User manual GAMES NINTENDO GAME BOY ADVANCE PAC MAN PINBALL

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Manual abstract: user guide GAMES NINTENDO GAME BOY ADVANCE PAC MAN PINBALL

Detailed instructions for use are in the User's Guide.

[. . . ] ALL RIGHTS RESERVED. PMPBA GBA Manual 3/9/05 5:30 PM Page 4 GETTING STARTED 1. Switch the Nintendo® Game Boy® Advance system OFF. Never insert or remove a Game Pak while the Game Boy® Advance is ON. Insert the PAC-MAN PINBALLTM Advance Game Pak into the slot on the Game Boy® Advance. [. . . ] Fruit appears on the table each time Pac-Man rides on the ramp. The fruit will change whenever Pac-Man rides the ramp 4 times. The Ghosts wish to cause general mischief. While they begin every level in the Ghost Home, they quickly move to the bottom of the table once the B'doing (ball saver) is no longer available and wait patiently for Pac-Man to fall. Ball savers are like a trampoline that Pac-Man will bounce off when he hits it. POINT VALUE 5 N/A DESCRIPTION / RULE A creature that lives in the ground. They act as traditional pinball bumpers. The letters to spell Pac-Man's name are displayed on the surface of the table. Light up the letters to earn bonus points. To light the letters, activate all 3 switches located directly above the Pooka's. ­ If all the letters are lite up, Pac-Man receives a x4 bonus, which multiplies every point he earns until he loose his actual life. Opens the door of Professor Pac's house. P-A-C-M-A-N Letters Fruit Various (see chart) Ghosts Various (see chart) Pac-Man Spinner 10 (per rotation) Ball saver 0 12 13 PMPBA GBA Manual 3/9/05 5:30 PM Page 14 PLAYING THE GAME POINTS Continued. . . HOW TO COMPLETE A LEVEL POINTS 5 5 10 10 50 200 400 800 1600 200 300 500 700 1000 2000 3000 5000 DESCRIPTION Pinball is all about improving your skill to earn the maximum number of points; PAC-MAN PINBALLTM Advance is no different. ITEM Pooka (Bumper) Slingshot Bumper Pac-Dot Pac-Man Spinner Power Pellet Ghosts 1st Ghost 2nd consecutive Ghost 3rd consecutive Ghost 4th consecutive Ghost Fruit Cherry Strawberry Peach Apple Grapes Galaxian Bell Key per rotation Level Level Level Level Level Level Level Level 1 2 3 4 5 6 7 8 ­ ­ ­ ­ ­ ­ ­ ­ Chomp Chomp Super Pac-Man Pac-Ranger Sue Handy Pac Pac-Man Jr. Fisher Pac Professor Pac To complete a level, Pac-Man must activate the Pac-Pad. Pac-Man only has 30 seconds to complete step 2 before the targets reset. While the targets are down, open the door to Professor Pac's house by making the Pac-Man Spinner rotate enough times to fill up the meter. The targets will remain down if the door is opened within the time limit. Pac-Man now only has 30 seconds to complete step 3. Knock Pac-Man into Professor Pac's house. The kidnapped resident will appear, and the resident will begin walking toward the door to Professor Pac's house while being chased by a Ghost. Pac-Man will appear and help Pac-Man chase down the Ghost (multiball). Munch the Power Pellet then gobble the Ghost before it catches up with the running resident. If Pac-Man fails to rescue the resident after this sequence of events, the targets are reset and the sequence of events must be reproduced again. [. . . ] If a defect covered by this limited warranty occurs during this 90-day limited warranty period, Namco Hometek Inc. will repair or replace the defective game pak or component part, at its option, free of charge. This limited warranty does not apply if the defects have been caused by negligence, accident, unreasonable use, modification, tampering, or any other cause not related to defective material or workmanship. LIMITATIONS ON WARRANTY Any applicable implied warranties of merchantability and fitness for a particular purpose, are hereby limited to ninety (90) days from the date of purchase and are subject to the conditions set forth herein. [. . . ]

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