Nintendo Power Pad PDWT-1 User manual


This official
seal
is
your
assurance
that
Nintendo
has
reviewed
this
product
and
that it
has
met
our
standards
for
excellence
in
workmanship, reliability
and
entertain-
ment
value.
Always
look
for
this
seal
when
buying
games
and
accessories
to
.,~~1111!1
ensure
complete
compatibility
with
your
Nintendo
Entertainment System.

SECTION 1
POWER PAD™ INSTRUCTION MANUAL
Thank you for purchasing the new Nintendo® Power Pad, the fun way for the whole family
to play games with the Nintendo Entertainment System®. Now you can use your entire
body to play and control any of the Power Pad series games, while getting a fitness workout.
To play with the Power Pad, you need:
1)
The Nintendo Entertainment System® (NES)
2)
Any Power
Pad
series game pak
Need Help?
Nintendo Consumer Assistance Telephone Hotline
Cal
I: 1-800-422-2602
Mon to Fri, 8:00 a.m. to 5:00 p.m
.,
Pacific Time
9:00 a.m. to 6:00 p.m
.,
Mountain Time
10:00 a.m. to 7:00 p.m
.,
Central Time
11
:
OO
a.m. to 8:00 p.m., Eastern Time
IMPORTANT
Please read the set-up instructions, warnings and safety precautions carefully before using
your Power
Pad
or attempting to connect it to the NES. Refer to the Control Deck™
Manual
if
you need to connect your NES to your
T.V
. Failure to read and comply with this
instruction manual may result in personal injury to you and/or damage
to
the product. If
after reading all instructions, you have any questions, please call our Consumer Service
Department at the above number.
©1988 NINTENDO
OF
AMERICA INC.
2

SAFETY PRECAUTIONS
WARNINGS
FOR
THE SAFE
USE
OF
THE
POWER
PAD
•The
Power Pad Is Intended
for
use In fun and relaxing exercise
with
the
NES
and should be used
carefully.
•Always
stay on the Power Pad surface and run
or
jump
with
control
and care.
•Do
not
jump forward on
to
the
hard plastic connector cover affixed
to
the
front
edge
of
the
Power Pad.
•The
Power Pad may be slippery. Always check
to
be sure Pad will
not
slip on
floor
and that you
will
not
slip on Pad.
•Always
do
warm
up
exercises before using Power Pad.
•Persons with heart, respiratory, back and
joint
problems,
or
high blood pressure or under a
physician's direction
to
restrict activity should
not
use
the
Power Pad
without
a physician's
advice. Pregnant women should
not
use.
•Do
not
wear shoes.
•Keep sharp objects away from the Power Pad at all times.
•Keep the Power Pad away from all water or direct heat sources, Including stoves, radiators,
heaters and fireplaces at all times. Do
not
use Power
Pad
outdoors.
HOW TO SET
UP
YOUR
POWER
PAD SAFELY
•Place the Power Pad and
the
NES
on a firm, flat surface
a~
far away as possible from the TV set
and other s'1arp objects
or
corners. Check carefully
to
Insure you
will
not
hit
any objects If you
stumble and fall during play.
•Turn
the
NES
Control Deck
OFF
when changing any game cartridge
or
making a connection from
the Power Pad. Sometimes static electricity builds
up
in
the Power
Pad
and connecting it with the
power
on
could damage the Nintendo Entertainment System. Do
not
stand on the Power Pad while
making a connection.
•When unplugging the Power Pad connector from the Control Deck, always hold the connector
Itself,
not
the cord. Do
not
touch the terminals
or
wet them
with
water.
•Keep the Power Pad clean and
dry
during play.
Failure
to
read and comply
with
the Instructions, Including safety precautions, may result In
3 personal Injury
to
you and/or damage
to
the Power Pad. Nintendo
of
America Inc. assumes no
responslbillty, obligation,
or
liability
for
Injuries sustained due
to
such failure.

CONNECTING THE POWER PAD
TO
THE NES
1. Turn the Control Deck OFF. Plug
an
NES
controller into socket # 1.
2. Spread the Power
Pad
out
on
the floor.
Plug the Power
Pad
connector into
controller socket # 2.
3. Insert any of the Power Pad series game
paks into the Control Deck, then turn
on
the power switch. Please refer to the
Control Deck manual for instructions
on
changing game paks. 4

5
OPERATION
OF
THE POWER PAD
The Power
Pad
is
activated by standing or pressing
on
one or more of the many
red
and
blue colored circles. The areas outside the circles can be stepped on, but will not have
any effect
on
the game action.
Each Power
Pad
series game will use a different set of circles and either the A or B side
of the Power Pad. Before playing a game, read the game pak manual to find out the
proper side and pad functions for that game.
The controller is used for inputting information
at
the beginning of the game. Also, use the
controller to pause any game
by
pressing the start button. Press the start button again to
resume game play.
CLEANING
AND
STORAGE
If
the Power
Pad
becomes dirty, unplug it and wipe it off using a soft clean cloth
dampened with water containing a mild detergent.
DO
NOT use thinners, benzene or any
volatile petroleum or alcohol distillates.
For storage of the Power
Pad
while not
in
use, first make sure it
is
clean and dry and then
fold the Power
Pad
as shown
in
the following diagram. Never store the Power
Pad
in
places that are very hot or cold.

SECTION 2
WORLD CLASS TRACK MEET™
Thank you for selecting the Nintendo Entertainment System® World Class Track Meet™
P.
~
k
.
Please read this instruction booklet to ensure proper handling of your new game and
then save the booklet for future reference.
PRECAUTIONS
1)
This
is
a high precision game. It should not be stored in places that are very hot
or
cold.
Never hit
or
drop it.
Do
not take it apart.
2) Avoid touching the connectors,do not get them wet ordirty. Doing so may damage the game.
3) Do not clean with benzene, paint thinner, alcohol or other such solvents.
Note:
• In the interest of product improvement, Nintendo Entertainment System specifications
and design are subject to change without prior notice. This game has been
programmed to take advantage of the full screen. Some older model TVs have
rounded screens and may block out a portion of the image.
• To adjust the television screen when connecting the Control Deck to your television,
carefully read the Control Deck and television instructions.
6

7
1.
THE
EVENTS
TYPES OF EVENTS
The most crucial element in short distance running is
100MDASH
~
the start. Controlling your pace is also an important factor.
This game not only helps develop your muscles and alertness
but also develops your mental concentration and stamina.
LONG JUMP
~
In the long jump, coordination between the speed of the
approach
.:-~'
·
·:
. •
and the timing of the take-off is important. You are disqualified
if
~
you step over the take-off line. The key to success is developing
your jumping ability in general.
11
OM
HURDLES
The key to winning the hurdles
is
the timing of the jumps. You
will not be disqualified even
if
you
knock many hurdles over,
but you lose time by hitting them. You should jump at the right
~
place and at the right time in front of each hurdle.
\~
• '
k,\~
·''·
TRIPLE JUMP '
The total distance of the triple jump will be calculated as your
>:
score for this event. You should keep up a relatively fast
;,
·
speed in the approach. Try to maintain your momentum going '
~
into the hop and step, and use all your might in the final jump.
Q
-
~

2.
HOW
TO
OPERATE
THE
POWER
PAD
Use the B side of the Power
Pad
with this Game Pak.
Do
not use the A side.
NAMES OF PARTS
POWER PAD
LEFT CONTROL
AREA
SIDE B
SUPER SPEED
POSITION
ADVANCED
SPEED POSITION
NORMAL SPEED
POSITION
RIGHT CONTROL
AREA
• Two players can race side by side
in
the 100M Dash and 110M Hurdles.
• When
you
run
in
place
on
the
pad
, the runner
on
the screen will run, and when you
jump,
so
will the runner
on
the screen.
•
In
the 100M Dash, the runner won't jump.
. 1
8

9
3.
NAMES OF THE STANDARD CONTROLLER PARTS
AND
OPERATING INSTRUCTIONS
-H-++
- ®
button
L~--~-__J....--'=
=
==
:t-t
-
®button
o
Control
Pad
START button
SELECT button
SELECT button
..
.
..
Usethis button to select the event. Ifthe screen is
in
registration mode,
the selected letters will be entered. If you press this button after the
game is over, the screen will show the award presentation. If you
press it again, the screen will move to another game.
START button....... Press this button to begin the game.
Ocontrol
Pad
....... Use this pad to enter individual information.
®
button...............Use this button to move the blinking cursor
to
the right on the screen.
@ button...
..
..........
Use this button to move the blinking cursor to the left on the screen.
PAUSE................. The START button functions as a PAUSE button at certain times. If
you press the START button when the screen is in award presentation
mode for the 1
DOM
Dash, the Long Jump, the
11
OM
Hurdle and the
Triple Jump, or when t
he
screen is in the individual score mode or
award presentation for the Olympics, the screen will freeze.

(
4. EVENT SELECTION
AND
NAME ENTRY
EVENT SELECTION SCREEN
Blinking Cursor
*This screen won't appear
in
the tournament mode.
• Choose one of the events listed on the screen by pressing the SELECT button. Then
press t
he
START button.
• Choose the number of players using the
O
control pad. Then press the SELECT button.
• Press t
he
START button. You will
see
name entry blanks for the number of players you
have selected. (The maximum
is
6 players.)
• The writing position (Blinking Cursor) can
be
moved
to
the right or left using
the
®
button and the
®
button.
• The letter selection mark (Arrow Cursor) can
be
moved using the
0
control
pad
.
• Pressing the SELECT button will put the selected letter
in
the writing position. If you
make a mistake when entering a letter you can correct the entry. To do this, bring the
Bl
inking Cursor to where the error
is
by using the
®
or
®
button, then correct the
mistake.
• After entering each name, move the Blinking Cursor to the next line using
the
®
button.
• After all the names have been entered, press the START button to compete. 10

5. HOW
TO
PLAY
1) HOW TO READ THE SCREEN DATA
100M DASH, 110M HURDLES
When you play by yourself in either the 1
OOM
dash or 110M hurdle, use only the left side
control area on the Power Pad.
Types of Event
Left side runner
11
Right side runner
Name
Time
False Start
Running
Position
Meter (This
shows where
the runner
is
in
relation to the
start and finish)

2)TOURNAMENT
The top speed of each runner varies depending upon
what speed position
he
takes at the start. Which position
are you going
to
take to beat the champion?
• Super speed
position-Beat
the world champion by
competing
in
this position.
• Advanced speed
position-You
are not far from
participating in the Olympics.
• Normal speed
position-
This is closest
to
the normal
running speed.
You
are
in
the same position
as
the
computer runners.
• Press the START button and stand on the left side
control area of the Power
Pad
.
"Start"
will appear.
In
the other events, you can use the Normal, Super or
Advanced Speed positions on both the left and right
side control areas.
This is a tournament game against 6 champions
registered
in
the computer. Beat them
in
100M Dashes
and
11
OM
Hurdles.
False start indicator
• If you lift your feet from the pad before the starting
signal, a whistle and the starting gun, it
is
considered
a "false start
".
You will
be
disqualified after three
false starts. Be careful.
•
As
soon as you hear the starting signal.which
is
a
whistle followed by the starting gun, run
in
place
on
the pad
as
quickly
as
you
can.
·''"
1
'""'
,,
l
'I••·•
...
,,,
;!
'
.....
'
'""
••
'""'
' :
:11ttttttttft!
:'
.;
~
;,
f
!•«••!'
.'.
•
l·'·"',.
•••.•
.,,,
...
I
l>l"'l'''
"•I'
'"!'<I
•H
''
IJ11jo••·'•'••<I
I,,.,,
..
;,
••;•J.,,
''•••
l
1j
.·
I I ,
If
I • • I I 1 1
~
I
'.
' I , · i
>'
I l • • ; ,
~
I ' I
12

Your runner will increase his speed gradually.
• If you win against your opponent in the 100M race,
you
move on
to
100M Hurdles against the same opponent.
• If you win the
11
OM
Hurdles as well, you have beaten one
opponent. Your prize will appear on the screen.
• After you have beaten one
opponent you will receive one
medal, after a second opponent
a second medal, and after
having beaten your third
opponent, you will receive a
third medal.
• You have 6 opponents
altogether. Your prizes will
accumulate as you continue to
win.
13
• If you are beaten, the game
ends there. If you wish to start
the game over, just press the
START button, and the first
opponent will appear.

CHALLENGE THE CHAMPIONS!
OPPONENTS ENTRY FILES
No.1 TURTLE
Let's have a race.
No.2 BEAR
It's
my
turn now.
No.3 HORSE
I
am
really fast.
The secret to victory is to keep
up
your pace.
No.4 RABBIT
Can you beat me?
No.5 BOBCAT
Can you keep up
with me?
No.6 CHEETAH
If you beat me,
you're the best.
14

3) 100M DASH
On your mark
.....
Go!!
'.:
. :
·1
'
11
'
ftfftt~;
••
'
< • "
'"'
•
'.::
: : :
'
.
'""
'":i
.,.,.,,, .
..
..
: '
..
,.
• • < <
':::'.
'.
'.
'
·.'.::.;.'.
::·:::::::::::::::
15
When you play by yourself, you compete against the
runners registered in the computer. When you play
with two or more players, two runners participate
each time.
When you have 3 or more players registered, the
award presentation screen will appear at the end.
You can have only 2 false starts.
i
'r
-.;

The runners' speeds vary depending
upon the speed positions at the start.
'1-J\\\
be
You can easily adjust for players of
'f'.l"o
uneven ability by having them start in
different speed positions.
Get on the pad and get ready! When
two runners have gotten on the pad,
the starting signal, a whistle, will be
heard.
When you hear the pistol fired, start
running.
After the events are over, the screen automatically shows the
awards presentation. If you press the START button during the
awards presentation screen, the PAUSE function works.
When you get on the Power Pad, a whistle is heard.
If
you start running before the pistol
is fired, it is considered a false start. You will be disqualified if you have three false starts
or
cannot finish within 60 seconds.
16

4) LONG JUMP
START AT THE
SOUND OF
THE WHISTLE.
JUMP!
17
FOUL!
You have 3 chances to jump.
The farthest distance is
considered your official
score.
If you choose a higher speed
position, you can travel a
longer distance, but it is
harder to gauge the timing of
your final step.
Choose the position
wh
ich
suits you best.

LANDING!
. '
-
~
-
=
--
..
A.
. -
~~
~
::
..;:-
-~--
::
• When you play with several players, let each player jump
once and then go to the second round. Repeat three times.
• Step on the Power
Pad
and start with the sound of
the whistle. (There is no sound of a pistol.)
(TAKE-OFF LINE) LANDING!!
Jump in front of the take-off line using good timing.
• If you step over the take-off line, it's a foul and the jump won't
be recorded.
• If you have 3 fouls, you are disqualified.
• After the game is over, the screen will automatically show the
awards presentation.
• If you press the START button during the awards
presentation, it functions as "PAUSE".
18

5)
11
OM
HURDLES
ON YOUR MARK STAND UP!
TIMING IS EVERYTHING.
' "
*ff!""""
' . ' . . .
: :
~.
.
' '
••mm"'
·
....
.
..
•
,..
) ' 1 I '
.....
!
.,
'
..
' • !
19
na.11en9e
'/'Jill
~ou
e~
speed
tne
s~P?
posi\1on
·
When you play by yourself, you
compete against the runners
registered in the computer. When
you play with two or more players,
two runners participate each time.
When you have 3 or more players
registered, the award presentation
screen will appear at the end.
You can have two false starts.
Table of contents
Other Nintendo Game manuals
Popular Game manuals by other brands

Tiger Electronics
Tiger Electronics Last Out 7-584-0 instructions

Crivit
Crivit DS-1532 Playing and user instructions

Hathaway
Hathaway NG1203 Assembly instructions

Tover
Tover Tovertafel Pixie user manual

Costway
Costway TY557858 quick start guide

Fundex Games
Fundex Games The Ultimate Catch Game Splash 500 User instructions