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USER MANUAL Distributed by AccelSoft Inc. P.O. Box 2813 Del Mar, California 92014 (858) 677-0133 Atom Smasher - The Multimedia Accelerator Game i

USER MANUAL - GHGAUSER MANUAL Distributed by AccelSoft Inc. P.O. Box 2813 Del Mar, California 92014 (858) 677-0133 Atom Smasher - The Multimedia Accelerator Game i AtomSmasherTM Player’s

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Page 1: USER MANUAL - GHGAUSER MANUAL Distributed by AccelSoft Inc. P.O. Box 2813 Del Mar, California 92014 (858) 677-0133 Atom Smasher - The Multimedia Accelerator Game i AtomSmasherTM Player’s

USER MANUAL

Distributed by

AccelSoft Inc.

P.O. Box 2813Del Mar, California 92014

(858) 677-0133

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AtomSmasherTM Player’s Manual for the Multimedia Accelerator Game 1999 by G. H. Gillespie Associates, Inc.All Rights Reserved.

ISBN 1-892267-02-0

Second Printing: November 2000

DIRECTOR ® COPYRIGHT © 1994, 1996 Macromedia, Inc.

Printed in the United States of America.

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G. H. Gillespie Associates, Inc. Software License Agreement(Atom Smasher™ for the Single-User)

CAREFULLY READ ALL OF THE TERMS AND CONDITIONS OF THIS AGREEMENT BEFORE OPENING THIS PACKAGE.IF THESE TERMS AND CONDITIONS ARE NOT ACCEPTABLE TO YOU, PROMPTLY RETURN THIS PACKAGE AND ALLOTHER COMPONENTS OF THIS SOFTWARE PRODUCT TO THE PLACE OF PURCHASE FOR A REFUND. OPENING THISPACKAGE INDICATES YOUR ACCEPTANCE OF THESE TERMS AND CONDITIONS.

LICENSE. G. H. Gillespie Associates, Inc. grants you a license to use the Atom Smasher computer program (“Program”)recorded on the enclosed CD-ROM on one single-user computer. You may physically transfer the Program from one single-user computer to another single-user computer as long as you use the Program on only one single-user computer at a time.You may not (a) use the Program on a multiple-user computer or a network of single-user or multiple-user computers, (b)electronically transmit the Program over a network of single-user or multiple-user computers, (c) rent or lease the Programto others, or (d) reverse engineer, decompile or disassemble the Program.

OWNERSHIP. Your license is not a sale of the Program. G. H. Gillespie Associates, Inc. retains title to the AtomSmasher computer program. You only acquire title to the distribution media.

COPYRIGHT. The Program is protected by United States copyright laws and international copyright treaties. You maycopy the Program onto a single hard disk and retain the copy of the Program on the enclosed CD-ROM solely for archivalor backup purposes. You must retain all copyright notices for the Program on all copies of the Program. You may not copythe Program onto diskettes or other removable-media for any purposes whatsoever. You may not make any other copies ofthe Program except as provided herein.

ASSIGNMENT. You may assign your license to another person if that person agrees to the terms and conditions of thisAgreement. You must physically transfer the Program to that person and destroy any and all copies of the Program whichyou do not physically transfer to that person.

DURATION. Your license is effective for an indefinite term unless you fail to comply with a term or condition of thisAgreement. If you fail to comply with a term or condition of this Agreement, your license automatically terminates andyou must destroy your copies of the Program.

LIMITED WARRANTY. G. H. Gillespie Associates, Inc. warrants that the enclosed CD-ROM free of defects in materialsand workmanship. If you discover a defect and return the enclosed CD-ROM to the place of purchase within ninety (90)days after the date of your purchase, the enclosed CD-ROM will be replaced without any additional charge. THIS LIMITEDWARRANTY REPLACES ALL OTHER WARRANTIES EXPRESS OR IMPLIED, INCLUDING WARRANTIES OFMERCHANTABILITY OR FITNESS OR A PARTICULAR PURPOSE. SOME STATES DO NOT ALLOW THE EXCLUSION OFIMPLIED WARRANTIES SO THESE EXCLUSIONS MAY NOT APPLY TO YOU. THIS LIMITED WARRANTY GIVES YOUSPECIFIC LEGAL RIGHTS. YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE.

LIMITATION OF LIABILITY. G. H. GILLESPIE ASSOCIATES, INC. SHALL NOT BE LIABLE FOR ANY DAMAGES,INCLUDING INCIDENTAL OR CONSEQUENTIAL DAMAGES, ARISING FROM USE OF THE PROGRAM. SOME STATESDO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES,SO THIS LIMITATION MAY NOT APPLY TO YOU.

GENERAL. This Agreement contains the entire understanding of the parties and supersedes all prior communications,proposals, agreements, and contracts and purchase orders pertaining to the Program.

G. H. Gillespie Associates, Inc.P. O. Box 2961, Del Mar, California 92014 U.S.A.

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I agree to the terms and conditions of the G. H. Gillespie Associates, Inc. Software LicenseAgreement as stated on the preceding page.

Signature Date

Printed Name Organization

Street Address

City State or Province Postal Code

Country

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Table of Contents

Chapter and Subject Page

1. Introduction 1Atom Smasher Overview 2The Player Scientist 2

2. Getting Started 4Installing Atom Smasher for Windows 5Installing Atom Smasher for Macintosh 6Player Log-In and Exit 7

3. The eXotic International Particle Accelerator Laboratory (XIPAL) 9The XIPAL Facility 10XIPAL Assets 11

- Help (Tutorials) 11- Particle Database 15- Film Library 16- Internet Physics Bowl (IPB) 17- Experimental Facilities (The Accelerators) 18

4. Conducting Accelerator Experiments 19Setting Up & Initiating an Experiment 20Controlling the Accelerator Beam 23Particles Produced by Collisions 24Capturing & Identifying Particles 24

5. Scoring Points 26Updating the Particle Database 27Scoring Bonus Points 27Answering IPB Questions 28

6. Acknowledgements 29

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List of Figures

Figure Number and Caption Page

1.1 Player’s Control Room Console with Main Menu Displayed. 32.1 Atom Smasher Installed on Windows. 52.2 Atom Smasher Folders on Macintosh CD. 62.3 Player Log-In Screen. 72.4 The Main Menu. 82.5 The Exit Menu. 83.1 Control Room of the XIPAL Accelerator Complex. 103.2 The Help Menu. 113.3 Options Available from the Help Menu. 123.4 Interactive Tutorial for the Radiofrequency Quadrupole (RFQ). 143.5 Entering Numbers in the Particle Database. 153.6 The XIPAL Film Library. 163.7 Challenge Other Students in the Internet Physics Bowl (IPB). 173.8 Two Machines of the XIPAL Accelerator Complex 184.1 Experiment Level Selections. 204.2 Powering Up an Accelerator and Starting an Experiment. 214.3 Interactive Tutorials Provided Guidance for Initial Parameter Setup. 224.4 Interactive Keyboard Commands Are Used During an Experiment. 234.5 Particle Types Produced in Level 1 Collisions. 244.6 Collision Debris and Capturing a Particle 254.7 Select Particle Properties Using Multiple Choice 255.1 Bonus Question Answers Increase Scores. 275.2 Incorrect Answers Result in Hints. 28

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1. Introduction

The Multimedia Accelerator Game, Atom Smasher, is designed to introduce theplayer to particle accelerators and particle detectors, the Standard Model ofelementary particles, and the basic physics of charged particle motion in simpleaccelerator components. Atom Smasher is a combination of a fast-movingsimulation game and a strategy role-playing game that immerses the player in theworld of high-energy accelerators. This Player’s Manual provides an overviewof the various parts of the Atom Smasher game software.

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Atom Smasher Overview

Atom Smasher is an educational game for learningabout particle accelerators, elementary particles, andsome of the fundamental physics included in thesetopics. By playing the role of a scientist conductingexperiments in a particle accelerator facility, studentscan set up accelerator experiments, fly with a group ofbeam particles through the accelerator channels to atarget, and discover the fundamental particles andforces of nature. From their position in the acceleratorcontrol room, students can access an educational filmlibrary, use interactive tutorials that illustrate particlesmoving through accelerator components, or play theInternet Physics Bowl in competition with three studioparticipants.

The Player Scientist

The game introduction places the player in the role of ascientist arriving at XIPAL, the eXotic InternationalParticle Accelerator Laboratory. Driving in an electriccar listing to the stereo radio, the player is interruptedby a digital cell phone call apprising him/her of a majorscientific catastrophe: the loss of all existinginformation on elementary particles. The caller thenrequests the player’s assistance in rebuilding the world’sknowledge of elementary particles and forces. Uponarriving at the control tower of XIPAL, the player islead to a seat in the main control room. Figure 1.1shows the player’s control room console with the MainMenu displayed on the monitor’s screen. From insidethe control room, the player can access the major assetsof the XIPAL facility: the XIPAL film library, on-linetutorials, the internet, and of course, the accelerators ofthe XIPAL complex. By interacting with these assets,the players learn about accelerators, detectors and othersubjects relating to particle physics. Throughout theirjourney, the players accumulate knowledge and recordthe results in the XIPAL particle database.

Atom Smasher is designedto immerse the students inthe role of scientistsperforming experiments inan accelerator facility,t e a c h i n g t h e m h o wparticles interact withe l e c t r i c a n d m a g n e t i cfields, teaching them basicaccelerator physics, andmotivating them to usetheir abilities to design andconduct experiments asthey discover and identifythe fundamental particlesand forces of nature.

XIPAL (pronounced “zy-ple” similar to “title”) is ana d v a n c e d , f u t u r i s t i c ,i n t e r n a t i o n a l a c c e l e r a t o rlaboratory, located in apark-like setting. Thelaboratory has a complexof accelerators that playersuse to conduct experimentsin order to recover the“ l o s t ” k n o w l e d g e o fe l e m e n t a r y p a r t i c l ephysics.

Players score points byidentifying particles andtheir properties, throughc o r r e c t l y a n s w e r i n gquestions in the InternetPhysics Bowl, and bycorrectly answering bonusquestions that pop upduring the game.

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Figure 1.1 Player’s Control Room Console with Main Menu Displayed.

The Atom Smasher Player’s Manual is divided into six(6) Sections. Following this Introduction, Section 2summarizes the procedures for the installation of AtomSmasher and the initial player log-in. Section 3describes the assets of the XIPAL facility available inthis version of Atom Smasher. The role-playing aspectsof the game are also illustrated in Section 3. Section 4outlines the use of the XIPAL accelerators to conductexperiments to search for new particles. Conductingaccelerator experiments involves playing a fast-movingaction game that includes flying through the interior ofthe accelerator components. Section 5 provides anoverview of how players score points, become qualifiedto operate higher energy accelerators, and offer somehints on scoring. Section 6 acknowledges the largenumber of contributors who have made this version ofAtom Smasher possible.

Players interact with AtomSmasher through a consolein the control room of thevirtual XIPAL facility.The outside border of theconsole contains controlsfor the accelerators. Thecenter of the console is acomputer monitor thatdisplays a variety ofinteractive images.

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2. Getting Started

Atom Smasher is distributed on CD-ROM and includes two primary directories(or folders): Atom Smasher and Videos. The contents of the Atom Smasherdirectory must be installed on your computer’s hard drive and requiresapproximately 50 megabytes of disk space. The Videos directory may either beused with the Atom Smasher CD inserted into your computer’s CD drive, orinstalled onto your computer’s hard drive. When installed on your computer’shard drive, the Videos directory requires approximately 375 megabytes of diskspace.

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Installing on Windows

Insert the CD into your computer’s CD-ROM drive andopen the CD-ROM drive. (A window similar to thatillustrated in Figure 2.2 should appear on yourdesktop.) The Atom Smasher application and allrequired files are contained in two directories (folders)on the CD: (1) the “Atom Smasher” folder and (2) the“VIDEOS” folder. To install Atom Smasher on yourcomputer, select the folder entitled “Atom Smasher” anddrag it to your hard drive. All of the files needed torun Atom Smasher, except those contained in the“VIDEOS” folder, will be copied to your hard drive.You may either (1) drag the “VIDEOS” folder to theAtom Smasher directory on your hard drive, or (2)leave the “VIDEOS” folder on the CD. If you leave the“VIDEOS” folder on the CD, the Atom Smasher CDwill need to be in your computer’s CD-ROM drive inorder to begin play. After installation, the folderappearing on your hard drive should appear similar tothat illustrated in Figure 2.1.

Figure 2.1 Atom Smasher Installed on Windows.

A t o m S m a s h e r f o rWindows includes theAtom Smasher application,the Internet Physics Bowl ,the XIPAL film library,and the 3-D AcceleratorExperiment Simulation.

Installation is simple. Dragthe “Atom Smasher” folderfrom the CD to your harddrive.

A t o m S m a s h e r f o rWindows requires:• Pentium™ processor• Windows™ 95 or 98• QuickTime™ for

Windows• DirectX 5.0 or higher• CD-ROM drive • Mouse

If your computer systemdoes not meet the abover e q u i r e m e n t s , A t o mSmasher will not runproperly on your machine.

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Installing on Macintosh

The Atom Smasher application and all required files arecontained in two folders on the CD: (1) the “AtomSmasher” folder and (2) the “VIDEOS” folder. Insertthe CD into your Macintosh’s CD-ROM drive anddouble click the Atom Smasher CD icon. A windowsimilar to that illustrated in Figure 2.2 should open onyour desktop. To install Atom Smasher on yourMacintosh, select the folder entitled “Atom Smasher”and drag it to your hard drive. Leave the “VIDEOS”folder on the CD. All of the files needed to run AtomSmasher, except those contained in the “VIDEOS”folder, will be copied to your hard drive.

Figure 2.2 Atom Smasher Folders on Macintosh CD.

Atom Smasher for theMacintosh includes theAtom Smasher application,the Internet Physics Bowl,the XIPAL film library,and the 2-D AcceleratorExperiment Simulation.

Installation is simple. Dragthe “Atom Smasher” folderfrom the CD to your harddrive. Leave the CD inyour computer’s CD-ROMdrive so Atom Smashercan access the files in the“VIDEOS” folder.

A t o m S m a s h e r f o rMacintosh™ requires:• Power Macintosh• MacOS 7.1 or higher• QuickTime™ • CD-ROM drive

If your computer systemdoes not meet the abover e q u i r e m e n t s , A t o mSmasher will not runproperly on your machine.

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Player Log-in and ExitEach time Atom Smasher is launched, and after theplaying of the introductory video, the player is asked toeither enter a name or select from a list of saved names.Entering a name will create a new player that will beadded to the list when the next session is started. Alongwith the name, the player’s progress in Atom Smasheris saved, including all particles and particle propertiesdiscovered, all bonus questions that have been answeredcorrectly, and all Internet Physics Bowl questions thathave been answered correctly. The current gameprogress is saved every time the player exits the ParticleDatabase, and players can also save their work byclicking on the “Save” button in the Exit Menu. All ofthe players’ names and information are stored in a filecalled “Score”  in the Atom Smasher directory. Thisfile can hold information for up to 255 players.

Figure 2.3 Player Log-In Screen.

Once logged-in, the player’s log-in name will appear ina list of all current players’ names each time AtomSmasher is started. By selecting the appropriate namefrom the list of current players, each player is assuredthat his or her accelerator qualification level andcumulative score will be correct.

Player’s scores, acceleratorqualification level, andother data are stored withthe player’s initial log-inname. Simply select yourlog-in name each time yourestart Atom Smasher.

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After logging-in, the Main Menu will appear in thecenter of the control panel. The Main Menu has six (6)buttons and is illustrated in Figure 2.4.

Figure 2.4 The Main Menu.

The use of the “Help,” “Particle Database,” “FilmLibrary,” “Internet Physics Bowl,” and “Experiment”buttons are described in Section 2. To quit AtomSmasher, use the “Exit” button of the Main Menu. Thisbutton leads to the Exit Menu shown in Figure 2.5.

Figure 2.5 The Exit Menu.

Use the “Exit” button ofthe Main Menu to quit theM u l t i m e d i a A c c e l e r a t o rGame.

Use the “Save Game”button to record the currentp l a y e r ’s s c o r e a n da c c e l e r a t o r q u a l i f i c a t i o nlevel.

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3. The eXotic InternationalParticle AcceleratorLaboratory (XIPAL)

The futuristic eXotic International Particle Accelerator Laboratory, or XIPAL(pronounced “zyple” similar to “title”), forms the backdrop for all player actionsin the Multimedia Accelerator Game. XIPAL has several accelerators that can beused to conduct experiments. In addition to the accelerator complex, the XIPALfacility also has a number of other resources and assets that can be used to learnabout accelerators, detectors, and particle physics. This Section describes theXIPAL facility, the accelerator complex, and the other assets of the facility.

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The XIPA L Facility

Atom Smasher begins with a multimedia introduction tothe futuristic eXotic International Particle AcceleratorLaboratory, or XIPAL, which places the player in therole of a scientist. The player-scientist approaches theXIPAL facility driving along a scenic country road.After passing through the entrance gate, the high-risecentral control tower of the XIPAL complex comes intoview. Parking on a grass lot, the driver exits theelectric vehicle and ascends an elevator to the top of thetower. The player-scientist then enters the controlroom, whose interior is illustrated in Figure 3.1, and isseated at a console. The control panel of the console,Figure 1.1, zooms into view and the game begins.

The virtual XIPAL facilityis the world’s foremostinternational high-energyphysics laboratory of the21st century.

Figure 3.1 Control Room of the XIPAL Accelerator Complex.

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XIPA L Assets

While seated at a monitor in the control room, theplayer is presented with a Main Menu (Figures 1.1 and2.4). The Main Menu offers choices for selectingamong the XIPAL resources: overviews of theaccelerators in the XIPAL complex; interactive andanimated tutorials for learning how the components ofthe accelerators work; a film library with videos thatcover particles, detectors, accelerators, and relatedsubjects; and the ability to “log onto the internet” andcompete with others through the Internet Physics Bowl(IPB) to learn about the Standard Model of elementaryparticles. The remainder of this Section provides anintroduction to each of the primary assets available atXIPAL.

XIPA L Assets - Help (Tutorials)

The “Help” button on the Main Menu (Figure 2.4) opensthe Help Menu illustrated in Figure 3.1.

Figure 3.2 The Help Menu.

Each button on the Help Menu launches a differentinteractive set of tutorial and/or help slides. Theoptions available are summarized in Figure 3.3.

You gain access to all ofthe XIPAL facility assetsthrough the Main Menu,illustrated previously inFigure 2.4.

The Help Menu is used toopen interactive slide showpresentations on differenttopics about how to useAtom Smasher. Includedare Tutorials on variouscomponents of the XIPALaccelerators.

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The Help Menu of the Multimedia Accelerator Game is used to access information on the XIPAL facility and the XIPAL accelerators, tutorials on accelerator components, and the goals of the game.

Figure 3.3 Options Available from the Help Menu.

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Most the options available in the Help Menu provide aset of “slides” that the player-scientist can use to learnabout the various parts of the Atom Smasher game.These are accessed by clicking on the buttons labeled:“What is XIPAL?”, “Game Goals,” and “The XIPALAccelerators.” The slides are paged-through using the“Next” and “Back” buttons. Figure 3.3 illustrates a fewexamples of these slides.

Interactive Tutorials, which describe how variouscomponents of the XIPAL accelerator operate, areaccessed using the “How the Accelerator Works” buttonof the Help Menu. These tutorials have a number ofinteractive features. Figure 3.3 illustrates the initialslide of the “How the Accelerator Works” interactiveslide show. This is a hypertext type of slide, where theplayer can select different tutorials by clicking on thered text for the accelerator components included.Figure 3.4 illustrates slides from one of the InteractiveTutorials.

All of the major components used by the XIPALaccelerators have Interactive Tutorials. Each InteractiveTutorial has several parts and typically consists of five(5) slides. Examples of these slides for the Quadrupoletutorial are illustrated in Figure 3.4. The first (1) slidesummarizes the purpose of the component and how itimpacts the motion of particles in an accelerator. Twobuttons, “CONTROL” and “ANIMATION,” lead toslides at the next level, which provide (2) informationon how to set controls for the component when thatcomponent is used in an Experiment (see Section 4), and(3) animations of a particle moving in the component.The control parameters for the component, and theparticle’s initial displacement, can be changed by theplayer to better understand the motion. “END VIEW”and “Periodic Channel” buttons access new slides that(4) illustrate the particle motion as it will appear to theplayer while conducting an Experiment, as well as (5)the motion in a component array typical of thoseencountered in the XIPAL accelerators.

Most buttons on the HelpMenu lead to slide showsthat are navigated withNext and Back buttons.

Tutorial interactive slideshows are used to illustratehow particles move in thevarious components usedin the XIPAL accelerators.Player’s adjust componentparameters and particleinitial conditions to studythe motion.

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End View animation illustrates the motion from the player's perspective when an Accelerator Experiment is being conducted.

(1)

(2)

(3)

(4)

(5)

HyperText selections link to interactive, animated tutorials about the different components of the accelerators in the XIPAL complex. Each tutorial provides: (1) an overview, (2) control information, as well as particle animations (3), (4) and (5).

Figure 3.4 Interactive Tutorial for Quadrupole (Quad) Lenses.

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XIPA L Assets - Particle Database

The XIPAL Particle Database is where all theknowledge of the elementary particles is stored.Unfortunately, all the data got erased and each player’smission is to reconstruct as much as possible.Conducting experiments using the XIPAL acceleratorsoffers players the chance to select, identify, andcharacterize particles listed in the Database. If a playerknows some of the information, the player can enter itdirectly into the Database.

Figure 3.5 illustrates the Particle Database inputwindow, accessed from the corresponding button on theMain Menu (Figure 2.4). By selecting the EnterNumbers button in the Particle Database window, theplayer can type in any one of the locations in the chart.In Figure 3.5, the player has entered “1/1836” for theelectron mass. If the entry is correct, the player isawarded points to his/her Score total. If the entry isincorrect, a buzzer sounds and the player is returned tothe Main Menu.

Figure 3.5 Entering Numbers in the Particle Database.

In order to get to higherqualification levels, youhave to complete theParticle Database for yourcurrent level. You can getinformation to enter intothe Particle Database byc o n d u c t i n g e x p e r i m e n t swith XIPAL accelerators,by viewing videos in theXIPAL, or by playingInternet Physics Bowl.

You can also get theinformation needed fromm a n y o t h e r s o u r c e s ,including books in yourschool’s library. Books?Hey, what a thought!

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XIPA L Assets - Film Library

The XIPAL facility contains a Film Library with videosthat cover a variety of subjects about particles, detectorsand accelerators. The selection of videos available inthe XIPAL Film Library is illustrated in Figure 2.6.Different films become accessible at different playerqualification levels.

Figure 3.6 The XIPAL Film Library.

All players initially start at Level 1, so the three videosshown in the left column of Figure 3.6 can be viewedthe first time any player launches the Atom Smasher.Players must progress to higher qualification levels inorder to view the videos listed in the center and rightcolumns.

The three-part video series entitled the “Odyssey ofProteus” leads players through the complex ofaccelerators at a real high-energy physics acceleratorfacility: the Fermi National Accelerator Laboratory(“Fermilab”) located in Batavia, Illinois, just outside ofChicago.

Learn more about particles,detectors and acceleratorsby viewing the videos inthe XIPAL Film Library.

Simply click on thethumbnail video icon to seethe movies in the XIPALFilm Library.

You will need to achievea c c e l e r a t o r q u a l i f i c a t i o nlevels 2 and 3 to accesssome of the XIPAL films!

T h e v i r t u a l X I PA Llaboratory has many assetsthat are similar to those ofthe real Fermilab facilitynear Chicago, as well asmany differences!

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XIPA L Assets - Internet Physics BowlPlayers can pit their knowledge against fellow studentsCourtney, Eric, and Steve by playing the InternetPhysics Bowl (“IPB”). Figure 3.7 illustrates themoderator, Kat James, and the three students thatcompete with each player on the IPB. The moderatorposes questions about the Standard Model of elementaryparticles. Any of the contestants, including the AtomSmasher player, can then “buzz-in” and attempt toanswer the question. The first buzzer gets the chance.

You have to be fast to beatyour IPB competitors tothe “buzzer” - and some ofthem always know thecorrect answers.

Figure 3.7 Challenge Other Students in the Internet Physics Bowl (IPB).

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XIPA L Assets - Experimental Facilities

The heart of XIPAL’s assets are the machines of theacclerator complex used for conducting particleexperiments. The XIPAL accelerators are grouped intofour (4) levels. Figure 3.8 illustrates the first andfourth level accelerators of the XIPAL complex.

XIPAL’s 4 acceleratorscan be used to conductexperiments of increasingenergy. But you mustbecome “qualified” to usemachines at higher levels!

Different game levels introduce

different accelerator technologies.

Figure 3.8 Two Machines of the XIPAL Accelerator Complex.

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4. Conducting AcceleratorExperiments

Most of the menu screens in Atom Smasher are surrounded by a control panelfor eight different types of accelerator components. Each component type has aon/off switch and a dial or slider to adjust the strength. These controls can beused from most places in Atom Smasher, and brief instructions for eachcomponent are given when the “Control” button is clicked from the Slide ShowTutorials.

When the player clicks on the “Experiment” button in the Main Menu, and thenguides a group of beam particles through the accelerator channel, the power inthe accelerating and focusing elements will be the strengths that were set in thecontrol panel, and the beam particles will react accordingly. As described in thisSection, the accelerating and focusing strengths may be further adjustedinteractively during an Experiment.

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Setting Up & Initiating Experiments

Clicking on the “Experiment” button in the Main Menu(Figure 2.4) brings the player to a screen withselections for different accelerator experiment levels.Figure 4.1 shows the selection screen for a player whohas achieved a Level 4 qualification. A demonstrationlevel is always available, and each level up to theplayer’s current qualification level is also available.Each level corresponds to a different type of particleaccelerator, with different components, differentenergies, and different particles that can be discovered.

Figure 4.1 Experiment Level Selections.

Higher levels in Atom Smasher use machines ofincreasingly higher energy. Players must become“qualified” in order to conduct experiments with eachlevel of accelerator. Higher level qualifications areachieved by successfully completing the ParticleDatabase (Figure 3.5) for the current level.

The Demo button provides a “canned” experimentexample, using a Level 1 type accelerator.

You can carry out virtuala c c e l e r a t o r e x p e r i m e n t susing a different machineat each level. But youhave to qualify for higherlevels by completing theParticle Database at each ofthe lower levels.

Try the Demo to get a fewh i n t s o n c o n d u c t i n gexperiments.

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After clicking on one of the experiment level buttons, amap of the accelerator layout and target station isdisplayed. Figure 4.2 shows this map for Level 1. Thepower for various accelerator components needs to beturned-on by the player. Clicking on the “InjectElectron Beam” button then begins a Level 1experiment.

Power for accelerator components must be turned on to begin a beam experiment.

Each level accelerator experiment is initiated by selecting the beam injection button.

Figure 4.2 Powering Up an Accelerator and Starting an Experiment.

Once an experiment begins, the player must steer thebeam through accelerating and focusing elements,trying to keep the particles from colliding with thewalls. Whenever a particle strikes a wall, it explodesand is lost. Two primary types of controls are availableto assist players is the adjustment of the accelerating andfocusing elements:

• Pre-experiment cavity and magnet set up, and

• Interactive adjustment during experiments.

To score points, you mustget particles through theaccelerator and into thetarget chamber. This willrequire adjustment of theaccelerator’s electric andmagnetic fields.

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Individual knobs, sliders and other adjustable elementsaround the perimeter of the player’s control console(Figure 1.1) can be used to initially adjust acceleratorcomponent parameters. The Interactive Tutorials of theXIPAL Help (Figure 3.4) provide some assistance withthe pre-experiment set up of the electric and magneticfields for each accelerator component. When the“Control” button in any of Interactive Tutorials isselected, a description of how to adjust the controlparameters for that component is displayed. Figure 4.3illustrates an example for the Radiofrequency (rf)cavity.

W h i l e t h e I n t e r a c t i v eTutorials will help learnhow to adjust initial controlsettings, it won’t tell youwhat settings to use.You’ll have to experiment!

Figure 4.3 Interactive Tutorials Provide Guidance for Initial Parameter Setup.

Once an experiment has started, the accelerator beammay also be controlled interactively. For mostexperiments, the player will have to make additionaladjustments in order to get particles to the target.

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Controlling the Accelerator Beam

The player has several additional interactive controls toassist in controlling the beam particles as they flythrough the accelerator during an experiment. Playersmust steer the beam through accelerating and focusingelements, trying to keep the particles from collidingwith the walls. Whenever a particle strikes a wall, itexplodes and is lost. The initial settings of the electricand magnetic fields of the accelerator components maybe further adjusted using keyboard commands. Figure4.4 shows the keys used for controlling the beam.

Interactive beam controlwill be required for manyexperiments. You’ll belucky if your particles canget to the target withoutadjusting any parameters!

The minus (-) and plus (+) keys decrease and increase the acceleration strength.

The open ([) and close (]) bracket keys decrease and increase the focus strength.

The four arrow keys steer the beam left and right, as well as up and down.

Figure 4.4 Interactive Keyboard Commands Are Used During an Experiment.

Once an experiment has started, the keyboardcommands to increase/decrease the accelerating strength(+ and -) or the focusing strength ([ and ]) will takeaffect for the next accelerator component. Onceadjusted, the changes will apply to an entire group ofidentical components (i.e. all quadrupoles) in a singleaccelerator section. New adjustments may be neededwhen the next type of component appears.

For the 3-D version ofAtom Smasher, the currentstatus of the acceleratingand focusing strengths aredisplayed by red and bluebars in the upper right ofthe monitor.

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Particles Produced by Collisions

New particles are created by colliding the beam into thetarget at the end of the each accelerator experiment.The number and type of particles created in the targetdepend upon (a) the energy of the beam and (b) thenumber of beam particles striking the target. The mostnew particles are created by getting as many beamparticles as possible all the way through the accelerator.To create the largest variety of new particles,accelerators of higher energy are required, so theplayer must become qualified to conduct experimentswith XIPAL machines of higher levels.

To achieve a higher level qualification, the player mustbe able to complete the Particle Database for his/hercurrent level. To complete the Particle Database byconducting accelerator experiments, the player willhave to identify and then characterize particlesproduced at the current level. Atom Smasher uses acolor and texture coding scheme for displaying eachtype of particle. Real particles don’t follow the colorand texture coding scheme, but the player must figureout the scheme in order to identify each particle. To geteach player started, Figure 4.5 shows some the Level 1particles.

Capturing & Identifying Particles

When beam particles hit the target at the end of theaccelerator channel, subatomic particles are created andmove within the target chamber. These particles movein the target magnetic field according to their chargeand mass. For each beam-target collision in which newparticles are created, it is possible to catch one of thenew particles by clicking on it with the mouse. Theplayer must choose which particle to try to capture withthe mouse. The debris of new particles created in abeam-target collision, together with the capture of oneof the particles, is illustrated in Figure 4.6.

Electron

Positron

Photon

Figure 4.5 Particle TypesProduced in Level 1Collisions.

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Figure 4.6 Collision Debris and Capturing a Particle.

The green particle captured (with the mouse cursor) inthe beam-target collision debris shown in Figure 4.6 canonly be produced at Level 2 or higher. However, allthree of the Level 1 particles also appear in the debris.In order to get to Level 2, the player has alreadyidentified all of the Level 1 particle properties, socapturing one of those Level 1 particles would not havehelped him/her acquire any new knowledge for theParticle Database.

When a particle is captured, multiple choices willappear to identify the particle type. If the particle iscorrectly identified, then multiple choices appear to findthe particle’s mass in units of the proton mass. If themass is correctly identified, then choices appear to findthe particle’s charge, also in units of the proton charge.Points are scored for any of these three responses thatare correct, and the information is then automaticallyrecorded in the player’s Particle Database.

Points can also be accumulated in other ways.

Each particle type has aunique color and texturecoding. Figure 4.5 shouldhelp you identify some ofthe particle types shown inFigure 4.6.

Figure 4.7 Select ParticleProperties Using MultipleChoice.

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5. Scoring Points

The Particle Database stores the information of all of the particles and particleproperties that the player has discovered. When a certain number of particles isdiscovered (along with their properties), the player is advanced to the next level.100 points are scored for each discovered particle, and another 100 points arescored for each correctly identified particle property. Points are also scored forcorrect answers in the Internet Physics Bowl (200 points for each question) andfor correct responses to the bonus questions (100 points for each question).

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Updating the Particle Database

When players identify particles in the target chamber,the information is automatically entered into theParticle Database (Figure 3.5). There is also a buttoncalled “Enter Numbers” in the Particle Database. Asdescribed in Section 3, the player can use this buttonand then type in a number for any particle property,without conducting another accelerator experiment.Using this, it is possible to score points and advance tohigher levels by learning about the particles and theirproperties from the videos in the XIPAL Film Library,by playing the Internet Physics Bowl, or from anyother source.

Scoring Bonus Points

Bonus point opportunities arise at various times after aplayer has entered information into the ParticleDatabase. Figure 5.1 shows a typical Bonus PointQuestion screen. Players use the mouse to select ananswer from the multiple choice options presented.

Figure 5.1 Bonus Question Answers Increase Scores.

You can get 100 points foreach particle captured fromthe debris of a collisionand correctly identified.

100 points are alsoawarded for each correctlyidentified particle mass andanother 100 points foreach correctly identifiedparticle charge.

Many bonus questionsoffer the opportunity toincrease scores. Eachcorrect answer is worth100 points.

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An incorrect answer to a Bonus Point Questionproduces the hint screen shown in Figure 5.2. Thecorrect answers to the Bonus Point Questions may befound from other Assets of the XIPAL facility, but notsimply by conducting accelerator experiments. In orderto achieve the highest possible score, a player will needto explore the videos in the XIPAL Film Library andplay the Internet Physics Bowl (IPB). Additionalscoring opportunities arise while playing the IPB.

Figure 5.2 Incorrect Answers Result in Hints.

Answering IPB Questions

The Internet Physics Bowl (IPB) also offers players thechance to earn points. The IPB questions relate to theso-called “Standard Model” of elementary particles.You can prepare for the IPB by learning a little aboutthe Standard Model before you begin. The XIPAL FilmLibrary provides one resource. Your school library isobviously another resource. You may also want tosimply watch the IPB, letting the other competitors tryto answer the questions, and then try again later.

If you can’t answer aBonus Point Question,follow the hints and try tofind the answer. You willp r o b a b l y g e t a n o t h e rchance to answer thequestion and receive a 100point bonus!

Each correctly answeredIPB question is worth 300points! However, youhave to be fast to beat yourIPB competitors to thebuzzer, so might want todo some homework first.

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6. Acknowledgements

Contributions from a large number of individuals and organizations made theMultimedia Accelerator Game possible. Their assistance is gratefullyacknowledged here.

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Thank You!

The support of the U. S. Department of Energy (DOE)Small Business Innovation Research (SBIR) programwas critical to carrying out the research that producedthe Multimedia Accelerator Game. Without the DOESBIR Phase II grant DE-FG03-94ER81768, this workwould not have been possible. The designers anddevelopers of Atom Smasher, Nathan Brown, GeorgeGillespie, Barrey Hill, and George Lancaster, areespecially indebted to the DOE SBIR program for theirsupport and encouragement.

The Visual Media Services Group at FNAL produced anexcellent series of tutorial videos that have become animportant part of the Multimedia Accelerator Game.Special thanks are due to Fred Ullrich and Jim Schultzfor their time and effort in creating an entertaining, aswell as educational, set of videos for this SBIR project.Their ability to secure the assistance of Leon Lederman,Drasko Javonvich and Kat James for the InternetPhysics Bowl (IPB) videos is just one of many examplesof how their effort made important contributions to theMultimedia Accelerator Game. The great acting byCourtney Ellis, Michael Manson and Michael Stickneymakes the IPB a “must play” part of the MultimediaAccelerator Game. John Vennard was instrumental inassuring a smooth and successful execution of theCooperative Research and Development Agreementbetween FNAL and G. H. Gillespie Associates, Inc.

A number of individuals have also made significantcontributions to the successful development of theMultimedia Accelerator Game. The assistance of WillWilson of Torrey Pines High School, and Ed Hohmanand Jeff Tieman of York Community High School, forusing and evaluating the Phase II MultimediaAccelerator Game in their physics classes is gratefullyacknowledged. The suggestions and feedback providedby both the teachers and students at these schools made amajor contribution to the development of the concept.

A large number of peopleand organizations madesignificant contributions tothe development of theM u l t i m e d i a A c c e l e r a t o rGame. Atom Smasherowes a large measure of itssuccess to those who areacknowledged here.

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Dr. Robert Estes of the Harvard-Smithsonian Center forAstrophysics assisted in the formulation of several ofthe educational goals, and in the selection of the“elementary” particles included in the game. Hisinnovative program ChamberWorks™ provided severalinspirational ideas for the target chamber conceptdeveloped for the Multimedia Accelerator Game.

Race Lancaster produced the excellent suite of three-dimensional accelerator objects that are used in theMultimedia Accelerator Game and for the XIPALintroductory video. Charles Johnson wrote the musicalscore that is integrated with the XIPAL introductoryvideo. Marilyn Stenoen provided the voice that helpsplayers navigate through the various parts of theMultimedia Accelerator Game. Special thanks are alsodue to John Douglas, Jim Froumis and Amie Phung,three students who worked with us during the summerof 1996 to create and critique several game concepts.

Last but not least, the assistance of Betsey Besaw,Bonnie Maratea, Hendy Martono, John Moore, KyleRyan and Brad Weeks with the functionality testing,technical corrections, documentation review, and manyother activities associated with the production of theMultimedia Accelerator Game, is greatly appreciated.

Technical contributions toto the development of theM u l t i m e d i a A c c e l e r a t o rGame came from manysources.

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