User manual HASBRO GIJOE BLOCKBUSTER

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Manual abstract: user guide HASBRO GIJOE BLOCKBUSTER

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

[. . . ] - the evil wizard calling out "LEVIOSA!UP!" Now repeat the command by pressing PURPLE, BLUE, and tilting the wand UP. When you do a spell pattern correctly (in both GAMES 1 AND 2), you will hear the electric energy sound effect and your wand will light up!This confirms that you repeated a spell command correctly and another spell is about to start! [. . . ] As with Game 1, when a player does a spell pattern correctly, you will hear the electric energy sound effect and the wand will light up!After Wizard 1 takes his/her turn, then Wizard 1's turn is over and the announcer will say, "WIZARD 2, PRESS START!" The evil wizard will now do a spell command of the same length (but a different spell!) for Wizard 2. The opening spell command for Wizard 2 to do could be: - the RED button lighting up. UP!" Wizard 2 must then try to copy that spell exactly. MAGIC BUTTONS -- Your wand has four magic buttons. Each lights up a different color: RED, GREEN, BLUE and PURPLE, . These are your "spell" buttons to compete with the computer wizard or a friend!SEND -- Use this button when a friend has a wand and you want to send competing spells to each other via IR connection!The SEND button works only for game 3 as well as the "try me". It is inactive for games 1 and 2. TILTING YOUR WAND UP AND DOWN In addition to the magic buttons, you must tilt your wand up and and down for spellmaking. The upward movement for spell-making is called "LEVIOSA!" The downward movement for spell-making is called "WINGUARDIUM!" GAME 1 (COMPETE AGAINST THE EVIL WIZARD) Press the ON button. The announcer will say, "SELECT GAME!". 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 toy. The supply terminals are not to be short-circuited. Do not mix alkaline, standard or rechargeable batteries. WHEN ONLY 1 WIZARD COMPLETES A SPELL When only 1 of the 2 wizards is able to complete a spell correctly, the wizard who completed the spell correctly wins the game!The announcer will say, for example, WIZARD 1, YOU'RE OUT. WIZARD 2, YOU COMPLETED (the correct number) SPELL COMMANDS!WHEN NEITHER WIZARD COMPLETES A SPELL CORRECTLY When neither wizard completes a spell correctly, the round will be played over - and each player will get another chance with the SAME spell pattern. WHEN BOTH WIZARDS COMPLETE A SPELL CORRECTLY The evil wizard will repeat the last spell completed for each wizard - PLUS ONE additional command. So, each wizard's spell gets longer and longer - and the game goes on and on until there is a winner! DO NOT DISPOSE OF BATTERIES IN FIRE, BATTERIES MAY EXPLODE OR LEAK. 1 WIZARD GAME If you select a 1 wizard game, it's just YOU against the evil wizard!If you miss, you're out and the game is over. If you match the spell command exactly, the evil wizard will repeat the spell pattern and ADD ONE MORE command to the spell! [. . . ] 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. less than 2 feet One of the two players tries to complete a spell three commands long (you and your friend decide which of you will create the first spell pattern) and presses the SEND button on their wand. [. . . ]

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