Sea Battle Game
(600-2193)                 Operation                  Faxback Doc. # 16665

Preparation for Use

Install four 'AA' batteries (RadioShack cat. no. 23-553 or equivalent) in 
the battery compartment in the base of the unit.  Be sure to observe 
correct polarity.

Place the game on a flat surface and lift the two lids to a vertical 
position.  Note that Side A, which has the electronic game score display 
and ON/OFF switch, is your side when you play against the computer.

Slide the ON/OFF switch on the control panel to ON.  The computer will play
a tune, then the sonar will start indicating that the computer is ready to 
play.

GENERAL PLAYING RULES

Each player has a fleet of ships which they may position both horizontally 
and vertically on their own playing grid.  The players then take turns 
trying to sink their opponent's ships by firing missiles at them.  The 
player who successfully sinks their opponent's fleet first, wins the game.

A.  The game ends when all of one player's ships have been sunk, OR when 
    all 102 missiles have been fired.

B.  A ship is sunk if all of the ships' squares have been hit.

C.  Ships must lie either horizontally or vertically.  They may not be 
    placed diagonally, nor may they go off the edge of the play grid or be 
    stacked.  It is OK for ships to touch each other.

OPERATION

There are four steps required to begin playing Sea Battle.  The following 
sections will outline these steps in detail.  As a quick reference, the 
steps are:

1.  Select a game mode.

2.  Enter the coordinates of your ships.

3.  Press the START then ENTER.

4.  Engage in The Battle.

For a more detailed description of each of these steps, read on.

SELECTING YOUR GAME

There are four basic games to choose from, but with all two player games 
you can use either the traditional fleet or choose your own fleet size.  
This can be particularly entertaining when you wish to change game tactics 
or if you want to compensate for unequal experience or age.

                                         Game Type
                     Traditional/   Com-
                     Advanced       puter      Salvo       Live Action

                    Game   Game     Game    Game   Game    Game    Game
                     1      2         3        4     5      6       7
Player v Player      *      *                  *     *      *       *
Player v Computer                     *
Normal firing        *      *         *
Salvo firing                                   *     *
Live action                                                 *       *
Traditional game
(equal fleet size)   *                *        *            *
Advanced game
(choice of fleet size)      *                        *              *

GAMES 1, 2 AND 3 are recognized automatically by the computer, and you do 
not need to press any special keys to begin play.

The Salvo games (4 & 5) can be selected by pressing the [MODE SELECT], 
[B1], then [ENTER] keys.  The display will show ^1.

The Live Action games (6 & 7) can be selected by pressing [MODE SELECT], 
[C2], then [ENTER].  The display will show ^2.

SETTING UP YOUR FLEET

There are 100 squares on each of the playing grids.  Each square is 
identified by the letter of the row it is on (A-J), and the number of the
column that it is on (0-9).  Thus, square A0 is the top left square.

Each player enters a fleet of up to 5 ships.  The traditional fleet is 1
Aircraft Carrier (5 squares), 1 Cruiser (4 squares), 2 Destroyers (3 
squares), and 1 Frigate (2 squares).  You do not need to enter the ships in
any particular order, but if you try to enter a 6th ship, the computer will
sound an error tone and reject it.

Two sets of the traditional fleet are provided, but you do not have to 
enter a standard fleet.  The computer will allow you to enter any 
combination of up to 5 ships.  The size of the ships entered must be 
between 2 and 5 squares long.

Select the ships which you will use in your fleet.  Place the first ship 
onto your playing grid.  Enter the location of the ship by pressing the 
position entry keys that correspond to the bow and stern of the ship, then 
press [ENTER].

For example, if you have placed an Aircraft Carrier on squares B2 to B6:

1.  Press B1 to identify row B.

2.  Press C2 to identify column 2.

3.  Press B1 to identify row B

4.  Press G6 to identify column 6.

5.  Press [ENTER/FIRE] to enter the position into the computer.

If two people are going to play, both may enter their ships at the same 
time; the computer will respond to each correctly entered ship.  Illegal 
entries (ships placed diagonally, ships larger than 5 squares, etc.) will 
not be accepted, and the computer will give an error tone.  You will have 
to completely re-enter invalid entries.

NOTE:  Side A's entries will be displayed on the coordinate display until 
       Side B begins pressing keys.

If you make a mistake before pressing [ENTER] to store the coordinates, 
simply press the keys corresponding to the coordinates of the ship again, 
and press [ENTER] as usual.  Only the last four keys pressed prior to 
pressing [ENTER] are read into the computer.

If you have already pressed [ENTER] and you realize that you entered 
incorrect coordinates, press [CANCEL SHIP] then [ENTER], then re-enter the
ship.  If you press [CANCEL SHIP], [ENTER] a second time, the next previous
ship's coordinates will be deleted also.

THE BATTLE

You and your opponent take turns firing at each other.  Side A starts first
(except in Live Action Mode - see appropriate instructions).  Select a 
square to aim at and plug a white peg into the Targeting Grid.  Enter the 
coordinates of the target square using the Position Entry Keys, then press 
[ENTER].  You will hear the sound of the missile being launched.

If there is a ship at the coordinate that you selected, you will hear an 
explosion and the Hit Indicator screen will flash.  Remove the white peg 
from the Targeting Grid and replace it with a red peg.  This will serve as 
an indication of a hit on a ship at that position.  If you missed all of 
your opponent's ships, there will be no sound after the missile launch 
sound.  Leave the white peg in place to serve as a reminder that you have 
shot at that square, and that you should not shoot there again (saving 
ammunition earns you a higher score.)  If you shoot twice at the same 
coordinate, the second shot will be indicated as a miss, since there is 
nothing more to hit at that position.

If your ship gets hit, you should place a red peg in the ship's 
corresponding peg-hole.  Once all of the peg holes of a ship have been hit,
the ship sinks.  The computer will sound a 'Whoop-whoop-whoop' siren to 
signify 'Abandon Ship'.

The winner is the first player to sink all of their opponent's fleet.  When
this happens, the computer will play a victory tune.  To stop the victory 
tune, and display the winner's score, press Side A's [ENTER] key once.  The
winner's score will appear in the coordinate display.  To start a new game,
press [ENTER] again.

NOTE:  The victory tune will continue to play until the [ENTER] key is 
       pressed or the game is turned off.

GAME VARIATIONS

Traditional Game for Two Players

To play the Traditional Game, it is not necessary to select any special 
play mode.  Both players should enter the traditional fleet and play as 
explained in the last section.

Advanced Game for Two Players

This variation adds a new dimension to the game.  By experimenting with 
different sized fleets made up of different sized ships you may decide that
a particular configuration gives you the best chance of winning.  Be 
careful!  There are delicate trade-offs to be considered.  A small fleet 
may be harder to find and sink, but once it has been hit, you are sunk - 
literally!  Also bear in mind that your final score is made up of several
factors - see the section on scoring for complete details.

You can also use different sized fleets as a handicap when playing against
a less experienced player.

Play is as outlined in the previous section.

Traditional Game for One Player

It is you against the computer!  All of the rules are the same as for the 
2-player Traditional Game, and now the Coordinate Display indicates all 
keys being pressed when you are setting up your ships.  You can also verify
the position of all your ships by following the directions in the VERIFYING
YOUR FLEET'S POSITION section of this manual.

You must play on Side A.  The Computer will automatically become your 
opponent if no ship has been entered for Side B.  The computer does not 
know where your ships are and cannot cheat.  It will set up a fleet which 
matches your ship strength exactly; therefore, if you enter a traditional 
fleet, it will also enter a traditional fleet.  If you enter any other 
combination of up to 5 ships, it will enter the same combination of ships.
After you have entered your fleet position and pressed [START], [ENTER], 
the computer will await your first missile, then fire back.  Both your 
moves and the computer's moves will be displayed in the Coordinate Display.

Salvo Game for Two Players (Traditional and Advanced)

This is a realistic fleet-action variation of Sea Battle.  It requires some
careful planning to play well.

Select the Salvo Game by pressing [MODE] [B1][ENTER].  Set up the game as 
described in the preceding section.

In this variation of the game, the player on Side A fires 5 missiles, one 
after the other, then the player on Side B fires 5 missiles, and so on.  It
can be played either with the traditional equal sized fleets or as an 
advanced version using unequal sized fleets.

Live-Action Game for Two Players

In this game, the player that is the quickest on the draw wins the right to
fire.  If you are fast, you might be able to fire several shots in a row.

Select the Live-Action Game by pressing [MODE][C2][ENTER].  Set up the game
as described in the preceding section.

The first player to press any key after the first sonar signal gets to fire
the next missile.  Pressing a key or holding a key down before the 'GO' 
signal sounds does not count.

Each side is limited to 102 shots, so marking the Targeting Grid with pegs 
as you fire (to avoid firing twice at the same square) is a good idea.  
This game may be played traditionally with equal sized fleets or with 
unequal sized fleets.

SCORING

At the end of the game the winner's score (from 1 to 99) is shown on the 
coordinate display (After you press [ENTER] once).  This score is based on 
the following three considerations:

1.  The number of ships left undamaged.

2.  The number of intact squares remaining in the fleet.

3.  The amount of ammunition left.

You could enter a strong 5 ship fleet, so that you have more undamaged 
squares at the end of the game, or you might choose to play a risky single-
ship game so that your opponent might not find your ship easily.

Careful use of ammunition by planning and keeping track of all of your 
shots helps you attain a higher score.

Pressing [ENTER] again when the score is being displayed prepares the Sea 
Battle computer to start a new Traditional, Advanced or Variation game.

VERIFYING YOUR FLEET'S POSITION (ONE PLAYER GAME ONLY)

You can verify the position of any ship in your fleet, find out how big it 
is and which direction it is pointing at any time during a one-player game. 
You cannot, of course, check the position of enemy ships.

To verify your ship's position you must perform two steps.  The example 
shown in Steps 1 and 2 assumes that you are in the middle of the game, some
of your ships have been hit and you want to verify the position of the 
first ship you entered.

Step 1.  Find the location of the top left square of the ship.  Press 
         [VERIFY], [E4], [ENTER] - the coordinate display shows 'b2'.

Step 2.  Find the direction of the ship (vertical or horizontal) as well 
         as the number of squares that have not been hit.  Press [VERIFY], 
         [J9], [ENTER].

The ship's direction is indicated by the center segment of the display.  If
the ship is horizontal, the center segment of the display will be lighted -
otherwise, if the ship is vertical, the center segment will not be lighted.

To determine the number of remaining squares on the ship which have not 
been hit, starting at the top segment and going clockwise around the 
display, the other lighted segments represent these squares.  In this 
example the bottom segment is unlit - indicating that the fourth square of 
the Aircraft Carrier's 5 squares has been hit.

NOTE:  If the ship is sunk, no position will be shown.

To check other ships in your fleet, continue the sequence as shown in
the following table:

Ship               Step 1                      Step 2
No.
(See                                                     To go on
Example       3 Keys to Press         3 Keys to Press      Press
Figure)

ONE           VERIFY E4 ENTER         VERIFY J9 ENTER       ENTER

TWO           VERIFY D3 ENTER         VERIFY 18 ENTER       ENTER

THREE         VERIFY C2 ENTER         VERIFY H7 ENTER       ENTER

FOUR          VERIFY B1 ENTER         VERIFY G6 ENTER       ENTER

FIVE          VERIFY A0 ENTER         VERIFY F5 ENTER       ENTER

(CC/wr 08/26/98)