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  9. Hasbro Tiger Electronics Harry Potter Electronic Quidditch... User manual

Hasbro Tiger Electronics Harry Potter Electronic Quidditch... User manual

2
1
Item No. 36289
200101020IWTI-02 INSTRUCTION
AGES 5 & UP
Electronic
Quidditch™ Game
3
4
Beaters - 2 pl yers on e ch side.
These re the defensive pl yers. They c rry b ts th t they use to knock w y the
BLUDGERS.
The Bludgers re sm ll he vy bl ck b lls th t fly round in cr zy p tterns nd try
to knock the pl yers off their brooms. The Be ters re responsible for b tting w y
the Bludger b lls to protect their te m.
The Be ters nd the Bludgers re ALWAYS CONTROLLED BY THE COMPUTER.
You never control them!
BEATERS ARE ALWAYS CONTROLLED BY THE
COMPUTER. THEY CARRY BATS AND TRY AND
KNOCK AWAY THE BLUDGERS.
THESE LITTLE BLACK BALLS ARE ALSO ALWAYS
CONTROLLED BY THE COMPUTER. THE BLUDGER
BALLS TRY AND KNOCK PLAYERS OFF THEIR
BROOMS!
WATCH OUT!
KeepEr - 1 pl yer on e ch side.
This is like go lie. The Keeper flies round between the hoops
nd stops the other te m's Ch sers from scoring.
THE KEEPER IS YOUR GOALIE. MOVE YOUR KEEPER
TO KEEP THE QUAFFLE OUT OF YOUR OWN HOOPS!
Seeker - 1 pl yer on e ch side.
The Seeker is very import nt position. This pl yer is responsible for flying high
nd keeping n eye out for the GOLDEN SNITCH. The Golden Snitch is very
sm ll golden b ll with wings th t flies very f st. The Seeker h s to try to spot nd
then c tch the Golden Snitch.
The Seeker will not ppe r on screen until the Golden Snitch ppe rs.
When pl yer c tches the Golden Snitch, his te m scores 150 points
nd the g me ends!
WHEN THE SEEKER CATCHES THE GOLDEN SNITCH,
HIS TEAM WINS THE GAME!
Let's Pla !
Turn ON the g me. You'll see the opening nim tion.
It's the "Golden Snitch" flying p st the screen, then H rry Potter
himself flying on his Nimbus 2000 broom in hot pursuit!
SELECT TEAM ppe rs on screen.
The first logo ppe ring on screen is GRYFFINDOR.
Turn your Super Broom LEFT or RIGHT to select which house you w nt to pl y
for.
By turning the broom LEFT or
RIGHT, you will toggle through
the logos of the v rious houses:
Press the ACTION BUTTON to confirm your house (te m) nd the computer will
pick house for you to pl y g inst nd the Quidditch g me will begin!
As you pl y g mes g inst the v rious schools, you will see th t e ch te m h s its
p rticul r strength when the computer controls it!
Press the ACTION BUTTON to
m ke p ss, c tch nd shoot the
Qu ffle!
You c n lso use the ACTION BUTTON
to switch control of your pl yer.
You lw ys pl y s the d rk, solid pl yers nd
re lw ys trying to move UP FIELD.
The computer lw ys pl ys s the light pl yers
nd is lw ys trying to move DOWN FIELD.
The little d rk b lls re the bludgers. Get hit by them nd you re
tempor rily stunned nd lose control of the Qu ffle (if you h d
possession of it).
The fl shing pl yer is the pl yer you re controlling.
TOY MODE
When you w nt to just he r ll the cool sounds
of your g me without pl ying Quidditch, press
the SOUND button to enter the toy mode. You'll
he r m gic l sound effect!
Now turn your Super Broom LEFT nd RIGHT
to he r sound sound effects from the g me!
You c n lso press the ACTION button to REPEAT the sound l st pl yed.
Press the OFF button to exit the toy mode.
Press the START/PAUSE button to st rt the g me.
CONTROLS
ON/OFF — to turn the g me on nd off.
START/PAUSE — to st rt new g me.
— to p use the g me during pl y.
— to skip the opening nim tion nd
go directly to te m selection.
SOUND — to ctiv te the toy mode when
the unit is off.
— to turn the sound on/off during
g me pl y.
ACTION BUTTON — to p ss nd shoot the Qu ffle.
— to c tch the Qu ffle nd Golden
Snitch.
— to select the pl yer on the screen.
— to confirm your te m selection.
SUPER BROOM MOVES
Turn your broom LEFT nd RIGHT:
— to toggle through te m selection (before g me begins).
— to fly your controlling pl yer left nd right (during g me).
Tilt your broom UP nd DOWN:
TWIST YOUR BROOM
LEFT AND RIGHT!
RESET
SOUND
START/PAUSE
ON/OFF
ACTION
GRYFFINDOR
To insert the Super Broom, simply screw
the bristles into the h ndle.
— tilt UP on the broom to move
your controlling pl yer forw rds
(upfield for offense)
— tilt DOWN on the broom to move
your controlling pl yer b ckw rds
(downfield for defense)
THE PLAYERS
There re seven pl yers on e ch te m:
Chasers - 3 pl yers on e ch side
The Ch sers re the offensive pl yers. They re like forw rds in other sports. Their
job is c tch nd p ss the red QUAFFLE b ll nd dv nce the Qu ffle down the field
nd get the Qu ffle through one of the three hoops on the opponent's end of the
field.
10 points re w rded every time the Qu ffle goes through
one of the hoops.
CHASERS ARE OFFENSIVE PLAYERS.
THEY CARRY, PASS AND SHOOT THE QUAFFLE.
HUFFLPUFF
SLYTHERIN
RAVENCLAW
SHOOT!
CATCH!
PASS!
5
8
7
6
Caution / Deffect Or Demage
Replace batteries at the first sign of erratic operation.
If a part of your game is damaged or something has been left out, DO NOT RETURN THE
AME TO THE STORE. The store doesn't have replacement parts. Instead, write to us
at:
Tiger Repair Department.
1000 N. Butterfield Road, Unit 1023, Vernon Hills, IL 60061, U.S.A.
In your note, mention the name of your game, your game's model number, and tell us briefly
what the problem is. Also include sales slip, date, place of purchase and price paid. We will
do our best to help.
90-Day Limited Warranty
Tiger Electronics (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.
This warranty does not cover damages resulting from accident, negligence, improper service or use
or other causes not arising out of defects in materials or workmanship.
During this 90-day warranty period, the product will either be repaired or replaced (at Tiger’s option)
without charge to the purchaser, when returned with proof of the date of purchase to either the
dealer or to Tiger.
Product returned to Tiger without proof of the date of purchase or after the 90-day warranty period
has expired, but prior to one year from the original date of purchase, will be repaired or replaced
(at Tiger’s option) for a service fee of U.S.$21.5. Payments must be by check or money order payable
to Tiger Electronics.
The foregoing states the purchaser’s sole and exclusive remedy for any breach of warranty with
respect to the product.
All product returned must be shipped prepaid and insured for loss or damage to:
Tiger Repair Department.
1000 N. Butterfield Road, Unit 1023, Vernon Hills, IL 60061, U.S.A.
The product should be carefully packed in the original box or other packing materials sufficient to
avoid damage during shipment. Include a complete written description of the defect, a check if
product is beyond the 90-day warranty period, and your printed name, address and telephone number.
THIS WA ANTY IS IN LIEU OF ALL OTHE WA ANTIES AND NO OTHE EP ESENTATIONS
O CLAIMS OF ANY NATU E SHALL BE BINDING ON O OBLIGATE TIGE IN ANY WAY. ANY
IMPLIED WA ANTIES APPLICABLE TO THIS P ODUCT, INCLUDING WA ANTIES OF
ME CHANTABILITY AND FITNESS FO A PA TICULA PU POSE, A E LIMITED TO THE
NINETY (90) DAY PE IOD DESC IBED ABOVE. IN NO EVENT WILL TIGE BE LIABLE FO
ANY SPECIAL, INCIDENTAL, O CONSEQUENTIAL DAMAGES ESULTING F OM POSSESSION,
USE, O MALFUNCTION OF THIS TIGE P ODUCT.
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.
For more information about Tiger Electronics, our products and special promotions, please visit our
Web Site at: www.tigertoys.com
This device complies with Part 15 of the FCC Rules. Operation is subject to the following two
conditions :
(1) this device may not cause harmful interference, and
(2) this device must accept any interference received, including interference that may cause undesired
operation.
Warning: Changes or modifications to this unit not expressly approved by the party responsible for
compliance could void the user's authority to operate the equipment.
NOTE: This equipment has been tested and found to comply with the limits for a Class B digital
device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable
protection against harmful interference in a residential installation. This equipment generates, uses,
and can radiate radio frequency energy and, if not installed and used in accordance with the instructions,
may cause harmful interference to radio communications. However, there is no guarantee that
interference will not occur in a particular installation. If this equipment does cause harmful interference
to radio or television reception, which can be determined by turning the equipment off and on, the
user is encouraged to try to correct the interference by one or more of the following measures:
– Reorient or relocate the receiving antenna.
– Increase the separation between the equipment and receiver.
– Connect the equipment into an outlet on a circuit different from that to which the receiver is
connected.
– Consult the dealer or an experienced radio TV technician for help.
®, TM, & © 2001 Tiger Electronics.
All rights reserved.
980 Woodlands Parkway,
Vernon Hills, IL 60061, USA
www.tigertoys.com
Printed in China
®, TM, & © 2001 Tiger Electronics,
a division of Hasbro, Inc. All Rights Reserved.
Belvedere House, Victoria Avenue, Harrogate,
North Yorkshire H 1 1EL, United Kingdom.
www.tigertoys.co.uk
HARRY POTTER, characters, names
and related indicia are trademarks of
Warner Bros. © 2001.
For more information on Harry Potter
visit www.harrypotter.com. For more
information on this specific product visit
www.tigertoys.com.
Inserting T e Batteries
To insert the battery, have an adult open the battery
compartment cover at the back of the game. (Loosen
the screws holding the battery door onto the back of
the unit and remove the door.) Insert 4AA/LR6
battery (not included), making sure to align "+" and "-"
as shown.
CAUTION: Batteries should be replaced by an adult.
Not suitable for children under 36 months, may
contain small parts.
To ensure proper function :
– Battery installation should be done by an adult.
– Non-rechargeable batteries are not to be recharged.
– Rechargeable batteries are to be removed from the toy before being
charged (if removable).
– Rechargeable batteries are only to be charged under adult supervision (if removable).
– Only batteries of the same or equivalent type as recommended are to be used.
– Batteries are to be inserted with the correct polarity.
– Exhausted batteries are to be removed from the toy.
– The supply terminals are not to be short-circuited.
– Do not mix old and new batteries.
– Do not mix alkaline, standard or rechargeable batteries.
DO NOT DISPOSE OF BATTERIES IN FIRE, BATTERIES MAY EXPLODE OR
LEAK.
Clean only with a piece of soft dry
cloth.
Do not use a pencil or pin to press the
RESET switch. Use a ball-point pen.
High temperature will destroy the
unit. Do not leave unit in direct
sunlight.
Do not press the liquid crystal display
and avoid heavy shock or the display
may fail.
C aser Strategy
When play begins, one of your Chasers will be holding the Quaffle. You need to move
the Quaffle up the field and score! You have three Chasers; each one can pass and
catch the Quaffle.
Usually two Chasers will be lined up side by side. The third Chasers will either be
slightly in front of the other two or right behind them. That way, you can either pass
the ball back and forth and when a defensive player comes at you, you can throw
the Quaffle to your third Chaser!
Turn your broom LEFT or RI HT or lift your broom UP or DOWN while holding
the Quaffle. Your Chaser will move on the field in the direction you choose (LEFT,
RI HT, UPFIELD or DOWNFIELD).
Hold the ACTION BUTTON and turn your broom LEFT
or RI HT to select your shot direction. Then release the
ACTION BUTTON to shoot to the opponent player's hoops!
If you turn your broom to the LEFT, you will shoot the
Quaffle ball to the left side of the 3 hoops. If you turn your
broom to the RI HT, you will shoot the Quaffle ball to the right
side of the 3 hoops.
If you don't turn the broom, you will shoot the Quaffle ball forward
toward the center of the hoops.
If you don't choose a direction when you press the ACTION BUTTON
for shooting, you will automatically just shoot the Quaffle ball forward and straight.
The other strategy to remember with your Chasers, is to try and avoid the Bludgers
so you don't get stunned by them!
Out of Bounds
If you take a shot and you miss the hoops and the Quaffle goes out
of bounds, the other side will automatically take possession of the
Quaffle back at the middle of the field.
Keeper Strategy
When you are controlling the Keeper, turn
your broom to make him move left and
right to block the Quaffle. After the Keeper
makes a successful save, he will throw the ball
to one of his teammates!
Scoring
When a team scores a goal, the screen will show the logo
of the team that scored and then the new score will be
displayed.
Seeker Strategy
The olden Snitch will appear randomly during play.
When it appears, no matter what is happening, the view switches to the Seeker and
you will automatically be controlling your Seeker player.
You will see the olden Snitch flying in front of you.
It will move in a crazy fashion left, right, up and down. Sometimes it moves fast,
sometimes it moves slow.
As the Seeker, you must move your broom LEFT, RI HT, UP and DOWN to try
and chase the Snitch. You want to line up the Snitch in the center of the screen.
When the Snitch is right in the center of the screen and close to you (the olden
Snitch will change to a larger size), press the ACTION BUTTON very quickly to
catch the Snitch.
It is a difficult thing to do!
When you are unable to catch the Snitch, it will fly off screen and the view of the
game will return to normal up and down field Chaser play.
Sometimes, you will see the opponent Seeker fly by!
Sometimes, you will see a Bludger flying on screen towards you. ET OUT OF THE
WAY !
If the Bludger hits you, you will lose your
chance to catch the Snitch!
Remember, the game will not end until the
Seeker on one of the teams catches the Snitch!
Instant Replays
Really good plays deserve to be seen again! You'll see instant replays for goals
scored, saves made, when a regular player is hit by a Bludger, when a Seeker is hit
by a Bludger, and when a Seeker catches the olden Snitch to win the game.
Scoring
10 POINTS each time you score a "goal" by getting the Quaffle into one of the
opponent's hoops.
150 POINTS when you catch the olden Snitch, this ends the game, and the team
with the most points wins!
OUCH!
YOU WIN!

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