Sunsoft (R) for the Nintendo Entertainment System (R)
BATMAN (TM)
Instruction Manual
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[INSIDE FRONT COVER]
[SUNSOFT (R) Limited Warranty]
This offical seal is your assurance that Nintendo has reviewed
this product and that it has met our standards for excellence in
workmanship, reliability and entertainment value. Always look
for this seal when buying games and accessories to ensure
complete compability with your Nintendo Entertainment System.
[SEAL: Official Nintendo (R) Seal of Quality]
This game is licensed by Nintendo (R) for play on the Nintendo
Entertainment System (R)
Nintendo and Nintendo Entertainment System (R) are trademarks of
Nintendo of America Inc.
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[PAGE 1]
THANK YOU
*Thank You*...for purchasing the SUNSOFT "BATMAN" (TM) Game Pak.
Please read this instruction booklet carefully *before* starting
to play the game. In doing so, you will be able to play the game
better and enjoy it even more. Be sure to keep these
instructions in a safe place.
PRECAUTIONS
Be sure to turn the power OFF before inserting the game pak or
removing it from the unit.
This is a high-teck instrument. Do not store it in an area
subject to extreme hot or cold temperatures. Never drop it, bump
it or attempt to take it apart.
Avoid touching the connectors. Do not allow them to get wet or
dirty. Doing so will damage the unit.
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[PAGE 2]
CONTENTS
Page
Game Story 3
Summary of Objectives 4&5
Game Play Operation 6
Inter-Stage Demonstrations 7
Stages 1-5 8-13
Enemies 14&15
Bosses 16&17
Weapons 18
Bat Items 19
Batman's Movements 20
On Screen Display 21
Batman's Power Life 22
Scores 23&24
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[PAGE 3]
GAME STORY
The citizens of GOTHAM CITY (TM) are busy planning the city's
200th Anniversary Festival, but there is not much to celebrate.
Crime and violence rule the city.
The only man who can free the city from THE JOKER'S (TM) evil
clutches is the one and only - BATMAN (TM)!
With your help, the CAPED CRUSADER (TM) can defeat THE JOKER and
save the good people of GOTHAM CITY. BATMAN is armed with
special weapons and acrobatic strength. He must destroy 15
different types of enemies and 5 bosses, while traveling through
5 stages.
Finally, BATMAN comes face-to-face with THE JOKER! But who will
prevail? It's up to you!
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[PAGE 4]
SUMMARY OF OBJECTIVES
Stage 1: GOTHAM CITY
Main Street
High-Rise Buildings
Front of City Hall
Defeat Killer Moth
Inter-Stage Demonstration
Stage 2: AXIS Chemical Factory
Liquid Waste Floor
Spark Floor
Conveyer-Belt Floor
Nerve Center
Defeat the Machine Intelligence System
Inter-Stage Demonstration
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[PAGE 5]
SUMMARY OF OBJECTIVES
Stage 3: Underground Conduit
Underground Conduit I
Underground Conduit II
Underground Cavern
Defeat the Electrocutioner
Inter-Stage Demonstration
Stage 4: Ruins of Laboratory
Research Laboratory
Storage Room
Thermal Processing Plant
Destroy the Dual-Container Alarm
Inter-Stage Demonstration
Stage 5: Cathedral
Stairway
Belltower
Defeat Firebug
Final Battlefield of BATMAN and THE JOKER
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[PAGE 6]
GAME PLAY OPERATION
Use controller 1 only
A - Press to jump
B - Press to attack/shoot
Start - Press to select a weapon of preference (but only when
optional weapons are available)
Select - Press to pause and show the score in the upper left of
the screen
Joystick
1. Press sideways to move BATMAN left or right
2. Press down to make BATMAN kneel
3. No action follows by pressing up
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[PAGE 7]
INTER-STAGE DEMONSTRATIONS
Game-Play introductory demonstrations are shown before each of
the five stages. The demonstrations are designed to familiarize
you with the stage you are about to play.
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[PAGE 8]
STAGE 1 GOTHAM CITY
BATMAN begins his adventure in GOTHAM CITY. As he investigates
the "DDID" Nerve Gas Scandal, BATMAN travels through the dark,
deserted main street. In the second area he encounters a
shopping mall background with skyscrapers at the bottom. There
is no sign of life, only the street skeletons of buildings and
the street structure of a freeway. Finally, BATMAN reaches City
Hall, located in the center of GOTHAM CITY, where he must defeat
the boss, Killer Moth, to enter Stage 2.
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[PAGE 9]
AXIS CHEMICAL FACTORY STAGE 2
THE JOKER'S hideout, the Axis Chemical Factory, is BATMAN'S next
challenge. Here, he must cross a Liquid Waste Floor, the plant
for processing chemical waster; the Spark Floor, equipped with
operational panels of power for the entire factory; the
Conveyer-Belt Floor, where chemical materials are refined; and
finally the Nerve Center the Boss of Stage 2. In this area,
BATMAN must out-smart security traps and destroy the entire
MACHINE INTELLIGENCE SYSTEM.
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[PAGE 10]
STAGE 3 UNDERGROUND CONDUIT
Even though BATMAN successfully destroyed the Chemical Factory,
he is caught in a trap and dropped into a underground conduit.
Underground Conduits I and II are a network of sewers connecting
all of GOTHAM CITY. Here, BATMAN must find the secret exit, the
underground Cavern. The water flowing through the conduits
generates power for the Underground Station in the Cavern. When
BATMAN finds the exit, he must defeat The Electrocutioner who is
waiting, to advance to Stage 4.
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[PAGE 11]
LABORATORY RUINS STAGE 4
THE JOKER'S other hideout, the Laboratory Ruins, is a
contaminated, deserted laboratory. As BATMAN enters the Research
Laboratory he sees an array of futuristic life samples made by
genetic engineering.
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[PAGE 12]
STAGE 4 LABORATORY RUINS
The next area BATMAN searches is the storage room, an almost
empty warehouse with research engineering tools and equipment,
energy conduits and power driving motors. Finally, BATMAN
reaches the Thermal Processing Plant where a burning hot flame is
used to process waste and refuse. The CAPED CRUSADER can now
destroy the Dual-Container Alarm Boss and reach his final
destination.
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[PAGE 13]
CATHEDRAL STAGE 5
The secret Transmitter leads BATMAN to his greatest challenge -
The Cathedral. After climbing the dark narrow staircase to the
Belltower, BATMAN is attacked by THE JOKER'S trusted bodyguard,
Firebug, the boss of Stage 5. After eliminating Firebug, he is
greeted by none-other-than THE JOKER, where he has his final
battle.
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[PAGE 14]
ENEMIES
*Stage* *Function*
----------------------------------------------------------------
Shakedown 1&2 Rush toward BATMAN
----------------------------------------------------------------
Heatwave 1-5 Shoots Fire Gun
----------------------------------------------------------------
K.G.Beast 1 Attacks with sword and "Shuriken"
----------------------------------------------------------------
The Enforcer 1 Flys with rocket back-pack and
attacks with machine gun
----------------------------------------------------------------
Deadshot 1&2 He waits sitting and shoots
BATMAN
----------------------------------------------------------------
Nightslayer 2&4 His movement is slow, but his nail
is sharp
----------------------------------------------------------------
Maxiezeus 4 He rushes at BATMAN
----------------------------------------------------------------
Jader 3&4 JOKER made this biological weapon
to jump on BATMAN
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[PAGE 15]
ENEMIES
*Stage* *Function*
----------------------------------------------------------------
Mobile Home Mine 1-4 Moving mine
----------------------------------------------------------------
Mobile Tracker 1-5 Rushes with accelerating speed at
trespasser
----------------------------------------------------------------
Javelin 2&5 Attacks with long spear
----------------------------------------------------------------
Drop Claw 2-5 It sticks to the ceiling and
drops bombs
----------------------------------------------------------------
Rail Runner 4 It moves left and right on a rail
and attacks
----------------------------------------------------------------
EEV 3&5 Shoots like a cannon
----------------------------------------------------------------
Gluk 2 This industrial waste is a
by-product of "DDID" nerve gas
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[PAGE 16]
BOSSES
*Stage* *Boss* *Function*
----------------------------------------------------------------
1 Killer THE JOKER hired this assassin to
Moth attack BATMAN by shooting fireballs.
----------------------------------------------------------------
2 Machine 3 Targets:
Intelligence 1. Electric current controller -
when destroyed the movement
stops and BATMAN can move
freely over the otherwise
moving pillar.
2. A cannon
3. The Nerve Center is awakened
after the first two targets
are defeated.
----------------------------------------------------------------
3 The This boss is a self-electrogenic
Electrocutioner man, the strongest warrior on earth,
who is capable of transmitting a
"Moon Attacker" (a 10 Mega-Giga volt
killer beam) out of his arm.
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[PAGE 17]
BOSSES
*Stage* *Boss* *Function*
----------------------------------------------------------------
4 Dual-Container This Boss controls dual-container
Alarm vehicles that can stop any intruder.
In an emergency, he is programmed to
trigger fire bombs.
----------------------------------------------------------------
5 Firebug THE JOKER'S most trusted bodyguard
wants revenge on BATMAN for personal
reasons. BATMAN defeated his
brother, so Firebug will stop at
nothing to kill BATMAN. He can emit
600 million degree C fireballs that
will instantly dissolve anything into
atomic pieces. He is definitely
BATMAN'S most powerful enemy besides
THE JOKER.
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[PAGE 18]
BATWEAPONS
BATMAN is equipped with his punch at all times. Optional weapons
to win:
----------------------------------------------------------------
Spear Gun To shoot a short pointed spear at the enemies.
----------------------------------------------------------------
Batarang Used like a boomerang. It is designed to throw
at the enemy and return to BATMAN
----------------------------------------------------------------
Dirk To shoot in 3 split directions, to beat enemies
in a broad area.
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[PAGE 19]
BAT-ITEMS
The player can earn each of the following three items only when
he/she has defeated a certain enemy.
----------------------------------------------------------------
Bonus Item Item adds bonus points to score
----------------------------------------------------------------
Pellet Item Each pellet item shares 10 additional pellets
when a certain enemy is defeated - 1. This
pellet is BATMAN'S common offensive course for
his three option weapons
2. Without the pellet item, BATMAN cannot use his
weapons
3. The pellet consumption rate varies depending
on the optional weapon the player is using.
----------------------------------------------------------------
Heart Item Item can regenerate 1 increment of BATMAN'S Life
Power (see the Life Power Meter under BATMAN'S
Power Life)
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[PAGE 20]
BATMAN'S MOVEMENTS
----------------------------------------------------------------
Normal Jump Tap "A" Button
----------------------------------------------------------------
BATMAN Jump Press and hold "A" Button
----------------------------------------------------------------
Wall Jump A special high jump! Press "A" Button while
BATMAN is in the midst of a normal jump and in
contact with a wall
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[PAGE 21]
ON SCREEN DISPLAY
1. A double-row game-play indicator is provided at the upper left
of the screen.
2. The indicator shows:
Row 1: * Optional weapon(s) with the number of pellets
available
* When Punch Weapon is only available, the indicator
will show BATMAN in blue
* Press START Button to switch weapons
* Optional Weapons cannot be used without pellets
Row 2: BATMAN'S Power Life is in 8 increments
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[PAGE 22]
BATMAN'S POWER LIFE
BATMAN'S Power Life is shown on the lower row of the game-play
indicator. He has 3 Power Lives. Each Power Life has eight
increments. One increment is lost each time BATMAN is injured.
When all eight increments are lost, BATMAN loses one of his 3
Power Lives. Number of lives available and score can be seen by
pressing the Pause Button.
BATMAN, THE JOKER and all characters, phrases and indicia are
Trademarks of DC Comics Inc. (C) 1989.
All Rights Reserved.
Sunsoft (R) for the Nintendo Entertainment System (R)
Watch for the best arcade titles from the best new name in home
entertainment software.
SUNSOFT.
Sunsoft (R)
A Division of Sun Corporation of America
925 A.E.C. Drive
Wood Dale, IL 60191
(708) 350-8800
Sunsoft (R) is a registered trademark of Sun Corporation of
America. TM & (C) DC Comics Inc. 1989. Nintendo (R) and
Nintendo Entertainment System (R) are registered trademarks of
Nintendo of America, Inc. (C) 1989 Sun Corporation of America.