A highly informative tribute to the Supervision
handheld video game system and its games.
a feature of Diskman Presents
www.diskman.com
SYSTEM
  Introduction
  Supervision
  TV-Link
  Scans
  Music
GAMES
  Alien
  Balloon Fight
  Block Buster
  Block Buster / Cross High
  Brain Power
  Bubble World
  Carrier
  Cave Wonders
  Challenger Tank
  Chimera
  Chinese Checkers
  Classic Casino
  Climber
  Cross High
  Crystball
  Dancing Block
  Delta Hero
  Dream World
  Eagle Plan
  Earth Defender
  Fatal Craft
  Final Combat
  Galactic Crusader
  Galaxy Fighter
  Grand Prix
  Happy Pairs
  Happy Race
  Hash Blocks
  Hash Block / Eagle Plan
  Hero Hawk
  Hero Kid
  Honey Bee
  Jacky Lucky
  Jaguar Bomber
  John Adventure
  Journey to the West
  Juggler
  Kabi Island
  Kitchen War
  Kung-Fu Street
  Linear Racing
  Magincross
  Majong
  Matta Blatta
  Olympic Trials
  P-52 Sea Battle
  Pacboy & Mouse
  Pacific Battle
  Penguin Hideout
  Police Bust
  Popo Team
  Pyramid
  Recycle Design
  Scaffolder
  Soccer Champion
  Sonny X'Press
  Space Fighter
  Sssnake
  Super Block
  Super Kong
  Super Pang
  Tasac 2010
  Tennis Pro '92
  Thunder Shooting
  Treasure Hunter
  Untouchable
  Witty Cat

RUMORED GAMES

  Combat
  Devil Paradise
  Happy Flappy
  Jade Legend
  Marpol Brother
  The Kung-Fu Fighter
  Wonder Fish
MATTA BLATTA
©199x unknown
Matta Blatta    Matta Blatta    Matta Blatta
I N S T R U C T I O N S
SCREENS
SuperVision Logo         
Title
Hi-Score Page
Game
Name Entry Page
KEYS
NONE
START
START
RIGHT, LEFT, UP, DOWN, START, A, B
RIGHT, LEFT, UP, DOWN, START, A, B

SUPERVISION   LOGO:
                After inserting the Matta Blatta cartridge and switching on the unit, the SuperVision logo appears, key- presses have no effect on this screen.

TITLE   SCREEN:
Pressing the Start key on this screen takes you into the main game.
Hi-score page : The top ten scores along with names of scorers are displayed on this screen.
If you have played before, your name could up there!
Pressing the Start key whilst on this screen takes you to the main game.

NAME   ENTRY   PAGE:
                If during the game, you achieve one of the top ten scores, you get a chance to enter your name into the hall of fame. To enter your name (or any text that can be represented by the characters displayed), you move the black outlined box with the direction keys to the character you want printed (out of a total of 30).
                Pressing either button A or Button B will print the character. When you have finished, pressing the Start key will take you to the hi-score page where you will see your new hi-score.
                If the maximum of 12 characters are entered, the game will go straight to the hi-score page.
                The Select key has no effect in this screen.

GAME   SCREEN:
During the game, the direction keys will move your spaceship appropriately.
Pressing either button A or button B will fire missiles from ship.
Pressing the Start key will pause the game.
Pressing the Start key again returns you to the game. The Select key has no effect.

PLAYING   THE   GAME:
                The object of the game, like most shoot-em-ups is to blow the enemy into the ether. You do this using your ship which at first is equipped with primitive fire power.
                From time to time, tokens will appear on the screen marked 'P' or 'S'. The ones marked 'S' offer your poorly defended ship a shield for a short time. When you hear a high-pitched warning sound, this means that your shield is about to run out.
                Any time that your ship is hit by an alien's bullet or by an alien, it is destroyed unless it is protected by a shield. You have give ships at your disposal and each time a ship appears, it is temporarily protected by a shield.
                The tokens marked 'P' power-up your ship up to three times. Each time you collect a power-up, your ship gets better and faster fire-power. It also gets faster. However, once your ship gets powered up to its maximum, collecting power-ups is not wasteful. This is explained later.
                If you lose a ship with zero to three power-ups and you still have some ships in reserve, your next ship will not be powered up and you will have to build your power-ups from scratch.
                Earlier it was stated that collecting power-ups after your ship is fully powered up is not wasteful. Any additional power-ups collected at this point are held in reserve for your next ship, again to a limit of three. If you collect any more power-ups after this point without losing a ship, you gain an extra life for every two collected. Once you have gained an extra life however, you must collect another power-up if you want your next ship to be fully powered up. Furthermore, the maximum number of ships that you can have is nine.
                The game continues until you lose all of your ships. After the ninth wave, the same set of baddies as the first set of nine appear. They are however, a lot meaner.
                From time to time, a really mean baddie comes out of a wave. If you are near the left edge of the screen, it will be very difficult to dodge and needs blasting rather quickly.

SUMMARY:
DIRECTION KEYS:       
A or B:
Start Button:
Select Button:
'S' Tokens:
'P' Tokens:
Up, Down, Left, Right
Fire Buttons
Pause and Resume
No effect
Temporarily shield your ship
Power-ups
There are nine different waves.
Good Luck MATTA BLATTA Pilot!
E N D I N G
Matta Blatta was not programmed to feature an ending sequence. After completing stage eight there are no new enemies, and stage designs are then looped indefinitely from the beginning.
“Supervision: handheld of the less fortunate” created by and © Brandon Cobb.