RCA 18V100 Handheld TV User Manual


 
r*
r
satisfactory
keyboard
function),
the
pattern
shifts to
the
"OK"
pattern
of
Fig.
9d.
The
pattern
flip-flops
between
black-on-
white
and
white-on-black
until
the
"Clear"
button
is
actuated.
If
the
"Clear"
button
functions
normally,
the
whole
sequence
starts
again
as
the
button
is
released.
This
completes
the
"Tester
I"
test.
NOTE:
Reconnect
the
original
power
unit
into
the
system.
Store
the
special
unit
with
the
test
cartridge
for
future
use.
Operational
Checks
Using Built-in
Programs
The
following
instructions
are
for
operating
the
built-in
"resident"
games
to
evaluate
Studio
II
performance:
"Bowling"
Game
Press
"Clear"
key.
Press
Key A3
(left-hand
keyboard).
Screen
will
display
"scorecard"
(Fig.
11)
for
about
3
seconds
and
immediately
sets up
alley
(Fig.
12)
with
bowling
ball
moving
up
and
down
at
the
left
side.
PLAYER
A
SCORE
PLAYER
B
SCORE
ana
noa
FRAME
NUMBER
Figure
11.
Bowling
"Scorecard"
Display
STRAIGHT,
KEY
«r5
Figure
12.
Bowling
Ball
Release Keys
Keyboard
Ais
in action:
Pressing A5
releasesa
straight
ball toward
the
pins; Key
A2
sends
a
ball
with a
left
(upward)
hook
while
Key
A8
deliversa
right
(downward)
hook
(Fig.
12).
Knocking
out
all
pins on
one
throw
registersa
strike
with a
score
of20
("ST-
20"
at
lower
left
corner
of
alley);
two
throws,
a
score
of 15
("SP-1
5"
on
screen).
The
scorecard
reappears
for
about
3
seconds
after the
second
ball
is
thrown
or
all
pins are
downed.
Player 2
then
plays
right-hand
Keyboard
B.
OPPOSING
CAR
CONTROLLED
BY
THE
COMPUTER
PLAYER'S
CAR
Figure
13.
"Freeway"
Screen
Display
"Freeway"
Game
Press
"Clear"
key.
Press Key
A4;
racetrack
appears
on
screen
(Fig.
13).
Press
Key
BO
to
start
race.
Press
and
hold
Key
B4to
steer
car to
left;
Key
B6
steers
car
to
right.
Press A2
to
speed
up
race
(throttle);
Key
A8
slows
car
(brake).
Object:
Accum-
ulate
"mileage" by
avoiding
collisions
with
computer-con-
trolled
(narrow-bodied)
car
in a
two-minute
race.
Atthe
end
of
the
race,
the
screen
displays
the
distance
traveled.
PLAYERA
SCORE
PLAYERB
SCORE
^nm
qdsk
L \
j
\
THREE
NUMBERSTOBEADDED
Figure
14.
"Addition"
Screen Display
"Addition"
Function
Press
"Clear"
key.
Press
Key
A5.
Screen
display
appearsas
shown
in Fig.
14. Player
hasfive
secondsto
add
the
three
digits
in the
lower
group
and press
the
correct
answer
on
Key-
board
Aor
B.
For
example,
the
"130"
on
Fig. 14
addsup
to
"4".
Punch A3
or
B3to
score.
The
sooner
the
correct
total
is
entered,
the
higher
the
score.
(Maximum
score
for
each
entry
is
11).
If the
wrong
total is
entered,
the
keyboard
"locks
out"
and
the
player
gets
no
second
chance
on
the
on-screen
com-
bination.
There
are
20sets
in the
run
in
random
order.
"Patterns"Function
Press "Clear"key.
Press Key A2.Screen remains dark.
Press Key B4,then
Key BO.Thecomputer then "paints"
the
screen white
from right
to
left
and
from bottomto top.Once
the matrix is all
white,
the
computerthen paintsthescreen
black. Press Key B5,the
paintingstops
or
freezes, press Key
BO, paintingresumes.