Game 9 Now it's your turn to choose the Hangman Word. Instead of playing with a computer word, one player composes the Hangman Word with the Joystick Controller; the opposing player receives eleven guesses to complete the Hangman Word. [. . . ] This agreement will terminate automatically without notice from the Company if you fail to comply with any provisions of this agreement. All provisions of this agreement as to warranties, limitation of liability, remedies and damages will survive termination.
LIMITED WARRANTY
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The Company warrants to the original purchaser that the hardware for the ATARI®Flashback 2TMClassic Game Console shall be free from defects in material and workmanship for a period of ninety (90) days from the date of purchase (the "Warranty Period"). If this product is determined to be defective during the Warranty Period, your remedy shall be limited to either repair or replacement, at the Company's option, of the Product. You must call 1-425-951-7170 to receive instructions to obtain repair/replacement services. [. . . ]
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