Atari Coin Connection

Issue: Vol 7 Num 10 - 1983 November

Atari ''Sends in the Clones'' in
the Adventures of Major Havoc™
oped through a series of four scenes that
must be completed in each level.
The first wave presents the tactical scan-
ner, the player's flight panel that displays
impending obstacles, tips and intercepted
messages. MAJOR HAVOC features the
first "game within a game'-' a special at-
traction for all those hyperactive outer-
spacemen! In the lower right corner of the
tactical scanner, a small game of Breakout®
can be played for a few seconds before the
actual game play starts. Breakout occurs at
the beginning of each level and the action
picks up where it left off, so that if the play-
er is adept enough to eventually clear the
screen, he will be awarded a bonus life.
The second scene situates the player in
his Catastrofighter in the role of Major
Havoc, fi ring at opponent robots on the
screen as he approaches the Vaxxian
Space Station. Once he maneuvers
through the so-called "wormhole" in space,
he must then land his spacecraft on the
enemy platform as the third wave of game
play begins. The challenge increases in
the higher levels as the platform gets short-
er and the landing gets trickier!
The fourth wave changes the player's
perspective from controlling a space ship
to guiding Major Havoc through an anima-
ted, populated maze which represents the
interior of the Space Station. Arrows show
a legitimate way to travel through the maze
toward the reactor which Major Havoc
must touch to set into 'critical mode" and
then promptly make his escape. He en-
counters many obstacles enroute, includ-
Game Playing
1. While in each tactical scanner wave,
depress the Fire button to play Break-
out®. If you eventually clear the screen,
a bonus life is awarded.
2. After completing the space wave, don't
lose concentration because landing
the space ship can be quite tricky,
particularly in the higher levels when
the platform gets shorter.
3. Use the shield not only as a defen-
sive measure but also as an
offensive tactic. After the reactor
is set off, objects in the maze
become stationary. Activate an
"offensive" shield to kill a robot for
points.
Got a feat to perform? Need a day to be
saved? Never fear- Major Havoc is here1
And he sets a new standard for the exploits
of space voyagers everywhere. He's not just
'cloning" around! His escapades are cap-
tured in one of the Atari coin video games
that debuted at the 1983 AMOA trade
show in New Orleans.
Major Havoc leads a brave band of
clones created all from one, one from all,
fighting for humanity. The game play takes
all the best- and the most outrageous-
from other space games to provide a com-
bination that's sure to delight players of all
skill levels. Dreaded Vaxxian Space Sta-
tions, controlled and defended by robots,
patrol the galaxy and hold Havoc's human
predecessors captive. His destiny is to free
his people by destroying the reactor within
the enemy Space Station.
To emphasize this new genre of space
age entertainment, Atari introduces its
"high tech" cabinet. The sleek, compact
design of this upright delivers high visibility
and increased player attraction as it accen-
tuates the advanced generation of game
play development. A new backlit roller con-
trol has been incorporated which allows re-
sponsive left-to-right movement.
But MAJOR HAVOC is more than space
play! It combines space adventure action
with maze adventure action to give incredi-
ble depth and high-skill challenges. The
progressive nature of the game is devel-
4. Totally avoid the electric walls
found within the maze. You
cannot pass through them
even by activating the shield.
5. Watch out for red trip pads
on the floor of the maze.
While it will not prove deadly
to step on one, this action will
cause the immediate release of
fi reballs.
6. Watch for an intercepted
message during
the tactical
scanner of
level 5 to learn
ing robots, deadly electric walls and red
trip pads that release fireballs. And he is
given the safety of one shield per life. But a
state of crisis gives way to a bit of hilarity
from time to time. For instance, if the player
"parks" Havoc against a wall for a moment
or two, he'll begin to tap his foot impatiently
awaiting the next move!
During the maze sequence, the player
receives a limited amount of oxygen which
acts as a game play timer. Along the paths,
he can pick up oxygen pods to replenish
his supply. Once the reactor is set off, a
countdown is also activated to limit escape
time. If the oxygen supply runs out, poor
Major Havoc succumbs to suffocation. If
he fails to escape the reactor blast. he siz-
zles to a skeleton!
A Secret Warp rewards the player for
short game times as it advances him to
levels deep into game play. By using the
roller control, he dials in secret code num-
bers during the tactical scanner wave.
Novice players are told in level 5 exactly
how to use the Secret Warp feature
through an intercepted message. In addi-
tion, a player is allowed to start a new
game at the level where he last saw the
tactical scanner in the previous game
through the 'Add-a-Coin" feature.
Major Havoc wants to share the adven-
tures of his clone army and divulge the fol-
lowing tips for successful space travel
which have been excerpted from his ship's
log. He bids everyone to go ahead and
wreak a little "major havoc" with the com-
petition!
Strategies
about the first Secret Warp. You will
need to memorize the secret code
numbers that are dialed in with the rol-
ler control. NOTE: To get into the top
scorers' table, you must use the
warps. Points gained by doing so move
you way beyond the range of what can
be earned.
7. Oxygen pods are worth more points
after you set off the reactor.
Atari Assists in Police ''Sting''
Atari Senior Sales Administrator Sue
Goacher receives commendation from San
Jose Mayor Tom McEnery for Atari's parti-
cipation in undercover police operation.
The scenario reads just like one of televi-
sion's hottest cop capers. On March 30,
1983, the San Jose (California) Police De-
partment, in conjunction with the Santa
Clara Police Department and the Bureau
of Alcohol, Tobacco and Firearms, con-
cluded the most successful sting operation
in the department's history.
The special investigation had been near-
ly a year in the making. Atari's involvement
began in July of 1982 when an undercover
officer with the Burglary Prevention Unit re-
quested an equipment loan of three coin
video games. His sole contact, Sue
Goacher, Senior Sales Administrator, se-
lected an upright Asteroids®, a cocktail
Tempest®, and a cocktail Space DueF ....
Although the details of the operation were
not disclosed to her, she was assured that
the machines would be returned to the
company upon conclusion of the investiga-
tion. To ensure complete secrecy as to the
whereabouts of their destination, the
games were personally picked up by the
officer in his own station wagon.
What actually transpired has since been
revealed. To enable the police department
to conduct a successful sting operation, it
was necessary to establish and operate a
legitimate business environment with a
secondary business in a back office of
buying stolen property from the criminal
element within the San Francisco Bay
Area. A vacant building was converted into
a delicatessen/bar, complete with a hidden
area used for surveillance. The officers in-
volved in purchasing the stolen goods
conducted 235 property as well as 35 nar-
cotic transactions estimated to be worth
$1.5 million in total.
The three coin video games were return-
ed in perfect condition, and the proceeds
had been actually funneled back into the
fixed budget for the investigation. On
August 23, Sue Goacher was presented a
special commendation by Thomas
McEnery, Mayor of the City of San Jose,
during a ceremonial segment of the
scheduled City Council session. The last
statement of the certificate reads: "I, Thomas
McEnery, Mayor of the City of San Jose, do
hereby commend Atari for invaluable as-
sistance to the Police Department during
the "Russ and Rosie" sting operation, and
extend my deep gratitude on behalf of the
citizens of San Jose."
Commenting upon the honor bestowed
her, Ms. Goacher says: "Our involvement
was very exciting at the beginning be-
cause of the hush-hush nature of the oper-
ation. But in the end, it is nice to be recog-
nized for having made a contribution
toward an effort that did so much good."
STAR WARS* Creator Gets Into It


8. Using a shield consumes oxygen.
9. Although arrows show you a legi-
imate way to travel through the
maze, it may not necessarily be
the easiest or best.
10. In the space waves, avoid all
red lines.
11. Note that the
radar map,
which provides
a "birds-eye
view" of the
entire maze, does not indicate
where the electric walls occur.
12. By finding the magic key, you
can unlock an exit gate at the
bottom of the maze instead of
having to make your way back
to the top after setting off the
reactor.
"Yes, Mr. Lucas, now you can be LUKE SKYWALKER*, too! " Don Osborne, Vice President
of Marketing, explains the finer points of game play strategy to George Lucas, who inspired
the STAR WARS* phenomenon and movie trilogy. A cockpit game was presented to him on
August 10, 1983 with the engraved inscription: "A special thanks for creating THE FORCE*
behind so much fun."
© 1983 Lucasfilm Ltd . & Atari. Inc. All rights reserved. "Trademarks of Lucasfilm Ltd .. used by Atari, Inc. under license.

Download Page 2: PDF File | Image

Download Page 3 PDF File | Image

Future scanning projects are planned by the International Arcade Museum Library (IAML).

Pro Tip: You can flip pages on the issue easily by using the left and right arrow keys on your keyboard.