E
TM
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