Fisher-Price I2010 Instruction Sheet

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INSTRUCTION MANUAL
MODEL 72010 P/N 82360600 Rev.A
For 1 player / Ages 8 and up
INTRODUCTION
The objective of Checkers is to capture and remove, or confine all of your opponents pieces. If your opponent (the computer) can­not make a move, you win the game.
MOVING A CHECKER
• Each player can make only one move during a turn.
• The checkers can be moved only along the white squares.
• All moves are made diagonally.
• A piece may only be moved into a square that is vacant.
• A checker can be moved only toward the opponent’s side of the board.
KINGS
“Kings” are special
A Checker can only
move in one of 2
forward directions.
A King can move
in any of 4 diagonal
directions.
checkers which can move in any direc­tion. Any of your checkers can become a King if it reaches the back row of the computer’s side of the board. When this happens, the checker is auto­matically “crowned” and a crown will flash at the bottom of the screen. Now it is the computer’s turn to move.
JUMPS
Capture the computer’s checkers by “jumping” over them. You can do this if:
• one of his checkers is in a square which touches a square occupied by your checker.
• your checker can move in that direction (Remember, only a King can move in all 4 directions).
• The square on the other side of his checker is vacant.
After the jump, your checker will occupy the previously vacant square on the other side of his checker and his checker will disappear. Now it is the computer’s turn to move.
DOUBLE JUMPS
After making your 1st jump, you can turn it into a “Double Jump” if you land in a square next to another checker which can be jumped. It is also possible to make triple and quadruple jumps if you are lucky!
JUMP
DOUBLE JUMP
BUTTON FUNCTION
Select - There are 4 position buttons (Left, Right, Up and Down). Select the game num­ber in Start-up mode (Up and Down). Select a Playing piece to be moved during the game.
Move - There are 4 buttons (the location are NE, SE, NW and SW). Move the selected piece in the selected direction.
Win% - To display the winning percentage of
the player. New Game - Press and hold this button to
restart the game at start-up mode.
Sound - Toggle sound on and off. On•Start - To wake up the game from sleep
mode. To start another new game. To skip the remaining jumps in game #2.
Reset - To reset the game.
Move
On•Start
New
Game
Reset
Win%
Select
Sound
GETTING STARTED
• Press ON • START to “wake” the unit.
• Press NEW GAME.
• Press the SELECT button up or down to select Game #1 or Game #2:
GAME #1: MANDA During a game, if you have an opportu­nity to execute a jump, you must make the jump.
GAME #2: NON-MANDA — You have the option of either com­pleting a jump, or not jumping.
• Press ON • START again.
You will see the checkers change sides on the board and position themselves on the correct squares. Your checkers always start off at the bottom of the screen. You and the computer trade sides (colors) after each game. The player with the black checkers always moves
first.
TORY JUMP —
TORY JUMP
SELECTING A CHECKER
When you see “PLAYER MOVE” and a check­er blinking in the lower-left corner of the board, it’s your turn to move. You can select
a different checker (making it blink) by using the SELECT but- ton. Press the top of the SELECT button to choose a higher row of checkers. Next, use the side of the SELECT button to choose a
checker on that particular row.
MAKING A MOVE
After selecting the checker you want to move, press one of the MOVE buttons corre­sponding with the direction you want to move that checker.
MAKING A JUMP
To complete a jump, press one of the move buttons in the direction you wish to jump — just as you would on a normal move.
For a Double Jump, press a second time in the direction of the second checker you are jumping. After you complete the 1st jump of a multiple-jump move, the word “JUMP” will appear at the bottom of the screen, reminding you that you still have a jump remaining.
If you are playing Game #2 and have the opportunity to make a multiple-jump, but you only want to complete the first half of that jump and then stop (to stay out of danger), press ON • START after the first jump is com-
pleted.
WINNING THE GAME
The computer is programmed to play like a human competitor, and can be beaten. If you can capture more of the computers checkers than he has of yours, you should be able to completely eliminate all of his checkers, or at least confine them so they cannot move.
If you win, you will see “PLAYER” and “WIN” flashing on the screen. At any time, you can press WIN % to see your winning percentage since you last pressed NEW GAME.
STARTING OVER
While “GAME OVER” is flashing, press ON • START to start another game. This will
start a new game while keeping your winning percentage in memory.
To start another game with a new winning percentage, press NEW GAME. This can be
done at any time during a game.
SLEEP MODE
Pocket Checkers will go to sleep after three (3) minutes of non-activity. To wake the game, press the On•Start button.
BATTERY INSTALLATION
This game is powered by two (2) AA batteries.
•Using a screwdriver, loosen the screw until the battery compartment door can be removed.
•Insert two (2) AA batteries (we recommend alkaline) as indicated inside the battery com­partment.
•Replace the battery compartment door and tighten the screw with a screwdriver. Do not over-tighten.
ADULT SUPERVISION IS RECOMMENDED WHEN CHANGING BATTERIES.
CAUTION
• As with all small batteries,
the batteries used with this game should be kept away from small children who might still put things in their mouths. If a battery is swallowed, con­sult a physician immediately.
• Be sure you insert the battery
correctly and always follow the game and battery manu­facturer’s instructions.
• Do not dispose of batteries in
fire.
• Batteries might leak if improp-
erly installed, or explode if recharged, disassembled or heated.
MAINTENANCE
• Handle this game carefully.
• Store this game away from dusty or dirty
areas.
• Keep this game away from moisture or
extreme temperature.
• Do not disassemble this game. If a problem
occurs, press the Reset button, or remove and replace the batteries to reset the game, or try new batteries. If problems persist, consult your warranty card for replacement instructions.
• Use only the recommended battery type.
• Do not mix old and new batteries.
• Do not mix alkaline, standard (carbon-zinc) or rechargeable (nickel-cadmium) batteries.
• Do not use rechargeable batteries.
• Do not attempt to recharge non-rechargeable batteries.
• Remove any exhausted batteries from the game.
• Do not short-circuit the supply terminals.
• Insert batteries with the correct polarity.
Please retain this for future reference.
RADICA:®
POCKET CHECKERS IS A TRADEMARK OF RADICA CHINA LTD. © 2000 RADICA CHINA LTD. PRODUCT SHAPE™ ALL RIGHTS RESERVED
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