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    Default Simpsons Bart's Nightmare Instruction Manual

    Simpsons Bart's Nightmare



    THE SIMPSONS
    BART'S NiGHTMARE

    The Instruction Booklet
    For Super Nintendo Entertainment System
    By Acclaim Entertainment Inc.

    Page: 1
    --------------------------------------------------------------------

    Since Bart is such an hard-working little boy, he has promised to do his
    homework in time....even if he has to stay up all night. The problem is
    that he drops out after about a quarter of an hour and goes to sleep with
    the face pressed to the desk. Then a really strange thing start to
    happen...

    The books flies out of the window and Bart jumps after... Gosh, dude this
    ain't no dream...it's a nightmare. Bart's own nightmare.

    The only chance to escape the horrible dream is to find the homework that
    is spread all ways in the Windworld and to face the challenges in the
    marvelous Other Worlds. It's worlds like no-one ever seen before and
    the challenge is totally incredible.

    You must find and collect all the books and papers. There's no point coming
    to school with a half-done homework. Show them that you can make it, Bart!
    Bet on the victory, or at least a D in grades Don't give up until you
    passed through the whole nightmare. It might not be like reality and may
    look hopeless, but what can you do but play along. Get to it, man!



    PREPARE FOR A REAL THRILL!

    LOAD

    1. Check that the switch is OFF.

    2. Insert the cartridge as mentioned in the manual to your Super Nintendo
    Entertanment System.

    3. Place the switch ON.

    Now you'll see Bart running across the screen, chased by the Titlescreen
    and then how Bart falls asleep on the desk. To get right to the Windworld
    push the Select- or Start button.



    Page: 2
    --------------------------------------------------------------------

    THE WINDWORLD

    Barts first stop is the Windworld. From there you can proceed to the other
    5 worlds where the rest of the homework is. The problem is to manage this
    crazy world in time before the moving mailbox, the three-eyed fish, the
    rolling skulls and other strange stuff things that wake you up by stealing
    your storage of sleep "Z:s"... and leave you wide awake not with homework
    but a big fat E in grade.

    To survive in the Windworlds you need bonus... lots of points... and
    knowledge what you should bring with you. Take a look at the guide to
    windworld on page 6-7.

    To leave the Windworlds you only need to walk through the doors to the
    other worlds and continue searching for the homework.



    THE JOYPAD

    Like this you control Bart:
    The Steer button - Walk
    A - Shoot seeds
    B - Jump
    X - Burp
    Y - Blow bubblegum
    Left - Roll the screen left
    Right - Roll the screen right

    HOLD THE Y-BUTTON PRESSED WHILE YOU PUSH THE STEER BUTTON TO MOVE THE
    BUBBLE.



    PLEASE NOTE:
    * When you only have one "Z" left it's time to make a Z-meter. The first
    two Z:s you'll find works as "goal-posts"; make sure you place them with
    big distance to get room for a big z-meter!

    Page: 3 & 4
    -----------------------------------------------------------------

    GUIDE TO THE WINDWORLD

    Object : Mailboxes
    Description: Falls down and runs across the street
    Bad news : Steals a "Z" every time it touches you.
    Good News : If you jump over when it's moving it gives you points or bonus
    objects.

    Object : The head of the statue Jebediah Springfield
    Description: Moves on the streets, often several.
    Bad news : Steals a "Z" every time it touches you.
    Good News : Jump over a get lots of points.

    Object : Granma'
    Description: Walks around giving you blow kisses.
    Bad news : Every kiss from granma' costs points.
    Good News : Grandma's kisses turns you from frog into Bart again.

    Object : Lisa-fairy
    Description: Flies around throwing fairy-powder.
    Bad news : The fairy powder turns you into a frog.
    Good News : Scare away Lisas fairy with bubbles.

    Object : Blinkie
    Description: Springfields famous three-eyed fish swims the sidewalks and
    back.
    Bad news : Steals a "Z" every time it touches you.
    Good News : You'll get a pillow every time you jump over Blinkie. Three
    times and you get an extra life in the Windworld.

    Object : Schoolbus
    Description: Drives the streets forth and back.
    Bad news : Steals a "Z" every time it touches you.
    Good News : None!

    Object : Lisas Saxophone
    Description: Flies around blowing tones.
    Bad news : None!
    Good News : None!

    Object : Tones
    Description: Floats in the air.
    Bad news : You do the moonwalk.
    Good News : You do the moonwalk.

    Object : Basketball
    Description: Bounces around on the sidewalk.
    Bad news : Steals a "Z" every time it touches you.
    Good News : Jump over it randomly and you'll get a skateboard.

    Object : Principal Skinner
    Description: Walks the sidewalk with purposefulness.
    Bad news : Puts a suit & tie on you and stops from getting into trouble.
    Good News : Stops you from getting into trouble - you don't lose any "Z:s"
    either.

    Object : Walking TV
    Description: Walks around on the street.
    Bad news : Steals a "Z" every time it touches you.
    Good News : Shoot a seed and see what happens.

    Object : Blue&Red "Z:s"
    Description: Floats around.
    Bad news : If you hit a RED "Z" with the gum-bubble, it cracks.
    Good News : Hit a BLUE "Z" with the bubblegum. If it floats up in the
    Z-Meter you'll gain an extra sleep-Z.

    Object : Jimbo & the Gang
    Description: Hangs out, dude!
    Bad news : You lose speed if you walk with the gang.
    Good News : Now you're with the really mean dudes!

    Object : Mudpuddle
    Description: Right in the street.
    Bad news : If stepping into a puddle you can only walk very slow.
    Good News : If you jump into a puddle when you have the suit on, you turn
    into the usual seed spitting, troublemaker, Bart again. If you jump into the
    puddle when your normal, you don't have to move slow.

    Object : Pillows
    Description: Appears when you jump over Blinkie.
    Bad news : None!
    Good News : Three pillows = a new storage of "Z:s"

    Page: 5
    --------------------------------------------------------------------

    THE WINDWORLDS GAME SCREEN

    The following information is shown on the screen:
    CANBONUS, PILLOW, BUBBLEGUM, POINTS, SEED, "Z"-METER, POINTS and SLEEP
    "Z:s"



    MAILBOX BONUS

    As help to leave the Windworld you'll get a bonus if jumping over the
    moving mailboxes.

    Watermelon: Gives 3 extra seeds.
    Bubblegum: Gives 3 extra bubbles.
    Can: Gives a big burp - a kinda bomb.
    Question mark: Shows in what direction you can find your lost homework. Take
    the bonus quick before it flies away.



    GATES TO OTHER WORLDS

    If you manage to escape from the Windworld you'll end up in front of an exit
    with two doors. The doors lead to different places... and we mean
    different!

    Choose door, push Left/Right on the steer button.

    PLEASE NOTE: If you don't push any button at all, you'll automatically exit
    through the left door.



    Page: 6
    --------------------------------------------------------------------

    SHHH... I'M STUDYIN', MAN!

    There's a total of five different, crazy worlds. Where there's
    schoolmaterial according to the following:

    Bartzilla - 2 pages
    The Maggie temple - 2 pages
    Itchy & Scratchy - 2 pages
    Barts blood-circulation - 1 page

    You must complete the challenges which you are facing in every world to
    gain all the pages.

    When you found the pages, or gone out, you return to the Windworld. Your
    supply of seeds, bubblegum and "Z:s" are the same as when you left from
    there(including the "Z" bonus).

    In other worlds:
    PAUSE, push the Start button - push again to continue.



    BARTZILLA

    It's you that Bartzilla... "City-Crusher, panic-master!" To find the first
    page of homework you must destroy everything in sight and reach the radar
    car. This incredibly reduces your size so you turn into a totally normal,
    giant mutated lizard.

    To find the next page of the homework you only need to climb up the high
    skyscraper and get the paper that is on the top.

    If you fall down it's over and you go back to the Windworld. If you by any
    chance succeed getting to the top... awaits you the mighty Homer Kong!



    Page: 7
    --------------------------------------------------------------------

    JOYPAD CONTROLS FOR CITY-CRUSHING

    Shoot fireballs straight forward Push Right on the Steer button
    Shoot fireballs on buildings Push Up on the Steer button to the
    left of bartzilla
    Shoot fireballs on buildings Push Down on the Steer button to the
    right of bartzilla
    Shoot laser straight forward Push the X-button
    Shoot laser on the railways Push the A-button
    Shoot laser straight down Push the B-button
    Stand still Push Left on the Steer button


    Climbing controls
    Climb Push Up on the Steer button
    Go to left or right Push Left/Right on the Steer button
    Roll the screen up Push Down on the Steer button



    Page: 8
    ---------------------------------------------------------------------

    MAGGIES TEMPLE

    In the deepest, darkest corner of Springfields rain forest lies Maggies
    temple. The stones in the floor can fall break anytime. Drewling figures
    flies around in the air and horrible nasties follow you all the time.

    Your reliable whip swings away Blue Nasties and everywhere you can find
    Golden Eggs the pick. The eggs gives you a second try if you should happen
    to fall down in the lava under the floor. But look out! If the egg hatching
    vulture finds out that you're "playing" with her eggs, she'll grab you with
    her claws and fly away. But the best of all is that small fires that burns
    on the floor will give way if you step on it. Watch out before you start
    running around. The Homework will then be as good as yours.



    TEMPLE CONTROL

    Touch the Golden Eggs to take them.

    The Steerbutton Up - Walk Up
    The Steerbutton Down - Walk Down
    The Steerbutton Left - Walk Left
    The Steerbutton Right - Walk Right
    (A-, B-, X- & Y-button - Swing the Wip)
    A - Right
    B - Down
    X - Up
    Y - Left
    Left - Roll the screen left
    Right - Roll the screen right



    Page: 9
    ---------------------------------------------------------------------

    THE TEMPLESCREEN

    On the Gamescreen you'll see the following:

    POINTS and GOLDEN EGGS



    BARTMAN

    Caramba, Bartman! It's unusual crowded in the air today.

    Shoot with your cool slingshot on the robots and slimy paperplanes. Use
    your excellent flying skills to avoid lightning and clouds of radioactive
    gas. When the Bossmeter warns for forthcoming trouble it's best to stay
    cool cause then figures like Sherri and Terry, Monty Burns, Barney Gruble,
    Smithers and alot of other kinds will appear. But as good as you are it's a
    piece of cake to handle'em and fly away to the next homework.



    BARTMANCONTROL

    When you're the Bartman you'll handle the Joypad like this:

    Steerbutton Right - Fly straight
    Steerbutton Left - Left
    Steerbutton Up - Up
    Steerbutton Down - Down
    Steerbutton Down-Right - Down/Right Fly Down
    Steerbutton Down-Right - Up/Right Fly Up
    A-Button - Shoot slingshot

    Touch the bonus objects to take them.

    SHOOT AT DIFFERENT DISTANCES WITH THE SLINGSHOT; hold down the the A-button
    a certain time.



    Page: 10
    --------------------------------------------------------------------

    THE BARTMANSCREEN

    On the Bartmanscreen you'll see the following:

    LIFES, ENERGY, BOSSMETER and POINTS



    BARTMANBONUS

    Take the juicy grapefruits that Apu throws from his flying carpet to gain
    extra energy. You can also get them when you blown up a Krusty-baloon. Take
    a chew on a Bartsquare to gain an extra life or a sleeping Bart to get an
    extra "Z" in the Windworld.



    ITCHY & SCRATCHY

    The lovable cartoon figures are back with their best, excellent
    slapstick-jokes. Now you can share their joy! Dartguns, clubs, cans and
    fire-extinguishers are everywhere. Take them and crush cats, squise rats
    and finish of phones! Two pages of homework are hidden in the house!

    STAY IN SCHOOL, MAN! OTHERWISE YOU'LL GET A ROUGH TIME.



    Page: 11
    --------------------------------------------------------------------

    THE JOYPAD IN ITCHY & SCRATCHY

    The controls you manage like this:

    Steerbutton Up - Walk Up
    Steerbutton Left - Walk Left
    Steerbutton Down - Walk Down
    Steerbutton Right - Walk Right
    A-Button - Use weapon
    B-Button - Jump
    Touch a weapon or pages of the homework to pick it up.



    THE GAMESCREEN IN ITCHY & SCRATCHY

    The Gamescreen shows:

    ENERGY, LIFES and POINTS



    BARTS BLOODCIRCULATION

    You who think you've seen it all before! Wait until you've taken a look on
    this level.

    You float around in your own body searching for one more page of the
    homework. You actually can see it... but not touch it cause it's located in
    a spinning forcefield which you can stop if you can get in contact, lots of
    times, with your old friend, Smilin'Joe Fission. There's also two types of
    deadly virus that floats around in the blood circulation. To beat'em you
    must blow them up with pump. But watch it cause one shoot from the round,
    helmet-dressed english Tommy-virus or a cut from the sharp Von Got-U-virus
    finish you of right away.



    Page: 12
    --------------------------------------------------------------------

    BART BLOODCIRCULATION

    Figures that awaits inside Bart is:

    Electric powerfield, Homework, Smilin'Joe Fission, the english Tommy-virus
    and the Von-Got-U-Virus.



    THE JOYPAD IN BARTS BLOOD-CIRCULATION

    The controls are like this on this level:

    Steerbutton Right - Walk Right
    Steerbutton Left - Walk Left
    Steerbutton Up - Walk Up
    Steerbutton Down - Walk Down
    A-, B-, X- or Y-Button - Blow up virus

    Touch Smilin'Joe to blow him up.

    Touch virus with your Powerpump.



    Page: 13
    --------------------------------------------------------------------

    CATCH SOME "Z:s" TO GET AN A (Boys need rest.)

    Bart stand infront of the final challange... His own nightmare. It's his
    own, active little brain that makes up everything. He can't blame someone
    else in this case. Bartzilla, Momthra, Maggies Temple, Itchy with
    flamethrower, Scratchy with a bazooka, Liza with her magic wand that can
    turn him into a frog. A real nightmare. If Bart wakes up he maybe has to go
    through it all again, so it's probobly best if you collect some extra "Z:s"
    so he can sleep on as long as you can stay awake and fight through this
    nightmare once and for all.

    ---------------------------------------------------------------------------



    CONSUMER INFORMATION AND PRECAUTIONS BOOKLET

    --------------------------------------------

    - Projection television warning

    WARNING

    DO NOT USE WITH FRONT OR REAR PROJECTION TV

    Do not use a front or rear projection television with your Nintendo
    Entertainment System ("NES"), your Super Nintendo Entertainment System
    ("Super NES"), or any NES or Super NES games. Your projection television
    screen may be permanently damaged if video games with stationary scenes or
    patterns are played on your projection television. Similiar damage may
    occur if you place a video game on hold or pause. If you use your
    projection television with NES or Super NES games, neither Nintendo nor any
    of Nintendo's licensees will be liable for any damage. This situation is
    not caused by a defect in the NES, Super NES, NES games or Super NES games;
    other fixed or repetitive images may cause similiar damage to a projection
    television. Please contact your TV manufacturer for further information.



    - Epilepsy Warning

    WARNING

    READ BEFORE USING YOUR NES OR SUPER NES

    A very small portion of the population may experience epileptic seizures
    when viewing certain kinds of flashing lights or patterns that are commonly
    present in our daily environment. These persons may experience seizures
    while watching some kinds of television pictures or playing certain video
    games. Players who have not had previous seizures may nonetheless have an
    undetected epileptic condition. Consult your physician before playing video
    games if you have an epileptic condition. Consult your physician if you
    experience any of the following symptoms while playing video games: altered
    vision, muscle twitching, other involuntary movements, loss of awareness of
    your surroundings, mental confusion, and/or convulsions.



    - Hardware precautions/Maintenance

    1. Do not use any power plug other than the AC adapter provided with your
    Super NES. The AC adapter may become warm during use; this is normal and is
    no cause for concern.

    2. Do not use any RF switch other than the one included with your Super
    NES.

    3. Do not disassemble or try to repair the Super NES components. Doing so
    voids your warranty.

    4. Always turn the power switch of the Control Deck off before loading or
    removing a Game Pak. Insert the Game Pak completely without forcing either
    the Game Pak or the Control Deck. Load ONLY PAL VERSION Super NES Game Paks
    into the PAL VERSION Super NES Control Deck. To remove a Game Pak, push the
    eject button and carefully remove the game. A Game Pak cannot be removed if
    the power switch is in the on position.

    5. After you have finished playing, be sure to remove the Game Pak from the
    Control Deck.

    6. Do not store the Control Deck in a humid place, on the floor or in any
    location where it may collect dirt, dust, lint etc.

    7. Do not drop, hit or otherwise abuse the Super NES components.

    8. Do not leave the Control Deck turned on for extended periods when not in
    use.

    9. When disconnecting any plugs from the Control Deck first turn the
    Control Deck off, then carefully pull by the plug itself rather than by the
    cord. Do not step on, sharply pull or bend any wires or cables.

    10.Do not expose the Control Deck, Game Paks or any other of the Super NES
    components to extreme heat or cold.

    11.Do not spill liquids on the Control Deck, Game Paks or any other of the
    Super NES components. To clean, use a soft slightly damp cloth. Allow the
    component to dry completely before using again. (Use water only).

    12.Do not rapidly turn the power switch on and off, as this may cause
    battery backed-up Game Paks to lose your stored game information.



    - Game Pak Precautions/Maintenance

    1. If you are playing for a long time, take a 10 to 15 minute break every
    hour.

    2. The Game Pak is high precision piece of electronics. Do not store it in
    places that are very hot or cold. Do not hit, drop or otherwise abuse it.
    Do not take it apart.

    3. Avoid touching the connectors with your fingers. Do not blow on them or
    allow them to get wet or dirty. Doing so may damage the Game Pak and/or the
    Control Deck.

    4. Do not clean with benzene, paint thinner, alcohol or any other solvent.

    5. Always store Game Pak in its protective cover when not in use.

    6. Always check the Game Pak edge connector for foreign material before
    inserting the Game Pak in the Control Deck. To prevent the edge connectors
    from becoming dirty, we recommend that you regularly use the the Super NES
    Cleaning Kit only.

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