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Odyssey
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Football.txt
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2001-10-17
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8KB
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195 lines
OFFICIAL RULES
ODYSSEY2
FOOTBALL!
You captain a team of realistic electronic superstars!
IMPORTANT
Always be sure that the power to your Odyssey2 console is turned off before
inserting a game cartridge. This protects the electronic components and
extends the life of the unit.
[Graphic showing that when the button is up, the unit is OFF]
TO BEGIN:
1 Insert the cartridge into the slot of the Odyssey2 console with the label
side of the cartridge facing the alpha-numeric keyboard.
2. Turn on the power by pressing the power button of the console. SELECT
GAME will appear on your TV screen. If it does not, press the RESET key on
the alpha-numeric keyboard.
On-screen colors may vary according to individual TV's color adjustments.
(C) 1978 Magnavox Consumer Electronics Company
Odyssey is a Trademark of The Magnavox Company
FOOTBALL!
(Two players)
1 Press 1 on the alpha-numeric keyboard for COLLEGIATE level game! (normal
speed). Press 2 on the alpha-numeric keyboard for PRO level game!
(High speed).
2 The referee's whistle blows and the teams will appear in their huddles. The
ball is on the thirty yard line.
3 The scoreboard is at the top of the screen. A digital clock is at the
center. It automatically counts down the seconds for a three minute game
and only operates during the plays. Digital readouts at either side of the
screen show the score for their respective teams. The left hand scoring
indicator shows the score for the team at the left side of the field. The
right hand scoring indicator shows the score for the team at the right side
of the field.
4 The number at the top edge of the field keeps track of the downs and will
follow the ball as a yardage marker. It will change color to indicate the team
in possession of the ball.
5 The team at the left side of the field will always have first possession
of the ball. Players should alternate hand controls after each game.
6 The offensive team has four downs to score on each possession of the ball.
Touchdown: 7 points Field goal: 3 points
7 The offense has six running/passing option plays available. They differ
in the lineup of the team and in the automated running pattern of the wide
receiver - the only player eligible to receive a pass.
8 The defense has a selection of plays specifically designed to neutralize
the offensive effort. If the defense correctly guesses the offensive play,
the wide receiver will automatically be covered by one of the defensive ends
and the quarterback will be under maximum pressure from the automated
defensive line. Good offensive strategy dictates constantly varying plays
in an effort to gain the most yardage.
[Graphics show joystick controls on offense & defense, and a screen shot. No
useful information is imparted that isn't in the text.]
9 If the offensive captain considers his team to be out of touchdown range on
a fourth down, he can elect to try for a field goal. (Play #7 on the hand
control.)
10 If the offensive team is deep within its own territory on the fourth down,
it is good strategy to go for a punt which will give the team far better
defensive positioning when the ball changes hands. Activate play #8 on the
hand control.
11 Plays are selected by the offensive and defensive teams while the players
are in their huddles. The play is selected by moving the joy stick of the
hand control to the proper location as indicated on the play selector diagram.
While holding the joy stick at this position, each player enters the play
into the computer by pressing the action button on the hand control. (If
plays are not selected within 25 seconds, play #1 will be activated
automatically by the computer.)
8 1 2
\|/
7 -*- 3
/|\
6 5 4
Hand Control Play Selection
12 When both players have entered their plays into the computer, the player
captaining the offensive team hikes the ball to his quarterback by pressing
the action button on his hand control.
13 The quarterback of the offensive team is the player just behind the center.
He and his wide receiver are easily recognizable by having thinner necks
than the rest of the team. The key player on the defensive team is the
linebacker. He also is differentiated by having a thinner neck than the rest
of the players on his team.
14 When the play is activated by the player captaining the offensive team,
all of the offensive players except the quarterback will go into motion
automatically and follow the pattern of the chosen play. The quarterback
remains under control of the joy stick of the offensive team's hand control
unit.
[A graphic shows Offense/Defense plays 1 and 2. I will use ascii to show
all 6 below. Clearly, defense wants to call the same play as the offense.]
Offense Play 1 or Play 2 Defense Play 1 or Play 2
/--D
/ G_D /2 /1
Q C-D L / /
G D / /
|-----/--> /
W------/----/
Offense Play 3 or Play 4 Defense Play 3 or Play 4
W-----\---\
|----\-> \
G D \ \
Q C-D L \ \
\ G\D \4 \3
\--D
Offense Play 5 or Play 6 Defense Play 5 or Play 6
/--D __5
/ G/D /
Q C-D /
G D /
| /
W-|----\--/
----->\_________6
Offense Field Goal - Play 7
Offense Punt - Play 8
Defense Play 7 & 8
[No sense in ascii, defense just rushes, offense doesn't move from formation]
15 The quarterback has a running or passing option on all plays except #7
(Field goal attempt) and #8 (Punt). The horizontal and vertical movement of
the joy stick controls his running pattern. Press the action button to fire
the pass. The vertical set of the joy stick at the moment you press the
action button will determine the direction of the pass. If the joy stick
is pushed away from you, the pass will angle towards the top of the screen.
Pull the joy stick towards you to angle the pass down screen. Center the joy
stick to pass up the middle. (Note: the horizontal position of the joy stick
will have no effect on the direction the pass travels.) The pass can only be
caught by the wide receiver. The pass is complete if the ball intersects with
his automated running pattern. If the pass is complete, the offensive player's
joy stick will control the wide receiver instead of the quarterback so that
the play can continue. The quarterback can throw a pass any time before
reaching the line of scrimmage, indicated by the down marker. If the
quarterback should go behind his own goal line, an automatic "quick kick" will
take place to prevent a safety.
16 On-screen electronic sensors enable the defensive linesmen to follow the
ball automatically. They will shift their attention from the offensive
quarterback to the wide receiver the moment the ball is passed. The defensive
linebacker is the only player capable of making an interception and is under
control of the defense player's joy stick. If an interception is made, the
whistle blows, play is stopped and the defensive team has posession of the
ball.
17 The player captaining the offensive team may elect to try for a field goal
at any time by invoking play #7 on the hand control.
18 The game ends after three minutes have gone by on the clock. Action will
be frozen and the team with the highest score is the winner. If a play is in
progress when time expires, the play is allowed to continue until its
completion.
19 To play again, press the RESET key and SELECT GAME will appear on the
screen. Then press 1 or 2 on the alpha-numeric keyboard for a slow or fast
game respectively.
IB3366-1 AJ9402
MAGNAVOX
QUALITY IN EVERY DETAIL