Manuale d’uso / di manutenzione del prodotto 60-051 del fabbricante Hasbro
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600510001IWTI-02 MODEL 60- 051 ELECTRONIC LCD GAME.
2 THE STORY INTRODUCTION The fight is on for the WCW Heavyweight Championship belt and you’re in control. The biggest names in wr estling are colliding to settle their feuds. Each pair are starring in their own unit - Hollywood Hogan Vs. Goldberg, Raven Vs.
3 THE STORY Now , he has separated from the flock but is still one of the most talented and ruthless wrestlers in the WCW . He cares nothing for others. The only thing that matters to him now is capturing the WCW Heavyweight belt and he will stop at nothing to get it.
4 OBJECT OF THE GAME O F F RESET PAU S E ON/ ST AR T SOUND PUNCH BLOCK GRAPPLE KICK Raven and DDP have a score to settle. After many confrontations without a clear winner , they will step in the ring to settle their dif ferences once and for all. Choose your wrestler and enter a tournament that lasts best of 7 matches.
5 CONTROLS OFF – Press to turn OFF the unit. The unit also shuts of f after three minutes of no action. SOUND – Press to turn the SOUND ON. – Press to turn the SOUND OFF . P AUSE – Press to P AUSE the game. ON/ ST ART – Press to turn the unit ON.
6 PUNCH – Press to make the wr estler punch their opponent. – After grappling, pr ess this repeatedly to do a power move (see pages 9 & 10). KICK – It will make the wr estler kick their opponent. – After grappling, pr ess this repeatedly to do a power move (see pages 10 & 11).
7 HOW TO PLAY ENERGY METER STARTING A NEW GAME Press the ON/ST ART button to power on the game. Both wrestlers will now appear and Raven will be flashing. Whichever wrestler is flashing will be your wrestler in the ring. If you want to switch between the two wrestlers, simply press left or right.
8 HOW TO PLAY POWER METER POWER METER There is a power meter that will come on screen when the wr estlers are in a grapple. Y our goal is to fill up your half of the meter to get of f your move instead of your opponent. It will seem like a tug of war when you grapple with your opponent to fill your half of the meter .
9 HOW TO PLAY BASIC MOVES - COMMON TO BOTH WRESTLERS PUNCH – PUNCH button GRAPPLE – GRAPPLE button KICK – KICK button BLOCK – BLOCK button PIN – when your opponent is on the ground A TT ACK .
10 POWER MOVES – DIAMOND DALLAS P AGE DIAMOND CUTTER – From Grapple pr ess PUNCH rapidly HOW TO PLAY HIP TOSS – From Grapple press KICK rapidly.
11 HOW TO PLAY DDT – From Grapple press GRAPPLE rapidly THROW OPPONENT INTO ROPES – From grapple pr ess BLOCK rapidly . Press punch when DDP is coming back at you to clothesline him to the mat.
12 SCORING HINTS FOR VICTORY 1. Attack, Attack, Attack - Y ou can’t win if you don’t inflict some damage. 2. Warm them up with punches and kicks. Then move in and do some real damage with your power moves fr om the grapple. 3. Learn to use the Block - Knowing when and when not to use the block will separate the champs from the chumps.
13 BATTERIES INSERTING THE BATTERIES To insert the batteries, have an adult open the battery compartment cover at the back of the game. (To remove cover, press and push battery cover upward.) Insert 2"AA” /LR6 batteries (not included), making sure to align “+” and “-” as shown.
14 CAUTION DEFECT/DAMAGE Do not press the liquid crystal display and avoid heavy shock or the display may fail. High temperature will destroy the unit. Do not leave unit in direct sunlight. Do not use a pencil or pin to press the RESET switch. Use a ball-point pen.
15 WARRANTY 90-DAY LIMITED WARRANTY Tiger Electronics, Ltd. (Tiger) warrants to the original consumer purchaser of this product that the product will be free from defects in materials or workmanship for 90 days from the date of original purchase.
16 ®, TM, & © 1999 Tiger Electronics, Ltd. All Rights Reserved. 980 Woodlands Parkway, Vernon HIlls, Illinois 60061, USA. ®, TM & © 1999 TIGER ELECTRONICS UK LTD. All Rights Reserved. Belvedere House, Victoria Avenue, Harrogate, North Yorkshire, HG1 1EL, England www.
Un punto importante, dopo l’acquisto del dispositivo (o anche prima di acquisto) è quello di leggere il manuale. Dobbiamo farlo per diversi motivi semplici:
Se non hai ancora comprato il Hasbro 60-051 è un buon momento per familiarizzare con i dati di base del prodotto. Prime consultare le pagine iniziali del manuale d’uso, che si trova al di sopra. Dovresti trovare lì i dati tecnici più importanti del Hasbro 60-051 - in questo modo è possibile verificare se l’apparecchio soddisfa le tue esigenze. Esplorando le pagine segenti del manuali d’uso Hasbro 60-051 imparerai tutte le caratteristiche del prodotto e le informazioni sul suo funzionamento. Le informazioni sul Hasbro 60-051 ti aiuteranno sicuramente a prendere una decisione relativa all’acquisto.
In una situazione in cui hai già il Hasbro 60-051, ma non hai ancora letto il manuale d’uso, dovresti farlo per le ragioni sopra descritte. Saprai quindi se hai correttamente usato le funzioni disponibili, e se hai commesso errori che possono ridurre la durata di vita del Hasbro 60-051.
Tuttavia, uno dei ruoli più importanti per l’utente svolti dal manuale d’uso è quello di aiutare a risolvere i problemi con il Hasbro 60-051. Quasi sempre, ci troverai Troubleshooting, cioè i guasti più frequenti e malfunzionamenti del dispositivo Hasbro 60-051 insieme con le istruzioni su come risolverli. Anche se non si riesci a risolvere il problema, il manuale d’uso ti mostrerà il percorso di ulteriori procedimenti – il contatto con il centro servizio clienti o il servizio più vicino.