HowToWinAtVideoGames1981.pdf
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Pobierz
How
to
Win!
at
by Ray
Giguette
the Martin Press
Torrance, California
ii
iii
CONTENTS
Copyright© 1981 The Martin Press
2711 Toledo Street, Suite 516, Torrance, California
90503
All rights reserved.
Page
Introduction .................................. v
Asteroids . . . . . . . . . . . .
.
.
.
. . . . . . . . . . . .
.
. . . . . . . 1
Pac·Man ....................................
5
Reproduction or translation of any part of this work
beyond that permitted by Sections 107 or 108 of the 1976
United States Copyright Act without the permission of
the copyright owner is unlawful. Requests for permission
or further information should be addressed to the
Permissions Department, The Martin Press.
ISBN 0-941018-02-4
Berzerk .................................... 13
Battlezone . . . . . . . . . . . . . .
.
.
.
. . . . . . . . . . . .
.
. . . .
17
Missile Command ...........................
21
Armor Attack ............................... 25
Printed in the United States of America
Space Invaders . . . . . . .
.
. . . . . . . . . . . .
. . .
. . . . . . 29
1098765432
Astro Invader . . . . . . . .
.
. . . . . . . . . . . . . . .
.
. . . . . . 33
Phoenix .................................... 37
Galaxian
.
. .
.
. . . . .
.
. .
.
. . . . . . . . . . . . . . . . . . .
.
. . 43
iv
v
Introduction
Preface
Ever wonder how that certain player wins 40,000
points at Pac-Man? 4,000 points at Space Invaders?
70,000 points at Asteroids? Here are the answers. Just a
few simple tips can immediately improve your scores at
these and other video games. Save money and
hundreds of frustrating hours. Let the experts tell you
how they win-and how you can, too.
The video game player's score, his manner, and his
coordination all tell us something. After only a short
time, his talent (or lack of it) becomes apparent. As the
game progresses his play may progress (or regress), he
may be lucky or unlucky, but it is clear almost from the
moment he drops his quarter into the machine that he
either knows what he is doing or he doesn't
A good player has a feel for the controls. After playing
a particular game 100 to 200 times, its manipulation
becomes second nature.
A good player learns to aim, fire and maneuver
simultaneously at high speed. He plays relaxed but
alert, as if driving a car.
The less experienced player jerks his control stick
and throws his weight into every push of a button. He
often overshoots, trying to fire more rapidly than is
possible (though the expert does have the knack of
coaxing the machine to respond in emergencies).
The expert controls the game with his fingertips,
slapping rather than pushing the buttons, firing in short
bursts and wasting few shots. He may pause for no
apparent reason before feeding the last dot to his pac-
man, or before exiting the maze ahead of Evil Otto. This
lets him rest his wrist and fingers before beginning the
vi
vii
next phase of the game; the better you are, the longer
the games last.
A good player is daring and aggressive. He can
destroy a rock or missile in the last possible instant.
During an Asteroids game he will charge into an
asteroid, firing just before the rock hits the nose of his
ship. He dodges bombs and bullets in order to stay with
his targets. And despite the risk, he maneuvers in and
around the enemy, challenging and attacking.
Perhaps the one deciding factor between a
mediocre player and a good one, or between a good
player and an expert, is the use of strategy.
The expert never loses sight of what he is trying to
accomplish (i.e. gain points). He has logical priorities,
risking time and points where the payoff is biggest,
attacking the enemy with the highest point value or
whose destruction will win him bonus men. He has a
game plan and he sticks to it. At any point in the game
the pieces on the screen will be neatly arranged
because the enemy is being methodically reduced.
Consistent strategy is necessary to all players,
regardless of how well they play otherwise. The
strategies in this book have been developed by expert
players after hundreds of games. And they can be
learned and used by almost anyone to immediately
improve their scores. With practice, improvement can
be dramatic.
The following pages include interviews with experts
who reveal their secrets for winning these ten games:
Asteroids
Pac-Man
Berzerk
Battlezone
Missile Command
Armor Attack
Space Invaders
Astro Invader
Phoenix
Galaxian
For each game, a general description, an interview
with a high scorer, and winners' tips are given.
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