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Batman Forever (1995) - SNES Manual

Batman Forever

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Posted:2022-08-20 05:13
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Posted on 20 August 2022, 05:13 by:   Rankawaii    PM
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Batman Forever (1995) - SNES Manual
Batman Forever
_________________________________________________________________________________
Topics SNES Manual, Game Manual, SNES, Super Nintendo
_________________________________________________________________________________
Collection manuals_snes; consolemanuals; manuals; additional_collections
_________________________________________________________________________________
Language English
_________________________________________________________________________________
https://archive.org/details/batman-forever-usa
_________________________________________________________________________________

Full text:

WARNING: PLEASE REAP THE ENCLOSED CONSUMER
INFORMATION AND PRECAUTIONS BOOKLET CAREFULLY BEFORE
USING YOUR NINTENDO* 1 HARDWARE SYSTEM OR GAME PAK.

THIS PRODUCT HAS BEEN RATED BY THE ENTERTAINMENT
SOFTWARE RATING BOARD. FOR INFORMATION ABOUT THE
E SRH RATING, OR TO COMMENT ABOUT THE APPROPRIATENESS

of the rating, please contact the esrb at t-aoo-771-3772.

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.. .4

CAME- MODE-S . 6

CONTROLS ..9

GADGETS..IQ

GADGETS CONTROL CHARTS.J.3T6

Game fl ai l e^kS... 17

PICKUPS ..19

■r.

LEVELS... 20

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 Riddles
With his saucy sidekicks Sugar and
Spice, Two-Face has all the ingredients
necessary to make mayhem! You'll see
the Sark Knight battle all kinds of
; monstrous malevolence. You'll sec a
night at the circus turn into a free-for-
all with Batman in the center ring] The
action takes you from the Gotham Cltf
subways to the inner recesses of Wayne
Han or as you fight one fierce foe after
another to insure that the legend of
Batman lives on,.,forever!

BEFORE YOU ANSWER
THE BAT-SIGNAL...

LOADING:

[. Make sure the power switch is OFF.

2, Insert the BATMAN 1 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" FQREYER title
screen appears, press the START
BUTTON,You will then see five options.
To begin game play before or after set¬
ting 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 excit
ing ways to alter the gaming environ¬
ment. To set an option, highlight a
desired option by pressing UP or DOWN
on the CONTROL PAD. Press the B

BUTTON to change the option setting,

: Once you are satisfied with your set-
: tings, press the START BUTTON begin
: play. You tan customize game play m the
; fotlowmg 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 coop¬
erative game, players cannot damage
: one another and they each share credits.
Competitive Play pits you against the
other player. Yes, Batman tan 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 ener¬
gy 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

Back Attack to be performed when a
player pushes a direction on the CON¬
TROL PAD and attacks. Button setting will
cause the Back Attack to be performed
by holding the RIGHT TRIGGER and press¬
ing attack button*

MUSIC — Choose to play with Music
OFF or ON.

DIFFICULTY — In Normal Game Mode,
choose between Easy, Medium and Hard
play skill levets,

GAME Aft ODES

BATMAN FOREVER has two different
game play modes, a Normal Gams Mode
and a Training Mode. Each mode 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
(tf playing as Batman or Robin), and in
Training Mode, his opponents. See
Gadgets (pages13-Id) for details on how
to select and use gadgets.

NORMAL GAME MODE
In a normal game, the player follows
the story of BATMAN™ FOREVER, play¬
ing as either Batman or Robin through
S levels until Gotham City is safe from
the depredations of Two-Fate. 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 Batcomputcr will provide com¬
puter-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 differ¬
ent characters, including thugs and vil¬
lains 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.

s

If Batman or Rohm are chosen, then the
player(s) will go to the gadgets select
screen, where they can equip them¬
selves with any available gadgets (see
pages 13-16 for a description of gad¬
gets). In a player vs. player game with
Batman and Robin, players enter the
Batcave Gym to test each other’s skills,

1 ; ‘ • j j.. P*

The default opponent for both one and
two player games is an AHthsni Asylum
inmate. Player one chooses an opponent
by highlighting a player’s opponent box*
then pressing UP or DOWN on the CON- ;
TIOL 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* youVe ready
to take on any foe!

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 Fad

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.

9

SOMERSAULTS FLIP

CAPE GLIDE

CROUCH

ROUNDHOUSE

™ j HIGH
HC ™ / KICK

UPPER-CUT

SWEEP

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 dose) = TOWARDS,
TOWARDS + B

THROW GRABBED ENEMY
BEHIND YOU = FORWARD

(when enemy is grabbed
behind you),

MOVING CONTROLS

FIGHTING CONTROLS
grappling

BLOCKING

HOOK.'

EXTENDING

STAFF

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 cannot 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
i 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 Battave by The Riddler. If
either Batman or Robin succeed

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10

; (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!

! SRI. RCT1N G GADGETS

There are over 20 gadgets available in
BATMAN™ FOREVER, but only five gad¬
gets can be carried at one time. Both
Batman and Robin carry different gad¬
gets 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
Bat computer, 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
i two may be swapped in from the
: Optional Gadgets list. To swap a gadget,
first highlight it with the Control Pad,
then press the B BUTTON, Sc roil
between the available Optional gadgets

by pressing UP or DOWN on the Control
Pad. To see information about a particu¬
lar gadget, press the A BUTTON* To
select an Optional gadget* press the 13-
BUTTON. That gadget will now appear
along your available gadgets. Once a
player has chosen gadgets for a particu¬
lar 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.

Note that Batman and Robin have dif¬
ferent Standard and Optional Gadgets.

12

BATMAN’S DEFAULT GADGET’S

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BATMAN S OPTIONAL GADGF.TS

(OPTION US f ?}

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BLUEPRINT GADGETS.

BLUEPRINT GADGETS ARE COLfcECTED AT VARIOUS
LEVELS THROUGHOUT THE GAME. YOU MUST FIGURE
OUT HOW TO USE THEM.

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[GAME FEATURES

Screen:

ENERGY EARS

A player’s energy appears as an energy
bar at the top left (Player I) 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 decreases.
When the bar is empty, a player has
lost all energy and loses a life.

17

j

ENEMY ENERGY BARS
The health of the last enemy hit by play¬
er one is displayed in an energy bar at
■the bottom left of the on-screen status
area, that of the last enemy hit by play¬
er 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 still poses. When an enemy’s
health is completely depleted, that
enemy is finished and the energy bar
will go to empty, tf a player strikes sev¬
eral 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 extra lives by picking up Two-Face
coins.

SCORING/ LEVEL STATISTICS;

At the end of each level, percentages
are given for the amount of pickups a
player has recovered, the number of vil¬
lains 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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_

j PICKUPS

partial ENERGY

Collecting this icon partially restores
! Batman or Robin's energy,

FULL ENERGY

Collecting this kon fully restores energy,

R1DDLLR BOXES

RjddlEf Boxes containing game tips can
be collected throughout the game.These
tips are in the form of riddles which a
player must solve En order to take advan¬
tage 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 the 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 scarred face Is
showing gives a player an extra life.

Collecting it while the smooth side is
showing gives you an extra life and full
energy.

GAGDET 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 ® levels*
plus a Training Mode. Eight of these levels
follow the story of Batman and Robin’s
battle against Two-Face and The Riddle r,
and must be completed sequentially. The
Battave 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 advan¬
tage 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!

Arkliam 'Asylum

Harvey Bent, better known as Two-Face,
has breached the sturdy confines of
Arkham Asylum, and let loose an army of
enraged inmates eager to destroy every¬
thing In sight—including the DytianNt
blfc&! Batman and Robin must

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subdue the unbalanced inhabitants of
Cell Btock 2 and get to Two-Face's cell
before he makes good his escape! The
asylum is a maze of maintenance tun¬
nels, 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 pur¬
suit. Two-Face wastes no time in bring¬
ing 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’El need to concentrate on free¬
ing 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.

rThe Circus

Two-Face and a gang of criminal downs
threaten to explode a bomb over the

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 ware¬
house by the Gotham City docks! The
wharf and the warehouse are a puzzle
palace of crates, some hiding valuable
pickups, some housing heinous hench¬
men! Look out for dangerous crushing
machines in the corridors. Throughout
the warehouse, Ratman/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

level! Two-Face's comely courtesans
Sugar and Spice dance deadly atten¬
dance on Batman and Robin, pulling out
alE the stops to treat the pair to Two-
Fate’s uniquely harsh brand of hospital!-
: ty! Batman and Robin must defeat
i these dirty-dealing damsels in order to
reach the recent regent of rascality and
fight face-to-faces with Two-Face him¬
self! He’s a potent foe, and our heroes
will have their toughest fight so far as
they try to bring Two-Face to justice!

:RiU Gotham

: The cream of Gotham City society gath-
; ers at a launch party for Hyjmatech’s
Box, the addictive brain-drain entertain¬
ment device with which Ed Nygntai
steals the mental power of viewers. It’s
a gala night for Ed Nygma a as at last
he’s able to meet Bruce Wayne on what
Nygma imagines is an equal footing,

: How that he’s wealthy he affects the
■ manner of Bruce Wayne, hut inside he
seethes with resentment at his former
idol. The entire night is really a trap set
by Two-face and The Riddler to Eure the
wealthy into the Hit! 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

he dropped from above and rendered
harmless. Which switch. Dark Knight?
Batman and Robin battle throughout
the ballroom, trying to stop Kygma and
his pals..

Abandoned Subway Station

As Two-Face flees the scene of his out¬
rage 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 rush¬
es 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!

Wayjtie Manor Dcs*i. c oycr E Bziteave

At the Ritz Gotham, Bruce Wayne’s mind
was "read” by one of Uygma’s boxes. The
Riddler and Two-Face learned Batman’s
true identity and now they’re trashing

: Wayne Manor! Alfred will be 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 recap
; tore his own home! Even the Batcave has
been discovered and set on fire! Batman
must save it from total destruction.

Claw Isiamd

At last the battle has come home to Ed
Nygmat The brainy bad guy has kid¬
napped BP* ehast 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 Slav? 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 hay¬
wire, watch out for the deadly green

rays!

Suddenly Batman and Robin are thrust
into a holographic nightmare world of
question marks, a torture test of physi-

cal might and mental toughness. They
must endure if they're to reach The
Riddler and free Or, 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 1 . Will Batman and Robin res¬
cue the beautiful Dr, Chase Meridian and
save Gotham City? First* the pair must
lace the wrath of Two-Face. If they can
somehow overcome the dual desperado,
they 1 El find that The Riddler has created a
super-strength power suit for his scrawny
self, making him a suddenly tough oppo¬
nent! 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 wilF 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 Riddtor'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!

>ATMAN

CHARACTER PROFILES

Millionaire Bruce Wayne felt responsible for bis p *rent + 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 crime-
fighter 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-end¬
ing 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

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!

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 I

His world is evenly and absolutely divided into oppo¬
sites: 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 under¬
world kingpin Boss Moroni during an indictment hear¬
ing. 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 sen¬
tenced to Eife in Arkham Asylum for the Criminally
Insane. Since then, he has obsessively plotted his

29

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 rag¬
ing desire to destroy Batman!

30

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
Myoma’s brain-wave reading 3-D entertainment invention
as raising ethical concerns over mind manipulation, some¬
thing 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 neur¬
al power of others* increasing Nygma^ knowledge by an
order of magnitude! Is there no stopping the pondering
powerhouse? He teams up with Two-Face to make use of
Two-Facets 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

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!

31

i Dr. Chase Meridian

Mental health never tame in such a beautiful package! The
lovely Dr. Chase Meridian is in I we 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 teams of Batman’s affection for the
beautiful doctor and kidnaps her: sweet bait to trap a fly¬
ing bat!

Like Bruce Wayne, Pick Gray son witnessed the murder
of his parents and swore to dedicate himself to bring¬
ing the criminals to justice. Under the strong wing of
the Bark 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
batmans trusted crime fighting partner. When one of
them is in danger, the other is sure to help find a way
out of it!

Susar

Is she as sweet as she seems? Sugar is one of Two-Face's
two consorts* and while she may satisfy his villainous
sweet tootfv she's not a lady to be taken lightly! This
super-refined female is a formidable foe.

Spke is the second of Two-Face’s duo of damsels* This
gal's idea of a spice is belfa donna or deadly nightshade:
she’s poison! She’s tempting, it’s true, hut her icy heart
belongs to Mammon. A gold digger who will use your
soul as the spadei

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ACCLAiVl software powtoct llwti tl:e medium on which this software rraaram is recorded is free
from defects- in maleiiafa and workmanship lor a period :>1 ninety 00 ) days faam ‘he dale of
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ty of any kind, and ACCLAIM is not liable- rtir any losses er damages cf any kind resulting Irons
use- of ihis program. ACCLAIM agrees for a period cf ninety pa) days la e.iher repair dt replace
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Sc-ne slates, do rot allow limitations as Id how long an implied wananiy ras-ts ancL-'or exeru-
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CMTjaons of llabiety may not apply to you, This warranty gives you spccihc rights, and you may
also have othe' rights wltich vary from slate to slate.

TTiis warranty shall npt fie applicable to the extent that any provision of ihis
warranty is prohibited by any federal, state or nnmreipai law which cannot
ce pre-empted.

Bepatr&*SefYSw after Fxpiraliop of Warranty- ff your game pack requires reps. - filter expiration
of the SC-day United Warranty Reriral yon may contact the Consume- Service Department
the number listed below ffaj w.M be advised ol the estimated cast of repair and the sloping
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ACCLAIM H 0 (linei r CQnsumer Service Dept.i;si 6 i 759-7300
Marketed by Acclaim Entertainment, Inc. Distributed by Acclaim Distribution, Inc.
One Acclaim Plaza, Glen Cove. New York 11542-2706

" BATMAN end all related elements are Ihe procerty ol GC Cwnics TM and © 1995 All rights
reserved.

Acclaim is a division ar:d registered trademark of Acclaim Entertainment Inc. ® £ © 1995
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