Batman Forever
Typed out by Scott Harner
SNS-A3BE-USA
The Real Game Begins
BATMAN FOREVER
Warner Brothers Interactive Entertainment
Kids To Adults
Ages 6+
INSTRUCTION BOOKLET
Acclaim Entertainment, Inc.
SUPER NINTENDO ENTERTAINMENT SYSTEM
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WARNING: PLEASE READ THE ENCLOSED CONSUMER INFORMATION AND
PRECAUTIONS BOOKLET CAREFULLY BEFORE USING YOUR NINTENDO
HARDWARE SYSTEM OR GAME PAK.
THIS PRODUCT HAS BEEN RATED BY THE ENTERTAINMENT SOFTWARE RATING
BOARD. FOR INFORMATION ABOUT THE ESRB RATING, OR TO COMMENT
ABOUT THE APPROPRIATENESS OF THE RATING, PLEASE CONTACT THE ESRB
AT 1-800-771-3772.
LICENCED BY NINTENDO
Nintendo, Super Nintendo Entertainment System and the official
seals are registered trademarks of Nintendo of America, Inc.
Copyright 1991 Nintendo of America, Inc.
OFFICIAL NINTENDO SEAL OF QUALITY
This official seal is your assurance that Nintendo has approved
the quality of this product. Always look for this seal when
buying games and accessories to ensure complete compatibility.
All Nintendo products are licensed by sale for use only with
other authorized products bearing the official Nintendo seal of
quality.
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TABLE OF CONTENTS
Options.......................4
Game Modes....................6
Controls......................9
Gadgets......................10
Gadgets Control Charts....13-16
Game Features................17
Pickups......................19
Levels.......................20
Character Profiles...........27
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A chance remark inside the high-tech corridors of Wayne
Enterprises leads to madness! Join Batman and Robin as they
battle Two-Face and a strange new menace who calls himself the
Riddler. With his saucy sidekicks Sugar and Spice, Two-Face has
all the ingredients necesarry to make mayhem! You'll see the
Dark Knight battle all kinds of monstrous malevolence. You'll
see a night at the circus turn into a free-for-all with Batman
in the center ring! The action takes you from the Gotham City
subways to the inner recesses of Wayne Manor as you fight one
fierce foe after another to insure that the legend of Batman
lives on...forever!
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BEFORE YOU ANSWER THE BAT-SIGNAL...
LOADING:
1. Make sure the power switch is off.
2. Insert the Batman Forever Game Pak as described in your Super
Nintendo Entertainment System instruction manual. If you wish
to play a two player game, make sure both controllers are
inserted at this time.
3. Turn the power switch on. When the Batman Forever title
screen appears, press the start button. You will then see five
options. To begin game play before or after setting options,
press the start button. To begin game play after or before
setting options, highlight Start Game and press the start
button.
OPTIONS
Batman Forever features several exciting ways to alter the
gaming environment. To set an option, highlight a desired
option by pressing UP or DOWN on the control pad. Press the B
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button to change the option setting. Once you are satisfied
with your settings, press the start button begin play. You can
customize game play in the following ways:
GAME MODE - see page 6 for details on the two game modes.
ONE PLAYER GAME - To play a solo game.
TWO PLAYER COOPERATIVE/TWO PLAYER COMPETITIVE GAME - In a Two
Player game, you can choose whether you wish to cooperate with
your fellow player or compete against him or her. In a
cooperative game, players cannot damage one another and they
each share credits. Competitive Play pits you against the other
player. Yes, Batman can fight with Robin (and vice versa), but
remember there are a host of bad guys after each of you and
you'll both need all the energy you can muster!
CONTROL METHOD - This allows you to select how you wish to
perform back attacks. Direction setting will cause a Back
Attack to be performed when a player pushes a direction on the
control
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Back Attack to be performed when a player pushes a direction on
the control pad and attacks. Button setting will cause the
Back Attack to be performed by holding the right trigger and
pressing attack button.
MUSIC - Choose to play with Music off or on.
DIFFICULTY - In Normal Game Mode, choose between Easy, Medium
and Hard play skill levels.
GAME MODES
Batman Forever has two different game play modes, a Normal Game
Mode and a Training Mode. Each made can be played by one or two
players. In two player games, players choose between
cooperative and competitive play, as described above. After
selecting a gaming mode, you must select the number of players
and which character each player wishes to play as. Once
characters are selected, each player selects his gadgets(if
playing as Batman or Robin), and in Training Mode, his
opponents. See Gadgets(pages 13-16) for details on how to
select and use gadgets.
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NORMAL GAME MODE
In a normal game, the player follows the story of Batman
Forever, playing as either Batman or Robin through 8 levels
until Gotham City is safe from the depredations of Two-Face, The
Riddler and their horrible helpers!
TRAINING MODE
Training Mode gives you the chance to hone your fighting skills
before taking on the villains who menace Gotham City. The
Batcomputer will provide computer-generated holographic
opponents who become increasingly difficult to defeat as you
progress.
In Training Mode, you can choose to play a one player game
against the computer, a player vs. player game, or pit two
players against the computer. You can choose to play as several
different characters, including thugs and villains like Sugar
and Spice. The default player character settings are player one
as Batman and player two as Robin. To choose a different
character, press the control pad to change the character then
press any button.
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If Batman or Robin are chosen, then the player(s) will go to the
gadgets select screen, where they can equip themselves with any
available gadges (see pages 13-16 for a description of gadgets).
In a player vs. player game with Batman and Robin, players enter
the Batcave Gym to test each other's skills.
The default opponent for both one and two player games is an
Arkham Asylum inmate. Player one chooses an opponent by
highlighting a player's opponent box, then pressing up or down
on the control pad until the desired opponent appears, and
pressing the start button. This enemy will be your opponent
throughout the training program. Each time an enemy is
defeated, the computer will regenerate this simulated opponent
with increased levels of aggression and difficulty. This
continues until the player sees the Training Program Complete
screen. Once this appears, you're ready to take on any foe!
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CONTROLS
MOVING
Walking = Control Pad in desired direction
Jumping = Up on Control Pad
Crouch = Down on Control Pad
Somersault/Flip = Up + Left or Right on Control Pad
Roll = Towards, Towards + Y
Cape Glide = Up when Jumping/Falling
FIGHTING
Grappling Hook/Extending Staff = Select Button
Low Punch = B Button
High Punch = Y Button
Low Kick = A Button
High Kick = X Button
Blocking = Left Trigger
Back Attacks = Right Trigger or Back + Attack Button(depending
on Options setting)
Sweep = Down + A Button
Uppercut = Down + Y Button
Roundhouse = Towards + X Button
Grab Enemy = Towards, Towards (or AWAY, AWAY) + A.
Once you've grabbed an enemy, there are several spectacular ways
to punish him. Experiment to learn them all.
Two Head Smash(when surrounded) = Towards, Towards + B
Throw Enemy(when enemy is close) = Towards, Towards + B
Throw Grabbed Enemy Behind You = Forward(when enemy is grabbed
behind you)
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GADGETS
For gadget controls and descriptions, please see the Gadgets
Reference Charts in the centerfold.
Standard Gadgets - Batman and Robin each have three standard
gadgets and two optional gadgets. The standard gadgets can not
be switched, but the default optional gadgets can be changed.
Due to the trade off between the difficulty of using a
particular gadget and the damage it does, you must consider
strategy when selecting a particular gadget.
Optional Gadgets - At the beginning of each level, a player has
two spare pouches on his utility belt which he can fill by
choosing one weapon from each of two Optional Gadget lists in
the Batcomputer. Different gadgets are available at different
levels. To select an Optional Gadget, follow the instructions
under Selecting Gadgets.
Blueprints - In some levels of the game, Batman and Robin must
search for pieces of gadget blueprints stolen from the Batcave
by The Riddler. If either Batman or Robin succeed
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(together or separately) in finding all four blueprints to a
particular gadget, then, that gadget will be added to both
player's Optional Gadgets lists in the Batcomputer at the end of
that level. Try to find and collect these spectacular prototype
gadgets!
SELECTING GADGETS
There are over 20 gadgets available in Batman Forever, but only
five gadgets can be carried at one time. Both Batman and Robin
carry different gadgets on a utility belt. The good news is
that Ammo for all gadgets is unlimited, allowing them to be used
as often as needed. Players choose gadgets at the beginning of
each level. When you get to the Gadget Select screen on the
Batcomputer, you will see five default gadget icons displayed.
In a two player game, both players' default gadget icons will
appear. The first three gadgets are always available, while the
remaining two may be swapped in from the Optional Gadgets list.
To swap a gadget, first hightlight it with the Control Pad, then
press the B Button. Scroll between the available Optional
gadgets
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by pressing Up or Down on the Control Pad. To see information
about a particular gadget, press the A Button. To select an
Optional gadget, press the B Button. That gadget will now
appear along your available gadgets. Once a player has chosen
gadgets for a particular level, pressing the Start Button will
bring the player right into the next level. In a two player
game, once one player presses the Start Button, he or she is no
longer able to select gadgets. Not that Batman and Robin have
different Standard and Optional Gadgets.
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BATMAN'S DEFAULT GADGETS
BATARANG
Down To Towards + A
The Batarang is a bat-shaped throwing weapon. Though a single
Batarang causes little damage to an enemy, firing several in
quick succession can prove damaging.
GRAPPLING HOOK
Select + Control Pad
The Grappling Hook is a large steel hook attached to a
reinforced wire. It can be used in a variety of ways depending
on the angle it's fired at. When fired at angle of 90 degrees,
the hook wraps around objects in the ceiling, allowing Batman to
hoist himself from platform to platform. When fired at a 45
degree angle, Batman is able to swing from the imbedded hook.
The hook can also be fired at the ceiling to find secret
passageways! To fire the Grappling Hook, press the Select
Button and aim it with the Control Pad.
SONIC PULSEGLOBE
Down, Towards + B
A Sonic Pulse Globe is a powerful weapon, potentially as
dangerous to the thrower as to the intended target! A globe
explodes on contact with an enemy.
BATMAN'S OPTIONAL GADGETS
(OPTION LIST 1)
SMOKE PELLET
Towards To Down + A
Dashing this Smoke Pellet to the floor creates a cloud of
confusion disabling an enemy's special moves.
CAPE MORPH
Tap A Repeatedly While Holding Left Trigger
When the going is tough, the Cape Morph protects Batman from
any pysical harm, be it from bad guys or dangerous backgrounds.
FLASH PELLET
Towards To Down + X
Throw this Flash Pellet to the floor and watch your enemies
flail helplessly in the blinding light.
GAS
Down, Towards + A
Loading Batman's gadgets with gas canisters let's you
temporarily destroy a foe's muscle tone, making their blows do
only half damage.
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ROBIN'S DEFAULT GADGETS
BATARANG
Down To Towards + A
The Batarang is a bat-shaped throwing weapon. Though a single
Batarang causes little damage to an enemy, firing several in
quick succession can prove deadly.
EXTENDING STAFF
Select + Towards
This is one of the most versatile gadgets in the Batcave! It
can be used like Batman's grappling hook, it can be equipped
with ammunition and fired at enemies, and it's extending form
makes it handy for keeping enemies well out of reach.
STAFF CHARGES
Towards, Down + Y
When Robin fills his Extending Staff with these deadly explosive
charges, he is able to fire them at an angle towards the floor,
causing great damage to an enemy when properly targeted. Staff
Charges can also be fired at floors and walls to uncover hidden
passageways!
ROBIN'S OPTIONAL GADGETS
(OPTION LIST 1)
SMOKE PELLET
Towards To Down + A
Dashing this Smoke Pellet to the floor creates a cloud of
confusion disabling an enemy's special moves.
FORCE SHIELD
Tap Y Repeatedly While Holding Left Trigger
Like Batman's Cape Morph, the Force Shield makes Robin
invulnerable in dire situations.
TRANQUILIZER DARTS
Towards, Down + A
To fire these, Robin must swing the Extending Staff over his
head in an arc and stop the movement when the Staff is pointed
horizontally in front of him. At this point, a high-speed dart
fires at any enemy unlucky enough to be in the way. An enemy
hit with a Tranquilizer Dart becomes drowsy and slows to half
speed. The effect lasts for only a short while, but long enough
for Robin to unleash a flurry of painful combinations!
SONIC BLAST WEAPON
Away, Towards, Towards + X
A blast from this ultra sonic device knocks enemies off their
feet and into a stupor, making their blows do only half damage.
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BATMAN'S OPTIONAL GADGETS
(OPTION LIST 2)
SLIPPERY GOO
Towards, Down + B
Firing a Batweapon loaded with Slippery Goo at the floor spreads
a slippery film that causes anyone who steps in it to slide
helplessly across the floor. An enemy caught in a pool of this
is defenseless, and Batman is able to treat a foe to some caped
justice without fear of being hit.
BAT BOLA
Down, Down + A
When Batman throws the Bat Bola, it temporarily ties up any
enemy it hits, leaving batman free to knock some sense into
wriggling wrong-doers.
ELECTRIC PELLET
Towards, Down + A
This jolt of juice stuns opponents and keeps them stuck on the
ground.
FORCE WALL
Down, Down, Down + B
The most powerful defensive weapon in the Batcave, the Force
Wall is a small cube which, when thrown at the floor, pops open
and emits a blue ray which enemies find impenetrable. The ray
prevents enemies from crossing until they have caused enough
damage to it, but both Batman and Robin can walk through it
unharmed. The ray lasts for a few seconds or until it has taken
three hits(whichever comes first).
STICKY GOO
Down, Down + X
The opposite of Slippery Goo, Sticky Goo is an adhesive puddle
that renders all who step in it briefly immobile, allowing the
Dark Knight to administer some lessons in manners to unlucky bad
guys.
BLUEPRINT GADGETS.
BLUEPRINT GADGETS ARE COLLECTED AT VARIOUS LEVELS THROUGHOUT THE
GAME. YOU MUST FIGURE OUT HOW TO USE THEM.
HOMING BATARANG
Once thrown the Homing Batarang will strike the closest enemy,
then veer off after the next until it has struck three times,
unless an enemy is deft enough to either duck under it, jump
over it, or knock it out of the air with a punch. Useful for
hitting enemies behind you.
BAT CUFFS
Put a halt to advancing henchmen with the Bat Cuffs. These
attach to enemies and keep them still momentarily.
HOLOGRAPHIC DECOY
Confuse the enemy by throwing up holographic decoys for them to
chase, while the real Batman and Robin throw some real
punishment their way.
ROCKET BOOTS
Donning these special boots which will propel the wearer towards
an enemy.
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ROBIN'S OPTIONAL GADGETS
(OPTIONAL LIST 2)
SLIPPERY GOO
Towards, Down + B
Firing a Batweapon loaded with Slippery Goo at the floor spreads
a slippery film that causes anyone who steps in it to slide
helplessly across the floor. An enemy caught in a pool of this
is defenseless, and Batman is able to treat a foe to some caped
justice without fear of being hit.
BAT BOLA
Down, Down + A
When Robin throws this Bat Bola, it temporarily ties up any
enemy it hits, leaving Batman free to knock some sense into
wriggling wrong-doers.
ELECTRO STAFF PROD
Down, Down, Towards, Y
Robin's Extending Staff is a deadly point of electric power when
the Electric Prod tip is activated. A shot of this juice stuns
opponents and keeps them stuck on the ground.
WRIST RIVETS
Away, Towards, Y
Wearing this Wrist device, Robin is able shoot rivets at an
angle to fasten his opponent's feet to the floor immobilizing
them! Aim is important to ensure a safe footing. Once you've
nailed a foe, he'll be stuck temporarily, or until you strike
him.
HEAT WEAPON
Towards, Away, Towards, Away + A
This dries hair in a jiffy, but it also turns the big fish of
the underworld into tuna melts.
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GAME FEATURES
SCREEN:
Energy Bars - A player's energy appears as an energy bar at the
top left (Player 1) or top right (Player 2) of the screen.
Players begin each level with a full energy bar. As a player
sustains damage, the amount of energy remaining decreaces. When
the bar is empty, a player has lost all energy and loses a life.
Enemy Energy Bars - The health of the last enemy hit by player
one is displayed at the bottom left of the on-screen status
area, that of the last enemy hit by player two at the bottom
right. This allows a player to see how much damage an enemy
has taken, and how great a threat he or she poses. When an
enemy's health is completely depleted, that enemy is finished
and the energy bar will go empty. If a player strikes several
enemies in a row, only the last one hit will have his or her
energy displayed.
Lives - Players begin the game with 3 lives in which to complete
Batman Forever. Earn exta lives by picking up Two-Face coins.
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Scoring/Level Statistics - At the end of each level, percentages
are given for the amount of pickups a player has recovered, the
number of villains subdued, and for the percentage of secret
areas a player has managed to uncover in the level. If you get
100% in any level, you will earn a significant bonus.
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PICKUPS
Partial Energy - Collecting this icon partially restores Batman
or Robin's energy.
Full Energy - Collecting this icon fully restores energy.
Riddler Boxes - Riddler Boxes containing game tips can be
collected throughout the game. These tips are in the form of
riddles which a player must solve in order to take advantage of
the game tips. It's not easy, but it adds an exciting brain-
teasing element to your battle for Gotham City's streets!
Extra Time - In Gotham City Hippodrome, every second counts!
Get extra time to defuse the situation by collecting these
icons.
Two-Face Coins - Collect these rare coins to earn extra energy
or lives. There are two sides to the coin. Collecting it while
the smooth side is showing gives you an extra life adn full
energy.
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Gadget Blueprints - This high tech disc case holds stolen Wayne
Tech gadgets blueprints. Collect all four on a given level to
gain use of a particular weapon for the following level.
LEVELS
Batman Forever consists of 8 levels, plus a Training Mode.
Eight of these levels follow the story of Batman and Robin's
battle against Two-Face and The Riddler, and must be completed
sequentially. The Batcave Gym level is for Training Mode only.
The eight story levels of Batman Forever consist of both main
areas and secret hidden areas. To gain the highest percentage
and successfully complete the game, a player must find and
access all main and secret areas, and take advantage of the
pickups and other game secrets that are available in each.
Below is a description of the various levels Batman and Robin
must complete to spare Gotham City from the terror of Two-Face
and the wrath of The Riddler!
ARKHAM ASYLUM
Harvey Dent, better known as Two-Face, has breached the sturdy
confines of Arkham Asylum, and let loose an army of enraged
inmates eager to destroy everything in sight--including the
Dynamic Duo! Batman and Robin must
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subdue the unbalanced inhabitants of Cell Block 2 and get to
Two-Face's cell before he makes good his escape! The asylum is
a maze of maintenance tunnels, walkways and corridors, alive
with flashing emergency alarms. Beware of shock treatment
tables that still pack a wallop! Beware, Batman and Robin, or
good-bye!
SECOND BANK OF GOTHAM CITY
Having eluded Batman and Robin's pursuit, Two-Face wastes no
time in bringing his special brand of mayhem to Gotham City! He
and his henchmen have taken over the entire Second Bank of
Gotham City building, and threaten the lives of the bank
watchmen they have taken as hostages. Two-Face's plan: to
hijack an entire vault from the bank! You must fight your way
to the 22nd floor, where Two-Face and his band of thugs are
getting ready to remove the safe. You'll need to concentrate
on freeing all the watchmen in order to thwart the would-be
bank robbers. Be sure to question every aspect of your
surroundings for special pickups and hidden entryways.
THE CIRCUS
Two-Face and a gang of criminal clowns threaten to explode a
bomb over the
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bigtop! Batman and Robin battle killer clowns and other fierce
fiends in the Hippodrome, from the center ring to the highwire!
Time is running out as the countdown to destruction ticks off on
your screen! You've got to reach the rooftop and disarm the
bomb before your chances read 00! Luckily, there are extra time
pickups available, so don't give up, even if time is tight!
TWO-FACE'S HIDEOUT: WAREHOUSE
Like all big-time super-villains, Two-Face has a huge secret
hideout where he recovers from his criminal activities and plots
new outrages! Two rivers, flowing in two directions? Batman
and Robin put two and two together and trace Two-Face to his
urban lair in a warehouse by the Gotham City docks! The wharf
and the warehouse are a puzzle palace of crates, some hiding
valuable pickups, some housing heinous henchmen! Look out for
dangerous crushing machines in the corridors. Throughout the
warehouse, Batman/Robin must find switches that move background
objects. In the world of Two-Face, you may have to visit an
area twice, but the rewards make it worthwhile!
Once inside, it's a split-personality split
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level! Two-Face's comely courtesans Sugar and Spice dance
deadly attendance on Batman and Robin, pulling out all the stops
to treat the pair to Two-Face's uniquely harsh brand of
hospitality! Batman and Robin must defeat these dirty-dealing
damsels in order to fight face-to-faces with Two-Face himself!
He's a potent foe, and our heroes will have their toughest fight
so far as they try to bring Two-Face to justice!
RITZ GOTHAM
The cream of Gatham City society gathers at a launch party for
Nygmatech's Box, the addictive brain-drain entertainment
device with which Ed Nygma steals the mental power of viewers.
It's a gala night for Ed Nygma, as at last he's able to meet
Bruce Wayne on what Nygma imagines is an equal footing. Now
that he's wealthy, he affects the manner of Bruce Wayne, but
inside he seethes with resentment at his former idol. The
entire night is really a trap set by Two-Face and The Riddler to
lure the wealthy into the Ritz Gotham to rob them! The room is
booby trapped! Trap door switches are hidden throughout the
ballroom. If Batman or Robin trip them in the proper order,
enemies will
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be dropped from above and rendere harmless. Which switch, Dark
Knight? Batman and Robin battle throughout the ballroom, trying
to stop Nygma and his pals.
ABANDONED SUBWAY STATION
As Two-Face flees the scene of his outrage at the Ritz Gotham,
Batman and Robin are in close pursuit! You must try to thwart
the escape of Two-Face as he flees into an abandoned subway
station. It's dirty, dark, and dangerous down there! When one
of Dent's thugs blows a hole in the floor, Batman and Robin find
themselves battling precariously on the roof of a speeding
subway car! Look out for hanging pipes as the train rushes
through the tunnels of Gotham's City subway system. Once the
scum on the subway roof have been defeated, the battle moves
inside the train as Batman and Robin face more thugs fighting a
rearguard action in hopes of allowing Dent time to escape. Can
you stop them, and at last bring Two-Face down?
WAYNE MANOR DESTROYED BATCAVE
At the Ritz Gotham, Bruce Wayne's mind was "read" by one of
Nygma's boxes. The Riddler and Two-Face learned Batman's true
identity and now they're thrashing
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Wayne Manor! Alfred is busy putting things to rights, but first
Batman better see what's wrong! The mansion is still full of
lurking thugs with a talent for home wrecking. This is a house
party Bruce Wayne will never forget! From one floor to another,
Batman must fight to recapture his own home! Even the Batcave
has been discovered and set on fire! Batman must save it from
total destruction.
CLAW ISLAND
At last the battle has come home to Ed Nygma! The Brainy badguy
has kidnapped Dr. Chase Meridian, so now Batman is fighting not
just for justice, but for love! Robin and Batman are bent on
ending the outrages once and for all, and payback will be sweet.
Landing on the rocky shore of Claw Island, the pair battle their
way into the deadly domain. Once inside, the fight continues as
an elevator brings them closer to their foes. Next they face
the booby-trapped factory where Nygma's boxes are made, a
factory full of furious felons. When the master box goes
haywire, watch out for the deadly green rays!
Suddenly Batman and Robin are thrust into a holographic
nightmare world of question marks, a torture of physical
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might and mental toughness. They must endure if they're to
reach The Riddler and free Dr. Chase Meridian!
At last, our heroes arrive at the Claw Island throne room -- the
site of the final showdown with both Two-Face and The Riddler!
Will Batman and Robin rescue the beautiful Dr. Chase Meridian
and save Gotham City? First, the pair must face the wrath of
Two-Face. If they can somehow overcome the dual desperado,
they'll find that The Riddler has created a super-strength
powersuit for his scrawny self, making him a suddenly tough
opponent! Batman and Robin must turn this encounter into The
Riddler's Waterloo, or meet a watery end! If they can defeat
him in his terrible outfit, Batman and Robin will find that
Nygma's brain is ready to burst with information, and they'll
have their hands full trying to avoid the concentrated bursts
of mental energy The Riddler fires. Even without his special
suit, the wispy Riddler's brain sucking has made him a combat
expert with more than a few tricks up his sleeve! Keep on
battling, gentlemen -- the end is almost near!
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BATMAN
CHARACTER PROFILES
Millionaire Bruce Wayne felt responsible for his parent's murder
in an alley outside a movie theater when he was a little boy.
To deal with the senselessness of their death and his own anger,
Wayne turned himself into a crimefighter second to none,
spending countless years mastering martial arts, criminal
science and advanced gadgets engineering.
To protect his privacy and strike fear into the hearts of
criminals in Gotham City, Wayne came up with Batman. Equipped
with a cape and cowl and a utility belt full of unique fighting
devices, Batman set about the never-ending task of ridding
Gotham City of crime. Operating from a Batcave hidden far below
Wayne Manor, Batman responds to calls for help from the
Bat-Signal at police
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headquarters, while continuing to exercise dynamic control of
Wayne Enterprises' vast holdings.
With the help of Dr. Chase Meridian, Bruce Wayne now wrestles
with the obsessive drive that made him the Dark Knight, a drive
that he hopes to understand as he battles against villains that
know his innermost thoughts and are eager to exploit any
weakness!
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TWO-FACE
Doctors or lawyers might argue about what it means to be
"criminally insane", but there's no doubt about Harvey Dent:
he's stark raving kill-crazy!
His world is evenly and absolutely divided into opposites: black
or white, good or evil, life or death!
Many years ago, when serving as the District Attorney of Gotham,
Harvey Dent was horribly scarred by underworld kingpin Boss
Moroni during an indictment hearing. The resulting left-brain
damage turned Dent into a violent criminal. Dent went on a
vicious crime spree until he was brought to justice by Batman
and sentenced to life in Arkham Asylum for the Criminally
Insane. Since then, he has obsessively plotted his
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revenge against Gotham and it's mysterious guardian. Dent now
calls himself Two-Face, and it is a fitting name for this
villain. He is of two minds about everything save this: a
raging desire to destroy Batman!
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THE RIDDLER
For a brilliantly talented young man to want only the notice and
approval of his idol Bruce Wayne might be merely pathetic, if
that desire didn't hold the seeds of a pathology that would
bring his brilliance to the full flower of madness! When his
employer Bruce Wayne dismisses Ed Nygma's brain-wave reading 3-D
entertainment invention as raising ethical concerns over mind
manipulation, something snaps in the fragile psyche of the
inventor. His hard work derided by his idol! Snubbed by the
man he most wishes to be like! Revenge will be sweet, Mr.
Wayne!
Nygma discovers that his invention works as a "brain drain" with
the capability to read and capture the neural power of others,
increasing Nygma's knowledge by an order of magnitude! Is there
no stopping the pondering powerhouse? He teams up with Two-Face
to make use of Two-Face's criminal expertise in order to raise
enough money to market the 3-D entertainment device. At the
resulting crime scenes, the green-costumed Nygma leaves puzzles
intended to goad Batman. Soon the media have dubbed Nygma the
Riddler. Once he has accumulated sufficient capital to get
Nygmatech off the ground, the results are immediate and
impressive. He sells millions of
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his holograph devices as an entertainment, all the while
siphoning off the neural power of his unwitting customers and
making it his own. He even manages to overcome his physical
frailty by building an armored suit that is more than a match
even for the battle strengthened likes of Batman and Robin! His
ever-increasing intelligence makes him all but impossible to
outwit!
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DR. CHASE MERIDIAN
Mental health never came in such a beautiful package! The
lovely Dr. Chase Meridian is in love with two men: Batman and
Bruce Wayne! As she helps Bruce Wayne struggle with the
repressed memory of his parent's murder, the demons that drove
him to become Batman come to the surface. When the expanding
consciousness of the Riddler reads Batman's mind, he learns
of Batman's affection for the beautiful doctor and kidnaps her:
sweet bait to trap a flying bat!
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[Picture of Dr. Chase Meridian]
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ROBIN
Like Bruce Wayne, Dick Grayson witnessed the murder of his
parents and swore to dedicate himself to bringing the criminals
to justice. Under the strong wing of the Dark Knight, young
Dick managed to set aside his bitterness and thirst for revenge
into a passion for righting wrongs and battling evil. As Robin,
he is Batman's trusted crimefighting partner. When one of them
is in danger, the other is sure to help find a way out of it!
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[Picture of Robin]
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SUGAR
Is she as sweet as she seems? Sugar is one of Two-Face's two
consorts, and while she may satisfy his villainous sweet tooth,
she's not a lady to be taken lightly! This super-fefined female
is a formidable foe.
SPICE
Spice is the second of Two-Face's duo of damsels. This gal's
idea of a spice is bella donna or deadly nightshade: she's
poison! She's tempting, it's true, but her icy heart belongs to
Mammon. A gold digger who will use your soul as the spade!
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ACCLAIM ENTERTAINMENT, INC. LIMITED WARRANTY
Acclaim Entertainment, Inc. (Acclaim) warrants to the original
purchaser only of this Acclaim software product that the medium
on which this software program is recorded is free from defects
in materials and workmanship for a period of ninety (90) days
from the date of purchase. This Acclaim software program is
sold "as is," without express or implied warranty of any kind,
and Acclaim is not liable for any losses or damages of any kind
resulting from use of this program. Acclaim agrees for a period
of ninety (90) days to either repair or replace, at its option,
free of charge, any Acclaim software product, postage paid, with
proof of date of purchase, at its Factory Service Center.
Replacement of the game pack, free of charge to the original
purchaser (except for the cost of returning the game pack) is
the full extent of our liability.
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 Acclaim 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 Acclaim.
Any implied warranties applicable to this software product,
including warranties of merchantibility and fitness for a
particular purpose, are limited to the ninety (90) day period
described above. In no event will Acclaim be liable for any
special, incidental, or consequential damages resulting from
possession, use or malfunction of this Acclaim 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.
This warranty shall not be applicable to the extent that any
provision of this warranty is prohibited by federal, state or
municipal law which cannot be pre-empted.
Repairs/Service after Expiration of Warranty- If your game pack
requires repair after expiration of the 90-day Limited Warranty
Period, you may contact the Consumer Service Department at the
number listed below. You will be advised of the estimated cost
of repair and the shipping instructions.
ACCLAIM HOTLINE/CONSUMER SERVICE DEPT.(516) 759-7800
MARKETED BY ACCLAIM ENTERTAINMENT, INC. DISTRIBUTED BY ACCLAIM
DISTRIBUTION, INC.
ONE ACCLAIM PLAZA, GLEN COVE, NEW YORK 11542-2708
*Batman and all related elements are the property of DC Comics
and copyright 1995. All rights reserved.
Acclaim is a division and registered trademark of Acclaim
Entertainment Inc. Copyright 1995 Acclaim Entertainment Inc.
All Rights Reserved.
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COMING SOON!
[Picture of Batman Forever Arcade Game]
Acclaim Entertainment, Inc.
Contact the ESRB at 1-800-771-3772 for more information on game
ratings. Marketed by Acclaim. Distributed by Acclaim
Distribution, Inc., One Acclaim Plaza, Glen Cove, NY 11542-2708
Printed in Japan