NOTE: Always
turn the console POWER switch OFF before inserting or removing
an ATARI Game
Program cartridge. This will protect the electronic
components and
prolong the life of your ATARI 2600 Video Computer
System game.
(C)1982 ATARI,
CORP. ALL RIGHTS RESERVED
TABLE OF CONTENTS
1 SERVICE!
2 GAME PLAY
3. USING THE
CONTROLLERS
4. CONSOLE CONTROLS
5. GAME VARIATIONS
6. SCORING
7. GAME STRATEGY
8. GAME SELECT
MATRIX
9. BEST SCORES
1. SERVICE!
Hope you're ready
for a good, hard workout! You may want to limber up a little because
your set ups and spikes are going to be critical. And, by the way,
how's your serve? It's also about to be tested. You're going
to need teamwork, strategy, accuracy and extreme concentration to develop
a winning game of volleyball. So position your team, heads up, and
service!
2. GAME PLAY
ATARI RealSports VOLLEYBALL is patterned after traditional volleyball where the objective is to win by scoring 15 points first. The game is played by two opposing teams, each occupying opposite sides of a court divided by a net. See Figures 1-A and 1-B.
After the ball is served, it is hit back and forth (or "volleyed") over the net until one team misses the ball or hits it out-of-bounds. You receive one point each time your opponent misses a ball that you initially served. Generally, the game ends when one team scores 15 points (for exceptions to this rule, see Section 6 - SCORING).
To play a winning game of ATARI Realsports VOLLEYBALL, you should know how to serve, hit, and spike the ball.
SERVING
At the start of a game, the computer randomly awards the serve to the right or left team. To serve, move your player until he touches the ball. Once a player holds the ball, he can move only in a vertical direction up or down the court. Position your player and press the red button on your Joystick to propel the ball over the net.
NOTE: The top player on each team always serves. See Figure 1-B.
HITTING
Keeping your eye on the ball, move the player until he meets the ball. In standard games (Games 1 and 2) the ball is then automatically "set up" to the other teammate, who must hit the ball in order to pass it back to the first teammate, who can then send the ball over the net. It takes two or three hits to return the ball, unless you spike it. In easy games (Games 3 and 4), the ball goes over the net upon contact.
SPIKING
Spiking is a method of returning the ball lower, with greater velocity than normal, and without setting it up to your teammate. To spike, follow the directions for "hitting", except, just as you meet the ball, press the red button on your Joystick. This may take some practice, but, when done correctly, the ball will zoom back over the net into your opponents' court.
NOTE: You must
position your player at least halfway up to the net, as shown in Figure
2, in order to spike a ball.
3. USING THE CONTROLLER
Use your Joystick Controllers with this ATARI Game Program cartridge. Be sure to plug the controller cables firmly into the jacks at the back of your Video Computer System game. Hold the controller with the red fire button to your upper left toward the television screen. See you Owner's Manual for further details.
For a one-player game, plug the Joystick into the left jack and play against the computer. For a two-player game, the player on the left uses the Joystick plugged into the left jack and the player on the right uses the Joystick plugged into the right jack.
Move the Joystick in any direction to move both teammates in unison in the same direction.
Press the red
button to:
* Start a game
* Serve the
ball
* Spike the
ball
CONSOLE CONTROLS
GAME SELECT SWITCH
Press the GAME
SELECT switch to choose the game you wish to play. (For a breakdown of
GAME VARIATIONS, see Section 6.) The number of each game appears
below the court, to the left of the net, while the number of players for
each game appears below the court, on the right side of the net.
(See Figure 3.)
GAME RESET SWITCH
Press the game
RESET switch to begin game play. The score display will then replace
the game number and number of players at the bottom of the court.
The score for each team appears on its side of the net, as shown in Figure
4.
DIFFICULTY SWITCHES
The DIFFICULTY
switch determines the speed of the players. Set in the A position,
both players on a team will move slowly. Set in the B position, they
will move fast. The RIGHT DIFFICULTY switch controls the team on
the right side, while the LEFT DIFFICULTY switch controls the team on the
left side.
TV TYPE SWITCH
Set this switch
to COLOR if you have a color television set. Set it to B-W to play
the game in black and white.
5. GAME VARIATIONS
This RealSports VOLLEYBALL cartridge contains for games. Below is a detailed description of each game variation. For quick reference, use the GAME SELECT MATRIX in Section 8.
GAME 1
In this standard,
one-player game, you play against the computer. The ball must be
set up between teammates (two or three hits to send it over the net).
Or you can spike it over without set ups.
GAME 2
This standard,
two-player game is played just like Game 1, with set ups or spiking.
Each player operates a Joystick and controls a team.
GAME 3
No need to set
up the ball, it automatically goes over the net as soon as your player
hits it in this easy, one-player variation. It's a good choice for
beginners and children.
GAME 4
Here is the
two-player version of Game 3. Again, there are no set ups (the ball
goes back over the net upon contact) and it's a good choice for novice
players.
SCORING
You receive one point every time the opposing team misses a ball that you initially served. If the team that served the ball misses it or hits it out-of-bounds, no point is scored and the ball goes to the opposite team to serve. In traditional volleyball, this is known as "side-out".
A bell will sound every time a point is scored. A buzz will sound when the ball goes out-of-bounds. If a player runs out of the court and hits the ball back over the net, the volley is played as if the ball did not go out-of-bounds. The computer awards serves and points according to which team last touched the ball.
The game ends when one team scores 15 points. However, you must win by at least two points, so if the score is 15 to 14, you continue playing until one team is two points ahead of the other.
Scores are displayed
below the court to the left and right of the net, as shown in Figure 4.
Your score always appears on your side of the court.
7. GAME STRATEGY
1. Use the shadow of the ball as a point of reference. Since the ball will land on its shadow, place your player's feet on the shadow to connect with and hit the ball.
NOTE: The shadow disappears after the sun sets. Once the shadow is gone, your best strategy for hitting the ball is to keep your player's head under the ball.
2. Since setting up the ball is the most difficult aspect of Game 1 and Game 2, you may want to spike whenever you are close enough to the net.
3. Take advantage
of your ability to go outside the court. You
can often salvage
a set up hit out-of-bounds by your own teammate.
4. Spiking is
very good aggressive strategy which should be employed whenever possible.
GAME SELECT MATRIX
Game Number
1 2 3 4
Number of Players
1 2 1 2
Set Ups
X X
No Set Ups
X X
Children
X X
9 BEST SCORES
Name:
Date: Score:
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C019741-66 REV.1 CX2666 (c)1982 ATARI, INC. ALL RIGHTS RESERVED Printed in U.S.A.
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