Gremlins 2

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    In a

    for purchasingGremlins 2T" , The New Batch ,Ttle Video Game from Sunsoft.

    read instruction booklet carefully before starting to play the game. In dOing so, youable lay the game better and enjo it even more. Be sure to keep these instructions

    Be sure to turn the power OFF before inserting the cartridge or removing it from the unit.This is ahigh-tech instrument. Do not store it in an area subject to extreme hot or coldtemperatures. 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 damagethe unit. '/ .1The NES Files

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    Six years have passed since the Gremlins T wreaked havoc on Kingston Falls. Gizmo has beenliving with Mr. Wing in Chinatown. However, a strange series of events will reunite Gizmo withhis friend of long ago, Billy Peltzer.Entrepreneur Daniel Clamp tried to buy Mr. Wing's shop , which was locatedright in the middle of the site where Clamp intended to build his officecomplex, Camp Centre . Mr. Wing would not give in. However, he was old andtired and when he passed away, the shop and part of Chinatown was torn down .During the demolition , Gizmo barely escaped with his life and was captured by ageneticist who works in the Clamp Genetics Lab. Now poor Gizmo is a captiveinside the Clamp Centre .Meanwhile, Billy Peltzer and his gir lfriend , Kate , have moved toNew York City. Billy works at Clamp Centre as a commercialartist and Kate is the Clamp Centre Tour Guide.

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    One day Billy hears a mail ue song. The mail clerk explains that heheard the song somewhere etics Lab. Billy desperately searches for Gizmo .in the Laband rescues him . They are happily reunited .When is called away from the office , he hides Gizmo in his desk drawer and cautionsGizmo to be very quiet and stay out of trouble until he returns .However, Gizmo being the curious Mogwai that he is, doesn 't follow y's instructions and weALL remember that there are three things you must NEVER do to a Mogwai ...

    1) DON 'T EXPOSE HIM TO BRIGHT LIGHT2) DON 'T LET HIM GET WET3) AND WHATEVER veu DO DON 'T F ED HIM AFTER MIDNIGHT!This is where our ends and where your adventure begins . . .

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    B ButtonJoyst ick-- - A Button

    Select Start

    4-Way Joystick Press to control the movementof Gizmo

    A Button Press to jumpB Button Press to attack

    Start Button Press to pause to menu screen4

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    Game-Play SceneThe number of HEARTS is shown at theupper left on the screen (three HEARTsare shown at the beginning of the game ,and the maximum number of HEARTsshown at a time is four). Gizmo is subjectto One Damage when hurt by an enemy,when hitting a barrier , or when falling into

    a hole, When subjected to Two Damages , one HEART will be lost from the screen . Gizmo willlose one of his lives (three lives available at the beginning of the game) when all HEARTs aregone from the screen. The game will be over when Gizmo has lost all of his available lives.

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    Pause Scene ScreenThe pause scene shows the ga -playstatus in progress , on the screen. Shownon the Pause Menu are :1. The weapon Gizmo is equipped with2. The number of Gizmo's lives available3. The number of balloons left in stock4. The number of HEARTs available5. The number of CRYSTAL BALLS

    available

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    Shop Scene

    --- 1. Speech of Mr. Wing0 1 2 0 CB

    2. An item for Gizmo to buy3. Cursor

    At aShop Scene (which appears on the screen from time to time throughout the game-play),Gizmo can buy an item from Mr. Wing in exchange for Crystal Balls he has with him. To selectan item to buy, you need to move the cursor to the item you would like and press [A] Button toget it, or press [B] Button if you would like to cancel it.

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    There is a total of five (5) game-play stages each with one or two sub-stages followed by aBoss stage .

    .Gizmo on his way to Billy's office

    Sub-stage 1 - 1Gizmo has escaped from the genetics lab and is hurrying onhis way to Bi lly's office . All the other creatures that have alsosneaked out of the lab are trying to block Gzmo from reachingthe goal.Sub-stage 1 - 2Gizmo , having managed to arrive at Billy 's office , has found itfully occupied by all the hostile creatures .

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    Gizmo coming across GremlinsSub-stage 2 - 1

    Gizmo is confined , by Mohawk and other Mogwais, in the airduct system and continues his quest in search of the exit.Sub-stage 2 - 2Gizmo has successfully escaped from the duct system . Whathe has discovered there is: a basement floor passage with allthe Gremlins fooling around and doing all the mischievoustricks.

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    Inside Clamp CentreSub-stage 3 - 1Gizmo , wandering in the maze of the Clamp Centre , runs 'intothe CATV station in it.Sub-stage 3 - 2Gizmo heads further toward the offices of President Clamp.

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    Inside the Genetics Lab . ,Sub-stages 4 - 1& 4 - 2Gizmo challenges Gremlins that have transformed into furthercruel and brutal creatures.

    Inside the Control CenterSub-stage 5 - 1Gizmo wages his final battles against all the wicked creaturesthat are attempting to take over the control system ofthe Center.

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    There in Stage 1. A Boss appears at the end of each stage (in Stages 2 - 5).

    Stage 2Mohawk transformed to Gremlins

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    Stage 3Electric Grem lin (who has drunk electricpotion at the genetics lab)

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    Stage 4Mohawk Gremlin with amachine gun inhis hand

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    IVI 5tages 2-5

    Stage 5Mohawk with his feet transformed tomult iple spider feet after drinking a spiderpotion lin the genetics lab

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    Items to pick up in individual stages:Each item here is programmed to appear at the end of one previous stage (except Tomatowhich Gizmo is provided with at the beginning of the game for Gizmo to use in any stage) .

    TOMATO:Gizmo can throw agenetically altered

    Tomato which he finds in the GeneticsLab. The Tomato cannot power up.

    TCH:Each Match fires from it's head toeliminate an enemy. When power d up,the Match fires in 3 directions.

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    PAPER CLIP:Gizmo makes use of a Paper Clip found in Billy 's office. It can bean enemy. The Paper Clip can be powered up to a 3-way weapon.

    BO W AND ARROW:Gizmo assembles a Bow and Arrow from a paper clip , arubber band , and a pencil. When powered up, the Bow andArrow shoots 5 projectiles in the direction Gizmo is aiming.

    BOW AND FIRE HEADED ARROW:Effective at long range , th is is the most devastating weaponGizmo can obtain. When powered up, the Bow and Fire HeadedArrow explodes upon impact.

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    Items to win by beating enemies:CRYSTAL BALLS:This item can be used as 'money ' forGizmo to buy various items at the Mr.Wing 's Shop.

    FLASHBULB:This item flashes to destroy all theenemies present on the screen .

    POGO-STICK:This item gives Gizmo the power of no-die from enemy attack.

    TIME STOPPER:This item will halt the enemies around

    Gizmo for a given period of time.16

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    Items to buy at Mr. Wing's Shop:

    BALLOON:This item helps Gizmo go overa hole in the ground.

    LIFE:A life recovery item.

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    GIZMO CLONE:The item will provide an ad nal lifefor Gizmo.

    HEART: rQ --....This will step up the total number ofHEARTs on the screen.

    ,This door appears in various scenes in the game . It is a door toMr. Wing 's Shop.

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    Continue Feature

    Select "CONTINUE" or "END " bypressing UP/DOWN on the joystick .4-digit password

    OVER CONTINUE ENDPASSWORD0000

    res

    When the game is over , the screen shows the above instruction on it. You may choose"CONTINUE " by pressing "UP" or "END " (of the game) by pressing "DOWN ", on the joystick.When you have chosen "CONTINUE ", you will be able to start from the beginning of the stagein which the game has just ended . You may also affect the "CONTINUE " feature repeatedly.

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    Password Feature

    I T PASSWORD! This instruction appears on the title screen,where PASSWORD can be selected whenthe game is started. By moving the joysticksideways, you can move the cursor (arrowmark) sideways from one digit to another.Similarly, you can change one alphabetletter to another by moving UP /DOWN the joystick. After completing the input of the password,

    you can start playing the game in the stage wh the password. When apassword has been taken in a certain stagestage, you .will then have to start the game fr t

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    Compliance ith FCC Regulations This equipment generates and uses radio frequency energy and if not installed and used properly, that is, instrict accordance with the manufacturer 's instructions, may cause interference to radio and televisionreception. It has been type tested and found to comply with the limits for aClass Bcomputing device inaccordance with the specifications in Subpart J of Part 15 of FCC Rules, which are designed to providereasonable_orotection ' ~ a i n s t such interference in a residential installation . However, there is no guarantee,rthat irlterference 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 isencouraged 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 adifferent outlet so that computer and rece iver are on different circuits .

    If necessary, the user should consult the dealer or an experienced radio /televis ion technician for additionalsuggestions. The user may find the following booklet prepared by the Federal Communications Commissionhelpful:

    How to Identify and Resolve Radio-TV Interference ProblemsThis booklet is available from the U.S. Government Printing Office, Washington D.C. 20402 , Stock No .004-000-00345-4.

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    for $e- - .: ;; .

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