Coleco TOTAL CONTR0L 4 User manual

Guide No. 76814C
TOTAL [0I1TR0L 4
eieCTRONIC SPORTS CARTRIDGE SY5TGM
INSTRUCTIONS FoMges8to/ldult
AND
GAME RULES
TOTAL CONTROL 4™ is an ADVANCED-LEVEL sports game that is designed to
give you hours of exciting and challenging play. Like the real sports themselves,
TOTAL CONTROL 4™ requires practice and skill to master. To become a"pro",
read the instructions and Play Book carefully, then start with skill level 1and the
easier plays and work your way up to skill level 2and the more complex plays. Be
patient, and take the time to master TOTAL CONTROL 4™ -you'll find it's
worth it!
•- 1981, Coleco Industries, Inc.
MANUFACTURED FOR COLECO INDUSTRIES,
AMSTERDAM, N.Y. 12010 NO.
Patent Pending

INSTRUCTIONS AND GAME RULES FOR
TOTBUOI1TROU
GLGCTRONIC SPORTS CARTRDGG SYSTEM
"™ 4PUWER FOOTBflLL cartridge
Model No. 2125
Snap in acartridge and
you're ready to play!
•Up to 4can play
•More total control &realism
•Control 4separate players:
Quarterback, &Receiver on offense.
Short &Deep Safety on defense
•Set the offensive &defensive line formations
•Run plays right out of football play book
•Trap, draw &misdirection plays
•Throw square in, roll-out &screen passes
Play alone against
the computer! Play against an
opponent! Play against two
opponents! Play team against
team!
REQUIRES TWO 9-VOLT ALKALINE BATTERIES. RAY-O-VAC #A1 604-1 RECOM-
MENDED. ALSO AVAILABLE: COLECO BATTERY ELIMINATOR/AC ADAPTER (NEITHER
INCLUDED).
76814C 2

GAME DESCRIPTION
More total control and
realism than ever before!
Coleco's Total Control 4™ Electronic
Sports Cartridge System is the
most advanced electronic sports
game for team, head-to-head and in-
dividual play. Play alone against the
computer, or with up to 4players! Either
way, you control all the full field action! In
football, you control 2separate offensive
and defensive players: the quarterback,
receiver, short safety &deep safety. Set the formation before the play.
Quarterback Receiver Short Deep
Safety Safety
Control quarterback and receiver ... set strong
right, strong left or split left line formation. Control short and deep safety ... set strong center,
strong right or strong left defensive formation.
Run trap, draw and misdirection plays ...throw square in, roll-out and
screen passes ...even move your backfield during the play! You can run
plays right out of afootball play book, because Total Control 4™ Football
gives you more total control and realism than ever before! Electronic
clock, interception, turnover and score sounds add to the fun!
Hand off
.
.end sweep ....roll out, square in pass.
76814C

BASKETBALL
HOCKEV and SOCCER
cartridges
available in separate
gift pack
GETTING READY TO PLAY
INSERT GAME BATTERIES
9VOLT ALKALINE
BATTERIES TTSS 1
^
oooo
Ooo°o oQ
ooooo
°o o„o o°
oooo
o°oo°o
ooo
BATTERY
CLIPS BATTERY
DOOR BOTTOM VIEW OF UNIT
Two 9volt alkaline batteries required. Ray-O-Vac #A1 604-1 recom-
mended. To insert batteries, slide out battery compartment door from the
bottom of the game. Snap the 9volt alkaline batteries to the clips inside
the battery compartment (see illustration). Replace battery compartment
door.
76814C

NOTE: Game will not operate properly if BATTERIES are weak. Any erratic
display or play action may be asymptom of weak batteries. Replace with
fresh 9Volt alkaline batteries.
NOTE: For extended operation, you can eliminate the need for batteries
with the purchase of aColeco Battery Eliminator/AC Adapter. CAUTION:
USE OF ANY 9-VOLT ADAPTER OTHER THAN ACOLECO BATTERY ELI-
MINATOR/AC ADAPTER MAY PERMANENTLY DAMAGE THIS UNIT. See
Accessories Order Form.
WARNING: ALWAYS REMOVE BOTH BATTERIES FROM THE GAME
BEFORE USING THE BATTERY ELIMINATOR/AC ADAPTER.
SNAP IN GAME CARTRIDGE
Snap cartridge into unit by holding
thick end of cartridge, sliding it over
playfield (as shown) and snapping it
into place. To remove cartridge, pull
down and out on thick end and car-
tridge will unlock
THICK END OF
CARTRIDGE
GAME CONTROLS AND FEATURES
SWITCHES AND CONTROLS
1
.
POWER ON/OFF: turns game on and off.
2. CONTROL STICKS: There are two control sticks on each side of the
console that control the 4-direction movement of the Quarterback,
Receiver, Short and Deep Safety.
The right control stick on the UI*L!il3l side of the console is also the
AUTO-SKILL SELECTOR and is used at the start of agame to select
skill level and type of play (MANUAL —against opponent(s) or
AUTO —against computer).
76814C

PASS/SHOOT
BUTTONS
PASS/SHOOT
BUTTONS RIGHT CONTROL
STICK AND
SKILL SELECTOR
D/K BUTTON
LEFT
CONTROL
STICK HOME
CONTROLS
D/K
BUTTON
RIGHT
CONTROL
STICK
POWER
ON/OFF
SWITCH
VISITORS
CONTROLS
MANUAL DEFENSE is selected when players wish to control and direct
the Short Safety, Deep Safety, Quarterback and Receiver. The right con-
trol stick directs the Quarterback on Offense and the Deep Safety on
Defense. The left control stick directs the Receiver on Offense and the
Short Safety on Defense. All other defensive players operate automatically
at both skill levels.
AUTO-SKILL
SELECTOR POWER ON/OFF
SWITCH
To select the MANUAL DEFENSE MODE, push and hold the AUTO-SKILL
SELECTOR at the |3or KBskill level while turning the ON/OFF
switch to ON. ml
76814C

AUTO DEFENSE is selected when 1or 2players wish to compete against a
defense that is entirely computer controlled. You can select one of two
skill levels.
AUTO-SKILL
SELECTOR POWER ON/OFF
SWITCH
To select AUTO-DEFENSE skill level 1, push and hold the AUTO-SKILL
SELECTOR to the 1^5 while turning the ON/OFF switch to ON.
To select AUTO-DEFENSE skill level 2, push and hold the AUTO-SKILL
SELECTOR to the I2S while turning the ON/OFF switch to ON.
If aplayer wishes to compete against the computer-controlled Defense,
he must alternate between |l :[»]/, I=j| and |lTiMfcM:frl| controls. When no
skill or mode is selected by the player(s), the computer chooses AUTO-
SKILL 2.
Once the level of play has been selected the control sticks are used to
control player movement in 4directions. PLAYERS ARE MOVED ONE
POSITION PER PUSH.
PASS/SHOOT BUTTONS
PASS/SHOOT BUTTONS: Before each play, the PASS/SHOOT but-
tons on each side of the console are used to select offensive and
defensive formations. During play, these buttons allow the Offense to
pass or hand off in one of three directions. A"hand off" is defined as a
one yard forward pass.
76814C

D/K BUTTON
4. D/K BUTTON: Used by offensive team. Prior to running aplay; push
button once to display quarter and score on scoreboard. Push again to
light up field. During play, use to kick ball (you can score aField Goal).
PLAYFIELD
The Playfield shows both Offensive and Defensive players. The Offense
has two Blockers, aQuarterback and aReceiver. The Defense has 3
Linemen, 3Linebackers, aSS (Short Safety) and aDS (Deep Safety).
Offensive players are represented by bright electronic lights; Defensive
players by dim electronic lights.
OFFENSIVE PLAYERS
BRIGHT LIGHTS
RECEIVER
BLOCKER
QUARTERBACK
BLOCKER
3DEFENSIVE
LINEMEN DEFENSIVE PLAYERS
DIM LIGHTS
SHORT SAFETY
DEEP SAFETY
3LINEBACKERS
The players controlled by control sticks blink when at rest (Quarterback
and Receiver, Short and Deep Safety). The Quarterback lines up 2yards
behind the Line of Scrimmage making both gains and losses possible.
76814C 8

The playfield display represents 9
yards of a100 yard field. The Line of
Scrimmage is identified by an arrow
on the left side of the field (viewed
from offensive side).
When the Ball Carrier traverses afull
length of the field without being
tackled, he reappears on the display
right in front of your controls and
continues moving downfield until he
scores or is tackled.
ASide-Of-Field Light in each End
Zone indicates on which side of the
50 yardline the ball is positioned.
SIDE-OF-FIELD
LIGHT LINE OF
SCRIMMAGE
OFFENSIVE AND DEFENSIVE MOVEMENT
The 2computer-controlled Blockers (bright and steady lights) move in a
fixed pattern with the Quarterback. There are ways, however, that the
Offense can change this pattern. See Play Book under "Squeeze",
"Slide" and "Spread". When aBlocker collides with aDefenseman both
players are eliminated. Also, all Blockers are eliminated when the Ball
Carrier has successfully gained 9yards and continues moving.
Before the Receiver has caught apass he cannot be eliminated. He can
block as he goes out for apass but will not eliminate the Defender. When
he receives apass the Receiver becomes the Ball Carrier and can be
tackled if he collides with aDefenseman. The Receiver can also be moved
while a pass is in flight. The Deep Safety and Short Safety, however, may
only be moved one space when the pass is "in the air."
Defense cannot move through their own players.
PLAY FEATURES AND SOUNDS
1.After atackle or turnover the scoreboard displays the down, yards to go
and yardline. Then, when you press the D/K button the scoreboard
shows the quarter and the score.
976814C

A* DOWN YARDS YARD 1
1|2|314T000 I'NE |-m^
f- ^^B\
^^QUARTER^|t!oMET^VIStTOR^
SCOREBOARD DISPLAYING THE DOWN, YARDS TO GO AND YARDLINE
Aturnover occurs when there is an interception, ascore, or the
Offense fails to gain 10 yards or more in 4downs. Aturnover is marked
by 3electronic whistles.
Atackle is signaled by asingle electronic whistle.
Atouchdown, field goal or safety is signaled by the playing of the
"Notre Dame Fight Song".
LENGTH OF GAME |
1. The game is divided into 4equal quarters shown on the "Quarter"
display. When time runs out at the end of aquarter, play stops and the
new period isjdisplayed. If aplay is in progress when the quarter
ends, the play is allowed to be completed.
2. When aquarter ends the following display routine occurs:
AaDOWN YARDS YARD
1I2I3I4TGO LINE •A.
t•3nZl 3*\
QUARTER HOME VISITOR
SCOREBOARD DISPLAYING THE NEW QUARTER
3. Possession of the ball at the start of each half (2 quarters) alternates
with the Home Team having first possession.
76814C 10

HERE'S HOW TO PLAY: HEAD-TO-HEAD,
OR WITH THREE OR FOUR PLAYERS
Wmgrf y
:::i(^?^^:¥:::::;: ::::|::::::::::
At the start of each game the Offensive Team is on
the |i:W,M3| side of the console.
Players choose and then remain at the same con-
trols throughout the game.
1. Offense pushes and holds the AUTO-SKILL
SELECTOR to "Man" f.Jor "Man" ^1skill
CI
levels while at the same time turning the
ON/OFF switch to ON.
2. Playfield lights up with controlable players blinking.
3. Offense "huddles" to determine what play to run (See Play Book).
4. Offense selects Strong Left, Strong Right or Split Left formation by
pushing one of the "PASS/SHOOT" buttons.
STRONG LEFT SPLIT LEFT STRONG RIGHT
Defense selects Defensive Line formation by pressing one of the
"PASS/SHOOT" buttons.
STRONG LEFT STRONG CENTER STRONG RIGHT
See Play Book for the different uses of these formations.
11 76814C

5. Offense starts aplay by moving the Quarterback and Blockers with the
right control stick and/or the Receiver with the left control stick.
6. To throw apass or hand off move the Quarterback or Receiver at least
one space in any direction to start the play.
Move the Receiver in astraight or diagonal line with Quarterback. Then
push the appropriate "PASS/SHOOT" button-left diagonal, straight or
right diagonal —to throw pass or hand off. Pass flight is marked by blips
of light. Upon completion the Receiver becomes the Ball Carrier and
continues to be directed by the left control stick.
Note that a pass cannot be thrown .Receiver
once the Quarterback has crossed
the Line of Scrimmage. Only the
Receiver can catch apass for the
Offense and apass can only be
completed if there are no Defensive
Safeties in the path of the ball.
7. Defense attempts to tackle Ball Car-
rier by controling the Short Safety
(left control stick) and the Deep Sa-
fety (right control stick). Safeties
and the computer-controlled Defensemen will not move until the
Offense starts aplay. Only aSafety can intercept aPass. Pass inter-
ception occurs when aSafety occupies the same position as the ball
before the ball reaches the Receiver. After an interception the ball is
blown dead. No runback is possible.
Quarterback ..roll out, square in pass.
ONCE APASS IS IN FLIGHT, THE RECEIVER MAY MOVE FREELY, BUT
THE SAFETIES MAY ONLY MOVE 1POSITION.
ONCE APASS IS CAUGHT, THE RECEIVER BECOMES THE BALL
CARRIER, AND THE SAFETIES RESUME NORMAL MOTION.
8. When atackle occurs play stops. The scoreboard lights up to indicate
the down, yards to go and yardline.
9. Offense must push D/K button one time to display the Quarter and
score.
10.' Offense must push D/K button asecond time to light up playfield and
then calls next play.
1 1 .To kick, Offense moves Quarterback or Receiver at least one space.
Then pushes D/K button. Ball travels down field, is blown dead and
display tells you where ball has landed. IF THE KICK GOES OVER THE
GOAL LINE AFIELD GOAL IS SCORED.
76814C 12

12. On turnovers. Defensive Team becomes the Offensive Team. The new
Offense must push the D/K button (twice) to display teams and get
ready to play. PLAYERS REMAIN AT THE SAME CONTROLS
THROUGHOUT THE GAME.
HERE'S HOW TO PLAY: ONE PLAYER OR TEAM
AGAINST THE COMPUTER
With the exception of the steps listed below follow game play on Page 11
.
Steps 2-12.
1Offense pushes and holds the AUTO-SKILL SELECTOR TO "Auto
r
i^or "Auto" [?j skill levels while at the same time turning the
ON/OFF switch to ON.
2. Computer automatically controls the Deep and Short Safeties as well
as the other defensive players.
3. At the start of each game the Offensive Team is on the ilii*lA13| side of
the console. After aturnover or score, turn console around and press
the D/K button to reset players and continue action.
NOTE: To help you learn and master the offensive plays, practice running
the plays in the Manual Mode, Skill Level 1without an opponent.
Start by trying the OFF TACKLE RIGHT and SWEEP RIGHT WITH SLIDE
plays in your Play Book. Try the following passing plays —POCKET PASS
and SCREEN RIGHT and SCREEN LEFT.
13 76814C

INSTRUCTIONS AND GAME RULES FOR
TOTHL [OIITR01
4
BHSKETBHIL, HOCKEV
and SOCCER cartridges
•Up to 4people can play •Full field action
•Control 4separate players •More realism in each sport
in each sport
lomwniMi*
IBASKETBALL CARTRIDGE
BHSKETBHU HOCKEV SOCCER
•Offense controls •Offense controls •Offense controls
guard and forward right &left wings 2forwards
•Defense controls •Defense controls •Defense controls
forward and center goalie and forward goalie &forward
•Set picks •Behind the goal •Lead passing
•Jump shots &lay-ups action •Loose ball
•Steal the ball •Loose puck •Give &go
•Fast breaks •Lead &rebound
passing
76814C 14

GAME CONTROLS AND FEATURES
SWITCHES AND CONTROLS
1
.
POWER ON/OFF: turns game on and off.
2. CONTROL STICKS: There are two control sticks on each side of the
console.
The right control stick on the {iSWi'.l^l side of the console is also the
AUTO-SKILL SELECTOR and is used at the start of agame to select
skill level and MANUAL or AUTO DEFENSE.
MANUAL DEFENSE is selected when players wish to direct the
Defensive Forward and the goalie (Defensive Center in Basketball).
AUTO-SKILL
SELECTOR POWER ON/OFF
SWITCH
To select the MANUAL DEFENSE MODE, push and hold the AUTO-
SKILL SELECTOR at the ^J^ or |skill level while *urning the
ON/OFF switch to ON.
AUTO DEFENSE is selected when 1or 2 players wish to compete
against adefense that is entirely computer controlled. You can select
one of two skill levels.
AUTO-SKILL
SELECTOR POWER ON/OFF
SWITCH
15 76814C

To select AUTO-DEFENSE skill level 1,push and hold the AUTO-SKILL
SELECTOR to the F^while turning the ON/OFF switch to ON.
Q
To select AUTO-DEFENSE skill level 2, push and hold the AUTO-SKILL
SELECTOR to the M2H while turning the ON/OFF switch to ON.
If aplayer wishes to compete against the computer-controlled Defense,
he must alternate between || ;:•],', I^| and |MHhfr];kl| controls. When no
skill or mode is selected by the player(s), the computer chooses AUTO-
SKILL 2.
Once the level of play has been selected the control sticks are used to
control 4-directional player movement. PLAYERS ARE MOVED ONE
POSITION PER PUSH.
For the Offense the right control stick directs the Right offensive player
and the left control stick directs the Left.
For the Defense the right control stick directs the Defensive Forward and
the left control stick directs the Goalie (Defensive Center in Basketball).
PASS/SHOOT BUTTONS
3. PASS/SHOOT BUTTONS: The 3buttons marked with arrows are used
to pass or shoot in one of three directions.
76814C 16

D/K BUTTON
4. D/K BUTTON: This button is used after aturnover or goal (or basket) to
reset players.
PLAYFIELD
BASKETBALL COURT -HOCKEY RINK -SOCCER FIELD
In Basketball, Hockey and Soccer the display shows two offensive players
lined up horizontally and two defensive players lined up vertically one in
front of the other.
STARTING FORMATIONS
BASKETBALL COURT HOCKEY RINK SOCCER FIELD
Scoring
Light Defensive Scoring
Forward Light
Offensive Defensive Offensive Defensive Offensive Defensive
Guard and Center Wings Goalie Forwards Goalie
Forward
The Puck or Ball is represented by ablinking light. When an offensive
player controls the puck or ball they are represented as one blinking light.
Ascoring light is found behind each goal (basket) and lights up when a
goal (basket) is scored.
17 76814C

OFFENSIVE AND DEFENSIVE MOVEMENT
The Defensive and Offensive players, other than Goalies can move up,
down, right and left by means of the control sticks. They move one posi-
tion per push. In the MANUAL Defense the Goalie or Defensive Center can
only move laterally in front of his goal or basket.
All players can be moved one at atime or together.
PLAY FEATURES AND SOUNDS
1
.
After aturnover, agoal or at the end of aperiod, the Scoreboard shows
the period and the |LLI*IA13| and |MMtM;Ml score.
2. Whenever there is aturnover, three electronic "whistles" are played.
3. When agoal (or basket) is scored the "Notre Dame Fight Song" is
played, the scoring light behind the goal (or basket) is turned on and
the scoreboard routine is activated.
LENGTH OF GAME
Each game is divided into equal periods shown on the period display of
the scoreboard after each goal. There are three periods in Hockey, two
halves in Soccer and four quarters in Basketball.
The end of aperiod is shown by the following scoreboard display:
BASKETBALL
When time runs out at the end of a
period, play stops and the end-of-
period display is shown. Possession
of the Puck or Ball at the start of each
period alternates with the Home
Team having initial possession.
HOCKEY
SOCCER
76814C 18

HERE'S HOW TO PLAY: HEADTOHEAD,
OR WITH THREE OR FOUR PLAYERS
At the start of each game the Offensive Team is on the |l!M.TJ3| side of the
console. Players choose and then remain at the same controls through-
out the game.
1
.
Snap the cartridge into the main console.
2. Offense pushes and holds the AUTO-SKILL SELECTOR to "Man"
^^3 or "Man" W2M while at the same time turning the ON/OFF
switch to ON.
3. On the Defensive side of the console (lmmifr];M side at the start of a
game), the right control stick directs the defensive forward. The left
control stick directs the goalie (defensive center in Basketball).
4. The goalie (defensive center) can only be moved side to side in front of
the goal or basket.
5. Move one of the offensive forwards to start play. Aforward moves one
space each time you push the control stick. The defense tries to check
offensive Ball Carrier or intercept passes and shots. The offense tries
to dodge the defenseman and to maneuver his forward(s) into shooting
position.
6. You have approximately 20 seconds to score. The Ball or Puck can be
passed, carried or shot down the field. (See TURNOVER below.)
7. To pass or shoot press one of the "PASS/SHOOT" buttons. To com-
plete apass, position the other forward in the passing lane so that he
intersects the path of the Ball or Puck.
To score agoal shoot the Ball or Puck into the basket or goal.
8. On turnovers the Defensive Team becomes the Offensive Team. New
offense must push the D/K button to light up display and get ready to
play. Players remain at same controls throughout game. (See Section
on SPECIAL PLAY FEATURES. Pages 21 ,22 &23).
19 76814C

HERE'S HOW TO PLAY: ONE PLAYER OR TEAM
AGAINST THE COMPUTER
Game play is identical to the MANUAL DEFENSE with the exception of the
following:
side of
1.At the start of each game the Offensive Team is on the |l ;[•],', 1
3
the console. After aturnover or score, turn console around and press
the D/K button to reset players and continue action.
2. Snap the cartridge into the main console.
3. Offense pushes and holds the AUTO-SKILL SELECTOR to "Auto"
or "Auto" H2l while at the same time turning the ON/OFF
switch to ON.
4. Move one of your forwards to start play. When your forward is moved
the computer-directed players start reacting.
NOTE: The Computer-controlled Goalie (or Defensive Center) is able to
move forward and backward as well as side to side within azone around
the goal. When the Puck or Ball is next to the Goalie but outside the zone,
the Goalie or Defensive Center will "Step Out" after the Puck or Ball.
STEP OUT ZONE
BASKETBALL HOCKEY SOCCER
STEP DEFENSIVE STEP GOALIE STEP GOALIE
OUT CENTER OUT OUT
ZONE ZONE ZONE
76814C 20
Table of contents
Other Coleco Game Console manuals