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MATH GRAN PRIX

ATARI GAME PROGRAM INSTRUCTIONS

ATARI
A Warner Communications Company

CX2658


COMPLETE
GAME PLAY
INSTRUCTIONS

EDUCATIONAL
GAME

FOR ONE OR
TWO PLAYERS


Educational Game

Note: Always turn the console POWER switch OFF when inserting or removing an ATARI Game Program cartridge.  This will protect the electronic components and prolong the life of your ATARI Video Computer System game.

(c) 1982 ATARI, INC. ALL RIGHTS RESERVED.


TABLE OF CONTENTS

  1. NOTE TO PARENTS
  2. GAME PLAY
  3. USING THE CONTROLLERS
  4. CONSOLE VARIATIONS
  5. GAME VARIATIONS
  6. HELPFUL HINTS
  7. GAME SELECT MATRIX

1. NOTE TO PARENTS

MATH GRAN PRIX is an educational game for children, ages 6 through 10. By solving arithmetic problems shown on the screen, players move their cars along the Gran Prix track. While the game is designed to exercise and strengthen basic arithmetic skills, it also offers children an element of chance and surprise that will capture their attention and enthusiasm.

In addition to nine different game versions, MATH GRAN PRIX contains a built-in "tutor" to encourage players of all skill levels. The computer will respond to incorrect answers by offering progressively easier problems. The problems become more difficult in response to correct answers. This helps to balance the different abilities of two players, and insures a more exciting race for each game.

Part of arithmetic reasoning is learning to find different and quicker ways to solve problems. To enhance this goal, each player has the option of playing MATH GRAN PRIX with a time limit on each problem. A more advanced player may choose to play with a time limit, while the other player plays without.

We suggest that you read through this manual once with your children; then put them behind the wheel. MATH GRAN PRIX will keep them playing and practicing long after they've set down their books and worksheets.

2. GAME PLAY

The object of the game is to cross the finish line before the other car. For each turn, the computer gives you an arithmetic problem. When you answer the problem correctly, your car zooms further ahead. If your answer is wrong, the computer gives you the correct answer and your car stays where it is. Players take turns with each other or, in a one-player game, with the computer.

At the beginning of each turn, you will be given a choice of moving 2 OR 3 SPACES. If this message appears in red, the red car moves; if it is blue, the blue car moves.

NOTE: If you are not using a color television, red will appear black; blue will appear white.

If you choose to move two instead of three spaces, the computer will give you a slightly easier problem to answer. But as you will see, there are other reasons you may only want to move two spaces.

BUMPING

For example, you may want to bump the other car off the track. When this happens, the bumped car breaks down on the side of the road. The computer will automatically give the driver a two-space problem. The correct answer will fix the car. The car is not actually back in the race until the next turn.

NOTE: Cars cannot bump each other until after the first track crossing. Also, all crossings are safe spots. (See Figure 1.)

TRACK MARKERS

Other spots you'll want to head for are the Gran Prix track markers.

        XXXX

        XXXX
    XXXXXXXXXXXX

      (Spinner)

The Spinner will shoot you ahead one to four spaces.

    XXXX    XXXX
        XXXX
        XXXX
    XXXX    XXXX

      (Skipper)

The Skipper gives you an extra turn. Watch for the 2 OR 3 SPACES message in your racing color.

        XXXX
    XXXXXXXXXXXX
    XXXX    XXXX
    XXXX    XXXX

      (Sinker)

The Sinker protects you from being bumped off the track. The other car will seem to cover you, but you'll race off without a dent.

           XXXX
       XXXX
   XXXX

      (Steps)

The Steps is the last track marker before the finish line. If your car lands here, the computer will give you only three-space problems until your car or the other car makes it across the finish line.

3. USING THE CONTROLLERS

Use your Joystick Controller with this ATARI Game Program cartridge. Be sure the controller cables are firmly plugged into the CONTROLLER jacks at the back of your ATARI Video Computer System game. For one-player games, plug your Joystick Controller into the LEFT CONTROLLER jack. Hold the controller with the red button to your upper left, toward the television screen. See Section 3 of your owner's manual for further details.

Use your controller to choose a two or a three-space problem. Move your Joystick to left for a two-space problem; move it to the right if you want to try for three spaces. Press the red fire button when you are ready for the problem.

Your Joystick also lets you "write" your answer on the screen. Pushing the Joystick forward lets you count up from O to 9; pulling it toward you lets you count down from 9 to 0. The number you choose will appear above the "cursor," or little dash, in the answer space.

 

              9-0
               ^
               |
               |
   Cursor <--- O ---> Cursor
    Left       |      Right
               |
               v
              0-9


      2   <--- O --->   3
   Spaces             Spaces

As you will see, the Joystick will only count up to 9. So, if your answer is 10 or more, do this: Write a 1; move the Joystick to the right to move the cursor over; then write a 0. Press the fire button when you have chosen your answer. DO NOT PRESS THE FIRE BUTTON UNTIL YOU HAVE WRITTEN IN ALL THE NUMBERS IN YOUR ANSWER.

NOTE: Moving the cursor to the left will automatically erase the number above it. You may move the cursor back and forth and change your answer as many times as you like before pressing the red fire button.

4. CONSOLE CONTROLS

GAME SELECT/GAME RESET SWITCHES

Use GAME SELECT to choose the game of MATH GRAN PRIX you want to play. When you press GAME SELECT, two numbers will appear on your screen: the game number on the left, and the number of players on the right (see Figure 3). Press GAME SELECT until the numbers you want appear; then press GAME RESET to start the game.

Both switches will stop the game at any time. GAME RESET will start the same game over; GAME SELECT will let you choose a new game.

DIFFICULTY SWITCHES

To play MATH GRAN PRIX with a time limit, set your DIFFICULTY switch to the A position. This will give you a one-minute time limit on all addition and subtraction problems, and a two-minute limit on multiplication and division problems. If you do not answer a problem in time, the computer writes in the correct answer and your car stays where it is.

To play the game without a time limit, set your DIFFICULTY switch to the B position.

The player using the left Joystick Controller uses the LEFT DIFFICULTY switch; the player with the right Joystick Controller uses the RIGHT DIFFICULTY switch.

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

MATH GRAN PRIX has nine game versions. Games 1, 2 and 3 contain only addition and subtraction problems; Games 4, 5 and 6 contain only multiplication and division problems. Games 7, 8 and 9 contain all four types of arithmetic problems.

Each of these three game groups has an easy, medium and hard difficulty level. So, in the first group, Game 1 is the easiest and Game 3 the hardest. See the GAME SELECT MATRIX for a breakdown of all the games.

6. HELPFUL HINTS

Answering the problems alone will not always win the race for you. As you will notice, in a one-player game, the computer always hits the track markers and always tries to bump you off the track.

Like the computer, you'll want to head for the track markers. And use the safe spots. You'll have to think a few moves ahead to stay in the race.

7. GAME SELECT MATRIX

  Easy Medium Hard
+ / - 1 2 3
X / Divide 4 5 6
+ | -
X | Divide
7 8 9

 


GAME PROGRAM CARTRIDGE LIMITED NINETY DAY WARRANTY

ATARI, INC. ("Atari") warrants to the original consumer purchaser that your ATARI Game Program cartridge is free from any defects in material or workmanship for a period of ninety days from the date of purchase. If any such defect is discovered within the warranty period, Atari's sole obligation will be to replace the cartridge free of charge on receipt of the cartridge (charges prepaid,if mailed or shipped) with proof of date of purchase at either the retail store where the cartridge was purchased or at one of the ATARI Regional Service Centers listed below:

Atari, Inc.
1312 Crossman Ave.
Sunnyvale, CA 94086
Atari, Inc.
43 Belmont Dr.
Somerset, NJ 08873

Atari, Inc.
5400 Newport Dr.
Suite 1
Rolling Meadows, IL 60008
Atari, Inc.
2109 East Division St.
Arlington, TX 76001

This warranty shall not apply if the cartridge (i) has been misused or shows signs of excessive wear;, (ii) has been damaged by being used with any products not supplied by ATARI, or (iii) has been damaged by being serviced or modified by anyone other than an ATARI Regional Service Center. ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS, ARE HEREBY LIMITED TO NINETY DAYS FROM THE DATE OF PURCHASE. CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM A BREACH OF ANY APPLICABLE EXPRESS OR IMPLIED WARRANTIES ARE HEREBY EXCLUDED. Some states do not allow limitations on how long an implied warranty lasts or do not allow the exclusion or limitations of incidental or consequential damages, so the above limitations or exclusions may not apply to you. This warranty gives you specific legal rights and you may also have other rights which vary from state to state.

ATARI
A Warner Communications Company

ATARI, INC., Consumer Division
P.O. Box 427, Sunnyvale, CA 94086

C016943-58 REV.1 (c) 1982, ATARI, INC. ALL RIGHTS RESERVED

Printed in U.S.A.


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