Mattel Electronics HOCKEY User manual

MATTEL
£LZ£CTROMICS
INSTRUCTIONS
(FOR
ONE
OR
TWO
PLAYERS!)
SCOREBOARD/.
Chock
SHOOT
KEY
SnOOT
RE
Y
DIRECTIONAL
CONTROL
KEYS
|
PRO
1-OFF-PRO
2
You’re
flying
down
the
ice,
skates
flashing,
cradling
the
puck!
The
crowd
thunders,
the
defense
barrels
in--you
SHOOT,
you
SCORE!
It’s
the
fastest
sport
on
earth!
2946-0920
Illustrations:
©
Mattel,
Inc.
1978.
Hawthorne,
CA
90250.
PRINTEDIN
HONG
KONG.
All
Rights
Reserved.

HOW
TO
PUT
IN
THE
BATTERIES
TURN
ELECTRONIC'HOCKEY
GAME
OVER,
FACE
DOWN.
REMOVE
BATTERY
DOOR.
PRESS
AND
SLIDE
TO
REMOVE.
ATTACH
ONE
9—VOLT
ALKALINE
BATTERY
TO
CONNECTOR.
REPLACE
BATTERY
DOOR.
(BATTERY
NOT
INCLUDED)
You
may
use
a
9-volt
alkaline
battery,
ora
Mattel
Electronics®
adaptor,
if
your
game
is
equipped
for
an
adaptor.
(Each
sold
separately)
IMPORTANT
@
IMPORTANT
e
IMPORTANT:
If
display
lights
on
game
grow
dim,
replace
battery.

OBJECT
OF
THE
GAME
(for
one
or
two
players):
@
One
player
against
the
computer:
The
object
is
to
score
the
greatest
number
of
goals
before
the
clock
runs
out.
You
play
OFFENSE
FOR
BOTH
HOME
TEAM
&
VISITORS.
Computer
always
defends.
@
Two
players
against
each
other:
The
object
is
to
out-score
your
opponent.
You
maneuver
the
OFFENSE
(bright
light)
through
the
computer-controlled
DEFENSE
(dimmer
lights).
You
take
your
shots
and
try
to
avoid
penalties
that
turn
the
game
over
to
your
opponent
and
cause
computer
Defense
to
play
for
you
short-handed.
PLAYER
#1--HOME
TEAN--starts
out
of
lower
left
corner.
PLAYER
#2--VISITORS
TEAM--starts
out
of
lower
right
corner.
Game
is
played
in
3
simulated
20-minute
periods.
A
short
siren
signals
the
end
of
each
period.
BEFORE
YOU
PLAY
...
select
your
speed.
Pro
1--weak
~_,
(===
TTT
ALAC
we
ankles,
ae
S
all-star
neighborhood
ae
|
pond
(slow)
r
OFF:
2
(look
out!)

EXAMINE
YOUR
CONTROLS
SHOOT
KEY
SHOOT
KEY
DIRECTIONAL
SONTHOR
REVS
(UP-DOWN-LEFT-RIGHT)
“DOWN”
DIRECTIONAL
KEY
(ACTIVATES
'
CLOCK
BETWEEN
PRO
1-OFF-PRO
2
PLAYS)
@
PRO
1-OFF-PRO
2
turns
game
on,
selects
speed.
DO
NOT
CHANGE
SPEED
WHILE
GAME
IS
IN
PROGRESS.
This
will
end
your
present
game
and
start
anew
game.
@
DIRECTIONAL
KEYS
‘‘skate’’
the
Offense
one
position
in
any
of
the
four
directions
indicated
by
the
arrows.
CONTROLS
DO
NOT
ALLOW
FOR
DIAGONAL
MOVEMENT,
@
SHOOT
KEYS
release
the
puck
from
the
Offense.
Puck
becomes
aSTEADY
RED
LIGHT
traveling
toward
the
goal.
Offense
becomes
a
BLINKING
RED
LIGHT
as
long
as
the
puck
is
loose.
SHOOT
KEYS
HAVE
INDENTICAL
FUNCTIONS.
GOD
D
PUCK
TRAVELING
TO
GOAL
ONG
/
\
i
OFFENSE
Roses
ae
ye
“
“—~
GOALIE
COMES
OUT
OF
NET
AREA
DEFENSE

TURN
GAME
ON
AND
INSPECT
THE
“‘ICE’”’
GOAL
(LIGHTS
UP
HOME
PUCK
WITH
SCORE)
PENALTY
GOALIE
(DIM
RED
LIGHT)
VISITOR
PENALTY
BOX
3
DEFENSEMEN
(DIM
RED
LIGHTS)
VISITOR
OFFENSE
STARTING
POSITION
SCORING
POSITIONS
(WHITE)
HOME
OFFENSE
STARTING
SCOREBOARD/
POSITION
CLOCK
@
There
are
18
positions
on
the
rink.
Your
Offense
may
occupy
any
position
not
already
occupied
by
your
opponent’s
Defense.
You
can
score
ONLY
from
one
of
seven
scoring
positions
in
front
of
the
net.
@
GOALIE
CAN
and
DOES
leave
the
net.
GOALIE
can
also
steal
the
puck.
@
LIGHT
IN
PENALTY
BOX
indicates
Defenseman
in
box.
e
SCOREBOARD/CLOCK
shows,
in
order:
Visitorscore—Homescore-time
remaining
in
period.
To
activate
between
plays,
press
the
DOWN
DIRECTIONAL
KEY
on
the
control
panel.

HOW
TO
OPERATE
THE
CONTROLS
——-
@
Two-Handed
Method
@
One-Handed
Method
@
Orchoose
the
method
that
is
fastest
for
you.
HOW
TO
PLAY
THE
GAME
FACE-OFF.
Eyeball-to-eyeball
with
your
opponent.
Who
will
get
the
puck
for
that
all-important
first
shot?
At
the
beginning
of
the
1st
period,
the
face-off
goes
to
the
VISITOR
team.
The
BRIGHT
RED
OFFENSE
LIGHT
appears
in
the
Visitor
starting
position,
lower
right
corner.
2nd
and
3rd
period
face-offs
will
be
determined
by
the
computer.
MANEUVERING
THE
OFFENSE.
You’ve
got
the
puck!
The
Defense
is
on
the
move.
Use
the
directional
keys
to
’’skate’’
to
any
UNOCCUPIED
position
on
the
ice,
including
positions
behind
the
net.
Move
quickly!
There
are
FOUR
DEFENSE
LIGHTS
to
yourONE
OFFENSE
LIGHT.

SCORING.
You
spot
an
opening
in
the
Defense.
PRESS
EITHER
OF
THE
SHOOT
KEYS!
(You
must
be
in
one
of
the
seven
scoring
positions
or
the
puck
will
bounce
freely
about
the
ice.)
The
puck
will
detach
itself
and
become
a
traveling
red
light,
speeding
toward
the
goal.
One
of
two
things
can
happen
now:
@
YOU
SCORE!
The
red
goal
light
is
triggered.
FOUR
SIRENS
sound.
You
rack
up
one
point.
The
clock
stops.
@e
Youmissanda
Defenseman
checks
the
shot
(ONE
BEEP).
The
puck
is
loose
and
can
be
recaptured
[MB
BEEP!
=
by
you
oR
THE
DEFENSE.
a
g
GO
AFTERIT!!
POSSESSION
OF
THE
PUCK.
Once
you
gain
possession
of
the
puck,
you
keep
it
untila
TURNOVER
gives
possession
to
your
opponen:.
When
this
occurs,
play
stops
and
your
opponent’s
Offense
automatically
appears
in
his
starting
position.
The
computer
takes
over
control
of
your
3
Defensemen
and
Goalie.
Your
opponent
takes
over
the
game
and
uses
the
Directional
Keys
to
move
his
Offense.
The
following
plays
cause
a
turnover:
@
SCORE.
The
puck
automatically
turns
over
after
every
score.
@
STEAL.
You
’’skate’’
tooclose
toa
Defenseman.
He
checks
you
and
steals
the
puck
(ONE
WHISTLE).
The
clock
stops.
Turn
over.

@
INTERCEPTION.
You
miss
a
shot.
The
puck
is
deflected
by
the
Goalie
and
picked
up
bya
Defenseman,
turn
over
(ONE
WHISTLE).
OR,
a
Defenseman
pokechecks
the
puck
(knocks
it
loose
with
his
stick
—DOUBLE-BEEP)
and
another
Defender
picks
it
off
(ONE
WHISTLE).
The
clock
stops
and
your
opponent
has
the
puck.
@
PENALTY.
A
penalty
(TWO
WHISTLES)
automatically
turns
the
game
over
to
your
opponent.
Y
ae
PENALTIES.
If
you
attempt
to
move
into
an
already
occupied
position,
you
‘‘BUMP’”’
the
Defenseman
in
that
space
(HIGH
PITCHED
BEEP).
You
are
allowed
ONE
FREE
BUMP
during
any
one
possession
of
the
puck.
On
the
second
bump,
you
incur
a
penalty
(TWO
WHISTLES).
One
of
the
Defensemen
is
sent
to

the
penalty
box
and
the
puck
goes
over
to
your
opponent.
Defenseman
remains
in
the
box
for
2
(simulated)
minutes
or
until
your
opponent
turns
over
the
puck--whichever
comes
first.
REMEMBER:
With
a
Defenseman
in
the
penalty
box,
computer
defends
for
you
SHORT-HANDED,
with
only
3
men
guarding
the
net.
END
OF
GAME.
At
the
end
of
the
game,
a
series
of
short
sirens
will
sound
and
the
clock
will
stop.
DEVELOPING
YOUR
STRATEGY
GET
IN
CLOSE
TO
SHOOT.
Sneak
around
Fy
behind
the
net
and
go
for
the
short
snapshot,
from
positions
directly
in
front,
left,
or
right
of
the
net.
Long
slapshots
are
easily
checked
or
intercepted.
me
4
DRAW
THE
DEFENSE
AWAY
FROM
@e
THE
GOAL.
Make
small,
tight
movements
away
from
the
goal.
Force
your
opponent
to
follow
you
and
‘‘forecheck.’’
Remember,
the
Goalie
can
leave
the
net.
Once
the
goal
is
undefended,
break
left
or
right
and
SHOOT!
>
KEEP
MOVING.
The
longer
you
standstill,
®
the
better
your
chances
of
losing
the
puck.
TRAPPED
AGAINST
THE
BOARDS--
®
DON’T
MOVE.
A
bump
means
a
penalty.
WAIT
OR
SHOOT.
The
Defense
will
pokecheck,
steal,
or
intercept
the
puck.
If
he
pokechecks,
wait
for
an
opening,
then
GO
AFTER
THE
PUCK!

TAKE
ADVANTAGE
OF
YOUR
@
OPPONENT‘S
PENALTY.
With
one
less
Defender,
you
have
achance
for
a
POWER
PLAY
SCORE.
Keep
moving
until
you
find
an
opening
close
to
the
goal.
SHOOT!
(You
have
only
2
simulated
minutes
to
complete
this
play.)
TAKING
CARE
OF
YOUR
GAME
@
Your
Electronic
Hockey
Game
is
acomputer.
Treat
it
like
one.
@
Don’t
drop
it.
@
Don’t
leave
it
where
it
can
get
too
hot
(glove
compartment
of
_7—
Car,
near
heater,
etc.)
@®
Don’t
get
it
wet
or
dirty.
390
DAY
LIMITED
WARRANTY
Mattel
Electronics®
warrants
to
the
Original
consumer
purchaser
of
any
of
its
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.

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