BMX Air Master

Instruction Manual for the Atari 2600

TNT Games

Thank you for purchasing BMX Air Master. Please read this instruction manual carefully so that you can fully enjoy this game.

BMX Air Master is a one or two player game. The main goal is to perform as many ticks and combinations and score as many points as possible. Your attempts for tricks per game are limited so you've got to be good.

There are three different events to the game:

1. Half Pipe
2. Quarter Pipe
3. Ramp Jump and Landing.

GETTING STARTED
===============

BMX Air Master has 4 modes:

1. Practice standard
2. Practice advanced
3. Arcade standard
4. Arcade advanced

To select the mode, use the select button on the console or the left joystick. To begin a game, use the reset button on the console of the fire button on the joystick.

In a 2 player game, use the right difficulty switch to choose between using one or two joysticks (only one player may play at one time).

Practice Mode
-------------
If you're going to be great, you've got to practice. This mode allows you to switch and practice events. After you have completed the selected event, the game will reset and allow you to try another event. Press right on the joystick to select an event, then press the fire button to start.

Arcade Mode
-----------
Now it's time to test your skill.

The idea here is to survive through as many events as you can. When your lives are gone, the game is over. In each round after the ramp jump has been completed you will be awarded an extra man. In the next round the difficulty will increase. The number of lives is indicated at the bottom of the screen, L = Lives.

GAME PLAY
=========

Half Pipe
---------
To start the stage press the fire button. Pedal your bike by moving the joystick left and right. You will need to pick up speed fast in order to get into the air.

The bike cannot leave the ramp while backwards. Use the fire button to turn the bike around. While you're in the air: Try to perform as many tricks as possible (see chart). The time limit is 90 seconds; when time is running out a tone will warn you.

Quarter Pipe
------------
This even is similar to the half pipe, but this time you have only 3 attempts. Use the ramp to gain speed and concentrate on a certain trick or combo.

The Ramp Jump
-------------
This one's bigger than the fountain at Caesars! You've got three chances to make the jump. Again, the idea is to perform as many aerial tricks as possible for points. 500 bonus points will be awarded by landing on the ramp.

SCORING: Points are awarded each time a trick is performed. More points are awarded the first time a trick is performed in each event. Combinations of tricks are possible and bonus points can be earned (see chart).

SCORING
=======

Combinations
------------



1 2 3 4 5 6 7 8


Loops(*)      720+      180     360   720+    720+     0      720+     720+
Rotate       Do not      1       3+  Do not     3+     3+    Do not      3+
Flip         Do not   Do not     3+  Do not     3+     3+    Do not      3+
Feet                  Must do        Must do        Must do           Must do
Hands        Must do                 Must do        Must do  Must do  Must do
Move Forward          Must do        Must do        Must do  Must do  Must do
X-Up         Must do                 Must do        Must do           Must do
Bounces                                 1                       3+       3+
Points        1000     1000    1000   1000    1500   2000     2000     2000
Next Time      500      500     500    500     700   1000     1000     1000

(+ = or more)
[(*) Typist's Note:  Loops are measured in degrees (i.e. 180 is 180 degrees).]

Trick Points
------------

                      Next                                   Next
                 1st  Time                              1st  Time
---------------------------        -------------------------------
Loop Backwards   500    20         Move Forward         500   200*
Loop Forwards    500    20         X-Up                 500   200*
Rotate           500   100         Bounce               200   200
Flip             500   100         Ramp Joystick Up     500   500
Feet             500   200*        Ramp Joystick Down   500   500
Hands            500   200*        Land on Ramp         500   500
---------------------------        (Jump Event)
                                   -------------------------------
*Per Second

Bonus Points: (Awarded at the end of an event.) 1000 for each combination performed (8 maximum) 100 for each type of trick performed (8 maximum)

HINTS
=====

Remember that a safe landing is very important -- while in the air, prepare your bike by making sure the wheels land on the ramp and not your head.

When leaving the half or quarter pipe ramp, hold the joystick up or down. This will move your player left or right. By doing this you can actually land on the top of the ramp.

When the first 3 events are completed, round two will begin again with the half pipe. This difficulty will increase.

Harder Stages
-------------
As difficulty increases you must land on the ramps at the correct angle. make sure you land correctly.

Also, the pedal force and gravity will increase so you must pedal harder to reach the highest areas.


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-------------------Atari 2600 Instructions Archive-------------------


This document obtained from the History of Home Video Games Homepage, �1997-1998 by Greg Chance