TRON SOLAR SAILER*

Intellivoice Voice Synthesis Cartridge Instructions

(For 1 player)


*TRON Solar Sailer is a trademark owned by and used under license

from Walt Disney Productions.


OBJECT OF THE GAME

Game is based on TRON, the Walt Disney Productions futuristic

movie! You are the character, FLYNN. Your opponent is the tireless

Master Control Program! Your only hope of returning to the real

world is to destroy the MCP before it destroys you. To do this you

must overload the MCP. In the opening game phase your Solar Sailer

will ride intersecting beams on your TV screen. Recognizers and

cannon-firing tanks will attack the Solar Sailer on its way to the MCP

& the decoding phase. In this second phase you'll be involved with

frantic decoding action inside the heart of the MCP. Points are won

for shooting the Solar Sailer's attackers (phase 1) and for correctly

placing digits into a display (phase 2).


TRON SOLAR SAILER cartridge is designed for use with BOTH your

Master Component and INTELLIVOICE Voice Synthesis Module.


LET'S TAKE A PREVIEW!


DEMO MODE: 1st Phase -- Solar Sailer. 2nd Phase -- MCP Center.


For a quick preview of both game phases...


Turn console switch ON... and LEAVE EVERYTHING ALONE.


Title will appear, followed by demo of 1ST PHASE.

Title will reappear, followed by demo of 2ND PHASE.

This cycle occurs over and over again.


Press DISC to begin a game. Use EITHER ONE of the hand controllers.


COURSE OF THE SOLAR SAILER

The computer world you are in is arranged in eight concentric rings

or TRACKS. The Master Control Program is located at the center -

TRACK ZERO, your goal. The ring farthest away from center is TRACK

7. Each Track is divided into eight SECTORS. Solar Sailer moves right

or left on your screen through all the SECTORS in a Track, counter-

clockwise or clockwise.


OBSTACLES: As you sail above the game grid, the MCP will do

everything in its power to stop you or throw you back. MCP's outer

defenses are TANKS and RECOGNIZER ROBOTS.


CHECK GAME CONTROLS


KEYPAD 1 through 6: Change Beam

KEYPAD 8: Leave MCP

KEYPAD 0: Location


UPPER SIDE ACTION BUTTONS: Accelerate

LOWER SIDE ACTION BUTTONS: Brake


DISC: Aim & Fire (1st Phase) / Move "Bit" (2nd Phase)


GAME PLAY ACTION

At the start of Phase 1, you have two numbers to remember. Both

will change and you will have to remember the changes. First is the

GOAL SECTOR NUMBER which will appear on your screen (on line 3).

And second, the ACCESS NUMBER which will NOT be displayed. It will

be given to you by ALAN's VOICE ONLY. TO PLAY GAME PHASE 1,

YOU MUST REMEMBER THE GOAL NUMBER (1 DIGIT) AND THE ACCESS

NUMBER (5 DIGITS.)


1. Turn console switch ON.


2. Press DISC to bring up "LOCATION", "TRACK", etc. message. LISTEN

TO ALAN's VOICE: REMEMBER THE ACCESS CODE NUMBER. YOU WILL

NEED IT LATER!!! (WRITE IT DOWN.)


3. Game Grid then appears. SOLAR SAILER sits on a beam.


YOU ARE NOW IN GAME PHASE 1


4. Use TOP side buttons on a hand controllers to MOVE or

ACCELERATE the SOLAR SAILER. Use BOTTOM BUTTONS to slow it

down.


5. Use DISC to AIM & FIRE at the attackers. Score points for hits. (See

SCORING, below.) REMEMBER: SHOOTING LOWERS BEAM ENERGY. SO

DO HITS FROM THE ATTACKERS. LOSE TOO MUCH ENERGY AND YOU

LOSE THE GAME! LISTEN TO TRON's VOICE "ENERGY LOW", etc.


IF THE BEAM ENERGY DROPS TO ZERO, AND THE SOLAR SAILER NO

LONGER MOVES -- GAME'S OVER, YOU LOSE!


To begin a new game, press hand controller DISC.


6. For RENEWED ENERGY reach an intersection and SWITCH BEAMS.

Move Solar Sailer to where the horizontal beam crosses a vertical

beam. Press ANY key on either controller from 1 through 6.


WARNING: You can't stay on one track forever! Each time you jump

from one beam to another, you steal energy from that track!


GRID BUGS tell you about track energy! When there are no Grid bugs

on your TV screen, it means track energy level is almost zero!


7. When you reach the correct white vertical I/O beam (your GOAL

location) the game will FREEZE. GREEN CURSOR (Square) will appear.

Enter ACCESS CODE number on either hand controller & press ENTER.

If the correct number is entered, you will jump two tracks closer to

MCP Center. (If you are already on Track 1 or Track 2 -- you will

jump ONE track only.) BONUS POINTS for each track jump! (See

"Scoring", below.)


Notice: Whenever you correctly enter an ACCESS CODE, you will

always ENTER THE NEXT TRACK AT SECTOR ZERO.


8. When you get to Track Five (or closer to the MCP -- 4, 3, 2 or 1)

look out! A RECOGNIZER could show up at any time. As soon as you

see one, start shooting! Move the Solar Sailer out of there fast!

Recognizers can really hurt you! A Recognizer can pick up the Solar

Sailer and send it backwards 1 or 2 tracks! (From Track 4 to Track 5

or 6 -- away from your goal, Track 0, the MCP Center.) It's a costly

detour and you'll have to fight your way back. To find out where you

are if that happens, press LOCATION (0) button on a hand controller.

You'll also want to head toward Sector 0 WHITE I/O beam to get the

ACCESS CODE for the new track.


"CAN'T REMEMBER" THE ACCESS CODE NUMBER?

Here's what to do:


� If you can correct yourself BEFORE pressing ENTER, you're OKAY.

Press CLEAR on the controller. Make your correction, THEN press

ENTER.


� If you have ENTERED a WRONG access code number, game will

UNFREEZE, start up again. You can loop back to the beam and try

again. Or go back to the Sector Zero I/O beam, if you've completely

forgotten the code.


PHASE 1 continues until Solar Sailer has moved all the way to TRACK

ZERO, MCP CENTER.



YOU ARE NOW IN GAME PHASE 2

Decoding phase begins! Screen changes to the heart of the MCP

Center, your goal in game Phase 1. To retain control, the enemy MCP

must make continuous data transmissions. Large ZEROES and ONES

will fly out at you. You must intercept and capture them with BIT,

enter them correctly into a display. Stop enough transmissions, and

you'll overload the Master Control Program... and win yourself

50,000 points!


9. DISPLAY will appear at the bottom of your screen. 8 DIGITS,

ZEROES IN RED. VOICE will tell you the OVERRIDE CODE, an 8 digit

binary display (all ones and zeroes.) REMEMBER THE OVERRIDE CODE!


With the announcement of the Override Code Number, transmissions

begin. Zeroes and ones will start flying straight at you!


10. CAPTURE THE FLYING DIGITS! Press DISC to move BIT until it

collides with a flying digit (One or Zero). To do this you must get

directly in front of the digit. (Bit will appear to be the same size as

the intercepted one or zero.)


11. FOLLOW THE OVERRIDE CODE. Enter the correct display position

(1- 8) for the digit you have captured on a hand controller. (For

example: If the Override Code is 01000101 and the digit you've

captured is a One, you need to press 2, 4 or 8 on the controller

keypad.) Digit will be placed in a correct position on the display.


Most often, ONES are what you want. And as you enter them BIT's

VOICE will guide you, "Yes" or "No". (If you enter a One in the wrong

position you will need a Zero to replace it.)


12. YOU HAVE TO BE QUICK! A data transmission lasts only a short

time. The task is to enter all 8 digits into the display before the

transmission stops! If you're too late, you'll hear from the MCP! No

more ones or zeroes will fly. You've been too slow, you LOSE 10 on

the Overload Factor scale. (See "Scoring", below.) What's more, the

time of transmission gets shorter & shorter as you go along!


YELLOW ONES & ZEROES are another obstacle! If a YELLOW digit hits

Bit it will automatically enter itself at random on the display! Unless

you get lucky, it will enter a wrong position and you will have to

replace it. More time lost!


Remember: If the MCP Overload Factor is reduced to zero you LOSE,

GAME'S OVER! Your final score will be displayed.


WHAT HAPPENS WHEN YOU WIN!

Screen boarders turn RED. You'll hear THEME MUSIC! You have

increased the Overload Factor to 100! The enemy Master Control

Program is defeated.


Now you have TWO OPTIONS!


� You can collect 50,000 points and call it quits. You've won! (Press

LEAVE MCP [8] on either controller.)


� OR you can GO FOR BROKE! Try for an "Overtime" period and STILL

MORE POINTS. (DON'T press LEAVE MCP!)


Another transmission will begin -- ones and zeroes will start flying

again. It's "overtime"!


DON'T FORGET, IT'S GO FOR BROKE! If you decided to try for more

points, you must block every single transmission! Fail and you won't

get the 50,000 point bonus! THE GAME IS OVER! YOU LOSE!


It's up to you. The 50,000 bonus points may be earned only once. But

you can stop and collect them after any successful transmission block

in "overtime".


SCORING

Remember: Scoring points is only part of the action! Your goal is to

destroy the MCP by overloading it. Watch the OVERLOAD FACTOR.

When the MCP Overload factor reaches 100, you WIN (MCP

overloaded, destroyed!) If the Overload Factor drops to zero, you

LOSE! As play starts (phase 1) the Overload Factor is 50.


GAME PHASE 1


OVERLOAD FACTOR


� Each time you reach a track closer to the MCP for the first time,

you INCREASE the MCP Overload Factor by 5.


� Each time a RECOGNIZER pushes you BACK ONE OR TWO TRACKS, the

MCP Overload Factor is REDUCED by 5 (At 0 you lose!)


POINTS


TRACK ONE

Grid Bug Hits: 100 points

Tank Hits: 300 points

Hits On Recognizer: 500 points


TRACK TWO or THREE

Grid Bug Hits: 75 points

Tank Hits: 225 points

Hits On Recognizer: 375 points


TRACK FOUR or FIVE

Grid Bug Hits: 50 points

Tank Hits: 150 points

Hits On Recognizer: 250 points


TRACK SIX or SEVEN

Grid Bug Hits: 25 points

Tank Hits: 75 points

(No Recognizers on 6 or 7)


5000 BONUS POINTS for reaching a track closer to the MCP for the

first time.


1000 BONUS POINTS for reaching a closer track again.


10,000 BONUS POINTS for entering decoding phase - game phase 2!


GAME PHASE 2


OVERLOAD FACTOR


� Each time you correctly complete the OVERRIDE CODE display (all 8

digits within the time limit), MCP Overload Factor INCREASES by 10.


� Each time you fail to complete OVERRIDE CODE display in time, MCP

Overload Factor is REDUCED by 10. (At zero you lose!)


POINTS


Black Screen border (BEFORE completing display, overloading MCP)

     For entering each digit into code display correctly: 250

     For successfully completing code display (on time): 5000


Red Screen border (AFTER completing display, overloading MCP)

     For entering each digit into code display correctly: 500

     For successfully completing code display (on time): 10,000

     Overload Factor 100, leaving MCP (YOU'VE WON!): 50,000


NOTE: A yellow digit could enter itself in a correct position on

Override Code Display and score points FOR YOU.


TO CHECK YOUR SCORE:


DURING PHASE 1:


Press SCORE (Enter or Clear) on either hand controller.



POINT TOTAL appears first. (Updated, both games phase 1 & 2.)


MCP OVERLOAD FACTOR appears second.


DURING PHASE 2, score is continuously displayed at top of screen.



VOICES YOU'LL HEAR & CAST OF CHARACTERS


FLYNN... That's YOU, a video game designer trapped inside a

computer system you created.


TRON... His voice reports beam energy levels for the Solar Sailer.

TRON is on your side.


YORI... Navigator and your friend, her voice reports location of the

Solar Sailer.


ALAN... Your friend & co-worker. His voice gives you vital access

codes.


BIT... Floating data unit. His voice helps you by correcting you with

"Yes" & "No".


MCP... Master Control Program, your tireless enemy all the way.

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�1982, 1998 Intellivision Productions, Inc.