Mattel Electronics HOCKEY User manual

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INSTRUCTIONS
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.
2963 0820
GOAL
BUT
CLOCK AND
SCORE INDICATOR
CHRONOMETRE
TABLEAU DES SCORES
SHOOT KEYS
TOUCHES
DE
LANCER
PLAYER
CONTROL KEYS
TOUCHE DE
COMMANDE
DES JOUEURS

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
IIYa 5 joueurs detensits et 1gardien
de but.
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
OFF-No power.
#1-Normal speed.
#2-Fast speed.
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.
SHOOT KEY
Shoots the puck tow r lI1
Use either Shoot key,
I.
PLAYER CONTROL KEYS.
TOUCHE DE COMMANDE DES JOUEURS
OFF-Eteint.
#1-Vitesse ordinaire
#2-Vitesse rapide
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.
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
IIya 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 un
but.
Si Ie joueur qui tente de compter un
but reprend la rondelle, sa periode
de cinq minutes est renouvellee.
Si Iejoueur 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.
r---=1l
L.EJ
Then, the Home score.
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.
Torepeat 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.Tostart new game, slide switch to OFF then
back to either 1or 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 de commande
s'arretent.
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 puck
SIREN-Goal scored
DOUBLE WHISTLE-End of period
TRIPLE WHISTLE-End of game
VIII. LES SONS
TIC-TAC-Match en cours.
SON BEEP -Contact de I'offensive
avec la defensive.
SIFFLET SIMPLE-Rondelle
Conlisquee
SiRENE-But
SIFFLET DOUBLE-Fin de la periods
SIFFLET TRIPLE-Fin du match.
CARE OF YOUR GAME
• Don't drop it.
• Don't expose it to heat, moisture or
dirt.
ENTRETIEN DE L APPAREIL
• Ne pas l'echapper .
• Ne pas I'exposer
a
la chaleur,
a
I'humidite. Ne pas salir.
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 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 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.