E
CONNECTING TO A VCR
To connect Play TV Football 2 to your VCR, insert the yellow video
plug from the Main Unit into the video-in (Yellow) jack on your VCR, the
white audio plug into the left audio-in (white) jack. Then set the VCR to
the appropriate video input mode (see your VCR’s operating manual for
details).
Remember, you can’t play our games through a cable box or satellite, so
if you own one of these make sure it is turned off before connecting the
game. You can connect our games through some DVD players with the
same connection as a VCR.
ADULT SUPERVISION IS RECOMMENDED WHEN CONNECTING
CABLES TO A T V AND VCR.
FEATURES
1 PLAYER MODE
Input Button Function
[POWER]
[L]
[R]
[X]
[Motion]
[0 ]
Turns the game power on and off
• Highlight left receiver (offense)
• Turbo boost (running on mat)
• Scroll left (in menus )
• Highlight right receiver (offense)
• Turbo boost (running on mat)
• Scroll right (in menus)
• Highlight right receiver (offense)
• Spin move, stiff arm, and hurdle (offense)
•
Power tackle, cough-up, interception (defense)
• Enter selection (in menus)
• Hike and Pass the ball (offense)
• Enter selection (in menus)
• Scroll Plays and Power-ups (offense)
• Scroll right (in menus)
For 1 to 2 players / Ages 8 and up
INSTRUCTION MANUAL
WARNING: EPILEPSY AND SEIZURES READ BEFORE OPERATING
YOUR PTV
A few people may experience epileptic seizures when viewing flashing
lights or patterns in our daily environment. These persons may
experience seizures while watching T V pictures or playing video games.
Players who have not had any seizures may nonetheless have an
undetected epileptic condition.
Consult your physician before playing video games if you have an
epileptic condition or experience any of the following symptoms while
playing video games: altered vision, eye or muscle twitching, other
involuntary movements, loss of awareness of your surroundings, mental
confusion and /or convulsions.
L7278
P/N 823A8800 Rev.A
Get off the couch and onto the field!
Whether you’re running for a touchdown or intercepting a pass, Play TV
Football 2 brings the fun and excitement of professional football into
your living room!
Choose formations and plays then power up, speed burst, spin, or stiffarm your way to a touchdown, just like the real thing !
SETTING UP
BATTERY INSTALLATION
2 PLAYER MODE
Input Button Function
[POWER]
[L]
[R]
[X]
[Motion]
[0 ]
Turns the game power on and off
Defense (running mat)
• Turbo boost (running on mat)
• Scroll left (in menus )
• Turbo boost (running on mat)
• Scroll right (in menus)
• Spin move, stiff arm, and hurdle (offense)
•
Power tackle, cough-up, interception (defense)
• Enter selection (in menus)
Offense ( football)
• Hike and Pass the ball (offense)
• Enter selection (in menus)
• Choose one of three receiver X, L, R
• Scroll Plays and Power-ups (offense)
• Scroll right (in menus)
IT’S TIME TO PLAY!
At the Main Menu, tap the Directional Buttons with your foot to choose
“Player 1 vs. Computer”, “Player 1 vs. Player 2”, or “Training Camp”.
Lock in your selection by tapping the Action Button (X).
NOTE: Just like the pros, before playing a game you may want to attend
Training Camp.
On the back of the main unit, open the battery compartment and insert
four (4) AA batteries as indicated inside the compartment (alkaline
batteries recommended). Replace the battery compartment door.
NOTE: Batteries in the Main Unit should give you about 10 hours of
game play ( if alkaline batteries are used). The game will not operate
normally when the batteries begin to run low. The screen may be blurred
and resetting the game may not work. Be sure to install fresh batteries.
There is also no memory function. All game data will be erased when the
power is turned off or batteries are replaced.
ADULT SUPERVISION IS RECOMMENDED WHEN INSTALLING
BATTERIES.
BATTERY SAFETY INFORMATION
In exceptional circumstances batteries may leak fluids that can cause a
chemical burn injury or ruin your product. To avoid battery leakage;
• Do not use rechargeable batteries.
• Non-rechargeable batteries are not to be recharged.
• Do not mix alkaline, standard (carbon-zinc ), or rechargeable ( nickelcadmium) batteries.
• Do not mix old and new batteries.
• Only batteries of the same or equivalent type as recommended are to
be used.
• Batteries are to be inserted with the correct polarity.
• Exhausted batteries are to be removed from the product.
• The supply terminals are not to be shor t-circuited.
• Dispose of batteries safely.
•
Do not dispose of this product in a fire. The batteries inside may
explode or leak.
APPLYING ADHESIVE GRIPS
The adhesive grips will prevent excessive sliding.
• To apply, peel the triangle paper off.
• Position and place the adhesive grip on the back of the mat.
Helpful Hint: Try to position the adhesive grips on the back of the mat,
directly behind the center of 3 buttons, those are “X”, “R” & “L”.
TV CONNECTION
NOTE: To connect Play TV Football 2 directly to a TV, the TV must be
equipped with audio and video input jacks. They are commonly found on
the front of the TV near the contrast, color, and picture adjustment controls or on the rear of the TV near the antenna and cable/satellite jacks.
If your TV has audio and video input jacks, insert the yellow video plug
from the Main Unit into the video-in (yellow) jack on your TV, the white
audio plug into the left audio-in (white) jack. Then set the TV to the appropriate video input mode (see your TV’s operating manual for details).
If your TV does not have audio and video input jacks, you may connect
Play TV Football 2 through a VCR connected to your TV.
O BUTTON
POWER BUTTON - Press to turn on the unit.
X BUTTON - Step on the “X” to enter a selection, highlight players, or
activate an action.
L AND R BUT TONS - Use the “L” or “R” to scroll through selections and
highlight players. Run on them to give players a “turbo boost.”
FOOTBALL - Use this motion sensor football to select plays, hike, and
pass the ball.
NOTE: Plays can be selected with motioning the football or “X” on the
running mat.
O BUTTON (on football) - Press this button on the football to toggle
between plays and highlight receivers.
Running Mat:
The Running Mat has 3 buttons: [Left], [Right] and [X ]
• Step on any of the 3 Arrows
corresponding receiver on screen (One Player).
• Step on
dive tackle, or Power-Up. [X] also switches your defender before the
snap (One Player).
• Alternately stepping on
player – offense and defense. Two players – defense only).
• Navigate menus with
• View plays (Left/Right) and [Action] to select. (Two player – defense
only).
•
[POWER] button located on main plastic housing to power on /off.
Football Controller:
• Start Game [ Motion during Title Screen]
• Hike ball
• Throw ball to highlighted receiver
• View plays
•
Cycle through receivers [ O] and [Motion ] to select. (Two player – offense )
• Perform action/Power-Up moves [O] and [Motion] to select. (Two
player – offense)
[X] at the right time to perform a juke, spin, tackle, intercept,
[Motion]
[O] and [Motion] to select. (Two player – offense only)
[L] “L”, [R] “R” and [X] “X” to highlight
[L] and [R] quickly for a turbo boost. (One
[L] and [R] , [X] to select
[Motion]
Power
TRAINING CAMP
Training Camp helps you familiarize yourself with the way the running
mat and Football work. After you choose Training Camp, pick one of the
three mini games to improve your skills.
QUARTERBACK CHALLENGE
In this game, you must pass the football to one of three receivers. “Hike”
the football by quickly snapping it back to your chest with both hands.
The receivers will run across the field and it’s your job to throw a pass to
the open man. Using the Action, Left, or Right Directional buttons on the
running mat, quickly step on the button that represents the highlighted
receiver and throw a pass. If the left receiver is highlighted, quickly tap
the Left Directional Button. The right Button for the right receiver and
the Action Button for the center receiver. When throwing a pass, don’t
actually throw the football. Simply grip it tightly and make a throwing
motion straight ahead. The motion sensors inside the ball will read this
as a pass and the quarterback on the screen will throw the ball. Once all
nine balls are thrown, your final score is calculated based on your actual
quarterback rating, just like the pros. A perfect rating equals 158.3.
IMPORTANT NOTE: DO NOT actually throw the ball. Throwing the ball
could cause injury and damage the game itself. Use the safety strap attached to the football when in use.
RUNNING BACK CHALLENGE
This will hone your running skills and help you get your timing down to
run the ball in for a touchdown. Grip the football tightly and snap the ball
to start the game. It’s up to you to run down the field as fast as you can
while avoiding various defenders along the way.
Your player will automatically run, but it’s up to you to give him a “turbo
boost” by actually running on the two Directional Buttons. The Turbo
Meter at the bottom of the screen shows how big a boost you give him.
When a defender tries to tackle you, just before he gets to you, quickly
step on the Action Button to Spin or give him a Stif f Arm. The faster you
get down the field, the better your score.
As your player progresses up the field successfully, they’ll earn Powerups that can be used. They will only be earned when the player has
successfully broken ever y tackle up to that point.
FIELD GOAL CHALLENGE
In this game, you must complete a set of increasingly difficult field goals.
First, watch the moving Accuracy Meter at the bottom of the screen and
snap the ball to lock in your aim, then watch the power meter and tap
the action button to lock in the power to complete the kick. Make sure to
complete the kick before the defense rushes. The more kicks you make,
the better your score.
NOW THAT YOU’RE TRAINED, IT’S TIME TO PLAY A GAME !
GAME SETUP
When setting up the game, you get to choose which teams to play for
and against.
If only one player is selected, you will be asked to choose a Difficulty
Setting (Rookie, Pro, or All Pro). Do so by using the Directional Buttons
and the Action Button. Use the Directional Buttons to scroll through the
teams and their stats. Tap the Action Button to lock in your selection.
For two players, use the Directional Buttons and Action Button to
choose an Away Team. Players will alternate using the Football
Controller (Offense) and the Running Mat (Defense).
The last option to set up is the length of the game’s quarters (1-5 min).
Choose the Quarter Length by using the Directional Buttons and the
Action Button.
SELECTING PLAYS
Each player can select a play by using the Directional Buttons and
Action Buttons on the running mat, or the O Button and a passing
motion to enter.
To select plays from the football controller, the O Button can be used to
toggle between plays. During game play, the O Button is used to toggle
between receivers.
The offense will always be at the bottom of the screen while the defense
will always be at the top. Players one and two will be represented by their
helmets. Player one will be represented by a helmet facing the right of the
screen. Player Two’s helmet will always face the left side of the screen.
OFFENSIVE PLAY
Once the players are in position, hike the ball by quickly snapping it
back to your chest.
PASSING
When you’re ready to pass decide which receiver to throw to by either
stepping on one of the Running Pad’s buttons (1 Player mode), or
pressing the O Button on the football controller, and then make a
passing motion with the football controller.
NOTE: The player on the screen will have an “L”, “R”, or “X” above the
players head.
RUNNING
1 Player
After completing a pass, you control the speed of the player running with
the ball by running on the Directional Buttons. While running, watch the
Turbo Meter on your side of the screen. Once the meter reaches into the
red, your player will be given a quick speed burst. When the ball carrier
gets close to a defender, step on the running mat’s Action Button. If
timed correctly, this makes the ball carrier per form an appropriate action
(hurdle, spin, or stiff arm).
Note: In 2 Player Mode, offense does not have turbo, but can juke with
the O Button on the football.
FIELD GOALS
Watch the Accuracy Meter and snap the ball at just the right time. Then,
tap the Action/O Button to lock in the kicker’s power.
EXTRA POINTS & TWO POINT CONVERSIONS
After a touchdown is scored, the offensive player can select an “automatic
extra point” or go for two points by selecting a different play. After a
touchdown AUTO PAT (Point Af ter Touchdown) is highlighted. The player can
then either select AUTO PAT, or scroll to a different play to go for 2 points.
KICKOFF
During Kickoffs, the kicking team will be at the bottom of the screen
kicking to the return team.
PUNTING
You may choose a punt play in the Play Select Screen then execute it
the same as you would a kick off.
SAFET Y
Whenever a ball carrier is tackled in their own end zone, the defense is
awarded two points. The offense must immediately kickof f the ball to
the defense.
DEFENSIVE PLAY
BEFORE THE SNAP
The defensive player can step on the Arrow Buttons to select different
defensive linemen on the field. This gives the defensive player control
over a particular lineman for rushing.
PASS PLAY
Run on the Left & Right Arrow Buttons to build up your chosen player’s
turbo meter to do a rush move. Try to break through that offensive line!
Once the ball is in the air, however, your controlled defender
automatically becomes the one closest to the intended receiver. As
the ball nears, tr y to time stepping on the Action Button to go for an
interception, knock the ball down, or jar the ball loose from the receiver.
RUNNING PLAY
When chasing after a ball carrier, run on the Left & Right Arrow Buttons
to increase your player’s turbo meter.
Once your player is close to the ball carrier, step on the Action Button
and you player will dive toward and tackle the ball carrier.
ACTIONS
Actions are a big part of this game, and can greatly add to your success
if you can master the timing of these. Running back challenge is helpful
in getting a feel for correct timing of actions.
In most cases when your player comes in close proximity with
another player, an action can be performed, if timed correctly. It is
recommended that you experiment with actions at various times in the
games to see what can be done.
Available defense actions include power tackles, cough-ups,
interceptions, and bat-downs. Offense actions include spin moves, stiff
arms, and drives. If timed correctly, the best action for the situation is
automatically performed.
POWER UPS
These special moves will be awarded to players and then used with
plays when they have been selected on the Play Call screen.
Each Power-Up will be displayed on-screen by its own icon and sound
effect. When in use, Power-Ups are displayed by showing an icon over
the player that is affected by that Power-Up.
AWARDING POWER-UPS
Each time the offense or defense makes a key play, that team is awarded
a Power-Up.
When awarded a Power-Up, a window appears that randomly awards a
power-up to that team.
POWER-UP SELECTION
Each user can store up to six Power-Ups for offense and defense. After
a play is picked, if a Power-up is available, it is displayed with their name
and icon in a play call window. If a user has a Power-Up, but doesn’t
want to use it, they can select “None” by scrolling to it.
Once a Power-Up is activated, an icon appears over the head of the
player that is selected to use it.
Hint : If both offense and defense choose the same Power-up, those
Power-ups are rendered useless.
POWER-UP DESCRIPTIONS (OFFENSE & DEFENSE)
TURBO – The player gets a turbo boast for a few seconds.
STICKY HANDS– Gives the player a greater chance to catch/intercept
the ball thrown.
FREEWAY– Gives the ball carrier the enhanced ability to break /make
tackles.
METEOR– On offense, a random receiver is chosen. When the pass is
completed, the defenders fall to the ground allowing him to make the
play. On defense, using meteor will cause the ball to be “coughed up”
more often after tackling a receiver.
THE BULL– Makes the offensive line impenetrable to rushes or blitzes.
On defense, the highlighted player will instantly break through the
offensive line to rush the QB.
HEAT – This will increase the QB’s ability to complete the pass and make
the big play. On defense, the coverage of the receivers is increased.
NOW GET OUT THERE AND SCORE A TOUCHDOWN!
TROUBLE SHOOTING
TV
To locate your auxiliary channel, which is usually not 3 or 4, but a gaming
channel found between 2 and 99 (example 2, 1, 0, 99), first tr y 00 to see
if it is the auxiliar y channel. Channels downwards from 3 until a Line 1
or Line 2, Video 1 or Video 2, Front, Aux, AV, etc., appears on screen,
then push the power button on the game and it should automatically
come on if you have selected the correct channel. If this does not work,
another way to determine your auxiliary channel is to take a look at your
television remote. There may be a button on the remote that may take
you directly to the correct channel. The buttons you are looking for may
be labeled Input, AUX, AV, Line, TV/ Video, or Video. If your remote has
one of these buttons, turn your television back to Channel 3 and select
that button. The power button on the game should be turned on in order
for the game to appear on the television. If your television remote does
not have any of these buttons, and channel 00 is not working, you may
need to search the main menu for a way to determine your auxiliary
channel. If none of these methods have helped you locate your auxiliary
channel, you may need to check your owner’s manual and/or contact a
local television repair company.
VCR
When connecting to a VCR, you must first start with a blue background
showing on your television screen. To obtain a blue screen, try inserting
a videotape into the VCR, let it start to play, then hit the stop button. This
may give you a blue screen, then you can channel down to your auxiliar y
channel. If the blue screen still does not appear, try entering your TV
and/or VCR main menu and see if it gives you options to select a blue
screen background. Many times if you enter the main menu on your
television you can change the setting from cable to video and display
a blue screen. Also if you have an older television, you may locate a
hidden door on your television that has color, picture, horizontal, vertical,
and cable, antennae buttons. If your television includes this panel,
you can select the antennae /cable button and see the blue screen
appears. If you have tried all of these options and are still unsuccessful
connecting the console, then you may need to check your VCR owner’s
manual or contact the manufacturer to find out how to set up your VCR
for console games.
If you still have difficulty with setup or operation of your game, please
call our players helpline mentioned at the end of this manual.
If you choose to use an AC Adapter we suggest the following :
Recommended Adaptor Output:
-Voltage: 6 Volts DC
-Current: 300 mA (minimum )
Polarity: Negative Center
Plug Size: 5.5 mm outside diameter, 2.1 inside diameter.
AC Adapters are available at most electronic stores.
CAUTION
• Sometimes, a build-up of static electricity (from carpets, etc) may
cause the game to stop working. Just reset the game, by pressing the
power button off for a few seconds, and it will work again.
• In an environment with radio frequency interference, the product may
malfunction and require user to reset the product.
• The unit may malfunction when there is radio interference on the
power line and signal line. The unit will revert to normal operation
when the interference stops.
• Use only with the recommended transformer type.
• Disconnect the transformer before cleaning the console or controller.
• The transformer is not a toy.
• Transformers used with the toy are to be regularly examined for dam
age to the cord,plug, enclosure and other parts. In the event of such
damage, the toy must not be used with this transformer until the
damage has been repaired.
• The toy is not to be connected to more than one power supply.
NOT SUITABLE FOR CHILDREN UNDER 3 YEARS DUE TO LONG
CABLES
This device complies with Part 15 of the FCC Rules. Operation is subject
to the following two conditions: (1) this device may not cause harmful
interference and (2) this device must accept any interference received,
including interference that may cause undesired operation.
WARNING: Changes or modifications to this unit not expressly
approved by the party responsible for compliance could void the user’s
authority to operate the equipment.
NOTE: This equipment has been tested and found to comply with
the limits for a Class B digital device, pursuant to Part 15 of the FCC
Rules. These limits are designed to provide reasonable protection
against harmful interference in a residential installation. This equipment
generates, uses and can radiate radio frequency energy and if not
installed and used in accordance with the instructions, may cause
harmful interference to radio communications. However, there is no
guarantee that interference will not occur in a particular installation. If
this equipment does cause harmful interference to radio or television
reception, which can be determined by turning the equipment off and
on, the user is encouraged to try to correct the interference by one or
more of the following measures:
• Reorient or relocate the receiving antenna.
• Increase the separation between the equipment and receiver.
• Connect the equipment into an outlet on a circuit different from that to
which the receiver is connected.
• Consult the dealer or an experienced radio TV technician for help.
Keep these instructions for future reference as they contain
important information.
Protect the environment by not disposing of this product with
household waste ( 2002/96 /EC ). Check your local authority for
recycling advice and facilities.
6-MONTH LI MITE D WARR ANT Y FOR USA
(Thi s produ ct warr anty is v alid in th e Unite d Stat es and Can ada only )
Radica G ames Limi ted warr ants this produc t for a period of 6 mont hs from the origin al purcha se date und er normal
use again st defec tive workmanship and mater ials (batte ries exclud ed) . This war rant y does not c over damage
result ing from ac cident, unreaso nable use, negligen ce, improper serv ice or oth er cause s not arisi ng out of de fects
in materi al or work manship. R adica Games Limit ed will not b e liable fo r any cost s incurred due to loss of use of
this pro duct or ot her incide ntal or c onseque ntial co sts, expenses or d amages inc urred by t he purcha ser. Some
state s do not allo w the exclusion or limit ation of inciden tal or con sequent ial damages, so the a bove limitation s may
not appl y to you. Thi s warran ty gives you speci fic legal rights and you may als o have other legal righ ts, which vary
from st ate to st ate.
During t his 6-mo nth warr anty period, th e game will ei ther be re paired or r eplaced ( at our option) withou t charge to
the purch aser whe n return ed prepai d with pro of of date of purcha se to: Radica US A, Ltd., 13628 -A Beta Road,
Dallas , Texas 7524 4, USA. Pleas e remove the b atteries and wr ap the unit caref ully befo re shippin g. Pleas e
include a br ief descriptio n of the pro blem alon g with your r eturn ad dress an d mail it pos tage prepaid.
IMPOR TANT: Be fore ret urning th e unit for repair, test i t with fre sh alkali ne batt eries. E ven new bat teries may be
defect ive or weak a nd low bat tery power is a fre quent cau se of unsa tisfactory o perati on.
CREDITS
FAR SIGHT STUDIO
Technical Director – Jay Obernolte
Lead Engineer – Sean Shannon
Development Director – Bobby King
Associate Producer – Scott Shelton
Art Director – Tom Green
Senior Artist – Craig Alexander
Senior Artist – Migo Wu
Technical Artist – Chris Kline
RADICA GAMES
Industrial Designer – Ryan Paxson
Design Director – Ron Bagley
Product Manager – Jeff Bruneau
Sr. Graphic Designer – Robert Brock
CONFORMS TO THE SAFETY REQUIREMENTS OF ASTM F963.
© 2006 Mattel, Inc.All Rights Reserved.
RADICA USA Ltd., 13628-A Beta Road, Dallas, TX 75244-4510. www.radicagames.com Helpline 1.800.803.9611.
Retain this address for future reference.
Mattel Canada Inc., Mississauga, Ontario L5R 3W2. You may call us free at 1-800-524-8697.
Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628500303.
Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312.
Mattel East Asia Ltd., Room 1106, South Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China.
Diimport & Diedarkan Oleh: Mattel SEA Ptd Ltd.(993532-P) Lot 13.5, 13th Floor, Menara Lien Hoe, Persiaran Tropicana Golf
Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867.
Mattel, Inc., 333 Continental Blvd., El Segundo, CA 90245 U.S.A. Consumer Affairs 1 (800) 524-8697.