User manual HASBRO BATMAN 16 INCH POWER CYCLE

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Manual abstract: user guide HASBRO BATMAN 16 INCH POWER CYCLE

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

[. . . ] You STinputthecoordinatesofyourships 'Wore beginning each game. This is explained on the following pages. :, , *, :T~~ We recommend you start with the MISSED AN TERRITORIAL WATERS MISSION. help you get used to the way the game If you aren't sure you heard the last voice PI??, before moving to more difficuh mlsslons. [. . . ] continue the game where you left it, . press the REPEATbutton. You will hear the last voice command agr'to remind you of *me. w Were 1 the gam Note: Or nff ther 4 (the side with the ONIOFF button) and follow the Solo Start-up sequence below. 15. PLAYER 2: When programming nter the coordinates that lfyw make a mistake at any point, press the CANCEL button. You will hear the same prompt, far example, *AIRCRAFT CARRIER REPORTING - ENTER is complete for Player 1, you will hear UPLAYER 2, ENTER FLEET DEPLOYMENT. . The other side of the game unit is now 1. Move the ONIOFF switch on your game unit into the ON position. 2. You will hear . GLOBAL POSITIONING ADV-I WEAPONS R e w M for expmianced personnel only, the ADVWED WEAP(ENS opfi prr ~ e threats and oppedunitks. Its s p a k i w 1 you will need to input the position of your Attack Squadrons. After you complete Step 14 of the Start-up sequence and have entered the coordinates for your Special Operations Craft (see page 71, you will hear uAllACK SQUADRON 1 REPORTING - ENTER COORDINATES. . P g the ADVANCED WEAPONS On your turn, play the game as you woulc in a basic game. With the ADVANCED WEAPONS, however, you can bring special weapons into play. . WW in W a i l m & r lollwing ~~. You can launch X Ma& Squadrand w from the dzYC11 af puf h a f t Carrier to m n fer targas fly o m e q ait w 1 gfld #M #if&, I , , , O k W F switch ko the ON p&d1Srw, C y m h k s h i p is eqwippgd with one deuasttling Tomahawk M i d l e . Attack Squadrons can only be placed aboard your Aircraft Carrier at the start of the game. inserting pegs in the corresponding There are two scanning patterns available: coordinates. If you try to call an Attack Squadron into action that has been destroyed, when you press its matching key on flur game unit you will hear, for exampla, *ATTACK SQUADRON 1DESTROYED. , If yau can, call an your second Attack Squadron! 1. Scannin Pattern 2 J MISSILE 1. You @lot& Remember, i f your enemy sinks 'G will hear . BATTLESHIP REPORTING . *your Battleship before you use your RADAR GUIDANCE SYSTEMS O P E R A T I V E ~ ~ T OMissile, ~that~ missile is not ~~~ W -TOMAHAWK MISSILE ARMED available anymore. -READY TO MUCH, and then aINPU1 TARGET COORDINATES. . Strike Capabl'i , During any mission, you will onty The Battleship's Tomahawk Missile will ' b, able to use one Tomahah hit any ships in a square covering nine, : Missile. will have to choose carefully when to use it. remember that its effect is a 1 TOM- targets, or a buzzer if all of the spaces covered by the Tomahawk's Firing Pattern were free of ships and planes. You will then hear confirmation of any hits or misses. 88 ' H@b E m if your kifcraft GaCarrier is sunk, ~ D U keep using your Attack can Squadr~ns, as long as: I. left ths arcraft Carrier before They 't was sun/- . . , t' k. LIGHT MISSILE CRUISER 2 HARPOON MISSILES 1. Press the Light Missile Cruiser button, You will hear *LIGHT MISSILE CRUISER REPORTING -RADAR GUIDANCE SYSTEMS OPERATIVE -HARPOON MISSILE ARMED* and then *ENTER FIRING PATIERN. . keylng In your ~ T ~ T ~ D : ~ Z M CANCEL immediately and, when prompted, try again. COORDLMATES. )) I - 5. [. . . ] If you are Player 1 and have finishf ' enterlng Predetermined Fleet Deploymf Player 2 will now hear . REMOTE TERMINAL ACTIVATED - ENTER FLEET Check through the loo available . w CONFIGIJRATION. D It is now Player 2's deployment (see pages 20turn to choose Custom Fleet Deploymel 29). When you have One that suits (see page 6)or Predetermined Fleet p u r battle strategy, enter its coordinates Deployment as described above. by pressing the appropriate letter and a When both players have programmed l their sides, you w ~ lhear *RED ALERT, "If you make a mistake at any point, Press RED ALERT, MAN YOUR BATTLE STATIO~ the CANCEL button. YOUst111hear the -THIS IS NOT A DRILL -REPEAT same prompt FLEET THIS IS NOT A DRILL!# and . AWAITING DEPLOYMENT SELECTED -ENTER ORDERS PLAYER 1. . [. . . ]

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