Gotcha! The Sport!
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* Page 1 is the outside front cover
* Page 2 (this page was split into two columns and they are noted as such)
* left column
THIS GAME IS LICENSED BY NINTENDO FOR PLAY ON THE
Nintendo
ENTERTAINMENT
SYSTEM
* Nintendo's Seal of Quality logo is here...
NINTENDO AND NINTENDO ENTERTAINMENT SYSTEM ARE TRADEMARKS OF NINTENDO OF
AMERICA INC.
* right column
Treat Your LJN Game Carefully
This LJN Game Pak is a precision-crafted device with complex electronic
circuitry. Avoid subjecting it to undue shock or extremes of temperature.
Never attempt to open or dismantle the Game Pak.
Do not touch the terminal leads or allow them to come into contact with
water or the game circuitry will be damaged.
Always make sure your NES Control Deck is SWITCHED OFF when inserting the
Game Pak or removing it from the NES Control Deck.
Never insert your fingers or any metal objects into the terminal portion of
the expansion connector. This can result in malfunction or damage.
* Page 3
INTRODUCTION
It's just you now...you're alone...no one to turn to for help. Sure the odds
are against you, but this is when you can really show your stuff. You've got
your Nintendo Zapper in your hand and a pretty good supply of paint
pellets. Don't waste any 'cause you'll need them all. Your opponents are all
around and they're good shots.
Whether you're in the dense green woods, the steamy urban ghetto, or the snow
covered winter forest, there's only one thing on your mind...survival.
Register a hit on an enemy player and mark him with a paint splot. Watch out
though, because in this game they shoot back and the only way to be safe is
to shoot first and shoot straight. This is the ultimate challenge...dare to
take it...try to survive.
TABLE OF CONTENTS
HOW TO USE THE CONTROLLER .......................................4
HOW TO USE THE ZAPPER ...........................................5
HOW TO PLAY .....................................................6
THE SCREEN ......................................................9
INTRODUCTION OF EACH STAGE & CHARACTERS ........................10
SCORING ........................................................13
* Page 4
(1) HOW TO USE THE CONTROLLER
In this game you need to use both the controller and the Zapper® at the
same time. Shoot opponents with the Zapper® while you move the screen back
and forth with the control Pad.
CONTROLLER DESCRIPTION AND OPERATING INSTRUCTIONS
CONTROL PAD- move right or left
A, B BUTTONS- not used
SELECT BUTTON- use to select one of three skill levels
START BUTTON- press this button to start the game, to Pause the play during
the game and to release the Pause.
* Page 5
(2) HOW TO USE THE ZAPPER®
TARGET RANGE: Approx. 6 feet
The target range depends somewhat on the size of your TV.
ADJUSTING THE TV SCREEN
The TV screen must have its contrast and brightness adjusted properly for
this game. If not, shots may not hit the targets.
Plug your controller into socket # 1
Plug your ZAPPER® into socket # 2
* Page 6
(3) HOW TO PLAY
SELECTION OF THE SKILL LEVEL
Press the start button and the "SKILL LEVEL SELECTION" screen is displayed.
Select one of three skill levels with the SELECT button.
RULES OF THE GAME
You operate the control pad to move the screen ahead to opponent's base,
sometimes to attack opponents and sometimes to avoid their attacks. After
taking opponent's flag (red) from their base, you must safely return to your
base with that flag to win a victory. Once you shoot the red flag, the course
is switched over to the return one.
You are given three Blasters at the start of the game. Each Blaster comes
with ten Ammo Bursts. When you shoot all your Ammo or you get shot, one
Blaster is lost.
* Page 7
Five Ammo Bursts are supplied if you shoot at the Ammo box on the ground. If
you shoot at the Ammo box carried by an opponent, ten Ammo Bursts are
supplied.
When the opponent tries to take aim at you, the SIGHTING DEVICE is displayed
at the lower position on the screen. You have to shoot before he does or move
the screen ahead to avoid his attack.
If you shoot an opponent, a SPLOT will mark his chest, he will then hold up
his arms and leave the screen. If you are shot, a BIG SPLOT is displayed on
the screen and you lose one Blaster.
* Page 8
In case your flag (yellow) is captured, shoot the opponent who holds the flag
in order to take it back. If you are shot on the way back to your base, you
do not lose the opponent's flag (red), but will restart the game further back
in the course.
GAME IS OVER
When all Blasters are lost.
When the clock counts down to zero.
When your flag is carried back to the opponent's
When all
* Note: The above is not my mistake. It abruptly ends here in the manual...
* Page 9
(4) THE SCREEN
1 2 3 4
| | | |
--------|---|-----------|--------|--
| AMMO-)10 SCORE-)001150 R-)01 |
| ---------MAP------------ |
| |P| O |P| TIME ---- 5
| ------------|----------- 35 |
| | |
| ----------------------- 6
| |
| |
| |
| |
| |
| |
| |
| |
| |
------------------------------------
1) Number of Ammo Bursts per Blaster
If Ammo counter shows zero, you lose one Blaster.
2) Number of Blasters
3) Score counter
4) Round counter
5) Time counter
If the counter shows zero, the game is over.
6) Map
Mark (o) shows your position with each team's flag at either end. Once the
flag is taken, that flag is displayed on the Map to show its position.
* Page 10
(5) INTRODUCTION OF EACH STAGE & CHARACTERS
FOREST (1st stage)
The fight in the forest. Some opponents hide themselves behind trees and some
climb up trees to shoot you through the leaves.
* Page 11
BRONX (2nd stage)
Gun battle in the city. Here, opponents fire at you through windows, too.
* Page 12
WINTER (3rd stage)
There are fewer trees here than in the forest stage. Instead, opponents
appear from behind the fort or the log cabin to attack you.
* Page 13
(6) SCORING
LARGE MEDIUM SMALL OPPONENT SMALL OPPONENT
OPPONENT OPPONENT WITH AMMO BOX WITH FLAG
100 pts. 150 pts. 300 pts. 200 pts.
AMMO BOX FLAG
200 pts. 500 pts.
* Page 14
COMPLIANCE WITH FCC REGULATIONS
This equipment generates and uses radio frequency energy and if not installed
and used properly, that is, in strict accordance with the manufacturer's
instructions, may cause interference to radio and television reception. It
has been type tested and found to comply with the limits for a Class B
computing device in accordance with the specifications in Subpart J of Part
15 of FCC Rules, which are designed to provide reasonable protection against
such interference in a residential installation. However, there is no
guarantee that interference will not occur in a particular installation. If
this equipment does cause 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 the receiving antenna
- Relocate the NES with respect to the receiver
- Move the NES away from the receiver
- Plug the NES into a different outlet so that computer and receiver are on
different circuits.
If necessary, the user should consult the dealer or an experienced radio/
television technician for additional suggestions. The user may find the
following booklet prepared by the Federal Communications Commission helpful:
How to identify and Resolve Radio-TV Interference Problems. This booklet is
available from the U.S. Government Printing Office, Washington, DC 20402,
Stock NO. 004-000-00345-4.
* Page 15
LIMITED WARRANTY
LJN TOYS, LTD. warrants to the original purchaser of this LJN software
product that the medium on which this computer program is recorded is free
from defects in materials and workmanship for a period of ninety (90) days
from the date of purchase. This LJN software program is sold "as is," without
express or implied warranty of any kind, and LJN is not liable for any losses
or damages of any kind resulting from use of this program. LJN agrees for a
period of ninety (90) days to either repair or replace, at its option, free
of charge, any LJN software product, postage paid, with proof of date of
purchase, at its Factory Service Center.
This warranty is not applicable to normal wear and tear. This warranty
shall not be applicable and shall be void if the defect in the LJN software
product has arisen through abuse, unreasonable use, mistreatment or neglect.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS
OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE LJN. ANY IMPLIED
WARRANTIES APPLICABLE TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE
NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL LJN BE LIABLE FOR
ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION,
USE OR MALFUNCTION OF THIS LJN SOFTWARE PRODUCT.
Some states do not allow limitations as to how long an implied warranty lasts
and/or exclusions or limitations of incidental or consequential damages so
the above limitations and/or exclusions of liability may not apply to you.
This warranty gives you specific rights, and you may also have other rights
which vary from state to state.
* Back cover page
LJN Toys, Ltd.
1107 Broadway,
NY, NY 10010
TM a trademark of LJN Toys, Ltd.
Licensed by Merchandising Corporation of America, Inc.
©1985 Universal City Studios, Inc. All Rights Reserved.
Nintendo and Nintendo Entertainment System® are trademarks of Nintendo of
America Inc.
Game Pak "NES-GP"