The Little Mermaid
Typed out by Eric Gustafson
(Cover/page 1)
NES-3U-USA
Capcom(R)
USA
{Image} Disney's
The Little Mermaid
INSTRUCTION MANUAL
(c) The Walt Disney Company
(Inside Cover/page 2)
A special message from CAPCOM
Thank you for selecting The Little Mermaid, the latest addition to Capcom's
library of Disney titles. Following such hits as DuckTales and Chip 'n Dale
Rescue Rangers, The Little Mermaid continues the tradition of action packed
family oriented games for the Nintendo Entertainment System.
The Little Mermaid features colorful start-of-the-art high resolution
graphics. We at Capcom are proud to bring you this thrilling new addition
to your video game library
Joe Morici Licensed by Nintendo {Nintendo Seal}
Senior Vice President for play on the Nintendo {Legalese}
CAPCOM, USA Entertainment System
(Page 3)
SAFETY PRECAUTIONS
Follow the easy suggestions below to keep your Game Pak in top operating
condition.
SAFETY PRECAUTIONS
1. Always make sure the power is off before inserting or removing the Game
Pak.
2. Don't try to take the Game Pak apart, or touch its terminal connectors.
3. Keep your Game Pak safe from direct sunlight and extreme hot or cold.
Don't bend it, crush it, or get it wet. Store it in its protective
package at room temperature when you're not using it.
4. If your Game Pak gets dusty, clean it with a soft, dry cloth. Never use
thinners, solvents, benzene, alcohol, or other strong cleaning agents that
can damage it.
5. For the best game play, sit 3 to 6 feet away from your television. Pause
for 10 to 20 minutes after 2 hours of continuous play to extend the life
of your Game Pak.
{Projection TV warning}
(Page 4)
TABLE OF CONTENTS
Safety Precautions ..................................................... 3
Getting Started ........................................................ 5
Bubble Trouble! ........................................................ 6
Ariel's Moves .......................................................... 7
Searching the Seas ..................................................... 8
The Power of Magic Things .............................................. 9-10
Ariel's Powers ......................................................... 11
Mastering the Sea Levels ............................................... 12
Checking Up on Ariel ................................................... 13
Under the Sea ..........................................................14-16
Fishing Tips ........................................................... 17
90-Day Limited Warranty ................................................ 18
(Page 5)
GETTING STARTED
1. Insert The Little Mermaid Game Pak into your Nintendo console and turn it
on. The title screen appears.
2. Press Start to begin the game.
3. Next, read the story screens, and press button A to go on to each new
screen. (Press button A during a screen to read it faster.) At the last
screen, press button A again to begin Ariel's adventures. (If you don't
want to read the story, press Start to begin play right away.)
4. During play, press Start to pause the action and see the status screen.
Press Start again to continue.
5. Press the Reset button on the Nintendo console to start the game over from
the beginning.
{Image}
(Page 6)
BUBBLE TROUBLE
Flounder, Sebastian, and Scuttle have bad news. The Evil Witch Ursula is
taking over the whole ocean! To save her friends, Ariel gives up her human
form, and her prince, Eric, to rush back to the foamy depths of the sea.
She must stop Ursula!
But the sea has changed. Ferocious fish prowl through coral reefs. Scary
ghosts and eerie eels haunt the sunken ship. Sharks and spineballs lurk,
and horrible halibut fish hide in the sand, waiting to turn Ariel into fish
food.
But Ariel has tricks of her own. Her bubbles snare the finny fields and put
them in a trance. Now they're harmless! Ariel can also knock out critters
with magic shells, and find sunken treasures that make her faster and
stronger.
But every ocean has its special guard. At the end of each maze, frightful
creatures try to end Ariel's adventures. When she finally reaches Ursula's
gloomy undersea lair, Ariel must destroy the huge witch whose evil powers
control the sea.
(Page 7)
ARIEL'S MOVES
Swim - Press the control pad in any direction.
Speed up - Press button B while swimming.
Swish Ariel's tail or - Press button A.
hop across dry places
Push a bubble or shell - Press the control pad in the right direction,
and press button A.
Jump onto a wood - Press button A while pressing the control pad up.
piling, an ice floe,
or a ledge above water
See the status screen - Press Start. Press it again to go back to
the game.
Enter a warp tunnel - Press button A.
in level 5
{Picture of NES controller}
(Page 8)
SEARCHING THE SEAS
Ariel is in a sea of danger! All the playful fish and crabs have turned mean.
Gulping guppies pop out at her from the gigantic sea anemones, and scowling
bluefish chase her!
Swish Ariel's tail twice to snare a fish in a bubble. Then catch the bubble
by swimming up to it. The bubble will only last a few moments, but if you
can push it at another fishy fiend, you can knock out that one as well.
Once you snare finny critters or knock them out, they're fish food!
Ariel has only three chances to conquer the undersea creatures and defeat
Ursula. Every time a fish foe bumps her, she gets weaker. The hearts at
the top left of the screen show how many bumps she can take. If Ariel loses
all the hearts, her chance ends and she has to begin the sea level over.
{Image of hearts}
(Page 9)
THE POWER OF MAGIC THINGS
Search the sandy bottom, coral reefs, and ledges for magic shells. Swim up
to a shell to pick it up. Toss the shells at Ursula's fiends to stop them.
With good aim, you can bowl over quite a few! You may not be able to catch
some creatures in your bubbles, but you can stop them with shells.
Keep your shells for as long as you can. You can swim around with them,
and you may be able to pick them up again when you toss or drop them.
Shells sometimes disappear, and then you'll have to search for more.
Dig in sandy places with your tail. You
may uncover buried shells, dinglehoppers
(forks), snarfblatts (pipes) or even hearts.
Whenever you find something, pick it up. {Image of shell}
The dinglehoppers and snarfblatts give
you bonus points at the end of the level,
and the hearts let you take extra bumps.
(Page 10)
THE POWER OF MAGIC THINGS (cont.)
{Image of fork} {Image of pipe} {Image of heart}
Dinglehopper Snarfblatt Heart
500 points 800 points 1 extra bump
Search for Ariel dolls in nooks and
crannies around the sea bottom. {Image of Ariel doll}
When you can pick one up, you'll 1 extra chance
gain an extra chance to win!
(Page 11)
ARIEL'S POWERS
Look for sunken treasure chests. When you fine one, knock it open with a
shell. A gleaming pearl may float out, and you can take it by swimming over
it. Red pearls give you more power, and make your bubbles stronger. Green
pearls make your bubbles go farther. The pearls you find stay with you until
you lose that chance. At the end of a level, you'll get bonus points for
all the pearls you've collected.
Normal power: You can pick up shells, and it takes two swishes of your tail
to snare the small fry in your bubbles.
Red pearl power: One pearl make you able to catch most critters with one
tail swish, and you can push barrels. With two pearls, you can catch even the
biggest gulpers, and push small stones. When you get three red pearls, the
enemies you snare sink quickly so you {Image} {Image}
can grab the bubbles faster, and you Pearl Barrel
can move even the largest rocks.
Green Pearl Power: Your bubble {Image} {Image}
will travel farther with each green Small Stone Large Rock
pearl you find.
(page 12)
MASTERING THE SEA LEVELS
Each sea level has its special dangers. But the worst are Ursula's special
guards, waiting at the end of each maze. To demolish the guards, catch
smaller foes and smash them into the big guys. You'll have to be quick,
because the bubbles don't last long, and the guards may dash from place to
place.
It takes quite a few bubbles to turn the
guards into fish sticks! But when you
do, be sure to grab the magic pot that
drops into the water. After you complete
the level, you'll see a scoring {Image}
screen that adds up your points so far.
Press button A to begin your next sea
hunt. You'll learn from Flounder, Scuttle,
or Sebastian what dangers lie ahead.
(Page 13)
CHECKING UP ON ARIEL
Press Start to pause Ariel's {Image}
adventures and look at the
status screen. You'll see how
many chances Ariel has left,
her score, and how many
gleaming pearls she's found.
You'll also see how powerful
her bubbles have become.
Press Start again to
return to the game.
(Page 14)
UNDER THE SEA
Sea of Coral
Grumpy fish and creepy crawlies {Image}
are on the prowl! You can't catch
the starfish, but you can stop
them with a swish. Dig in the
sand for magic things, and watch
out for sharks!
(Page 15)
UNDER THE SEA (cont.)
Sunken Ship
Boo! Spooky ghosts flit through the portholes. Find out what's under
their sheets. You'll have to wait for the hermit crab to come out from
hiding before you can catch them. An unfriendly octopus - and his
brothers! - try to stop you with blue ink blobs. When eerie eels snarl and
shock you, it's hard to escape!
{Image}
Sea of Ice
Brr! The ice is cold and hard.
You can slip right off the ice
floes, and lose your shells ono the
slick edges. Bue sometimes slipping
across the ice is the fastest
way to go, it you don't get
bumped by mean blowfish spitting
fish bones. Frozen fish and icy caverns will shiver your timbers! Near
the end, the walruses come out to play, but it won't be any fun for you!
(Page 16)
UNDER THE SEA (cont.)
Undersea Volcano
Try to keep your cool in this burning, bubbling, underwater furnace.
Seach the sandy pockets, but watch out for what's hiding there. Lobsters
have a surprise attack method - it's backwards!
At the Spanish galleon, you'll need to
catch the fishy cannonballs to
bump off the Soldierfish.
Ursula's Castle {Image}
Warp from maze to maze to get
through this gloomy haunted
palace. Swim in front of a
dragon tunnel and press button
A to escape - or get caught in a
trap! There are many ways into
the sea witch's secret den, but only
one way out.
(Page 17)
FISHING TIPS
* Shells protect you, so hold onto them for as long as you can. If you
toss one, try to catch it again.
* Swish your tail at schools of fish to catch more than one in your bubbles.
* Sometimes you might have to swim past a treasure chest to find a shell.
Pick up the shell, and then go back to open the chest.
* Roll out the barrels, stones, and rocks to smash creatures and pop
open chests.
* Find extra hearts, pipes, and forks by tossing shells or bubbles into
undersea cracks and crannies.
* Try to get all the pearls from sunken chests. The more pearls you have at
then end of a maze, the sooner you can catch small fry to throw at Ursula's
guards, and the farther your bubbles will go.
* In Ursula's Castle, the dragon's eyes will shine when you're in front of
then right tunnel
(page 18)
90-DAY LIMITED WARRANTY
{Legalese}
(page 19)
COMPLIANCE WITH FCC REGULATIONS
{Legalese}
(page 20)
{Disney Channel advertisment}
(page 21)
{Disney Channel rebate certificate}
(page 22)
{Disney Channel rebate certificate}
(page 23)
{Mickey Mouse Club Hip Pack offer}
(Back cover/page 24)
"PREMIER WORLDWIDE ARCADE GAME DESIGNER"
CAPCOM(R)
USA
3303 Scott Blvd.
Santa Clara, CA 95054
Game counselors available 8 a.m. to 5 p.m. P.S.T. (408) 727-1665
Printed in Japan