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C64 Super Sprint cover

Super Sprint: Original brukermanual

Players Guide
=============
Supersprint(TM) Introduction
----------------------------
Just another racing game? No - this is THE racing game. Licensed to Electric Dreams from the top-selling Atari coin-op. SUPERSPRINT(TM) lets one or two players compete head-to-head with a bird's eye view over eight gruelling tracks. There's plenty of challenge for your driving skills, with ramps to jump, opening and closing gates, hidden short cuts, over and undepasses, and banked turns. There are random obstacles to avoid, and golden spanners to collect from the track which can be traded for custom car features to enhance your vehicle's performance.

Option Selection
----------------
The game has loaded when the title page is replaced by the credits. Press the space bar to move to the Options Menu. While on this screen:

Commodore 64/128
----------------
Select one or two-player mode by pointing the steering wheel at the left or right car and pressing the fire button.

If you have selected two-player mode you will then be asked to select the type of race. You may race against each other in a "one-on-one" event, or you may have a third competitor controlled by the computer.

The display changes to show all the possible racing circuits: the current selection will be flashing, and the central arrow will point to it. Use the "steer left" and "steer right" to change to the required track layout. To start the race on the selected circuit, push the "accelerate" control.

Game Controls
-------------
The game may only be controlled using joysticks. If the one-player option is selected, the joystick should be in Port 2.

The Race
--------
Each race consists of four laps. However, if players beat the "drone" cars, the race continues on a new track.

The race is started by a waving, white flag. Steer your vehicle using the left and right controls, and control its speed with the accelerator. (Brakes are not provided!) Hitting the circuit barriers at low speeds only causes a delay, but on a high-speed impact your car explodes, and a replacement is delivered.

On some tracks there are underpasses where you will be steering "blind". Other circuits feature gates which open and close, allowing brief access to short cuts.

Random objects will appear on the track from time to time, to be collected or avoided. These are as follows:

Golden Spanner: Collect three of these in one race to earn one custom car bonus at the end of the race.

Bonus Score Pad: This contains a number which is added to the score of the driver passing over it.

Oil slicks: These cause the car to spin out of control.

Water slicks: These cause the car to slow down.

Whirlwind: The high wind blows the car off course and into a spin.

At the end of the race, the winner's circle is displayed with the rank, score and best lap times for the first three cars past the chequered flag.

Press the space bar to move up the high score table. If your car has won a place on the table, you will be prompted to enter your initials. Use "left" and "right" to select the letters, "accelerate" to enter the initial. You may enter up to three initials.

Should any car collect three or more golden spanners during a race, the driver will be able to choose a custom car feature from the bonus screen. Four features are available, as follows.

Super traction (five levels)
Higher top speed (five levels)
Turbo acceleration (five levels)
Increased scoring (one level)

Players choose the feature they require in the same way as tracks are selected at the start of the game: use left and right to highlight the required option, then press accelerate to add the feature.

Super Sprint TM & (C) 1986 Atari Games Corporation. All rights reserved. Electric Dreams Software. Authorised User. Game (C) 1987 Electric Dreams Software.


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