            Indoor Sports
            Copyright/Publisher: Mindscape/SportTime/Designstar Consultans Inc., 
            Designed & Produced by: Ed Ringler, 
            Associate Producer: Simon Finch, Programming: Simon Finch, Daniel 
            Lucas & Ed Ringler, Support: K.Lamb & W.Robinson, Music by: John 
            Fitzpatrick, Release Year: 1987, Genre: Multi Events, Number Of 
            Players: 1 to 4 

            THE MAIN MENU BOARD
            1. Enter the names of up to four players (only two at a time can 
            play). If you made a typing mistake, use the Backspace key to 
            correct it. Press Return to move on to the next slot without 
            entering a name. You must cycle through all four prompts for player 
            names before you can choose the game you want to play. 
            2. To choose a game after entering names, press the joystick forward 
            until you see the first game square change color. Use the joystick 
            to move the highlight left or right to select the game you wish to 
            play. At the top of the Main Menu Board, the bowling, darts and air 
            hockey icons form the game menu. The middle of the Main Menu Board 
            gives the victory totals of each competitor in columns under each 
            game icon. At the bottom of the Main Menu Board, a variety of 
            choices can be made that will be discussed later, but the first 
            thing you must do is enter the name of each competitor. 
            ENTERING NAMES
            When the Main Menu Board first appears, the first competitor is 
            prompted to enter a name at the bottom of the screen. As many as 
            four names can be entered, although only two players can play each 
            game at a time. 
            Use the keyboard to type each name. Only letters are accepted. Names 
            can be as long as six letters. When a sixth letter is entered, you 
            automatically will be prompted for the next competitor's name. If 
            the name contains fewer than six letters, you will need to press 
            Return to go on to the next name. 
            If there are fewer than four players, simply press the Return key 
            without entering a name to skip past the extra players. You must 
            cycle through all four prompts for competitors' names before you can 
            choose the game you want to play. 
            SPECIFYING THE COMPETITORS WHO WILL PLAY OR CHANGING THE ORDER OF 
            COMPETITION:
            When you have finished entering names, each name appears at the 
            bottom of the Main Menu Board along with the word RESET. The first 
            competitor's name always appears in red and the second competitor's 
            name always appears in green. To change this order or to specify new 
            competitors from the player names that have been entered, first make 
            sure that a name or RESET is flashing at the bottom of the Main Menu 
            Board. 
            If this is not the case, pull back on the joystick to toggle from 
            the game menu at the top of the screen to the names at the bottom. 
            Mow move the joystick to the left or right until the name of the new 
            player who is to compete first flashes. Press the fire button. This 
            player's name now appears in red to indicate that the player will be 
            the first competitor. 
            At this point, the name of the competitor who currently competes 
            second (in green) will flash. Move the joystick to the left or right 
            until the name of the new player who is to compete second flashes. 
            Press the fire button. This player's name now appears in green to 
            indicate that the player will be the second competitor. 
            CHOOSING A GAME
            To select bowling, darts or air hockey after players' names have 
            been entered, first push the joystick forware to activate the game 
            menu (represented by the three game icons) at the top of the Main 
            Menu Board. (Note: if RESET is flashing at the bottom of the screen, 
            push the joystick to the left before you push forward.) Notice that 
            when you push the joystick forward, the bowling icon at the top of 
            the Main Menu Board "lights up." 
            If you want to select bowling, simply press the fire button at this 
            point. To select darts or air hockey, push the joystick to the right 
            until the icon for the game you want lights up, then press the fire 
            button. Each game takes a short time to load. 
            HIGH-SCORE TABLES
            The top five scores for each game can be viewed by using the 
            joystick to highlight either the Bowling, Darts or Air Hockey icon 
            on the Main Menu Board, then pushing the joystick forward to see the 
            SportTime Hi-Score table, pull back on the joystick. Note: for Air 
            Hockey, only the top five scores of one-player games played at the 
            COMPETITOR or SUPERSTAR computer skill levels qualify for the 
            Hi-Score table. 
            SAVING HIGH SCORES
            To save scores in the Hi-Score tables to your disk so that they will 
            still be listed the next time you load INDOOR SPORTS, man euver the 
            joystick so that RESET flashes on the Main Menu Board and press the 
            fire button. SCORES, NAMES, and EXIT will appear at the bottom of 
            the screen. Push the joystick to the left until SCORES flashes, then 
            press the fire button again. 
            Now, SAVE, ERASE, and EXIT appear on the screen, with SAVE flashing. 
            To save the scores, press the fire button while SAVE is flashing. 
            The screen will turn solid blue for a few seconds. When the Main 
            Menu Board returns to the screen, the word EXIT will be flashing at 
            the bottom Press the fire button while EXIT flashes. 
            CLEARING NAMES AND SCORES
            Be forewarned that clearing the names of all competitors also clears 
            the accumulated victory totals of each player that appear in the 
            middle of the Main Menu Board. 
            To clear the names, first make sure that a name or RESET is flashing 
            at the bottom of the Main Menu Board. If this is not the case, pull 
            back on the joystick to toggle from the game menu at the top of the 
            screen to the names at the bottom. Now push the joystick to the 
            right until RESET flashes, then press the fire button. Notice that 
            now SCORES, NAMES and EXIT appear at the bottom of the screen. 
            If you change your mind about clearing the names, press the fire 
            button while EXIT flashes, and the original names will be restored 
            to the bottom of the screen. Otherwise, to clear the names, push the 
            joystick to the left until NAMES flashes, then press the fire 
            button. Follow the steps outlined previously in "Entering names" on 
            page 11 to enter new names. 
            To clear the scores from the Hi-Score tables, maneuver the joystick 
            until RESET flashes on the Main Menu Board. Press the fire button. 
            SCORES, NAMES and EXIT will appear at the bottom of the screen. Push 
            the joystick to the left until SCORES flashes. Now, SAVE, ERASE and 
            EXIT appear on the screen. If you change your mind about clearing 
            the scores, move the joystick to the right until EXIT flashes, then 
            press the fire button. 
            Otherwise, to clear scores, move the joystick to the left or right 
            until ERASE flashes and press the fire button. (Note: Erasing score 
            does not erase scores saved to the disk. It only erases scores in 
            the computer's memory. Scores saved to the disk are erased only when 
            new scores are saved over them.) 
            BOWLING
            A number of options are available to you before you take to the 
            lanes (renting shoes is not one of them, however). Choose the number 
            of players, the weight of your ball, the number of games to play and 
            the computer's skill level if you plan to play against the computer. 
            Each of these options is discussed below. 
            THE BOWLING OPTION SCREEN

            NUMBER OF PLAYERS: You can play a solo game with no competition, a 
            one-player game against the computer, a two-player game, or if you 
            select DEMO, you can watch the computer play against itself. Just 
            move the white arrow with the joystick until the arrow is positioned 
            over your choice of SOLO, ONE PLAYER, TWO PLAYER or DEMO. then press 
            the fire button to select it. 
            WEIGHT OF BALL AND ALLEY SLICKNESS: You can adjust the weight of the 
            ball between 8 and 16 pounds. To change the ball weight, use the 
            joystick to position the arrow over the number next to WEIGHT OF 
            BALL. Press the fire button to increase this number by one pound. 
            Continue to press the fire button until the desired weight is 
            reached. To lower the ball weight, press the button until the ball 
            weight reaches 16 pounds, then press the button again. Notice that 
            the ball weight has changed from 16 pounds to 8 pounds. Continue to 
            press the button until the desired weight is reached. 
            Note that alley slickness cannot be changed. It is randomly assigned 
            a value between 0 and 9 by the computer before each match. The 
            higher the value, the slicker the alley is. 
            Ball weight and alley slickness, combined with the curve you put on 
            the ball, determine how much and how soon a ball will curve as it 
            rolls down the lane. In general, with higher alley slickness, a ball 
            will slide and not start its curve right away. A heavier ball does 
            not curve as much as a lighter ball. A low alley slickness and a low 
            ball weight make possible the fastest-breaking and most severe 
            curve. 
            NUMBER OF GAMES PER SERIES: you can play one-, two- or three-game 
            (regulation) series. Move the arrow wo it's positioned over your 
            choice, then press the fire button to select it. 
            COMPUTER SKILL LEVEL: Four choices of computer skill are available: 
            BEGINNER, AVERAGE, COMPETITOR and SUPERSTAR. The computer's skill 
            level determines its abilities as an opponent. Move the arrow so 
            it's positioned over your choice, then press the fire button. 
            START SERIES: When you are ready to bowl after selecting your 
            options, select START SERIES at the bottom of the option screen and 
            press the fire button. 
            PLAYING THE GAME

            WHAT YOU WILL SEE: You view your bowler and the bowling lane from 
            the right side. The two bowlers, you'll note, are dressed in 
            different colors. 
            In the upper left and upper right corners of the screen, the game 
            score for each bowler will appear after each game series. 
            The middle of the screen at the top shows the pins that are 
            standing. Large circles represent standing pins, while smaller 
            circles represent pins that have been knocked down. The triangular 
            figures to the left or right below these pins indicate whether you 
            are taking your first or second shot during a frame. If only the 
            triange on the left is visible, it's your first shot in the current 
            frame. If both the left and right triangles are visible, it's your 
            second shot. 
            At the bottom of the screen, you will see a frame by frame tally of 
            each bowler's score, just as you would see it on the overhead 
            projectors at bowling alleys - except that INDOOR SPORTS keeps track 
            of the score for you! 
            Your point of view changes to a head-on closeup of the pins at the 
            end of the lane after a bowler releases the ball. From this 
            perspective, scores from each of the last five frames can be seen in 
            the upper left-hand corner of the screen, and your bowler's facial 
            reaction to the results of a shot can be seen in the upper 
            right-hand corner. 
            GETTING THE BALL ROLLING: Four actions are involved in sending the 
            ball on its way: positioning the bowler with the joystick, aiming 
            the ball with the fire button, controlling the curve of the ball 
            with the joystick, and releasing the ball from the bowler's hand 
            with the fire button. These actions are interrelated, so 
            experimentation will be necessary. It is advisable to start with a 
            solo game to give yourself a chance to practice. Each of the four 
            actions you need to understand to start knocking down a few pins is 
            described in the following paragraphs. 
            STEP 1 - POSITIONING THE BOWLER: You control your bowler's position 
            on the lane by pushing the joystick forward to move him to his left, 
            or pulling the joystick back to move him to his right. 
            STEP 2 - AIMING THE BALL: Once the bowler is positioned where you 
            want him, you will use the "Aiming Arrow" to select the place on the 
            lane where the ball will hit when the bowler first releases it. This 
            is a no-turning-back selection, because as soon as the selection is 
            made, the bowler begins his approach to the foul line. 
            Activate the Aiming Arrow by pressing the fire button and holding it 
            down. An arrow will appear at the left-most part of the lane (toward 
            the top of the screen) just beyond the foul line on the right side 
            of the screen. As long as you hold the fire button down, the arrow 
            will travel from the left of the lane toward the right of the lane. 
            Let go of the fire button when the arrow reaches the spot where you 
            want the ball to begin its path toward the pins. 
            If the arrow passes the spot, continue to hold down the fire button. 
            Whenever the arrow reaches the right side of the lane while the fire 
            button is depressed, it returns to the left side of the lane and 
            begins its downward path again. 
            STEP 3 - CONTROLLING THE BALL'S CURVE: As soon as you have released 
            the fire button to take aim, the bowler automatically will approach 
            the foul line. During the approach, you should establish the curve 
            of the ball with the joystick. You control the severity of the curve 
            with the joystick rather than the direction of the curve. Both 
            bowlers are right-handed, and the curve of the ball is always from 
            right to left unless you select to have no curve by pushing the 
            joystick straight forward. 
            Moving counterclockwise from a forward joystick position which puts 
            no curve on the bal), each of the remaining seven joystick positions 
            puts progressively more curve in the ball's path. For example, 
            pushing the joystick up and to the left produces very little curve, 
            whereas pushing the joystick up and to the right produces maximum 
            curve. Pulling the joystick straight back would produce a medium 
            curve. Also, keep in mind that alley slickness and ball weight, 
            discussed on page 15, also affect the ball's path. 
            Another important consideration is that the ball curves from an 
            imaginary straight line connecting the starting position that you 
            chose and the spot on the lane that you chose with the Aiming Arrow. 
            For example, if your bowler started at the extreme right of the lane 
            and you selected a spot at the center of the lane with the Aiming 
            Arrow, then chose to put no curve on the ball, your ball would go 
            straight into the left-hand gutter if you released it properly. If, 
            on the other hand, you had started your bowler on the left hand side 
            of the lane with the Aiming Arrow set to the center of the lane and 
            put a lot of curve on the ball, you would be more likely to meet 
            with satisfying results. 
            You must continue to hold the joystick in the position you have 
            selected for the ball's curve as you execute the last step - 
            releasing the ball. 
            STEP 4 - RELEASING THE BALL: As the bowler nears the end of his 
            approach, he begins to swing the ball. You must decide at what point 
            in the swing the bowler releases the ball. The bowler will release 
            the ball as soon as you press the fire button. Remember that you 
            need to continue to press the joystick in the direction you have 
            chosen to establish the severity of the ball;s curve as you release 
            the ball. Timing of the release is critical. If you release the ball 
            too soon, you are likely to hit yourself in the leg; if you let go 
            too late, you may slide face first down the lane. 
            After you release the ball, all you need to do is sit back and watch 
            your ball roll down the lane - or gutter! Once you have seen the 
            results, the side-perspective screen automatically reappears and you 
            or your competitor will be able to start the next shot. 
            DARTS
            A number of options are available to you before you play darts. 
            Choose the number of players, double on and double off, game length, 
            the computer's skill level if you plan to play against the computer, 
            and the overall speed of the game. Each of these options is 
            discussed below. 
            THE DARTS OPTION SCREEN

            NUMBER OF PLAYERS: you can play a solo game with no competiton, 
            one-player game against the computer, a two-player game, or, if you 
            select DEMO, you can watch the computer play against itself. Just 
            move the arrow until it's positioned over your choice SOLO, ONE 
            PLAYER, TWO PLAYER or DEMO, then press the fire button. 
            DOUBLE ON/DOUBLE OFF: When DOUBLE ON is set to YES, a player must 
            throw a dart so that it lands within the thin, colored, outer ring 
            on the dart board before points from any of that player's throws are 
            counted toward the score. When a dart lands in this outer ring, the 
            throw is called a "double." When you throw your first "double," you 
            score twice the point value for that section of the board, and from 
            then on any points you earn from your throws will be credited to 
            your score. Until the player throws a double, all throws earn zero 
            points. DOUBLE ON YES is part of regulation rules in darts. 
            COUBLE ON NO means that a player need not throw a double before 
            points are counted. All earned points will be credited to the 
            player's score starting with the first throw. 
            DOUBLE OFF YES means that a player must throw a double that 
            perfectly reduces the player's point total to zero to end the match. 
            In other words, if you have 14 points remining near the end of a 
            match, you must throw a double seven to lower your score to zero. 
            Throwing a single 14, for example, would not win the match for you. 
            DOUBLE OFF YES is part of regulation rules in darts. 
            DOUBLE OFF NO means that a player need not throw a double to reduce 
            the player's score to zero to win match. 
            You can set DOUBLE ON and DOUBLE OFF for each player. To change 
            DOUBLE 
            ON or DOUBLE OFF, position the arrow over YES or NO next to DOUBLE 
            ON or DOUBLE OFF, whichever you want to change, in the PLAYER 1 or 
            PLAYER 2 (or COMPUTER) column. Pressing the fire button toggles 
            between YES and NO. 
            As a beginner, you will find it easier to play darts if you set both 
            DOUBLE ON and DOUBLE OFF to NO. Once your skill increases, you can 
            try regulation rules by setting DOUBLE ON and DOUBLE OFF back to 
            YES. 
            GAME LENGTH: Game length can be set for each player. In darts, 
            points earned from your throws are deducted from a starting total. 
            The player who reaches zero first wins the game. You can set this 
            starting total to 301, 501 or 701 points. 
            COMPUTER SKILL LEVEL: Four choices of computer skill are available: 
            BEGINNER, AVERAGE, COMPETITOR and SUPERSTAR. Your selection 
            determines how formidable the computer will be as an opponent! 
            OVERALL GAME SPEED: Game speed affects the rate at which the Aiming 
            Dart, Angle Meter and Power Meter travel as you try to aim your 
            throw. The faster you set the game speed, the harder it will be to 
            line up your throw. Move the arrow to BEGINNER, NORMAL or HYPERDRIVE 
            and press the fire button. 
            START MATCH: When you are ready to play darts after selecting your 
            options, select START MATCH at the bottom of the option screen and 
            press the fire button. 
            PLAYING THE GAME

            GENERAL RULES AND SCORING: Each player gets three throws per turn. 
            Points are awarded according to what section of the board you hit 
            with the dart. These points are then subtracted from the starting 
            total, which you set on the option screen. The first player to 
            reduce this point total to zero wins the game. When one player 
            reaches zero, the other player will continue to be given the 
            opportunity to reach zero unless you manually exit the game accoring 
            to the instructions on the Reference Card. The winning player's 
            scores will still register on the Hi-Score table (if they qualify 
            among the top five) even if the second player doesn't finish the 
            game. 
            The total length of time you take to aim and throw your darts and 
            the total number of throws it takes you to reach zero determine your 
            score for the match. A timer for each player counts down, starting 
            from 999, while the player lines up the throw. The faster you can 
            accurately aim and throw the dart, the better your score will be. 
            If, at the end of a match, your timer score qualifies among the top 
            five, it will appear in the darts Hi-Score table. Note that the 
            timer runs fastest when a player starts with 301 points. It runs 
            slower with 501 starting points, and slower still with 701 starting 
            points. this is done to even out the scoring with regard to the 
            darts Hi-Score table. The total number of throws for the five 
            players who require the fewest number of throws to reach zero also 
            appears in the Hi-Score table. 
            When you throw a dart within the thin, colored outer ring of the 
            dart board, you are awarded twice the point value for that section 
            of the board. This is called a "double." If DOUBLE ON is set to YES 
            on the option screen, you need to throw a double or a bullseye 
            before your starting total can be reduced. If DOUBLE OFF is set to 
            YES on the option screen, you need to throw a double that reduces 
            your score to zero at the end of the game in order to win. 
            The thin, colored inner ring on the board is called the triple ring. 
            If your dart lands within this ring, you will be awarded three times 
            the point value for that section of the board. In the board's 
            center, a bullseye that lands in the outer portion is worth 25 
            points and a bullseye that lands in the inner portion is worth 50 
            points. 
            WHAT YOU WILL SEE: The first screen you will see is a closeup of the 
            dart board itself. From this screen, you will aim the dart, select 
            the angle (arc) of your throw, and decide how much power you put 
            into the throw. On either side of the dart board are "chalkboards" 
            for each player. The timers play an important role in scoring. 
            The three vertical columns at the bottom of the screen on the left 
            side form the Power Meter. Use of the Power Meter is explained under 
            "How to throw a dart", as is the use of the Angle Meter, the thing 
            that looks like a piece of pie at the lower right. The large dart on 
            the lower portion of the screen is the Aiming Dart, also explained 
            under "How to throw a dart." 
            After you have aimed the dart and made your angle and power 
            selections, the scene switches to a nice, cozy room. You'll be able 
            to watch your player throw the dart with the placement, angle and 
            power that you specified. You'll also see your opponent's throw. 
            HOW TO THROW A DART: There are three steps involved in throwing the 
            dart: using the Aiming Dart to select the area on the left side, 
            right side or center of the board in which the dart will land, 
            setting the Angle Meter to establish the arc of your throw, and 
            setting the Power Meter to determine how hard you throw. The 
            combination of angle and power determine whether the dart lands 
            high, low or in the middle of the dart board. Experiment to find the 
            combination of angle and power that works best for you. 
            These three steps occur in a continuous combination of joystick and 
            fire button movements, so once you start the first step, be prepared 
            for the second and third steps, which follow immediately with no 
            break. 
            STEP 1 - AIMING THE DART: The Aiming Dart appears at the bottom of 
            the screen. The computer randomly places it on either the left side 
            or the right side before each throw. To aim the dart, move it with 
            the joystick to the left or right until it is aligned with the area 
            on the dart board for which you are aiming. To make things a little 
            tougher on you, the Aiming Dart "homes" on its original starting 
            position. If you let the joystick return to its center position, the 
            Aiming Dart will travel back toward its starting point. The rate at 
            which the Aiming Dart homes is determined by the OVERALL GAME SPEED 
            selection on the darts option screen. When the Aiming Dart is where 
            you want it, press and hold down the fire button. Pressing and 
            holding the fire button will lock the Aiming Dart into position. 
            STEP 2 - SETTING THE ANGLE METER: The Angel Meter, the pie-shaped 
            figure in the lower right portion of the screen, begins to operate 
            as soon as you press and hold the fire button to aim the dart. The 
            Angle Meter is set as soon as you release the fire button, so don't 
            let go until you have it where you want it. The Angle Meter fills 
            the pie-shaped figure with color while it operates. The more color 
            that appears in the meter, the greater the arc of your throw. Don't 
            worry if the Angle Meter passes by the level you want to set it for. 
            When it reaches the end of its cycle, it automatically starts over 
            at the beginning. The rate at which the Angle Meter fills is 
            determined by the OVERALL GAME SPEED selection on the darts option 
            screen. The faster the game speed, the harder it is to accurately 
            set the Angle Meter. When the Angle Meter is in the desired 
            position, release the fire button. The Angle Meter will lock into 
            position. 
            STEP 3 - SETTING THE POWER METER: The three vertical columns made up 
            of rectangles at the lower left side of the screen form the Power 
            Meter. Once you have set the Angle Meter, the Power Meter 
            automatically begins to operate. One at a time, each rectangle in 
            the Power Meter will change colore, staring with the bottom 
            rectangle of the left column and moving upward through each column. 
            If you press the fire button when each rectangle in all three column 
            is colored, your throw will have maximum power. 
            The fewer colored rectangles there are when you press the fire 
            button, the softer the throw will be. The rate at which the 
            rectangles of the Power Meter change color is determined by the 
            OVERALL GAME SPEED selection on the darts option screen. The faster 
            the game speed, the harder it is to accurately set the Power Meter. 
            When the Power Meter reaches the end of its cycle, it automatically 
            starts over at the beginning. 
            To select a power setting, press the fire button when the meter 
            reaches the desired setting. The Power Meter will lock into place. 
            Once the Power Meter is set, all you need to do is sit back and 
            watch the result of your throw. Sometimes, a dart will hit a metal 
            wire on the dart board and fall to the floor. But don't worry, the 
            computer is very forgiving about hitting the floor and walls. After 
            you have viewed the throw, the first screen automatically reappears 
            so that you or your opponent can start the next throw. 
            Options for viewing previous throws and interrupting or exiting the 
            game are explained on the Reference Card. 
            AIR HOCKEY
            A number of options are available to you before you begin to play 
            air hockey. Choose the number of players, the computer's skill level 
            if you plan to play against the computer, whether or not to 
            alternate sides of the table after each game, the overall speed of 
            the game, and the number of games to play in each playoff match. 
            Each of these options is discussed below. 
            THE AIR HOCKEY OPTION SCREEN

            NUMBER OF PLAYERS: You can play a solo game with no competition, a 
            one-player game against the computer, a two-player game, or if you 
            select DEMO, you can watch the computer play against itself. Just 
            move the white arrow with the joystick until the arrow is positioned 
            over your choice of SOLO, ONE PLAYER, TWO PLAYER or DEMO. then press 
            the fire button to select it. 
            COMPUTER SKILL LEVEL: Four choices of computer skill are available: 
            BEGINNER, AVERAGE, COMPETITOR and SUPERSTAR. The computer's skill 
            level determines its abilities as an opponent. Move the arrow so 
            it's positioned over your choice, then press the fire button to 
            select it. (Note: Only one-player games against the computer at the 
            COMPETITOR or SUPERSTAR skill levels will qualify for the air hockey 
            Hi-Score table.) 
            ALTERNATE SIDES: If you select YES for ALTERNATE SIDES, you and your 
            opponent will switch sides of the table after each game. If you 
            decide to alternate sides, you will hear a "flutter" to indicate 
            that players have switched sides of the table between games. 
            OVERALL GAME SPEED: You can set the game speed to BEGINNER, NORMAL, 
            WORKOUT or HYPERDRIVE. Move the arrow so it's positioned over your 
            choice, then press the fire button. 
            NUMBER OF GAMES PER PLAYOFF: You can play a one-, two-(best of 
            three), three-(best of five) or four-(best of seven) game playoff. 
            Move the arrow so it's positioned over your choice, then press the 
            fire button. When a playoff is set for more than one game, you will 
            hear a "flutter" to indicate that one game has ended and another 
            game is about to start. 
            START PLAYOFFS: When you are ready to play air hockey after 
            selecting your options, position the arrow over START PLAYOFFS at 
            the bottom of the option screen and press the fire button. 
            PLAYING THE GAME


            GENERAL RULES AND SCORING: A game ends when one player scores 12 
            goals or when time runs out. The game time limit is 15 minutes. Time 
            remaining is displayed on the screen. If time runs out, the player 
            who has scored the most goals wins the game. If the score is tied 
            when time runs out, a sudden death overtime begins. The timer will 
            flash to indicate the start of sudden death, and the first player to 
            score a goal wins the game. 
            WHAT YOU WILL SEE: The names of the two players will appear at the 
            top and bottom of the table. The number to the left of either name 
            represents the number of games won in the current playoff by that 
            player. The number to the right of either name indicates the total 
            number of goals scored by that player in the current playoff. Above 
            the name at the bottom of the screen, a counter indicates the time 
            remaining in the game. 
            The shapes at either rnd of the table tell you how many goals each 
            player has scored in the current game. Starting on the left, one 
            whape will change color each time the player on the corresponding 
            side of the table scores a goal. The total number of shapes that 
            have changed color indicates the total number of goals scored by 
            that player. 
            HOW TO PLAY: Use the joystick to move your "hitter" to block the 
            puck from entering your own goal, and to shoot it toward your 
            opponent's goal. You can move the hitter in eight directions. IF YOU 
            PRESS THE FIRE BUTTON AND HOLD IT DOWN, YOUR HITTER WILL MOVE 
            FASTER. 
            The puck never stops moving. It continually "floats" on the air. The 
            puck can be hit in 32 different directions and is capable of moving 
            at 40 different speeds. 
            After each goal is scored, a new puck automatically appears on the 
            table. Each game starts automatically in a multiple-game playoff. 
