Entex FOOTBALL 3 User manual

NTEX
LECTRONICS"" ENTEX
NOTE:
When you turn game ON, many of the
LED's (lights) may come on as in
some calculators. Do not be
concerned. Simply leave game ON
for about 15 seconds, then switch
game OFF and ON again.
Kick Button
Pass Button
Playing field
Digital Scoreboard
Quick Reference
Yardage Indicator
«!M.M.B!l=H.,tH.ra
Pass Distance Selection
4Directional Buttons
to Set Formations
and Run Plays
AC Adapter Jack
Pro/ Am
Score Indicator
Button
MAN/ OFF/AUTO
NO.
6018 ©1980 Entex Industries, Inc., Compton, CA 90220 —Patent Pending
Made in Taiwan Printed in Taiwan

*Insert Batteries
Turn game upside down. Press down where shown and slide cover off.
Insert 3"AA" batteries (alkaline type batteries are recommended).
Battery positions are indicated inside the battery box.
^Basic Features
A. Field -The field is a10-yard segment of the 100-yard field. Each
forward movement represents 2yards. When the ball carrier reaches
the end of the field, he reappears at the opposite end.
B. Scoring —Touchdown =6points; Field Goal =3points; and Point-
After-Touchdown =1point.
CTiming —4quarters of 15 simulated minutes each. The computer
signals the end of each quarter and at half-time, play stops and the
team that received the initial Kick-off now kicks to the opposing team.
D. Yardage Indicators —There are two yardage indicators:
1
)
At the end of each play, the exact yardage is shown on the display.
It will appear in the Home or Visitor teams box. This indicates
which side of the field it is on.
2) The quick reference indicator shows the location of the ball and
who has possession. If for example, the ball is on the Visitor's
34-yard line and Visitor has possession, the 30-yard indicator
lights up and the 40-yard indicator flashes ('40:- 30), showing
that the ball is traveling towards the 40-yard line. When the home
team has possession, the 40-yard indicator lights up and the 30-
yard indicator flashes (40 -130- ), showing that the ball is travel-
ing towards the 30-yard line.
'
<Object of Game
Offense —Use Directional, Pass, and Kick buttons to gain yardage
and attempt to score Touchdowns or Field Goals.
Defense -Use Directional buttons to control defense and stop
opponent from gaining yards, or completing passes. Defense can also
sack the Quarterback on pass play attempts.

<Control Buttons
A. Directional Buttons —These buttons have three functions:
1)On arunning play, the offense uses these four buttons to manu-
ever the ball carrier (Bright LED) and attempts to out-manuever
the three defensive players (dim LEDs) to gain yardage. Each time
the offensive player pushes one of these buttons, the ball carrier
will move one space in the direction indicated on the button.
(Players cannot move out of bounds.) The defensive player also
uses those buttons to manuever his players into position to tackle
the ball carrier. The defensive team consists of 3men —one
directly controlled by the player and two who are computer con-
trolled but who always stay 2yards ahead of the controlled
defensive man. (See Fig. 1)
Fig. 1Defense (controlled)
Defense (automatic)
Offense (controlled)
2) At the end of each play (ball carrier will be flashing at. point of
tackle), the computer waits for each player
to set up their play. If the Offense decides to run, he pushes
one of the four Directional Buttons. The Defense also selects a
button. (Play will not begin until both players have pressed one
of the four buttons.)
Then, after the quarterback drops back, the Offense and Defense
use the Directional butfons to control the players to gain
yardage/defend goal.
3) Pass Play —When the Offense, decides to pass, he uses the
Directional Buttons to determine the distance he wants to pass.
Buttons 1,2,3 and 4are used in passing- and they correspond
to a10, 14, 20 and 30 yard pass respectively.

B. Pass Button -
At the beginning of each play, if the Offense decides to pass, he
presses the PASS Button. The Defense then presses one of the
Directional Buttons. The men line up on the field and the quarter-
back drops back. The Offensive player decides the distance of the
pass and presses one of the 4buttons: 1(10 yd), 2(14yd), 3(20 yd) or
4(30yd).At what point the Offense presses the button determines if
the pass is complete or not. For example, pushing too soon will
result in aturnover. With practice, you will learn just the right time
to press the button to complete apass. Also, the longer the pass, the
harder it becomes to make acompletion. Depending on the timing
of the pass, the results are as follows:
•Complete —Low tone-high tone beep
•Incomplete— Low tone beep
•Interception —Low tone beep; the ball moves in
opposite direction
The Defense can also attempt to tackle the Quarterback or force an
incompletion or interception by rushing in and throwing his timing
off.
KICK Button -
The KICK Button is used for kickoffs, field goal attempts, punts,
and point-after-touchdown (PAT) attempts. Kickoff occurs at the
beginning of the game, beginning of the third quarter, and after
touchdown and successful field goals. Push KICK and the ball travels
down field; then the runback distance is determined by the computer.
After touchdowns, press KICK to try for aPAT.
If the PAT is good, the score will flash, then the ball is moved to the
40-yard line for Kickoff. Afield goal attempt or punt can be made
at any time you have possession of the ball. At the beginning of the
play, press KICK instead of PASS or one of the Directional Buttons.
After the Defense selects abutton, play begins. The quarterback
drops back, then kicks the ball. Depending on the distance from the
goal, the kick will be either apunt to the other team or afield goal
attempt. If it is apunt, the computer determines the run back. If it
is afield goal attempt, the computer determines if it is successful or
not. Just as in the real game of football, the shortest distance to the
goal posts produces the highest probability of scoring the three-
point field goal. If the field goal attempt is unsuccessful, the Defense
gains control of the ball on their 20-yard line.

D. SCORE
When the SCORE Button is pressed, the display shows the score,
then the quarter and time remaining. Automatically after each play,
the field position of the ball is momentarily flashed, followed by
asteady display of the "yards-to-go"
E. AUTO/OFF/MAN -
Play against the computer (Auto) or against an opponent (Man) or
turn game OFF.
F. PRO/AM
Pick your skill level (Auto only).
^How To Play
A. Turn game on selecting Auto (play against the computer) or Manual
(play against opponent).
1
)
Manual -Each player controls one side and utilizes buttons for
Offense (pass, kick, and directional buttons) or Defense (direc-
tional buttons). The side with the word ENTEX on it kicks off.
2) Automatic —Player controls end with word Football 3on
nameplate. The computer controls the other end and plays both
offense and defense. The computer kicks off.
B. Select PRO or AM. This feature is available in Auto Mode only.
C. Press KICK for initial kickoff (Manual). Ball travels down field and
reception is made. Runback distance is determined by the computer.
D. When the ball carrier is tackled, the field position is flashed 3times,
then the down and yards-to-go are displayed.
E. Offense decides to Run (press one of Directional Buttons), Kick
(press KICK) or Pass (press PASS), then Defense presses one of 4
Directional Buttons. The initial formation is displayed. When the
Quarterback drops back, the play has begun:

Run Play: The Offense controls the ball carrier with the
Directional Buttons and the Defense uses the
Directional Buttons to stop the Offense from
gaining yardage.
Kick: The Kick is made automatically and the ball travels
down field. The computer determines if it's apunt or
afield goal attempt (depending on field position).
Pass: Press one of the four PASS Buttons: 1(10 yd), 2(14 yd
3(20 yd) or 4(30 yd). Depending on the timing of
the pass, the result will be:
•Complete
•Incomplete
•Interception
F. When aTouchdown occurs (Score flashes 3times), the ball goes to
the 10-yard line. Push KICK to try for aPAT. If successful,
Score flashes 3times. Ball then goes to the 40-yard line for Kickoff.
G. At the end of the second quarter, the ball moves to the Visitor's 40-
yard line. Press KICK to Kickoff to the Home Team.
H. When game is over, the final Score is displayed.
I. To re-set, turn to OFF, then back to AUTO or MAN or turn game
off.
<Care Of Your Game
A. Treat your game as you would any calculator.
B. Avoid dropping it.
C. Avoid getting it wet.
D. Avoid leaving it in hot places.
E. Don't leave dead batteries in the game. Remove batteries if you plan
to store.
F. Do not unscrew back. There are no user-servicable parts.

Note On Batteries
BATTERY LIFE :Be sure to turn your game off
whenever it is not in use. We have done all we can to
make your game economical, but micro-computers get
hungry.
If L.E.D. lights or scoring device become erratic,
replace the batteries with fresh ones.
IMPORTANT
Do not leave your game near very hot locations such
as acar window on asunny day, or afire or heating
device for long periods of time, as this could distort the
Always store in adry place.
Turn game off when not in use to save batteries.
www.handheldmuseum.com

LIMITED WARRANTY
Entex Industries warrants to the original owner that
this hand-held electronic game will be free of
defects in material and/orworkmanshipfor90days
from the date of purchase.
During this 90-day warranty period adefective
game will be either repaired or replaced (at our
option) without charge to the owner, when returned
either to the dealer with proof of date-of-purchase,
OR when returned postage prepaid and insured,
with proof of date-of-purchase, to Leisure Dynamics
of CANADA Ltd., 131 5Lawrence Ave. East, Don
Mills, Ontario M3A 1C6
Units returned without proof of date-of-purchase,
or out-of-warranty units returned will be repaired or
replaced (at our option) for aservice charge of
$20.00. Send certified check or money order made
out to Leisure Dynamics Units must be returned
postage prepaid and insured.
This warranty gives you specific legal rights and
you may have other rights which vary from state
to state.
Packing and returning instructions:
1
.
Pack in the original carton, or use agood
carton with plenty of crumpled paper to
protect the unit.
2. Address to:
Leisure Dynamics of CANADA Ltd-
1315 Lawrence Ave. East,
Don Mills, Ontario M3A 1C6
3. Apply correct postage stamps and insure the
unit; then mail.
5/80 99-120088
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