Disney Interactive Studios Disneys Chicken Little Ace In Action Ntr Ac4E Usa Users Manual CLACE_DSmnl.mech

NTR-AC4E-USA to the manual 722aecab-e38e-43ff-b881-485eae89ec93

2015-02-04

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NTR-AC4E-USA
Buena Vista Games, an affi liate of The Walt Disney Company, 500 S. Buena Vista St., Burbank, CA 91521
N0543 PRINTED IN U.S.A.
© Disney
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GETTING STARTED
HEROES
THE MAIN MENU
OPTIONS
PLAY/PAUSE/RESUME/QUIT
SAVING
ACE’S CONTROLS
RUNT’S CONTROLS
ABBY’S CONTROLS
EVASIVE MOVEMENTS
LOCATIONS
ACE’S WEAPON AMMOS
4
6
8
9
10
11
12
13
14
15
16
18
RUNT’S WEAPON AMMOS
ABBY’S WEAPON AMMOS
WEAPONS
PICKUPS
SPECIAL ATTACKS
INTERMISSION SCREEN
UPGRADES
MINI-MAP/INTEL SCREEN
MULTIPLAYER GAMES
LIMITED WARRANTY
CUSTOMER SUPPORT
INFORMATION
TABLE OF CONTENTS
19
20
21
23
26
27
28
29
32
34
35
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+CONTROL PAD UP AND DOWN Highlight Menu Options
A BUTTON Select
TOUCH SCREEN Select with the Stylus
or Your Finger.
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• Make sure the POWER switch is OFF.
• Insert DISNEY’S CHICKEN LITTLE: ACE IN ACTION Game Card into the
Nintendo DSTM system.
• Turn the POWER switch ON.
NOTE: DISNEY’S CHICKEN LITTLE: ACE IN ACTION Game Card is designed for
the Nintendo DSTM system.
• Please read and accept the Health and Safety screen by touching the bottom screen.
• If the game does not automatically launch, select the DISNEY’S CHICKEN LITTLE:
ACE IN ACTION game icon from the DS Menu screen.
L BUTTON
+ CONTROL PAD
R BUTTON
SELECT
START
X BUTTON
Y BUTTON
A BUTTON
B BUTTON
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• If you select SINGLE PLAYER, you also must select from three SAVE SLOTS
(or select NO SAVE); then, you’ll start the game.
• If you select MULTIPLAYER, you must decide whether to HOST or JOIN a game.
• When the MAIN MENU appears,
you’ll have three choices:
- SINGLE PLAYER
- MULTIPLAYER
- OPTIONS
The fi rst time a character is used,
a mandatory tutorial must be completed.
• Personalize your game by selecting
these OPTIONS:
- Music Volume
- Sound Effects Volume
Look for MR. FISH at the start of every level.
He will give you a MISSION BRIEFING on your new objectives!
All game actions appear on the TOP SCREEN. The BOTTOM SCREEN
is used to toggle between weapon types, and to receive incoming Intel.
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• To successfully fi nish the MISSION, you must complete the OBJECTIVES presented
by MR. FISH.
• Press START to begin play.
• At any time during game play, PAUSE your game by pressing START.
Then, select from the following OPTIONS:
- RESUME LEVEL
- EXIT GAME – Go back to the MAIN MENU;
all unsaved data will be lost.
• Whenever you begin a new game, you will be asked to choose a SAVE SLOT to save
your progress.
AUTOMATIC IN-GAME SAVING
• Auto-Save occurs at the BEGINNING OF A LEVEL, at the MID-LEVEL point and at the
BEGINNING OF A BOSS FIGHT.
PLAYER-CONTROLLED SAVING
• You can do a MANUAL SAVE at the end of every level.
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TOP SCREEN GAME VIEW
L BUTTON (HOLD) SHIELD
+CONTROL PAD MOVEMENT CONTROLS
DOUBLE TAP DODGE/ROLL
TOUCH SCREEN HUD/WEAPON SELECT
R BUTTON HOLD FOR GRENADE MODE
START PAUSE MENU
SELECT NOT USED
X BUTTON FIRE FORWARD
B BUTTON FIRE BACKWARDS
A BUTTON FIRE RIGHT
Y BUTTON FIRE LEFT
BUTTON COMBOS ALLOW FOR DIAGONAL FIRING
TOP SCREEN GAME VIEW
L BUTTON (HOLD) SHIELD
+CONTROL PAD TANK DIRECTION
DOUBLE TAP FOR STAMPEDE
TOUCH SCREEN HUD/WEAPON SELECT
R BUTTON HOLD FOR POWER-SHOT MODE
START PAUSE MENU
SELECT NOT USED
X BUTTON FIRE UP
Y BUTTON FIRE LEFT
A BUTTON FIRE RIGHT
B BUTTON FIRE DOWN
BUTTON COMBOS ALLOW
FOR DIAGONAL FIRING
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TOP SCREEN GAME VIEW
L BUTTON (HOLD) SHIELD
+CONTROL PAD SHIP DIRECTION
DOUBLE TAP ROLL MANEUVERS
LEFT OR RIGHT
TOUCH SCREEN HUD/WEAPON SELECT
START PAUSE MENU
SELECT NOT USED
R BUTTON FIRE PRIMARY CANNON
X BUTTON FIRE PRIMARY CANNON
B BUTTON FIRE PRIMARY CANNON
Y BUTTON FIRE SPECIAL WEAPON
A BUTTON FIRE SPECIAL WEAPON
(ACE)
(ABBY)
(RUNT)
To get ACE to DODGE, DOUBLE-TAP UP, DOWN,
LEFT or RIGHT on the +CONTROL PAD. Ace can continue
to fi re while dodging.
To get ABBY to do a ROLL MANEUVER,
DOUBLE-TAP LEFT or RIGHT on the +CONTROL PAD.
A ROLL MANEUVER can only be done to the
LEFT or RIGHT.
RUNT can destroy any object or enemy with a STAMPEDE
by DOUBLE-TAPPING UP, LEFT, RIGHT, or DOWN on the
+CONTROL PAD.
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You must destroy the main mining facility,
which is being used to build a droid army
powered by alien life-forms!
Part of the VENUS level is used as a TRAINING MISSION. Here, you learn
about the game play elements and you receive a tutorial for ACE, ABBY and
RUNT. You cannot proceed to the next level without passing the TUTORIAL.
The evil organization has taken
over the spa dome on Europa.
Infi ltrate the dome and take
them out.
You must destroy the Gravity Generator Facility,
which has become an evil organization’s main
source of power!
You must destroy the three stabilizing hubs
that limit the beltway.
You must destroy a massive metal moon
that is threatening Earth!
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If you’re playing as RUNT, you’ll have these cool WEAPON AMMOS to use:
These are unlimited and the only weapons that
Runt can upgrade.
These cause a small-scale EMP explosion upon contact.
They are most useful for mechanical targeting systems.
This concentrated pulse of pure light can fi re at large
laser particles and does major damage.
These concentrated rings of
light can hit two or
three targets at once.
If you’re playing as ACE, you’ll have these cool WEAPON AMMOS to use:
This small green energy cell is ACE’s main ammo and is
unlimited. This is the only ammo that can be upgraded.
This shotgun energy blast is ACE’s most
commonly available ammo. It fi res
wide but at close range only.
This cone expands and shoots sonic particles at high velocity.
It’s more powerful than the Regular Blaster and it travels
and fi res quicker so it hits more enemies at the same time.
This combination of super-heated plasma balls fi res
at subsonic velocity. It creates an explosion but
it’s slow-moving and lacks range.
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POWER-SHOT MODE is entered by holding the R BUTTON. Then, using
the A, B, X, or Y BUTTONS, drag the targeting reticule over them to
lock-on or “paint” them. Release the R BUTTON to fi re a devastating
volley at all painted enemies.
RUNT can use his POWER-SHOT whenever he wants to cut a swath
through multiple enemies, and it only costs him shield energy!
GRENADE MODE is entered by holding the R BUTTON.
Throw grenades by tapping the A, B, X, or Y BUTTONS
while holding down the R BUTTON.
ACE can use GRENADES whenever he feels like it!
He can also collect them and hold up to 8 grenades at a time.
If you’re playing as ABBY, you’ll have these cool WEAPON AMMOS to use:
These are classic, straight-fi ring missiles
with unlimited ammo.
These thermally-guided missiles follow
their target wherever they go.
These eight rockets fi re at once but go in eight
different directions.
These are the only weapons ABBY uses
that can strike at ground targets. In fact,
they only fi re at ground targets.
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Look for these PICKUPS:
Powerups – these are derived from destroyed enemies and structures and covers
and you collect them by coming into contact with them. Once the Powerup is collected,
it is activated and remains active until it runs out. Powerups are stackable and you
can use as many as you can collect at once.
Doubles the fi ring rate of the blaster weapon for 15 seconds.
Doubles the strength of the shield for 15 seconds.
Doubles the strength of all attacks used by the player
for a duration of 10 seconds.
ARMOR METER
SHIELD METER
Trigger the SHIELD by holding down the L BUTTON.
Each character has an ENERGY SHIELD. While active, the SHIELD will slowly drain
the SHIELD ENERGY RESERVE. If fi red upon, the SHIELD will drain more quickly.
Each character has ARMOR. If your armor reaches ZERO you will be teleported out
of the level by Mr. Fish for another try. You’ll re-start at your last check-point.
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These green aliens power larger robots and restore
2 Energy Points.
These blue aliens are the most powerful and restore
3 Energy Points.
Aliens – look for these three different kinds:
These yellow aliens are common and therefore the weakest,
restoring only 1 Energy Point.
These return 33% of your armor.
Adds 2 extra blaster shots, making the blaster fi re a three-pronged
blast for 15 seconds.
Eliminates ammo drain on all weapons for 20 seconds.
Absorb unlimited damage for 10 seconds.
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These are powerful offensive moves that allow you to clear the screen of enemies.
SPECIAL ATTACKS are in the form of POWERUPS.
You pull the clip out of your gun, throw it above your head and shoot it,
causing a massive explosion and destroying all enemies on screen.
You aim your cannon directly upward and begin gathering energy
into the nozzle. Fully charged, the cannon fi res upwards
and destroys all enemies on screen.
You trigger the afterburners on your spaceship and go into a spin,
which unleashes a Light Speed non-Sonic Boom,
destroying all enemies on screen.
CONTINUE – Proceed to next level.
SAVE GAME – Manually save your game.
UPGRADES – Purchase upgrades.
EXIT – Exit to the Main Menu.
Unsaved data will be lost.
At the end of every level, you are taken to the
INTERMISSION SCREEN, where you can save
the game and purchase upgrades.
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UPGRADE POINTS are delivered throughout the
game and after each MISSION. One upgrade point
is accumulated for each alien rescued during a mission.
UPGRADES are applied only between game levels.
• Purchase upgrades with your upgrade points.
Upgrades affect all three characters: Ace, Runt, and Abby.
MISSION BRIEFINGS from MR. FISH take place before each character’s
level begins. Touch the ‘i’ button near the Mini-Map to replay the briefi ng.
AMMO SUPPLY
AMMO SELECT
Touch to select
different ammos.
ALIEN COUNT
MINI-MAP
Locate enemies and pickups.
INTEL SCREEN
Touch to view
your current
Mission Briefi ng.
ARMOR METER
SHIELD METER
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PLAYER POSITION =
Ace
PLAYER POSITION =
Abby
PLAYER POSITION =
Runt
ENEMIES =
Small Red Triangle
POWER-UPS =
Green Exclamation Point
ALIENS =
Small versions of the aliens
SWITCHES =
Flashing double blue triangles
TARGETS =
Targets will move around the mini-map to give the player better
indications of where they are.
Target indicators will always point to the fi rst target, to ensure
the player doesn’t pass by and have to backtrack.
ARMOR =
Green cross
AMMO =
Bullet
These icons on the Mini-Map help you fi nd enemies, items, and objectives.
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There are fi ve MULTIPLAYER LEVELS
and these are categorized by the planet
on which they’re based.
VENUS
EUROPA
IO
ASTEROID BELTWAY
POKE STAR
Trigger any POWERUP by tapping on it
and activating it with the L BUTTON.
This is an ALIEN COLLECTION game. You’re in an arena with a set amount of holes and
aliens that trickle onto the screen. To win, you must place a larger number of aliens into
the holes than your opponent.
• In MULTIPLAYER GAMES, game play shows on the BOTTOM SCREEN.
POWERUPS occur in MULTIPLAYER games but watch out!
They’re both positive and negative! Use yours to hinder your opponent!
• Change the alien’s direction by tapping on it and dragging the STYLUS in the
desired direction.
Be careful! If an alien leaves your screen before you can redirect
it into a hole, it will pop up on the opponent’s screen!
The objective of a multiplayer game is to guide Aliens to collection points on the TOUCH
SCREEN before time runs out. You can guide Aliens by tapping them with the STYLUS
and dragging them in a desired direction. As the games progress, barriers make it more
diffi cult to move the Aliens to the collection points. Each level features a unique barrier
confi guration. The player who has collected the most Aliens when time runs out wins!

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