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Game Controls
Keyboard
Controller
Full Screen Toogle
Alt + Enter
Pause Game
Shift + Escape
| Start/Reset | Numpad Enter |
| Change Mode | Backspace |
| Escape | Esc |
| Jump | V |
| Open Parachute | Down |
| Move Left | Left |
| Move Right | Right |
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© 2005 Atari Interactive, Inc. All Rights Reserved.
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This game is compatible with 64-bit Windows OS
In Sky Diver, you have nine jumps with which to amass points by landing your diver successfully on a colored target. You control when to jump and when to deploy your chute. You can also steer your jumper as he's floating comfortably earthward, but control depends on the wind. If you're playing with two players, the one with the highest score after nine jumps each is the winner.
To begin, select your game type and push reset. The games grow increasingly difficult, with smaller targets, moving targets and fiercer winds as you progress. In game five, you play "chicken" -- there's only one landing pad, and you and your opponent jump simultaneously. Whoever lands on the pad first, scores.
Jump out of your plane by pushing the fire button, and your diver will plummet earthward. To deploy your chute, push the down direction key. Then steer your diver left and right toward the target that matches the color of your plane and diver. If you land fully on the target, you score. Land on the ground, and you can at least have the satisfaction of knowing that your chute opened correctly. You can guess what happens if you neglect to open your chute at all: SPLAT.
The wind is your biggest obstacle in this game. Refer to the windsock down at the bottom of the screen to determine the direction and strength of the wind. Remember that Mother Nature is fickle, and the wind can change direction at any time. The jump counter at the bottom of the screen indicates how many jumps you have left. Once both players have used all nine of their jumps, the game is over. The player with the highest score wins!
Wind doesn't blow at a constant speed. The more full the wind sock appears, the stronger the gust will be -- and remember, it can change in the middle of your jump!
Lead or follow your target based on the wind. A strong wind will carry a diver quite some distance, so you must anticipate that as you decide when to jump.
Don't open your parachute immediately. A dive can net you from zero to 11 points, and you score higher the longer you wait to pull the cord.
Of course, there's a limit after which you can't deploy your chute, so don't get greedy or they'll be scraping you off the pavement.
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