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Sealed orders for each disk have been provided to be o p e n e d

by operative ONLY WHEN ABSOLUTELY NECESSARY for successful for Atari® Home Computers, 48K Memory, Disk
%
Trademark of Warner Communications
completion of the mission. The operative should attempt to
complete the mission on his own before resorting to said sealed
information. INTRODUCTION
Jupiter Mission 1999 is a dynamic interactive space fantasy epic
adventure, comprised of eleven separate g a m e programs on four
UNAUTHORIZED REPRODUCTION OF THIS GAME IN ANY FORM IS separate disks, numbers 1 through 4 (see disk labels]. With a mixture
SPECIFICALLY PROHIBITED. WE CONSIDER ANY VIOLATION OF THIS RE- of role-playing a n d arcade-style action, JUPITER MISSION 1999 pro-
QUEST DETRIMENTAL TO OUR LEGAL RIGHT TO EXIST IN A COMPETITIVE vides you with an exciting a n d accurate simulation of a voyage to
BUSINESS ENVIRONMENT. the Jupiter system in search of the source of intelligent radio
transmissions. As the main character in the epic, your decisions
determine the course of the action a n d the development of the
game. The outcome will d e p e n d on your intelligence, dexterity, a n d
perseverance.

As the only survivor a b o a r d the USSN Space Beagle, you must


m microcomputer games* somehow complete your mission. You will remain onboard at all
times a n d interact with the g a m e through scanners, space probes,
{ | j j j A Division of THE AVALON HILL Game Company
"""" I Baltimore, Maryland • Printed in USA a n d mobile robot probes. JUPITER MISSION 1999 is an adventure
©1984 The Avalon Hill Game Company
game; you mustfigureoutwhat must be d o n e throughoutthe game.
All Rights Reserved There will be no one there with the right answer for you; you must
Computer Program a n d Audio Visual Display Copyrighted solve the problems on your own.
X5476
1/84 g 4635301
1
Sealed orders for each disk have been provided to be opened
by operative ONLY WHEN ABSOLUTELY NECESSARY for successful
completion of the mission. The operative should attempt to
complete the mission on his own before resorting to said sealed
Ji i if u flivvii i
information.
IEEE
PARTI
Game Design:
Scott Lamb
Package Art:
Jim Talbot LOADING THE PROGRAM
Paste-Up:
Charles Kibler 1. Ensure that BASIC is up on your computer. In some Atari systems
Illustrations: you will have to insert the Atari BASIC Language Cartridge. In
Winchell Chung other Atari computers the BASIC Language is built into the system.
Production Coordination: 2. Plug the joystick controller into the number one computer con-
Phyllis Suddeth troller port.
Typesetting: 3. Turn on your disk drive. When the drive "busy light" goes out, in-
Colonial Composition sert g a m e disk #1 into the drive a n d close the drive door.
Prep. Dept. Coordinator: 4. Turn on your computer. The program will automatically load and
Elaine M. Adkins begin.
Printing:
Monarch Services, Inc. NOTE: Ensure that you d o not write-protect the g a m e diskettes.
Playtesters:
David Aley
Winchell Chung TROUBLE SHOOTING
Larry McCauley
Tommy Shaw The programs in JUPITER MISSION 1999 are very large and
Greg Handy therefore take a few seconds to load. In order to speed up the
David Kuijt loading process the screen is turned off during loading operations.
As long as the screen is blue, a program is in the process of loading
a n d initializing.
Should a problem occur while loading, the speaker of the Atari
computer will buzz continuously. When you hear this continuous
buzz check the following:

1. Is disk drive # 1 turned on?


2. Is the correct disk in drive?
m
m
microcomputer games"
A Division of THE AVALON HILL Game Company
3.
4.
Is the drive door closed?
Is the disk write-protected?
Baltimore, Maryland • Printed in USA
©1984 The Avalon Hill Game Company When you have corrected the problem, just press the RETURN key
All Rights Reserved a n d the program will continue loading a n d the buzzing will stop.
Computer Program and Audio Visual Display Copyrighted
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SCIENCE LAB: Logistic problem solving g a m e ; a probe must be sent
PLAYING JUPITER MISSION 1999 to the Jupiter system to gather data. Accurate statistical information
of Jupiter a n d its moons is provided.
Part of the challenge of JUPITER MISSION 1999 is in how you react LANDER BAY COMMAND: gives status reports on each of the two
to the situations of the game scenario as they develop. Therefore it is landers a b o a r d the SPACE BEAGLE, as well as computer advice
always up to you to decide how the g a m e should be played in each regarding a landing on a particular moon.
of the eleven programs. The scenario was created to be an
accurate simulation of events as they might occur. Logic a n d LANDER CONTROL: arcade/logistical g a m e ; graphics display of
common sense will keep your mission alive. The more you think moon surface a n d orbiting lander. Readouts in bottom window on
about what you will do, the more likely you are to make the correct altitude, latitude position a b o v e moon, thrust, speed, a n d fuel;
decisions a n d survive. joystick control of lander; fuel is minimal, a n d player must find the
appropriate place to land, a n d do so safely. In later stages of the
g a m e the player must also m a n a g e a takeoff a n d return to orbit.
f ^
INSTRUCTIONS ARE PROVIDED There are other displays a n d g a m e programs, but we d o not want
WHERE THEY ARE NECESSARY to give too much away.
IT IS VERY IMPORTANT THAT YOU Sealed orders for each disk have been provided to be opened
READ THESE INSTRUCTIONS CAREFULLY. by operative ONLY WHEN ABSOLUTELY NECESSARY for successful
V ) completion of the mission. The operative should attempt to
complete the mission on his own before resorting to said sealed
PROGRAM OPERATION information.

JUPITER MISSION 1999 begins with the Introduction screen. You will SAVING A GAME
be first asked by the computer if you wish to start a new g a m e or con-
tinue a previously saved game, if you elect to start a new g a m e you You may save up to four games of JUPITER MISSION 1999 at any
have the additional option of beginning with the introductory text, or time. A saved g a m e will continue play from the point where it was
to skip the text and begin playing the game. saved. It is not possible to save a g a m e until you have m a n a g e d to
When you play JUPITER MISSION 1999 for the first time, you should pass the Asteroid Belt.
read the text introduction to familiarize yourself with the background Games will be saved on g a m e disk number one. The computer
of the mission. The information you gain here will aid you in your play, will prompt you for the correct input to save a game. Ensure that you
as well as a d d to your overall enjoyment of the game. d o not have write protect tabs on your g a m e diskettes.
It is a g o o d idea to save the g a m e often. That way, if you make a
mistake a n d are destroyed, you c a n pick up the g a m e play from
GAME SUMMARY where it was last saved; instead of having to start the whole g a m e
over from the beginning.
Listed below is a very general summary of some of the g a m e pro-
grams in the JUPITER MISSION 1999 game. These summaries are Should you wish to save a g a m e after four games have already
given as a helpful hint a n d should only be looked at if you need been saved, you will be given the option to erase one of the
help. previously saved games a n d save your current game.
WEAPON CONTROL: a r c a d e style; graphics forward view screen Once a g a m e has been saved a n d given a Saved Game
with starfield a n d nearby asteroids, a n d weapon crosshairs; joystick Number, it will always retain the same Saved Game Number.
control; because of ship d a m a g e you must manually destroy the IMPORTANT: YOU MUST SAVE THE GAME YOU ARE PLAYING AT LEAST
dsteroids that would otherwise hit the ship. ONCE BEFORE YOU ASSUME CONTROL OF THE LANDER, IF YOU EXPECT
SHIP REPAIR: reaction time game; graphic schematic of USSN SPACE TO SAVE THE GAME IN LATER PORTIONS OF PLAY.
BEAGLE. Ship sections must be checked for d a m a g e a n d repaired NOTE: Sometimes it might be necessary for you to start the entire
by matching flashing colors a n d lowering sound tones. g a m e over, because of ship/equipment d a m a g e or a wrong deci-
NAVIGATION: Logistic problem solving game. Position of vessel must sion m a d e in the early sections of play. For instance, if your Scanners
be determined a n d necessary course corrections m a d e to arrive at are d a m a g e d a n d not repaired, then it is impossible for you to deter-
Jupiter system, and later, to make course corrections to visit the mine where you are in the solar system, a n d thus you cannot make
moons of Jupiter. the necessary course corrections to get to Jupiter.

4 5
The Space Beagle IF YOU CANNOT LOAD THE PROGRAM
CUTAWAY SECTION VIEW 1. Check your equipment carefully to be sure that all cables
a n d connections are correct.
2. Re-read the section in your computer's manual that tells you
how to load software. Try to load software again.
Communication Deck 3. If possible, load another program from a tape or disk you
know works on your computer. This will prove that your equipment
Weaponry Deck works. Try once more to load your g a m e .
Command Bridge 4. The normal reason software will not load is tape recorder or
Computer Deck *\ disk drive head misalignment. Your computer may be a b l e to save
a n d load programs on its own disk drive, but be unable to read
omputer Deck #2 software m a d e on a different disk drive for this reason. Be sure your
Science Laboratory heads are correctly aligned. Your local computer store or dealer
c a n help you with this.
Crew's Quarters
5. If the program still cannot be l o a d e d , send the software, with
Forward Supply Hold
a complete description of the problem (what type of computer you
have, what the computer says, if anything, when you try to load
the software or play the g a m e , a n d what you did to try to get it to
Lander Launch Bay
load) to:
Science Probe Launch Bay
Robotics Deck Avalon Hill Microcomputer Games
Life Support Systems 4517 Harford Road
Baltimore, Maryland 21214
Ion Accelerator Foredeck
Chordionic Field Ring Defective software will be replaced.
Fuel Tank #\
Fuel Tank #2 YOU NAME IT, WE'VE GOT A GAME ON IT . . .
Engineering Deck #1 The Avalon Hill Game Company is the world's largest publisher
Engineering Deck #2 of a great variety of strategy b o a r d games of skill. We manufacture
over 150 games; including wargames, sports strategy and
Aft Cargo Hold #1 statistical replay games, games of power politics, adventure a n d
Aft Cargo Hold #2 role-playing games, as well as fantasy a n d science fiction games.
For complete information with pretty pictures, write the factory
Magnetic Field Coil
a n d ask for a Complete Game Catalog. Consult parts list for
current price.
Ion Acceleration Tube
The Avalon Hill Game Company
Consumer Relations
lonization Ring 4517 Harford Road, Baltimore, MD 21214

Particle Shieia Cone


QUESTIONS ON PLAY
The clarity of these rules has been verified by Software Testers of
Ion Acceleration Tube Universal Microcomputer Programmers (STUMP) a n d d e e m e d
Inverse Repulsion Ring "complete" in all facets of instruction. Please re-read them in areas
that seem unclear at first reading. Questions on play can be
Ion Discharge Nozzle
answered by the factory only upon receipt of a self-addressed
envelope bearing first-class postage.
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