Apple II + with 3,3 Disk Drive, 48K INSTRUCTIONS FOR: Trademark of Warner Communications Atarl 800 with 810 Disk Drive, 32K INSTRUCTIONS FOR: Trademark of Warner Communications CONTROLLER IS AVALON HILL'S TRADEMARK NAME FOR ITS AIRPORT TRAFFIC CONTROL GAME Atarl 4/800 with 410 Cassette Drive, 16K The air traffic controller's job is not a casual one, The need for immediate and precise decision making arises often and those controllers who hesitate or choke' under the pressure threaten the lives of every person aboard the aircraft they control. AVALON HILL'S Microcomputer Game, CONTROLLER simulates the real -life situations and pressures experienced by airport traffic controllers every working day, Real -time play and graphics make CONTROLLER a distinctly different type of computer simulation game, In CONTROLLER, the computer will not wait for you to make decisions, As each second ticks away the aircraft under your control (up to 8) are using up precious fuel. You must quickly determine which aircraft are low on fuel , need course correction, are in danger of mid-air crashes and guide them all to a safe landing, GAME SET UP The game requires a few minutes to initialize, thereafter you will be asked how many of the eight aircraft in the game you wish to control. Aircraft not under your direct control will be randomly controlled by the computer, tending to cross over the airport, The eight aircraft will be labeled flights A through H, You will always control flight A followed by B-H in alphabetical order, depending on the number of air- craft selected, (Example, if you choose to control four planes, they will be flights A B, C and D, The computer will control flights E through H,) Next the Aircraft Classification must be determined for each of the Eight flights, there are three types: TYPE DESCRIPTION A propeller driven, light plane, slow, but maneuverable B - jet airliner, fast, hard to maneuver C private jet aircraft, fast and maneuverable AIRCRAFT STATISTICS AIRCRAFT TYPE A B C MAXIMUM SPEED (KNOTS PER HOUR) 150 550 350 STALL SPEED 70 140 110 RATE OF TURN (DEGREES PER SECOND) 3 2 4 CEILING (FEET) 12K" 45K" 35K" FUEL USAGE (APPRCXIMATE) MAX, SPEED 2,04 11 ,2 3,56 MIN, SPEED ,95 2,85 1,12 RATE OF CLIMB (FEET PER MINUTE) 3k 9k 12k ' K = 1000 (For your convenience a pad has been furni shed to record the ai rcraft type for each flight , The final decision you must make before starting play, (Atari only) is whether or not to use the visible " radar sweep" option, Your decision will have no effect upon the play of the game, only the visual effect of the RADAR Scope, Game begins with all aircraft randomly positioned, heading away from the airfield, GRAPHIC DISPLAY COMMAND LOCATION:AII commands entered by the player will be displayed at this location on the graphic display, In the following example the command is "change altitude to 1000 feet" , AIRCRAFT: Aircraft are displayed as a white block with the letter of the Flight inside, When two, or more, aircraft occupy the same location on the radar scope (this can only be possible if there is at least 1000 feet of altitude between the aircraft, otherwise a crash will occur) only one aircraft wi ll be displayed, DEGREE MARKER: Each marker represents five degrees, The four blocks with numeric values represent 0,90, 180 and 270 degrees respectively, CENTER OF SWEEP: The location that all BEARINGS and RANGES are taken from, Ex- ample, an aircraft bearing 5 degrees at 3 miles ranges is 5 degrees and 3 miles north of the CENTER SWEEP, not from the runway, The CENTER of the SWEEP is approximately three miles north of the runway, SWEEP: (Atari disk only) Is an optional feature of the display and has no effect upon play, RADAR SCOPE: RUNWAYS: There are two radar scope displays, 10 and 100 mile scale, Only aircraft at ranges of less than 10 miles will be displayed on the 10 mile scope, All air- craft will be displayed on the 100 mile scope, except those planes that have gone beyond the 100 range of your radar , To change scales type 'S' and press RETURN, There are two runways for guiding aircraft to a safe land- ing, the 130-139 degree and 90-99 degree runways, These runways must be approached via the appropriate approach markers (see graphic display diagram) , THE GRAPHIC DISPLAY The graphic display will contain all the information required to play CONTROLLER. A1000 COMMAND LOCATION I AIR TRAFFIC CONTROL 0, 90, 180, HEADING ALTITUDE VELOCITY HGD All VEL A 219 5285 70 B 218 4601 150 c CRASHED D 5 2267 115 E SAFE LANDING F 45 4211 130 G 301 938 141 H CRASHED I A-ALT, C-COURSE, V-VEL, L-LAND, S-SCALE I FUEL = 91.6, TURNING TO 208 ~ AIRCRAFT HEADING TO ALT 800 STATISTICS BEARING 4 RANGE 6.42482666 APPROACH MARKERS: '---' 90-99 degree and(' ' Atari) (' + + + ' Apple) 130-139 degree markers. To safely land aircraft, it must be lined up on one of the above approach markers, and heading towards the runway . (see graphic display diagram). AIRCRAFT MARKER: Indicates aircraft currently under control. AIRCRAFT STATISTICS: Displayed below the main display are the statistics for the aircraft currently under control. These statistics are: FUEL-the amount of fuel (in pounds) remaining for that air- craft. TURNING TO . . . - the last course command entered for that air- craft. HEADING TO ALT ... - the lost altitude command entered for that aircraft. (Note, TURNING TO and HEADING TO ALT should not be confused with the statistical display just to the left of the radar scope. That display indicates the cur- rent Heading (HGD), Altitude (ALT) , and Velocity (VEL) for all aircraft. BEARING-the compass position of that aircraft in relationship to the CENTER OF SWEEP. RANGE-the distance of aircraft from the CENTER OF SWEEP measured in miles. RADAR SCOPE (10 MILE) (Atari Radar Display Enlarged) ' EXAMPLE OF USING THE DISPLAY Looking at the GRAPHIC DISPLAY you will observe that the RADAR SCOPE is in the '10 mile' mode and that the only aircraft displayed is Flight 'G' . On the left hand display you note that aircraft 'G' is heading west by northwest (left and towards the top of the display) at 301 degrees, its altitude is 938 feet and rate of speed is 141 knots. Also note that the AIRCRAFT MARKER is point- ing to Flight 'G' and that additional statistics are displayed below the main display. Aircraft 'G' has 91 .6 pounds of fuel remaining, it is descending to an altitude of 800 feet and is in the process of turning to a new heading of 208 degrees. At the present time it is bearing 4 degrees at a distance of 6.4248266 miles from the CENTER of SWEEP. COMMAND A thru H A NUMERIC VALUE L COMMANDS Typing 'A' through 'H' followed by pressing the RETURN key will transfer control to the corresponding flight. Example; 'F' (RETURN) sends control to flight 'F' . commands the aircraft to go to the altitude indicated by the numeric value entered. Exam- ple: A2500(RETURN) directs the aircraft to go to an altitude of 2500 feet . will land the aircraft if all the landing requirements have been met . (See Landing Air- craft) If they have not been met the computer will ignore the command. C NUMERIC VALUE (0-359) : directs the aircraft to turn to the heading indicated . The number 0 translates into a direction of north (top of screen), 90 is due east (right of screen), 180 would head the flight south (bottom of screen) . Example: C46 (RETURN) directs the aircraft to turn to heading 046 degrees (see landing ap- proach diagram). S changes the scale of the RADAR SCOPE. There are two possible radar modes, 10 mile and 100 mile. Example: 'S' (RETURN) LANDING APPROACH DIAGRAM 190 LANDING AIRCRAFT There are several conditions that must be met in order to land aircraft. 1. The radar scope display must be in the 10 mile mode. 2. Velocity must be within 10 knots per hour of stall speed. 3. Altitude must be under 1000 feet. 4. The aircraft must be on a proper approach, V NUMERIC VALUE changes the velocity of the air- craft. No aircraft can travel faster than its maximum speed for its aircraft type. Example: V70 (RETURN) sets the aircraft's speed to 70 knots. Note: This is a real-time simulation and all aircraft will react to commands as real aircraft. Aircraft will not im- mediately go to the heading, altitude or velocity directed, but will only begin to carry out the command entered. Depending upon aircraft type and situation it may require several minutes of real time to finally com- plete the command. Double check your keyboard entries to be sure they appear on the screen before entering your next command. The DELETE/BACKSPACE key will not function in CON- TROLLER. To correct input errors, press the RETURN key and enter correct command. 000 10 180 170 heading towards the runway on one of the two APPROACH MARKERS. (See Landing Approach Diagram above). If all of the above conditions have been met, type 'L' and press the RETURN key. The aircraft will land safely and taxi towards the hangar buildings. If any of the landing conditions were not met the computer will ig- nore the 'L' command. COLLISIONS/CRASHES AND LOST CONTACT Midair collisions occur whenever flights are within 1000 feet in altitude and one mile in distance from each other. Aircraft will crash if they run out of fuel. Fuel usage is directly related to the flight's velocity and aircraft type. If a plane moves beyond the 100 mile range it will not be displayed on the radar scope. You will lose contact with a flight if it goes beyond the 150 mile range. Crashed aircraft will remain displayed on the radar scope at the location in which it went down. To remove it from the radar display, change the scope scale. DEFINITION AND EXPLANATION OF TERMS ALTITUDE The vertical elevation of an aircraft above sea level . CEILING The maximum altitude an aircraft may obtain, based on characteristics of that aircraft. FUEL USE The fuel usage of an aircraft is propor- tional to its velOCity. The faster a plane travels the more fuel it consumes. Fuel capacity and usage is different for each type of aircraft. HEADING The compass direction in which the longitudinal axis of the aircraft points. STALL SPEED The minimum velocity an aircraft can travel without losing lift and altitude. VELOCITY The rate of linear movement of an aircraft in a given time frame. In CONTROLLER all velocities are in knots per hour. LOADING INSTRUCTIONS AT ARI DISK 32K APPLE DISK 48K CONTROLLER will load and run automatically. Put the game di skette into the disk drive and " boot" the disk. The program will load and then run. The game will re- quire a few minutes to initialize. AT ARI CASSETTE 16K 1. Turn on your computer. 2. Put the tape in the cassette player . 3. TYPE RUN" C: " and press the RETURN key. The com- puter wil l beep . 4. Press the play button on the cassette recorder, and a key on the computer keyboard (do not press Break or Reset). 5. The first part of the program will load and run. The AH Logo will be displayed followed by another BEEP and a prompt to press the space bar. 6. Press the space bar, the main program will load and run automati cally. 4210101 W2305 If the programs cannot be loaded, send the software, with a complete description of the problem (what type of computer you have, what the computer says, if anything, when you try to load the software or play the game, and what you did to try to get it to load.) to: Avalon Hili Microcomputer Games 4517 Harford Road Baltimore, Maryland 21214 Defective software will be replaced. QUESTIONS ON PLAY Questions on play can be answered by the factory only upon receipt of a self-addressed envelope bearing first-class postage. YOU NAME IT, WE'VE GOT A GAME ON IT . .. The Avalon Hill Game Company is the world's largest publisher of a great variety of strategy board games of skill. We manufacture over 150 games; including wargames, sports strategy and statistical replay games, and games on fantasy and science fiction. For complete information with pretty pictures, write the factory and ask for a game catalog on: o Adventure Gaming (including war, SF, and fantasy games) o Sports Gaming 0 Leisure Time and Family Gaming See Parts List for Price. The Avalon Hill Game Company Consumer Relations 4517 Harford Road, Baltimore, MD 21214 UNAUTHORIZED REPRODUCTION OF THIS GAME IN ANY FORM IS SPECIFICALLY PROHIBITED. WE CONSIDER ANY VIOLATION OF THIS REQUEST DETRIMENTAL TO OUR LEGAL RIGHT TO EXIST IN A COMPETITIVE BUSINESS ENVIRONMENT. DESIGN CREDITS: Game Concept: Frank D. Kelly Programmed By: Will iam Volk Package Design & Il lustration: Stephanie Czech Special Thanks to Mr. Frank Embert, F.A.A. [Ai] Program & Audio Visual Display Copyrighted 1/83