2963-0820 M,q""~L~L~LTP,CnJL5'" GameotHOcl~~ Jeude ~r INSTRUCTIONS GOAL BUT CLOCK AND SCORE INDICATOR CHRONOMETRE & TABLEAU DES SCORES SHOOT KEYS TOUCHES DE LANCER PLAYER CONTROL KEYS TOUCHE DE COMMANDE DES JOUEURS Mattei Canada, Inc. 197a. Toronto, Ontario, Canada Maz 5R5. PRINTED IN HONG KONG. All Rights Reserved Martel Canada, Inc. 1978. Toronto, Ontario, Canada Maz 5R5. IMPRIM A HONG KONG. Taus Droits Reserves.
1. STARTING LINE-UP Electronic Hockey Game has one offensive man (bright light), against the computer's defense (dim lights). The player controls the offense and tries to maneuver into position for a clear shot on goal. The Visitors start from the right rear corner of the rink, the Home team from the left. (See diagram) 1. DEBUT DU JEU Le jeu de hockey electronique comprend un joueur offensif (clignotant intense) contre la defensive de I'ordinateur (clignotants leqers). Le joueur controls I'offensive et tente de se frayer une trajectoire libre pour lancer un but.. L'equipe visiteuse commence Ie jeu au coin droit arriere de la patinoire. l.'equipe locale a partir du coin gauche. (Voir Ie schema) START DEBUT II. THE DEFENSE There ar~ 5 defensemen and 1 goalie. The defensemen move within their zones to block your shot, but do not attack. h 0, however, will attack a I y r u k within his reach. II. LA DEFENSIVE II Y a 5 joueurs detensits de but. et 1 gardien Les joueurs detensifs tent nt bloquer Ie lancer du jou ur off n if mais n'attaquent pas. Le gardien de but att joueur ou la rond II 1.
III. CONTROL KEYS III. TOUCHES DE COMMANDE OFF/ON SPEED KEY INTERRUPTEUR PLAYER CONTROL KEYS. TOUCHE DE COMMANDE DES JOUEURS OFF-No power. #1-Normal speed. #2-Fast speed. OFF-Eteint. #1-Vitesse #2-Vitesse ordinaire rapide ARROWS Offensive man moves in the direction the ARROWS oolnr. If a position you w l i occupied or if you attempt to mov ul of bounds, the computer cane I your move. FLECHES L FLECHE indique dans quel sens I joueur offensif se deplace. SI I osition choisie est occupee ou sl I lou ur t nte de sortir des limites, I'ordln l ur nnule son jeu. SHOOT KEY Shoots the puck tow r li1 Use either Shoot key, I. TOUCHES DE LANCER Lane I ron II vers Ie but. m loy run ou I'autre des touches. 2,
IV. GAME TIME There are 3 simulated 20-minute periods, each lasting 3 minutes in real time. When game is switched on, clock shows the number 20, and will tick down to 00, at which point a double whistle sounds indicating end of the period. Clock resets to 20 for the next period. At the end of the third period a triple whistle sounds signalling end of game. Clock will not reset. IV. DUREE DU MATCH II ya 3 periodes sirnulees de 20 minutes, d'une duree en temps reel de 3 minutes. Lorsque Ie jeu est allume, Ie chronornetre indique Ie chiffre 20, Ie decornpte s'effectue jusqu'a 00; un sifflet double indique la fin de la periode. Le chronornetre se replace a 20 pour la periods suivante. A la fin de la 3ieme periods. un sifflement triple indique la fin du match. Le chronometre s'arrete. V. SCORING TIME Each player has 5 minutes on the clock, or 45 seconds in real time, to attempt a goal. If the player attempting a goal regains control of the puck the 5 minute period is renewed. If the player does not score or loses the puck, he forfeits and opponent restarts play. V. MINUTAGE DES BUTS Chaque joueur a 5 minutes du chronornetre, soit 45 secondes en temps reel pour tenter de compter but. Si Ie joueur qui tente de compter un but reprend la rondelle, sa periode de cinq minutes est renouvellee. un Si Ie joueur ne compte pas ou perd la rondelle, cette derniere si passe a l'equipe adverse qui recommence Ie jeu. 3.
VI. READING THE SCORE After a goal, or whenever the puck changes hands, the scores flash. First, the Visitor's score. Then, the Home score. r---=1l L.EJ Ii3l L J VI. LECTURE DES SCORES Apres un but ou chaque fois que la rondelle change de mains, Ie score apparalt. D'abord Ie score des Visiteurs. Puis Ie score de /'Equipe Locale Followed by the number of minutes ~ Suivi par les minutes de jeu left to play in the period. disponibles dans la periode. To repeat this information press the arrow with the dot on it. Pour relire ces renseignements, appuyer sur la fleche avec un point. VII. HOW TO PLAY 1. Slide the switch to 1 or 2.. IMPORTANT: Don't switch between 1 and 2 after starting play or the game will end. 2. Visitor team opens game from right rear corner. 3. Press any arrow to move offensive man. The clock begins. The defense moves into position. 4. Maneuver your man with the ARROWS until you find a clear path for a shot. (see SHOOT POSITIONS below) Press either SHOOT key. The puck, represented by a blinking light, will detach from the offensive man who remains in position as a bright light. 5. Puck is forfeited if: Your shot is blocked. It goes out of bounds. Puck carrier contacts goalkeeper. Puck is shot from a position not on Diagram Puck can bereqained if intercepted or if it bounces back to offense. 6. At the end of the 3rd period, game is over. A triple whistle sounds, score flashes and control keys stop. 7. To start new game, slide switch to OFF then back to either 1 or 2. SHOOT POSITIONS POSITIONS DE LANCER 4.
VII. DIRECTIVES 1. Glisser I'interrupteur sur 1 ou 2. IMPORTANT: Ne pas glisser I'interrupteur entre 1 et 2 durant Ie jeu car Ie match se terminera. 2. l.'equipe Visiteuse commence Ie jeu au coin arriere droit. 3. Appuyer sur une des touches "tleches" pour diriger Ie joueur offensif. Le chronornetre fonctionne Le joueur defensif occupe sa position. 4. Le joueur dirige I'offensive avec les FLECHES jusqu'a ce qu'il trouve une trajectoire libre pour lancer. (Voir POSITIONS DE LANCER-Page 4) Appuyer sur une des touches de LANCER (Shoot). La rondelle (representee par un clignotant intermittent) se detache du joueur offensif (clignotant intense) 5. La rondelle est confisquee si: Le lancer est bloque. La rondelle sort des limites. Le joueur qui a la rondelle ou la rondelle touche au gardien de but. La rondelle est lancee d'une position non illustree sur Ie schema (Page 4). La rondelle peut etre recuperee par interception ou si elle rebondit vers Ie joueur offensif. 6. Le match se termine a la fin de la 3ieme periode. On entend 3 coups de sifflet, Ie score appara1t et les touches s'arretent. de commande 7. Pour commencer un nouveau match, glisser I'interrupteur sur (OFF), puis sur 1 ou 2. VIII. THE SOUNDS TICKING-Play in progress. BEEPS-Offense in contact with defense. SINGLE WHISTLE-Forfeit SIREN-Goal scored DOUBLE WHISTLE-End TRIPLE WHISTLE-End CARE OF YOUR GAME Don't drop it. puck of period of game Don't expose it to heat, moisture or dirt. VIII. LES SONS TIC-TAC-Match SON "BEEP"-Contact avec la defensive. en cours. SIFFLET SIMPLE-Rondelle Conlisquee SiRENE-But SIFFLET DOUBLE-Fin SIFFLET TRIPLE-Fin ENTRETIEN Ne pas l'echapper. de I'offensive de la periods du match. DE L'APPAREIL Ne pas I'exposer I'humidite. Ne pas salir. a la chaleur, a IMPORTANT If the little lights malfunction, use a Si les clignotants faiblissent, changer fresh battery. la pile. 5.
90 DAY LIMITED WARRANTY Mattei Electronics warrants to the original consumer purchaser of any of its handheld electronic games that the product will be free of defects in material or workmanship for 90 days from the date of purchase. During the 90-day warranty period the game will either be repaired or it will be replaced with a reconditioned model of equivalent quality (at our option) without charge to the purchaser when returned either to the dealer with proof of the date of purchase, or when returned postage prepaid and insured, with proof of the date of purchase, to MatteI. (See mailing instructions). Units returned after the 90-day warranty period has expired, will be repaired or replaced with a reconditioned model of equivalent quality (at our option) for a service charge of $10.00. Payment must be made by check or money order. This out-of-warranty service will only be available for one year from the date of purchase. Ali out-of-warranty units must be returned postage prepaid and insured to MADEL ELECTRONICS REPAIR CENTER. MADEL ELECTRONICS WILL NOT BE LIABLE FOR LOSS OF USE OF THE PRODUCT OR OTHER INCIDENTAL OR CONSEQUENTIAL COSTS, EXPENSES OR DAMAGES INCURRED BY THE PURCHASER. ANY IMPLIED WARRANTIES ARE LIMITED IN DURATION TO THE 90-DAY PERIOD FROM THE ORIGINAL DATE OF PURCHASE. This warranty gives you specific legal rights and you may also have other rights which vary from province to province so the foregoing limitations may not apply to you. This warranty does not cover damage resulting from accident, unreasonable use, neglect, improper service or other causes not arising out of defects in material or workmanship. HOW TO GET SERVICE FROM THE MATTEL ELECTRONICS REPAIR CENTER ON YOUR ELECTRONIC GAME DURING AND AFTER THE 90-DAY WARRANTY PERIOD. During the 90-Day Warranty Period, you may have a defective game replaced at the dealer from which it was purchased. If, however, during this 90-Day Warranty Period, you choose to obtain repair or replacement service from the Mattei Electronics Repair Center, please make the following arrangements: 1. Pack the game carefully in the original game box. If the game box is not available, use a good carton with plenty of newspaper, Styrofoam or other padding all around and tie it securely. 2. Carefully print on the box or carton the following name and address: MADEL ELECTRONICS REPAIR CENTER, 800 ISlington Avenue, PO. Box 902, Station "U," Toronto, Ontario M8Z 5R5. Also don't forget to show your return address. 3. Put parcel post stamps on the package; insure the package; then mail. After the 90-Day Warranty Period and up to one year from the date of purchase, do all the above plus enclosing your check or money order for $10.00 as payment for the repair service. 6.