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Mattel Video Gaming Accessories 1995-0920 User's Manual
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1. Frame 11 and Frame 12 TAKING CARE OF YOUR GAME e Treat your BOWLING game with care e Dont drop it e Dont expose it to heat For instance leaving it in the glove compartment of a car on a hot sunny day could be harmful e Avoid getting it wet or dirty 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 date of purchase or units returned after the 90 Day Warranty Period has expired will be repaired or replaced at our option for a service 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 s
2. HOW TO PLAY MATTEL ELECTRONICS BOWLING THE ELECTRONIC BOWLING GAME WITH WRIST ACTION BALL CONTROL illus s Mattel Inc 1980 Hawtho us 90250 BAITED IN HONG KONG All Rights Fee ved SE NE BE ERE EEE NED INSERT BATTERY Slide open the back cover Attach one 9 volt battery to the connector Replace cover Alkaline battery recommended ALKALINE BATTERY BATTERY COVER GAME SHOWN UPSIDE DOWN Use a 9 volt Duracell or other high quality alkaline battery for longer life Trademark of Duracell International Inc TO REMOVE BATTERY Remove the back cover Place the edge of the cover between the battery posts and the battery Pry up gently Important Do not pull the plastic wire connector to loosen it J BATTERY COVER IMPORTANT INFORMATION If the lights appear to be malfunctioning this is the first sign of battery wear A fresh battery should solve the problem GR GEER AC ADAPTOR OPTIONAL You may use a Mattel Electronics Adapter with this game sold separately AC ADAPTOR THE CONTROLS to Co ON OFF SWITCH SETS NUMBER OF PLAYERS BUTTONS TO SET UP PINS SET SPEED AIM BALL AC ADAPTER JACK NR NN D SEVEN SPEED OPTIONS First turn on the game by sliding the switch to 1 or 2 for the number of bowlers The display will be blank As soon as you touch the side buttons the display will tell you the game speed for instance with d
3. igital numbers a 5 looks like an Sy You can change the speed by pressing either side button As you do this you ll see the digital display change In this game as in real bowling speed is not as important as accuracy You ll probably want to start playing at one of the slower speeds S 1 is the slowest S 7 the fastest NOTE You set the Speed just once at the beginning of each game When you see the speed you want just release both buttons This control is sensitive so be careful not to jiggle the game as you release the buttons A sensor will tell the computer that s the speed you ve selected GREENE NR TID ER I TERETE SEEGER HOW TO HOLD THE GAME There are different ways to hold MATTEL ELECTRONICS BOWLING The important thing is to be able to keep a sensitive touch on the side buttons while you re positioning the ball You also have to be able to tilt the game from side to side for better ball control Use a grip that s most comfortable for you Here are three Suggested methods ms Se ETERS SEE ONE HAND THUMB AND 3RD FINGER ON SIDE BUTTONS TWO HANDS INDEX FINGERS ON SIDE BUTTONS TWO HANDS THUMBS ON SIDE BUTTONS HOW TO PLAY As soon as you ve set the speed the scoreboard flashes a series of numbers iz Ti J J J I ma _ J PLAYER FRAME MARKS SCORE en The symbol for marks will always be J atthe
4. l of the following frame so the most points you could get with a spare would be 20 If the bowler gets all ten pins with the first ball thats a strike 10 points plus al the pins he knocks down with the next two balls So a strike could mean 30 points Twelve strikes would be a 300 score a perfect game If you get all the pins down in a frame called a mark whether you made a spare or a strike your pin total doesn t include your total score until you ve actually rolled one or two more balls The scoreboard flashes one of these symbols before each player comes up to bowl his first ball of a frame to tell what mark has been made in the previous frame means no mark you knocked down less than 10 pins with two balls j Means a spare you got ten points plus your J pins on your next ball means a strike you got ten points plus your pins on your next two balls means a double you got two strikes in a row 20 points plus your pins on your next ball LTTE ERED Also when you make a mark some of the pins reappear momentarily showing the standard symbols for a spare or strike X e e 0 e e 0 e e e e e e AFTER A SPARE AFTER A STRIKE 11TH AND 12TH FRAMES If the bowler scores a spare or a strike in the 10th frame there are opportunities to get extra points by rolling either one or two more balls The scoreboard will show these bonus chances as
5. r a short sound for each pin you knock down Let s assume you get 8 pins with your first ball You hear 8 of the pin counting sounds Then the scoreboard flashes 08 pins dropped by that ball Player Frame O00 if you have no marks in the previous frame your total pins won t be added until this frame is finished The mark symbol will appear only before the first ball of each frame If you knock down the remaining two pins with your second ball you ve got a spare The 2 5 and 9 pins will light up and the scoreboard will show a score of 10 total pins knocked down in that frame When two people play the scoreboard s first number after each frame shows the results for the bowler who has just had his turn The sequence continues with the other player s number frame number mark symbol and score When you get a strike you hear a short fanfare Sound a single series of rising tones EE TI STN aR ET EV NTE ed AE A SCORE KEEPING There are 10 turns or frames for each player to knock down as many pins as possible Each player gets two chances to knock down the ten pins If the bowler fails to knock down all ten pins in both chances his score for that frame is the total number of pins that were knocked down If the bowler takes both chances to knock down all ten pins thats a spare and the points won in that frame are the ten pins plus the number of pins knocked down by the first bal
6. start of the game If you re not familiar with the scoring system for bowling refer to the next section Now place fingers or thumbs on the side buttons and press in The pins are set up at the far end of the alley The ball appearing as a bright light is at your end By pressing one side or the other you can move the starting point of the ball from side to side When you ve adjusted the ball s starting position to your liking release the side buttons Again be careful not to jiggle the game as you move your fingers off buttons The ball will roll down the alley IF YOU TOUCH EITHER SIDE BUTTON WHILE THE BALLIS MOVING THAT WILL BEA FOUL SIGNALLED BY A FALLING TONE A FOUL MEANS YOU WASTE THAT BALL AND YOU CAN T SCORE ANY PINS WITHIT If there s no foul you hear a rising tone as the ball approaches the pins SEERNE O DERRE To make the ball curve or hook tilt the game toward the side where you want it to go If you tilt too far the ball will fall into the gutter and you will not of course Knock down any pins If you should try to start the ball down the gutter after releasing the side buttons the scoreboard will just recycle through the series of numbers shown earlier O 9 9 9 O d 9 X Try to move the game so the ball curves into the pocket between the 1 head pin and either of the pins behind it to increase your chance for a strike 6 When the ball hits the pins you hea
7. tate 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 KE IT I I SE I TUI NE YN IR STE RIES IF YOU NEED SERVICE FROM MATTEL ELECTRONICS REPAIR CENTER it s available during and after the 90 day warranty period 1 Pack the product carefully in its original box If the box is not available use a strong carton with plenty of newspaper or other padding Enclose a brief note telling us the specific problem you are having with the unit and your name and home address Remove the battery 2 Print this address on the box MATTEL ELECTRONICS REPAIR CENTER 5150 ROSECRANS AVENUE HAWTHORNE CA 90250 and your return address 3 Send the package by insured parcel post During the warranty period enclose proof of purchase date After warranty period has expired enclose check or money order for 10 00 www handheldmuseum com
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