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


--------------------------------------------------------------------------------


©1989, 1998 Intellivision Productions, Inc.

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