
Is your hand
quicker
than your eye?
If
you
don't
already know,
then you're
surely about to
learn.
Welcome
to the world
of SPLIT SECOND! It's a
world of speed
and skill, of
variety and change, of
personal
challenge and
head-to-head competi-
tion. It's
a
world
that will fascinate
and frustrate
you;
that will keep you
on your toes and at
the
edge
of
your seat; that
will bedazzle your eye,
bedevil
your hand
and—beyond
all else—
bring
you
running
back for more!
The games.
There
are five basic
games. Of
these,
two also
offer advanced-play
variations
Thus, as
listed below,
there are
eight games
altogether:
1
.
Mad Maze
"Visible"
2.
Mad Maze
"Preview"
3.
Mad
Maze
"Invisible"
5.
Space
Attack
"Pro"
6.
Auto
Cross
7.
Stomp
8.
Speedball
4.
Space
Attack
"Beginner"
The object.
As
you can see,
the
themes
of the
basic
games are
different. So,
too,
are the rules.
Yet each
game's object
is exactly
the same: to
finish in the
shortest
possible time.
TECHNICAL
INFORMATION ABOUT
SPLIT
SECOND.
BEFORE
PLAYING, PLEASE
READ THIS
SECTION CAREFULLY
1. Proper
Care
The
game's electronic circuitry is very
delicate.
Therefore:
•
Never take
SPLIT SECOND
apart.
•
Don't drop
or jolt SPLIT
SECOND.
•
Take
care not to get
SPLIT SECOND wet.
2.
Batteries
You can make SPLIT SECOND
completely
portable
if
you
power it with
batteries. To
do
this,
you'll need
6 AA-size
batteries.
Use
only
ALKALINE
BATTERIES; they will
work
much
better than
regular carbon
batteries.
3.
Battery
Installation
a)
The
battery cover is the
printed area
on the bottom
of the game.
b)
To remove the cover, place your thumb onto
the ribbed
space
marked PRESS. While
pressing down, slide the
cover
about
¥2"
in
the direction of the arrow.
Then lift
the top
of
the cover toward you.
c)
Install your
batteries exactly
as
shown
(-1-
and
-)
on
the floor of the battery
compartment.

SPECIAL NOTES
•
In this game we use the word "second" to
describe time. Yet we
do so
only for rea-
sons of convenience. As
a
measure of
time, our "second" is not
exact. Techni-
cally it would
be
more
accurate to use the
word
"moment" or "instant" instead.
•
Throughout your SPLIT SECOND unit the
measure of time is completely consistent
from
game to game. Your unit's "second,"
however, may
be
either
slightly longer or
slightly shorter
than the "secon^" in
someone else's unit.
Keep this possible
difference in mind
when you're competing.
For the
most accurate scoring compari-
sons, it's
best to compete against some-
one on the same unit.
OVERVIEW
OF
PLAY
1
.
Turn the game ON, and the screen
will
show
the number 1. (Figure
1,
Page
4)
The games are numbered
according
to the
previous list. The number
1,
therefore, repre-
sents MAD MAZE "VISIBLE.
"
2.
The SELECT button. By
pressing this button,
you
can choose the game you
want to play. To
make your choice,
repeatedly press SELECT
until your
game's number appears on the
screen.
3.
The START button. As soon
as
you've
se-
lected the game
you
want
to
play, press START.
You'll hear the "game
start" sound, and the
timer will begin.
4.
The
ARROW buttons. Each game challenges
your ability to maneuver lights that appear on
the screen. The ARROW
buttons are direc-
tional
buttons. By pressing
them, you can move
a light in any direction:
LEFTor RIGHT, UP or
DOWN.

Figure
1.
5.
Completing
a
game
a)
"Game end" sound. At the end of a
game,
the screen will go
blank for
a
second or so,
and you'll hear either the
"Win" or "Lose"
sound. If you've beaten
the previous
time
record, you'll hear the
"Win" sound; other-
wise you'll hear the "Lose"
sound.
Figure
2. The lower the
number,
the better the
score.
b) Scoring. After
hearing the "game end"
sound, you'll
see
your score on the
screen.
Your score is the number
of seconds that it
takes you to complete a
game. Your score
will
be
correct to
the tenth of a
second, and
will range somewhere
between 00.0 sec-
onds
and 99.9 seconds.
In Figure
2,
for

example,
this player took 37.5 seconds
to
complete
a game.
c)
Beeping. Your
score will
be
displayed
for
just a
second or
so.
Then the
screen will
go
blank, and you'll hear a "beep"
every few
seconds. This "beep" is an
energy-saving
reminder that the unit is still turned ON. The
"beep"
will continue either until you start to
play again or until you turn the
unit OFF.
6.
Playing another game
a)
Same game. To
play the same
game, simply
press STARTand
you'll
be
ready to
begin.
b)
Different game. To
play
a
different game—
or even a
different version of the game you
just played— first press
SELECTuntil its
number appears; then press STARTand
you'll be ready to
begin.
7.
Special features
a) "Best score yet." Let's
say you
play the
same game a number of times in a row and
want
to
learn
the "best score yet" for that
game. Simply
press the "UP " ARROW
button. The screen will
show the record time
for
that particular game. (Figure
3)
However: As soon
as you
press SELECT
(thus choosing
either
a
different game or
a
different version of the same game), the
Figure 3. For "best score yet" press
the "UP"
ARROW button.
computer will no longer remember the "best
score yet"
for the previous game. Instead, it
will automatically start to
record the
"best
score
yet"
for the newly-selected game.

Figure
4.
For
"last game played" press
the "DOWN"
ARROW button.
Example: Let's
say you
play SPEEDBALL
ten times in a
row. After each game,
you
can
learn the "best
score yet." If, however, you
suddenly switch
to
STOMP, the
computer
will
immediately forget everything
about
SPEEDBALL and
will automatically start to
record the scores for STOMP.
b) "Last game played."
The
"best
score yet"
does not include
the score of the "last
game played."
To
see
this score, press
the
"DOWN"
ARROW
button. (Figure
4)
As
you
can see, these
special features
make it
easy
to follow your
own scoring progress in a
particular game. They also make it easy to see
how you're doing if
you're competing against an
opponent.
After all, whether you've just broken
the scoring record or still have a long way to go,
you'll instantly
learn—
to
the tenth of
a
second-
exactly where you stand.

SUMMARY
1. Turn the
game ON.
2.
Repeatedly
press SELECT to
choose
the
number of the game you
want to
play.
3. Press
START, and the
timer will begin.
4. As
soon as you
finish
a
game,
your score
will
appear on the
screen.
5. a)
To play the
same
game, press
START.
b) To
play
a
different game—
or
a
different
version
of the game you just
played—
first SELECT its number;
then press
START
6.
a)
If
you
continue to play the same
game,
you
can learn the "best
score yet" for
that game
by
pressing
the "UP"
ARROW button.
b)
Any time before
you press SELECT,
you
can
see the score of the "last
game
played"
by
pressing the
"DOWN"
ARROW button.
MAD MAZE
"VISIBLE"
Game #1
Object:
To move
a
ball through a
series of ten
different
mazes in the
shortest
possible time.
1.
SELECT game #1.
2.
Press STARTand
you'll
see
the
first maze on
the screen.
Each maze
will consist of a
ball
at
one end
of the screen, a
goal at the
other end,
and
a
number of bars
randomly
scattered
in
between.
(Figure
5,
Page
8)
3.
Use
the
ARROW buttons to
maneuver the
ball
around the bars
and into the goal. To
save time,
use
the shortest, most direct
route that's avail-
able.
(Figure
6,
Page
8)
4.
As
soon
as you
move the
ball into the
goal, the
maze will
vanish and
a
new
maze will
appear.
The new
maze's goal will
be
somewhere at the
opposite end of the screen; the
ball will start
from where it entered the previous
goal.
(Figure
7,
Page
8)
5.
This pattern will continue
either until you've
completed
all ten mazes,
or until 99.9 seconds
have elapsed.

Figure 5.
Figure 7.
Figure
6.
Special Features
a) To challenge yourself— or an opponent—with
exactly the same
ten mazes, just press
START.
b) To play ten different "visible" mazes, or
a
different game
altogether, first press SELECT
until
your game number
appears; then press
START
Remember: As
soon
as you press SELECT, the
computer will
no longer remember
either the "last
game played"
or the
"best score yet" for the
previous series of ten
mazes.

MAD MAZE
"PREVIEW"
and
"INVISIBLE"
Games #2 and
#3
The
object of both games: to
maneuver
a
ball
through ten different mazes in
the
shortest possi-
ble time.
The difference
between the games:
In
MAD
MAZE "PREVIEW"
(game
#2)
each maze
appears on the
screen for only
a
brief moment.
You must remember where the bars
were
as
you
grope your way around
them and into the goal.
In
MAD MAZE "INVISIBLE"
(game
#3)
you
see
only the ball
and the goal;
you
never
see the bars.
Your
challenge is to maneuver
the ball—
by
trial
and
error— around
the unseen bars and into
the
goal.
The
special features of both games are the same
as those of
MAD MAZE "VISIBLE."
SPACE
ATTACK
"BEGINNER"
Game #4
Object: To shoot down
eight enemy "ships"
in
the
shortest possible time.
1. SELECT game #4.
2. As soon
as
you press START
an enemy
space
ship
will appear at one end of the
screen. At
the center of
the screen a single dot
will also
appear This dot is the
core of your "force
field"
—a
vast, powerful area of
electromagnetism
that
lies
completely under your control.
3.
Use the ARROW buttons to draw the enemy
ship
to your force field's core. Because of your
force field's
enormous strength, the ship
will
be
unable
to
resist your control. As soon
as
you're
able to center the ship directly
over the core,
you'll
be
able
to
shoot
it
down with "lasers."
4. To fire
your lasers, press either
the SELECT
or START
button. Either button will
cause
your
lasers
to converge on the core from
both the
top and bottom of the screen. (Figure
8,
Page
10)

Figure 8.
Although
you may fire your lasers at any time,
you won't shoot down the enemy
ship just by
maneuvering it into
a
laser's path. The ship will
remain unharmed until
you
center it directly
over the core and fire at it while it's there.
5.
As soon
as you
shoot down an enemy ship,
another one will appear—either
at
the
top
or
bottom of the screen. The
game continues in
this way
either until you've shot
down all eight
enemy ships,
or until 99.9 seconds have
elapsed.
SPACE
ATTACK PRO
Game
#5
Object:
To shoot down eight enemy
ships in the
shortest possible time.
In this version the enemy ship tries to evade you by
constantly moving in random directions. Thus
you'll
need a lot more skill to
maneuver the ship over your
force field's core and shoot it down. As
soon
as you
do,
another moving ship
will appear
Special Feature
The game adjusts the
speed
of the enemy ships
to
your level of skill:
•
The longer
a ship is able to evade
you,
the
slower its movements
will become and the
easier you'll find it to control. Yet,
by
the same
token, the longer
a
ship evades you, the worse
your score will
be.
•
A ship's
speed at the moment
you
shoot it down
will
determine the starting
speed
of the
next
ship.
The faster
you shoot
down one ship,
the
faster
the next
ship will
start to move
and the
better
your score will
be.
10

Special
Features
a) As soon
as the car
appears, you'll hear
its
"motor." Then,
as
you
play,
the sound
of the motor
will
change
with the
speed of
the car. The
faster
you move
the car, the
higher the
frequency
of the motor.
If
you fail to
move the
car for
sev-
eral
seconds, the
motor will return
to
"idle."
b) Notice that
the car's LEFT/RIGHT
direction
reverses whenever
you back it
up.
Try
it.
c) The car will
crash if
you
try
to move it
off the
screen.
Then, after
a crash, the
car will remain
in place—
blinking—
for about
a second.
So
drive carefully—
or you'll lose
precious
time!
d) To play this game again,
just press START.
The
computer will challenge
you—or an
oppo-
nent—with
exactly the same game:
the same
obstacles, in the same
positions, in the same
sequence.
To play
a
different
obstacle course,
repeatedly
press SELECTuntil
#6 appears;
then press
START
STOMP
Game
#7
Object:
To hit
twenty
targets
in the
shortest
possible time.
A
target will
have
either
one or
two
parts and
will
flash
on the
screen for
only
a
second or
so. To hit
a
target,
you
must
press
each part's
corresponding
ARROW
button
before the target
disappears.
Figure
11 shows
a one-part
target.
Figure
12
shows
a two-part
target.
1. SELECT
game
#7.
2. As
soon
as you press START,
the first
target will
appear
(The center
dot will also
appear and
will
stay on for
the rest of the
game.
Just ignore
it.)
Try to
press the
corresponding
ARROW
button(s)
before
the target
disappears.
You'll
know
by the
sound
you hear whether
or not
you've hit
the target.
3. Targets
will continue
to
appear and
disappear
either until
you've hit twenty
of them,
or until
99.9 seconds have
elapsed.
12

Figure 15.
4.
As
soon
as
you
capture
a
ball, another
one will
appear.
5.
The game
will continue in this way either
until
you've
captured all five balls, or until 99.9
seconds have elapsed.
Special Feature
The
speed of the game
adjusts to your level
of
skill:
•
The longer
you chase
a
ball,
the slower
it will
move and
the easier
you'll find
it to
capture. Yet,
by the
same token,
the longer
you chase
a ball,
the
worse your
score will
be.
•
A
ball's
speed
at the
moment of
capture will
determine the starting
speed
of
the next ball.
The
faster
you
capture
one ball,
the faster the
next one
will start to
move and
the better
your
score will
be.
We
will
be
happy
to answer
questions
about
SPLIT
SECOND. Parker Brothers,
PO. Box
1012,
Beverly, Mass. 01915. Attention:
Consumer Re-
sponse
Department.
15
www.handhelclmuseum.com

180-DAY LIMITED
WARRANTY
PARKER BROTHERS
warrants,
subject to the
conditions
below, that if
the components
of this
product prove
defective
because of improper
workmanship
or material
during the
period
of 180
days
from
the date of original
purchase,
PARKER
BROTHERS
will repair the
product or replace
it
with
a
new or repaired
unit, without
charge, or will
refund the
purchase price.
CONDITIONS:
1
.
Proof of
Purchase: The retail
sales receipt
or
other proof
of purchase must
be provided.
2. Proper Delivery: The
product must
be
shipped,
prepaid, or delivered to PARKER
BROTHERS (address: 190 Bridge
Streeet,
Salem, MA
01970,
Attention: Consumer
Re-
sponse Depl.)
for servicing, either in
the original
package or in
a
similar
package providing an
equal degree of
protection.
3. Unauthorized
Repair, Abuse,
etc.:
The
product must
not
have been previously
altered, repaired or serviced
by anyone other than PARKER
BROTHERS;
the
product
must not have been
subjected to an
accident,
misuse or
abuse.
16
EXCEPT
TO THE
EXTENT
PROHIBITED
BY
APPLICABLE
LAW, ALL
IMPLIED
WARRANTIES
MADE
BY PARKER
BROTHERS
IN
CONNECTION
WITH THE
PRODUCT INCLUDING
THE
WAR-
RANTY
OF
MERCHANTABILITY
ARE
LIMITED
IN
DURATION TO
A PERIOD
OF 180
DAYS FROM
THE
DATE OF
ORIGINAL
PURCHASE;
AND
NO
WARRANTIES,
WHETHER
EXPRESSED
OR
IMPLIED,
INCLUDING THE WARRANTY
OF
MER-
CHANTABILITY
SHALL APPLY
TO
THIS PROD-
UCT AFTER SAID
PERIOD.
SHOULD
THIS PROD-
UCT PROVE
DEFECTIVE
IN
WORKMANSHIP
AND
MATERIAL,
THE
CONSUMERS
SOLE
REMEDY
SHALL BE
SUCH REPAIR,
REPLACEMENT
OR
REFUND
AS IS HEREIN
ABOVE
EXPRESSLY
PROVIDED;
AND UNDER NO
CIRCUMSTANCES
SHALL PARKER
BROTHERS BE
LIABLE FOR
ANY
LOSS OR DAMAGE,
DIRECT OR
CONSEQUEN-
TIAL, ARISING
OUT OF THE
USE OF, OR INABIL-
ITY TO USE, THIS
PRODUCT
SOME STATES
DO NOT ALLOW
LIMITATIONS
ON HOW LONG AN
IMPLIED WARRANTY
LASTS,
OR THE EXCLUSIONS
OR LIMITATIONS
OF INCI-
DENTAL OR CONSEQUENTIAL
DAMAGES,
SO
THE ABOVE LIMITATIONS
OR EXCLUSION
MAY
NOT APPLY
TO YOU. THIS WARRANTY
GIVES
YOU
SPECIFIC LEGAL
RIGHTS AND
YOU MAY
ALSO HAVE
OTHER RIGHTS
WHICH
VARY
FROM
STATE
TO STATE.