Sea & Space Battle
(600-2674)                 Game Play                  Faxback Doc. # 45301

Playing The Basic Game

Follow the instructions in this section to play a one-player game against
the computer.  We recommend you read through the instructions first before
you begin playing.  Once you've mastered the basic game, you can test your
skill against another player and try out some different variations (see
"Game Variations" below).

You must play on Side A.  Your opponent does not know where your ships are
and cannot cheat.  It sets up a fleet that matches your ship strength
exactly.  So, if you enter a traditional fleet, it also enters a tradi-
tional fleet.  If you enter any other combination of ships, it enters the
same combination.

Preparing For Battle

1.  Press ON/OFF to turn on the game.  A melody sounds, then the sonar
    sounds.

    Note:  To conserve battery power, the game automatically turns off if
           you do not press any key for about 15 minutes.  If it turns off
           automatically during a game, press ON/OFF to turn it back on.
           You must start a new game, since the last game information is
           lost.

2.  Place your first ship on your play grid (the side with the electronic
    coordinate display and the ON/OFF key).

    Note:  You do not have to enter ships in any particular order.

3.  Enter the ship's location by pressing the position entry keys that
    correspond to the holes at each end of the ship, then press ENTER.

    For example, if you have placed a ship on circles B2 to B6, follow
    these steps to enter the ship's coordinates.

      Press B1 to identify row B.

      Press C2 to identify column 2.

      Press B1 to identify row B.

      Press C6 to identify column 6.

      Press ENTER to enter the position into the computer.

Notes:  If you make a mistake before pressing ENTER, simply press the
        correct keys, then press ENTER.  Only the last four keys pressed
        before ENTER are stored in the computer.

        If you press ENTER, then realize you entered incorrect coordinates,
        press CANCEL then ENTER to delete the coordinates for the longest
        ship you entered.  Press CANCEL then ENTER again to delete the co-
        ordinates for the next longest ship.  Continue pressing CANCEL then
        ENTER until you have deleted the ship coordinates you want.  Then
        reenter the coordinates you deleted.

4.  Repeat Steps 2 and 3 for the rest of your fleet.

When your fleet is set up, you're ready to fight the battle.

Fighting The Battle

You and your opponent take turns firing at each other, starting with Side A
(your side).

1.  Press WAR then ENTER to start the game.  The sonar sounds.

2.  Select a circle you want to target and insert a white peg in that
    position on the targeting grid.

3.  Use the position entry keys to enter the target circle's coordinates,
    then press ENTER.  You hear the sound of the missile being launched.

    If there is an enemy ship at the selected location, you hear an explo-
    sion and the hit indicator flashes.  Remove the white peg from the tar-
    geting grid and replace it with a red peg to indicate a hit on a ship
    at that location.

    If you missed all of your opponent's ship, there is no sound after the
    missile launch.  Leave the white peg in place to remind you not to
    shoot there again, so you can save your ammunition and earn a higher
    score.

4.  Your opponent fires back.  You hear the sound of the missile being
    launched and the target coordinates appear on the coordinate display.

    If your ship is hit, place a red peg in the peg hole of the ship that
    is hit by the missile.  Once all of the peg holes of a ship have been
    hit, the ship sinks.  The computer sounds a whooping siren to signify
    "Abandon Ship."

    If your ship is not hit, no action is required, but you can place a
    white peg in the hole where the miss landed to help you keep track of
    how many shots your opponent has fired.

5.  Repeat Steps 2-4 to continue fighting the battle.

    The game ends when all of one player's ships have been sunk, or when
    all missiles have been fired.  The winner's score appears, and the game
    plays a victory tune.

6.  Press ENTER to start a new game, or hold down ON/OFF for at least 2
    seconds until you hear a tone to turn off the game.

Scoring

At the end of the game, a victory tune plays and the winner's score (1-99)
appears on the coordinate display.  The score is based on:

  The number of loser's ships sunk.

  The number of winner's ships' circles that have been hit.

  The number of missiles left.

Verifying Your Fleet's Position (One-Player Game Only)

During a one-player game, if the pieces fall off your play grid or you for-
get to mark a hit, you can verify the position of any ship in your fleet,
and find out how big it is and whether it is vertical or horizontal.  (You
cannot check the position of enemy ships.)

For example, if you are in the middle of the game shown above, some of your
ships have been hit, and you want to verify the position of the first ship
you entered:

1.  Press VERIFY then E4 to find the location of the top or leftmost circle
    of the Aircraft Carrier/Space Carrier.  The display shows:

                                62

2.  Press ENTER to find the direction of the ship (vertical or horizontal)
    and the number of circles on it that have not been hit.  The coordinate
    display shows:
                             (symbol)

    The center segment of the display indicates the ship's direction. If
    the ship is horizontal, the center segment lights. If the ship is ver-
    tical, the center segment does not light.

    The lighted segments on the display indicate the circles on the ship
    that have not been hit, starting at the top segment (representing the
    top or leftmost circle of the ship) and going clockwise around the dis-
    play.  If the ship has been sunk, the segments representing the circles
    on the ship do not light.  In this example, the bottom segment is unlit
    indicating that the fourth circle of the Carrier's five circles has
    been hit.

3.  To check other ships in your fleet, press the keys shown in this table:

To find              Press            Display         Then      Display
                                      shows           press     shows
                                                                         _
Aircraft Carrier/    VERIFY E4        b2              ENTER    (backward h)
Space Carrier
                                                                   _
Cruiser/Space        VERIFY D3        d8              ENTER        _
Cruiser

Destroyers/Space     VERIFY C2        J0              ENTER    (backward F)
Destroyers

Destroyers/Space     VERIFY B1        G2              ENTER         |
Destroyers

Frigate/Space        VERIFY A0        F7              ENTER
Frigate

After checking, press any key except VERIFY, ON/OFF or ENTER to return to
the game.

Game Variations

Basic Two-Player Game

You can play the basic game against another player, either using the tradi-
tional fleet or choosing your own fleet size.  In a two-player game, the
fleets need not be equal-sized.

Both players can enter their ships at the same time.  The computer
responds to each correctly entered ship.

Note:  Side A's entries appear on the coordinate display until Side B
       begins pressing ENTER.

You play the game in the same way as you would with one player, except Side
B plays when the computer would play in a one-player game.  Also, the
players must tell each other the circles they target, since the coordinate
display does not operate.

Salvo Game For Two Players

This is a realistic fleet-action variation of Sea Battle.  It can be played
either with the traditional, equal-sized fleets, or with unequal-sized
fleets.

In this variation, the player on Side A fires five missiles, one after the
other, then the player on Side B fires five missiles, and so on.

This variation can give an advantage to an inexperienced player, since you
can take five shots without your opponent firing back.  You can fire the
five missiles anywhere you want. But, if you get a hit, you can concentrate
your fire in the vicinity of the enemy ship you found.

To play a salvo game:

1.  Press ON/OFF to turn on the game.  A melody sounds, then the sonar
    sounds.

2.  Press MODE then B1.  The display shows:

                     (upside down u|)

3.  Press ENTER.  The computer enters the mode for a salvo game.

4.  Set up your fleets as you would for a basic two-player game, then press
    WAR then ENTER.

The players take turns placing white pegs in five selected circles on the
targeting grid, entering the coordinates then pressing ENTER for each one,
and replacing white pegs with red ones for each hit scored.

Live-Action Game For Two Players

In a live-action game, the player who is the quickest on the draw wins the
right to fire.  If you are fast, you might be able to fire several shots in
a row.

This game can be played with equal- or unequal-sized fleets.  Marking the
targeting grid with pegs as you fire is a good idea, to avoid firing twice
at the same circle, but the fast pace might make it difficult.

To play a live-action game:

1.  Press ON/OFF to turn on the game.  A melody sounds, then the sonar
    sounds.

2.  Press MODE then C2.  The display shows:  (upside down u and a 2)

3.  Press ENTER.  The computer enters the mode for a live action game.

4.  Set up your fleets as you would for a basic two-player game, then
    press WAR then ENTER.

5.  The first player to press any key after the first sonar signal ends
    gets to fire the next missile.  Pressing or holding a key down before
    the sonar sounds does not count.  So, both players have to wait until
    the sonar sound ends.

(LB/EB 11/10/97)

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