SPIKER SUPER PRO VOLLEYBALL for Intellivision
SPIKER
SUPER PRO VOLLEYBALL
Cartridge Instructions
(For 1 or 2 Players)
OBJECT OF THE GAME
To hit the ball over the net in such a manner that the opposing team is unable
to return it within 3 hits of the ball. You control offensive moves (sets and
spikes) and defensive moves (digs and blocks). Only the team that serves (puts
the ball into play) can score points. If the serving team fails to score, a side
out is awarded and the service changes to the opposing team.
First team to score at least 15 points with a 2 point advantage wins the game.
Three games out of five wins the match.
TO BEGIN
Turn power switch OFF and insert cartridge. turn power switch ON and press
RESET. SPIKER -- SUPER PRO VOLLEYBALL title screen appears. Press any hand
controller KEY or the DISC to continue.
SELECT TWO ON TWO (OUTDOOR) OR SIX ON SIX (INDOOR)
Using either hand controller, press 1 to play TWO ON TWO (outdoor) or press 2 to
play SIX ON SIX (indoor). Outdoor Volleyball is generally harder, but it is also
more fun as you get better. Both games follow the same rules. Press ENTER after
making your selection.
SELECT GAME OPTIONS: ONE OR TWO PLAYERS
You can play SPIKER -- SUPER PRO VOLLEYBALL against the computer, against a
friend, or you and a friend can team up against the computer (outdoor volleyball
only). You can use the left hand controller (the red team) or the right (the
blue team). Or you can let the computer control both teams, giving you a
demonstration of game play (very instructional for beginners).
A menu of your options appears on screen, showing various combinations of HUMAN
and COMPUTER teams. What side of the screen a team appears on indicates which
hand controller will control the team. For example, selecting HUMAN VS. COMPUTER
means you will play a computer controlled team, and you will use the LEFT hand
controller. Select COMPUTER VS. HUMAN and you will use the RIGHT hand
controller. The other hand controller is the computer's controller, used only in
selecting its skill level.
For TWO ON TWO, extra options appear on screen: 2 HUMANS VS. COMPUTER and
COMPUTER VS. 2 HUMANS. These options allow two players to team up against the
computer team. All the rules below apply, except that you always control the
same onscreen player.
After making your selection by pressing the appropriate NUMERIC KEY, press
ENTER.
SELECT SKILL LEVELS: LOW TO HIGH
Select a skill level for each team by pressing 1 (low) to 6 (high) on that
team's hand controller. To play against an easy computer- controlled team,
select a low number for the computer (using its hand controller) and a higher
number for yourself. When two friends compete, assign the better player the
lower number, handicapping him or her with the worse team. Press ENTER after
each controller after selecting the levels.
THE GAME BEGINS: SIDES AND FIRST SERVE
Once skill levels have been entered, the game begins. For the first game, the
red team is on the left of the screen, the blue team is on the right. Teams
switch sides after each game. The team on the left serves first each game.
THE SCREEN: SCORE DISPLAY
The team scores appear in the upper left and right corners of the screen in the
teams' colors. The points scored in the current game appear over the number of
games won in the match so far.
ZONES: HOW TO AIM THE BALL
You control serving, offensive moves, and defensive moves. You can aim your
shots to various zones on each side of the net using the 1 through 9 keys,
mapped as they are on the hand controller. That is, press 1 to aim to upper
left; 9 to aim to lower right; 5 to aim to the center and so forth.
On the left side of the court, the zones 3, 6, and 9 are along the net; on the
right side, zones 1, 4 and 7 are along the net.
SERVICE
The ball automatically goes to the server on the side with possession of the
ball. Use the DISC to move back and forth along the back line. Serving requires
two presses of numeric keys, and both timing and strategy are required.
When you press the keys determines the accuracy of the serve: the first press
tosses the ball up, the second press hits it. Time the second press carefully --
too early or too late could cause you to hit the ball into the net, out of
bounds, or miss it entirely.
Which keys you press determine the speed and direction of the serve: the first
number you press selects the speed, the second number selects a zone on your
opponent's side. Use logic -- a fast serve to a zone close to the net won't go
over! And remember that the serve will only be accurate if your timing is
correct!
SELECTING A PLAYER
You only have control of one of your team's players at a time, indicated by the
orange player for the Reds, the light blue player for the Blues. Whenever the
ball is in the air, your player closest to where the ball will land is
automatically selected as the one you control.
You can manually select a different player to control by pressing CLEAR and
ENTER to cycle through your other team members. Whichever team members you do
not control will play to the best of their abilities, based on the skill level
you selected for them.
When playing in cooperative mode, you always control the same player.
MOVING A PLAYER
Press the edge of the DISC to make your controlled player run in the direction
pressed.
PASSING THE BALL
When the ball comes onto your side of the net, you may pass (hit) it to a
teammate. You may only pass the ball twice before hitting it back over the net.
If you control the player closest to the ball (the usual case), move to meet the
ball as it comes down. If you get there in time, you will automatically hit the
ball. If you don't control the player, then he'll automatically attempt to hit
it (the higher the team's skill level, the more likely he is to succeed).
If you control the player, you can pass to a particular teammate by pressing the
NUMERIC KEY matching the teammate's zone BEFORE THE BALL IS HIT. You may select
the zone, then run to hit the ball, or vice versa. For example, to pass the ball
to your teammate standing in the center of your court, press 5, then use the
DISC to run and meet the ball.
Important: Do not press a NUMERIC KEY while pressing the DISC or the key press
will be ignored and you'll stop!
You can change your mind and press a different NUMERIC KEY as long as you do it
BEFORE THE BALL IS HIT.
Note: It is not necessary to select a zone. If you do not press a NUMERIC KEY
before a hit, a zone will be selected for you at random. You may wish to take
advantage of this and let all your shots be selected for you until you learn the
feel of the controls. As you get better, you will want to aim all your shots,
except when there isn't time, as with a dig (wild, unaimed hit just intended to
keep the ball in play, usually in response to other team's unblocked spike).
HITTING OVER THE NET
Since the third hit must go over the net, the player making that hit will
automatically aim for a zone on the other side. If you control the player, you
can determine which zone you'll aim for by pressing the matching NUMERIC KEY
before the ball is hit. If you do not press a numeric key, a random zone will be
selected.
Instead of passing, you can hit the ball over the net on the first or second hit
by pressing 0 (zero), then the NUMERIC KEY of the target zone BEFORE THE BALL IS
HIT. For example, the ball is coming over the net. To immediately return it
toward the center of the opposing court, press 0, then 5, then use the DISC to
run and meet the ball.
Again, it is not necessary to select a target zone. If you do not press a
NUMERIC KEY, key, a zone will be selected for you at random.
DIVING
When you're too far from the ball to reach it in time by running (pressing the
DISC), you can dive for it: WHILE PRESSING THE DISC, press either LOWER SIDE
KEY. You'll dive in the direction you're running. Diving will cause you to move
twice as fast, but you'll have no control over the zone you hit the ball to --
if you hit it!
SPIKE
Your primary offensive move is the spike. On the second hit, the ball is passed
(set) to you near the net. Press either TOP SIDE KEY to jump and hit the ball
full force down over the net. It will take practice to learn the timing needed
to jump high enough to make the spike effective. As with normal hitting over the
net, you can press a NUMERIC KEY to aim the ball before spiking.
Warning: Since the spike travels in a straight line, spikes aimed toward the
three closest opposing zones are most likely to ram right into the net. Aim for
the middle or back of the opposing court until you have mastered the spike. But
a successful spike to the near zones is almost unstoppable!
You can spike on the first or second hit by pressing 0, then a zone to aim to.
You can also use this move to fake out your opponent: on the first or second hit
you can jump without spiking -- just aim to a zone on your side of the net
(don't press 0 first). With proper timing, you can jump and at the last instant
decide if you'll spike it over or pass to a teammate.
SUPER SPIKE
To double the speed of your spikes, run toward the ball (press the DISC) and
then press either TOP SIDE KEY while still pressing the DISC. You'll take a
running jump at the bail, smashing it down over the net at high speed -- IF you
hit it.
Warning: If you're running toward the net, you'll likely run into it, causing a
violation and awarding the other team the serve or point. Instead, run alongside
the net before jumping.
BLOCKING
Your primary defensive move is the block, used against the spike. It requires
anticipating which opposing team member is about to spike. Position yourself
next to the net in front of the spiker. Press either TOP SIDE KEY to jump. Time
it right and you'll deflect the spike right back over the net.
If your timing is slightly off, you may just tip the ball as it comes over onto
your side of the net. In this event, THE BLOCK DOES NOT COUNT AS ONE OF THE
THREE CONTACTS YOU ARE ALLOWED.
VIOLATIONS
You'll hear the referee's whistle for the following violations:
* Player touches the net
* Player goes under the net while diving
* Bail hits the ground
* Serve touches the net as it goes over
The serve or the point goes to the other team.
HAND CONTROLLER SUMMARY
KEYS 1 TROUGH 9: Select zone to aim for
CLEAR & ENTER: Select different team member
0: Hit ball over net early (first or second hit)
UPPER SIDE KEYS: Jump (for spikes or blocks)
LOWER SIDE KEYS: Dive in direction running
DISC: Run in direction pressed
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©1989, 1998 Intellivision Productions, Inc.
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