From: aj809@yfn.ysu.edu (Jeff Bogumil) [] = transcription notes --- [FRONT COVER] NES-B4-USA-1 Sunsoft (R) for the Nintendo Entertainment System (R) BATMAN (TM) Instruction Manual --- [INSIDE FRONT COVER] [SUNSOFT (R) Limited Warranty] This offical seal is your assurance that Nintendo has reviewed this product and that it has met our standards for excellence in workmanship, reliability and entertainment value. Always look for this seal when buying games and accessories to ensure complete compability with your Nintendo Entertainment System. [SEAL: Official Nintendo (R) Seal of Quality] This game is licensed by Nintendo (R) for play on the Nintendo Entertainment System (R) Nintendo and Nintendo Entertainment System (R) are trademarks of Nintendo of America Inc. --- [PAGE 1] THANK YOU *Thank You*...for purchasing the SUNSOFT "BATMAN" (TM) Game Pak. Please read this instruction booklet carefully *before* starting to play the game. In doing so, you will be able to play the game better and enjoy it even more. Be sure to keep these instructions in a safe place. PRECAUTIONS Be sure to turn the power OFF before inserting the game pak or removing it from the unit. This is a high-teck instrument. Do not store it in an area subject to extreme hot or cold temperatures. Never drop it, bump it or attempt to take it apart. Avoid touching the connectors. Do not allow them to get wet or dirty. Doing so will damage the unit. --- [PAGE 2] CONTENTS Page Game Story 3 Summary of Objectives 4&5 Game Play Operation 6 Inter-Stage Demonstrations 7 Stages 1-5 8-13 Enemies 14&15 Bosses 16&17 Weapons 18 Bat Items 19 Batman's Movements 20 On Screen Display 21 Batman's Power Life 22 Scores 23&24 --- [PAGE 3] GAME STORY The citizens of GOTHAM CITY (TM) are busy planning the city's 200th Anniversary Festival, but there is not much to celebrate. Crime and violence rule the city. The only man who can free the city from THE JOKER'S (TM) evil clutches is the one and only - BATMAN (TM)! With your help, the CAPED CRUSADER (TM) can defeat THE JOKER and save the good people of GOTHAM CITY. BATMAN is armed with special weapons and acrobatic strength. He must destroy 15 different types of enemies and 5 bosses, while traveling through 5 stages. Finally, BATMAN comes face-to-face with THE JOKER! But who will prevail? It's up to you! --- [PAGE 4] SUMMARY OF OBJECTIVES Stage 1: GOTHAM CITY Main Street High-Rise Buildings Front of City Hall Defeat Killer Moth Inter-Stage Demonstration Stage 2: AXIS Chemical Factory Liquid Waste Floor Spark Floor Conveyer-Belt Floor Nerve Center Defeat the Machine Intelligence System Inter-Stage Demonstration --- [PAGE 5] SUMMARY OF OBJECTIVES Stage 3: Underground Conduit Underground Conduit I Underground Conduit II Underground Cavern Defeat the Electrocutioner Inter-Stage Demonstration Stage 4: Ruins of Laboratory Research Laboratory Storage Room Thermal Processing Plant Destroy the Dual-Container Alarm Inter-Stage Demonstration Stage 5: Cathedral Stairway Belltower Defeat Firebug Final Battlefield of BATMAN and THE JOKER --- [PAGE 6] GAME PLAY OPERATION Use controller 1 only A - Press to jump B - Press to attack/shoot Start - Press to select a weapon of preference (but only when optional weapons are available) Select - Press to pause and show the score in the upper left of the screen Joystick 1. Press sideways to move BATMAN left or right 2. Press down to make BATMAN kneel 3. No action follows by pressing up --- [PAGE 7] INTER-STAGE DEMONSTRATIONS Game-Play introductory demonstrations are shown before each of the five stages. The demonstrations are designed to familiarize you with the stage you are about to play. --- [PAGE 8] STAGE 1 GOTHAM CITY BATMAN begins his adventure in GOTHAM CITY. As he investigates the "DDID" Nerve Gas Scandal, BATMAN travels through the dark, deserted main street. In the second area he encounters a shopping mall background with skyscrapers at the bottom. There is no sign of life, only the street skeletons of buildings and the street structure of a freeway. Finally, BATMAN reaches City Hall, located in the center of GOTHAM CITY, where he must defeat the boss, Killer Moth, to enter Stage 2. --- [PAGE 9] AXIS CHEMICAL FACTORY STAGE 2 THE JOKER'S hideout, the Axis Chemical Factory, is BATMAN'S next challenge. Here, he must cross a Liquid Waste Floor, the plant for processing chemical waster; the Spark Floor, equipped with operational panels of power for the entire factory; the Conveyer-Belt Floor, where chemical materials are refined; and finally the Nerve Center the Boss of Stage 2. In this area, BATMAN must out-smart security traps and destroy the entire MACHINE INTELLIGENCE SYSTEM. --- [PAGE 10] STAGE 3 UNDERGROUND CONDUIT Even though BATMAN successfully destroyed the Chemical Factory, he is caught in a trap and dropped into a underground conduit. Underground Conduits I and II are a network of sewers connecting all of GOTHAM CITY. Here, BATMAN must find the secret exit, the underground Cavern. The water flowing through the conduits generates power for the Underground Station in the Cavern. When BATMAN finds the exit, he must defeat The Electrocutioner who is waiting, to advance to Stage 4. --- [PAGE 11] LABORATORY RUINS STAGE 4 THE JOKER'S other hideout, the Laboratory Ruins, is a contaminated, deserted laboratory. As BATMAN enters the Research Laboratory he sees an array of futuristic life samples made by genetic engineering. --- [PAGE 12] STAGE 4 LABORATORY RUINS The next area BATMAN searches is the storage room, an almost empty warehouse with research engineering tools and equipment, energy conduits and power driving motors. Finally, BATMAN reaches the Thermal Processing Plant where a burning hot flame is used to process waste and refuse. The CAPED CRUSADER can now destroy the Dual-Container Alarm Boss and reach his final destination. --- [PAGE 13] CATHEDRAL STAGE 5 The secret Transmitter leads BATMAN to his greatest challenge - The Cathedral. After climbing the dark narrow staircase to the Belltower, BATMAN is attacked by THE JOKER'S trusted bodyguard, Firebug, the boss of Stage 5. After eliminating Firebug, he is greeted by none-other-than THE JOKER, where he has his final battle. --- [PAGE 14] ENEMIES *Stage* *Function* ---------------------------------------------------------------- Shakedown 1&2 Rush toward BATMAN ---------------------------------------------------------------- Heatwave 1-5 Shoots Fire Gun ---------------------------------------------------------------- K.G.Beast 1 Attacks with sword and "Shuriken" ---------------------------------------------------------------- The Enforcer 1 Flys with rocket back-pack and attacks with machine gun ---------------------------------------------------------------- Deadshot 1&2 He waits sitting and shoots BATMAN ---------------------------------------------------------------- Nightslayer 2&4 His movement is slow, but his nail is sharp ---------------------------------------------------------------- Maxiezeus 4 He rushes at BATMAN ---------------------------------------------------------------- Jader 3&4 JOKER made this biological weapon to jump on BATMAN --- [PAGE 15] ENEMIES *Stage* *Function* ---------------------------------------------------------------- Mobile Home Mine 1-4 Moving mine ---------------------------------------------------------------- Mobile Tracker 1-5 Rushes with accelerating speed at trespasser ---------------------------------------------------------------- Javelin 2&5 Attacks with long spear ---------------------------------------------------------------- Drop Claw 2-5 It sticks to the ceiling and drops bombs ---------------------------------------------------------------- Rail Runner 4 It moves left and right on a rail and attacks ---------------------------------------------------------------- EEV 3&5 Shoots like a cannon ---------------------------------------------------------------- Gluk 2 This industrial waste is a by-product of "DDID" nerve gas --- [PAGE 16] BOSSES *Stage* *Boss* *Function* ---------------------------------------------------------------- 1 Killer THE JOKER hired this assassin to Moth attack BATMAN by shooting fireballs. ---------------------------------------------------------------- 2 Machine 3 Targets: Intelligence 1. Electric current controller - when destroyed the movement stops and BATMAN can move freely over the otherwise moving pillar. 2. A cannon 3. The Nerve Center is awakened after the first two targets are defeated. ---------------------------------------------------------------- 3 The This boss is a self-electrogenic Electrocutioner man, the strongest warrior on earth, who is capable of transmitting a "Moon Attacker" (a 10 Mega-Giga volt killer beam) out of his arm. --- [PAGE 17] BOSSES *Stage* *Boss* *Function* ---------------------------------------------------------------- 4 Dual-Container This Boss controls dual-container Alarm vehicles that can stop any intruder. In an emergency, he is programmed to trigger fire bombs. ---------------------------------------------------------------- 5 Firebug THE JOKER'S most trusted bodyguard wants revenge on BATMAN for personal reasons. BATMAN defeated his brother, so Firebug will stop at nothing to kill BATMAN. He can emit 600 million degree C fireballs that will instantly dissolve anything into atomic pieces. He is definitely BATMAN'S most powerful enemy besides THE JOKER. --- [PAGE 18] BATWEAPONS BATMAN is equipped with his punch at all times. Optional weapons to win: ---------------------------------------------------------------- Spear Gun To shoot a short pointed spear at the enemies. ---------------------------------------------------------------- Batarang Used like a boomerang. It is designed to throw at the enemy and return to BATMAN ---------------------------------------------------------------- Dirk To shoot in 3 split directions, to beat enemies in a broad area. --- [PAGE 19] BAT-ITEMS The player can earn each of the following three items only when he/she has defeated a certain enemy. ---------------------------------------------------------------- Bonus Item Item adds bonus points to score ---------------------------------------------------------------- Pellet Item Each pellet item shares 10 additional pellets when a certain enemy is defeated - 1. This pellet is BATMAN'S common offensive course for his three option weapons 2. Without the pellet item, BATMAN cannot use his weapons 3. The pellet consumption rate varies depending on the optional weapon the player is using. ---------------------------------------------------------------- Heart Item Item can regenerate 1 increment of BATMAN'S Life Power (see the Life Power Meter under BATMAN'S Power Life) --- [PAGE 20] BATMAN'S MOVEMENTS ---------------------------------------------------------------- Normal Jump Tap "A" Button ---------------------------------------------------------------- BATMAN Jump Press and hold "A" Button ---------------------------------------------------------------- Wall Jump A special high jump! Press "A" Button while BATMAN is in the midst of a normal jump and in contact with a wall --- [PAGE 21] ON SCREEN DISPLAY 1. A double-row game-play indicator is provided at the upper left of the screen. 2. The indicator shows: Row 1: * Optional weapon(s) with the number of pellets available * When Punch Weapon is only available, the indicator will show BATMAN in blue * Press START Button to switch weapons * Optional Weapons cannot be used without pellets Row 2: BATMAN'S Power Life is in 8 increments --- [PAGE 22] BATMAN'S POWER LIFE BATMAN'S Power Life is shown on the lower row of the game-play indicator. He has 3 Power Lives. Each Power Life has eight increments. One increment is lost each time BATMAN is injured. When all eight increments are lost, BATMAN loses one of his 3 Power Lives. Number of lives available and score can be seen by pressing the Pause Button. BATMAN, THE JOKER and all characters, phrases and indicia are Trademarks of DC Comics Inc. (C) 1989. All Rights Reserved. --- [PAGE 23 - SCORES] --- [PAGE 24 - SCORES] --- [INSIDE BACK COVER -- COMPLIANCE WITH FCC REGULATIONS] --- [BACK COVER] Sunsoft (R) for the Nintendo Entertainment System (R) Watch for the best arcade titles from the best new name in home entertainment software. SUNSOFT. Sunsoft (R) A Division of Sun Corporation of America 925 A.E.C. Drive Wood Dale, IL 60191 (708) 350-8800 Sunsoft (R) is a registered trademark of Sun Corporation of America. TM & (C) DC Comics Inc. 1989. Nintendo (R) and Nintendo Entertainment System (R) are registered trademarks of Nintendo of America, Inc. (C) 1989 Sun Corporation of America. Printed in Japan ---