Mattel Electronics FOOTBALL II User manual

HOWTO PLAY
=• •
FORI OR 2PLAYERS!
RUN, PASS, OR KICK ...
THIS ONE HAS IT ALL!
MflTTiEL «ELECTRQmC5'
Mattel, Inc. 1978. Hawthorne, CA 90250
PRINTED IN HONG KONG. All Rights Reserved. 1050-0920(Bi

PRESS &SLIDE
TO REMOVE BATTERY INSTALLATION
Turn the game face down. Slide battery panel off. Attach a9-volt
battery (alkaline type recommended) to connector, and replace
panel. You can use the Mattel Electronics AC Adaptor
(sold separately).
HOWTO REPLACE THE BATTERY. Place the blade of asmall
screwdriver between the battery posts, then pry up gently.
Important: Do not pull the plastic wire connector to loosen it.
THE CONTROLS
SCORE key •Displays both team scores and time
remaining to play in quarter. Also sets the ball for
next down.
STATUS key •Displays Down, Field Position, and
Yards-to-Go, and sets ball for next down. PRESS
BEFORE EVERY PLAY!
KICK key •Kick-offs, Punts and Field Goal
attempts.
PASS key •Forward pass play action.
RUN key •Four keys to direct movements of QB or
pass receiver.
OFF 1PR02 •Switch to turn game OFF/ON, and to
select game speed.
AC ADAPTOR
PLUG
SCORE
KEY
THE FOUR SPEED OPTIONS
Select your Speed Level before play begins:
LEVEL I(For beginning players)
LEVEL II (For advanced players)
PLAYER
CONTROL
KEYS
Speed 1
Move Switch to PRO 1
Press and hold KICK key
while switching to
PR01
PRO 1&
PRO 2
0N-0FF
SWITCH
Speed 2(Faster!)
Move Switch to PRO 2
Press and hold KICK key
while switching to
PRO 2
NOTE: You can change speed between PR0
1
and PRO 2on each level during agame; however, you can 't change from one speed level
to the other without resetting the computer.

THE PLAYING FIELD
The playing field you see is 10 yards long —one tenth of the
100 yards between goal lines. Whenever the play action gets
to the end of this 10-yard segment, the computer will
immediately "flip" to the next segment. When you're
running past the end of asegment, don't wait, or you'll give
the defense more time to catch you.
The line of scrimmage is always the 3rd yard line on the
offensive team's side of the field. The ball is always spotted
here, except immediately after punts and kickoffs.
STATUS AND SCORE DISPLAY
The scoreboard is a3-way display of information about the game:
•When STATUS key is pressed, it shows DOWN, FIELD
POSITION, and YARDS TO GO. This symbol f-or this
symbol -j shows which side of the 50-yard line the ball is on.
STATUS DOWN FIELD POSITION YARDS TO GO
(It is 2nd down, ball on the HOME 35, and
6yards to go for a1st down)
•When SCORE key is pressed, it shows both TEAM
SCORES and TIME REMAINING in the quarter.
SCORE
aHOME TIME REMAINING VISITORS
•During kicking plays, the display automatically shows
yardage location of the moving bail.
HOW SCORES ARE MADE
Touchdown —7points
The point-after kick is
automatic
Field Goal —3 points
Safety— 2points

LET'S TRY IT!
1.Check the battery by moving the OFF 1PR02 Switch one click to the right
OFF 1PR02
run
2. Score display reads
minutes to play in the first quarter.
,meaning that there are 15 simulated
3. You see this kickoff formation —
PLAYERS
4. Press KICK.
'SSI
BALL (BRIGHT FLASHING BLIP)
\KICKER (DIM FLASHING BLIP)
5. You hear "CHARGE!" tune and the "start game" buzzer. The bright blip
sweeps across the field severSftimes, from left to right, representing the football
flying through the air. The scoreboard becomes ayardage indicator, showing you
how far the kick travels. The Home team players are the dim blips following the ball.
Suddenly, the ball stops. You see—
THIS
... Abright stationary blip. You hear a
short "BEEP" and the scoreboard again
shows 15.0 minutes Time Remaining.
To put the ball in play, you must press
one of the RUN keys. Try to run the
kickoff toward the left goal. When you
hear awhistle and see the bright blip
flashing, it means the runner was
tackled. Press the STATUS key to see
the field position after the runback.
OR THIS
... Abright flashing blip. You hear a
double whistle and the scoreboard again
shows 15.0 minutes Time Remaining.
The kickoff distance randomly selected
by the computer took the ball into
Visitors' end zone for atouchback. Press
the STATUS key to spot the ball on the
Visitor 20-yard line for the first play
from scrimmage.
That's the way every game of FOOTBALL II begins.

RUNNING (Quarterback can run or pass. )The RUN keys
"^™l^"i"will work only after STATUS or SCORE key
has been pressed to set the ball at the line of scrimmage.
Then you'll see this information —
.LINE OF SCRIMMAGE
CD
CD
CD CD
•k«
•
/
o
a
DEFENSE iQUARTERBACK
Except for punts, play action will
begin as soon as you press any
RUN key. This cluster of buttons
gives you 4-way directional control
over the offensive quarterback.
Every time aRUN key is pressed, the ball
carrier moves one yard.
There are three lanes in which you (and the defense) can
move, either lengthwise down the field or sideways. You
can be tackled from any direction by adefensive player.
Try to keep two yards away from the nearest dim blip.
PASS
oPASSING
You can complete aforward pass ONLY when:
1. The QB is behind the line of scrimmage.
2. The QB and pass receiver are in the same lane.
3. All defensive players between QB and receiver have
moved over the line of scrimmage.
Press the PASS key. The ball separates from the QB and
moves toward the pass receiver. When it's caught, the
bright blip then represents the ball carrier, whose
movements are directed when you press the RUN keys.
If condition #3 is not met, the pass will be intercepted. You'll
hear the double ''turnover* 'whistle, and possession will go
over to the defensive team as soon as you press STATUS.

The pass receiver will move around downfield, attempting to
evade defensive players. If the receiver moves out of the
QB's lane and if no defensive players are in the path of the
thrown ball, the pass will be incomplete. Adown will be
used up.
Examples: "neofscr.mmage
If the PASS key is pressed
in this situation, the pass
will be incomplete (QB
and receiver are not in
the same lane).
If PASS is pressed now,
the throw will be
intercepted, (the
defensive player in the
pass lane has not come
over the line of
scrimmage).
If PASS is pressed now,
the throw will be
intercepted, (a second
defensive player has
moved into the pass lane,
and is not yet over the
line of scrimmage).
In this situation, the pass
will be completed, and
the receiver can be
directed with the RUN
keys to run towards the
left goal.
CD
CD
CD
f
CD
CD
•-f
/\
RECEIVER QUARTERBACK
(DIM FLASHING BLIP) j
\CD
CD
CD
CD
-'J
/
RECEIVER
1
CD
CD CD
CD CD
•-J
K
/
RECEIVER
CD
CD
CD
CD
CD
CD
•4
I
>l
/1
RECEIVER 7/'
PATH OF BALL
1
CD
CD
CD
CD
CD
'"
•«
\
Here the pass will be
completed (there is no
defensive player between
QB and receiver).
RECEIVEF

KICK
|]KICKING
The Home team always kicks off from the left side of the
field to start the game (and Visitors kick off from right
side at the start of the second half). The distance each
kickoff travels is determined randomly by the computer.
During the game, you'll use the KICK key two
other ways:
For Punts •After you have pressed STATUS, press
KICK. You'll see the ball move as it does after kickoff,
and the changing yardage on the score display. If the
computer determines that the punt stayed within the
playing field, the ball is now in play. The bright blip
becomes the ball carrier, and as soon as you press one
of the RUN keys the computer-directed defense will
appear and try to intercept the runner. If there was a
touchback, the blip will flash and you'll hear two
whistles, meaning that possession has turned over to
the punt receiving team. Press STATUS to spot the ball
on the 20-yard line.
For Field Goals •After you press STATUS, you must
press arun key twice to move back from the line^f
scrimmage. Then press KICK. Again, the distance will
be randomly determined by the computer. If the field
goal kick was good, you hear aVictory fanfare and you
have 3points added to your score. If the kick was short,
you'll hear the double "turnover" whistle. Press
STATUS to spot the ball on the other team's 20-yard line.
TAKING CARE OF YOUR GAME
Treat your FOOTBALL 11game as you would treat a
fine calculator: Don't drop it ...don't leave it in ahot
place, like acar dashboard ...don't let it get wet or
dirty .. . remove the battery if the game will be stored
for more than afew weeks.
IF THE BLIPS OF LIGHT REPRESENTING PLAYERS
OR THE SCORE DISPLAY APPEAR TO
MALFUNCTION, THIS IS THE FIRST SIGN OF
BATTERY WEAR. AFRESH BATTERY SHOULD
SOLVE THE PROBLEM.

SIMULATED SOUNDS
One tone Ball in play after akick, and ready for runback
Two tones Asafety —score 2poi nts
!
One whistle Runner tackled or incomplete pass.
Two whistles Turnover of possession to the other team.
"CHARGE!" Kickoffintheair.
Fanfare Atouchdown or field goal score!
Short beep First down has been made.
Buzzer Start and end of quarters.
GAME TIME
(All times simulated.)
There are four 15-minute quarters. Clock ticks while the ball
is in play. At the end of every quarter abuzzer will sound. If
aplay has begun, it will be possible to complete that play. At
the end of the 4th quarter, the Time Remaining will be 0.0
and both team scores will be shown. None of the keys will
operate. To play another game, switch the computer off and
then on again at the desired speed.
WINNING HINTS
•Run your QB back 2yards from the line of scrimmage as
soon as the ball is in play, to have more time for your
receiver to get clear.
•Keep moving! Don't just let the defense move in on you.
Often you can "scramble" out of acluster of tacklers, even
when you seem to be trapped.
•On passes, get ready to evade the defense while the ball is
in the air, so your receiver can be off and running as soon as
the pass is completed.
•Use the clock! When you're leading and time is short, you
may be able to stall and keep the clock running. If you're
behind and won't be able to run much farther, move into a
tackier to stop the clock &go for the score again
!

90 DAY LIMITED WARRANTY
Mattel Electronics warrants to the original consumer purchaser of any of its
electronic games (including hand-held electronic games) that the product will be
free of defects in material or workmanship for 90 days from the date of purchase.
During this 90-day warranty period, the game will either be repaired or it will
be replaced (at our option) without charge to the purchaser, when returned
either to the dealer with proof of the date-of-purchase, or when returned
prepaid and insured, with proof of the date-of-purchase, to Mattel Electronics
Repair Center, 5150 Rosecrans Avenue, Hawthorne, California 90250.
Units returned without proof of the date-of-purchase, or units returned
after the 90-day warranty period has expired, will be repaired or replaced
(at our option) for aservice charge of $10.00. Payment must be made by
check or money order. This non-warranty service will only be available for
one year from the date of purchase. All non-warranty units must be returned
postage prepaid and insured to MATTEL ELECTRONICS REPAIR CENTER.
This warranty gives you specific legal rights and you may also have other rights
which vary from state to state. This warranty does not cover damage resulting
from accident, unreasonable use, neglect, unauthorized 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 adefective 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
Mattel Electronics Repair Center, please make the following arrangements:
1Pack the game carefully in the original game box. If the game box is not
available, use agood carton with plenty of newspaper or other padding
all around and tie it securely.
2Carefully print on the box or carton the following name and address:
MATTEL ELECTRONICS REPAIR CENTER,
5150 ROSECRANS AVENUE,
HAWTHORNE, CALIFORNIA 90250.
Also don't forget to show your return address.
3Put 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.
-www.handheldmuseum.com
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