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AAAHH!!! Real Monsters (1995) - SNES Manual

AAAHH!!! Real Monsters

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Posted on 15 July 2022, 17:33 by:   Rankawaii    PM
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AAAHH!!! Real Monsters (1995) - SNES Manual
AAAHH!!! Real Monsters
________________________________________________________
Topics: SNES Manual, Game Manual, SNES, Super Nintendo
________________________________________________________
Language: English
________________________________________________________
https://archive.org/details/aaahh-real-monsters-usa/mode/2up
________________________________________________________

iNtfBiA'tNMFNT $ YS T f M

VIACOM,

nswmsoift*

Distributed by:
Majesco Sales, Inc,
244 Fernwood Avenue
Edison, NJ 08837
800-82)6-0015

WARNING: PLEASE HEAD THE ENCLOSED CONSUMER INFORMATION
PRECAUTIONS BOOKLET CAREFULLY BEFORE USING YOUR NINTENDO*
HARDWARE SYSTEM ORGAMEPAK.

*

THIS PRODUCT HAS BEEN RATED BY THE ENTERTAINMENT SOFTWARE
RATING BOARD. FOR INFORMATION ABOUT THE ESRB RATING, OR TO
COMMENT ABOUT THE APPROPRIATENESS OF THE RATING, PLEASE
CONTACT THE ESRB AT 1-800-771-3772.

f

VIACOM.

nswmsDiB.

Distributed by:
Majesty Sales, Inc,
244 Femwood Avenue
Edison, NJ QBB37

© 1995 Viacom International Inc, All Rights Reserved. Nickelodeon,
AaahhU! Real Monsters, and all related titles,logos and characters
are trademarks of Viacom International Inc. Aaahh!!! Real Monsters
Is created by Klasky/Csupo, Inc.

LICENSED BY

fc.JlPAHJtfi'i

NINTENDO. SUPER NINTENDO
ENTERTAINMENT SYSTEM
AND THE OFFICIAL SEALS ARE
REGISTERED TRADE MARKS OF
NINTENDO Of AMERICA INC.

0 TM1 NINTENDO OF AMERICA INC.

THIS OFFICIAL SEAL IS YOUR
ASSURANCE THAT NINTENDO HAS
APPROVED THE QUALITY Of THIS
PRODUCT ALWAYS LOOK FOR THIS
SEAL WHEN ROVING GAMES AND
ACCESSORIES TO ENSURE
COMPLETE COMPATIBILITY. ALL
NINTENDO PRODUCTS ARE
LICENSED BY SALE FOR USE
ONLY WITH OTHER AUTHORIZED
PRODUCTS BEARING THE OFFICIAL
NINTENDO SEAL Of QUALITY

Co nt(nts % jj

Gromble Introduction 2
Getting Startled 4
Game Controls 6

Triple Monster Moves 8
Scream Display 9
Power-Ups and Prizes 10
Gromble’s Grades 12
Levels and Enemies 14
Support 20

1 xH VrOmJfy...

'/ou may cal] me ‘/our Headmaster

6 r®mt]eness.

^iP. /OUP

performance s<> par

at the Monger
Academv has sl^n
you fa He a djsgusfiiig
file of
WoPitl-

ridden filth -
ami I’m Jai-n ptW
of you. BUT -

V 1

you’re going t<> have
to prove Yoursef on

your Midterm Exam

if you want [o call yourself a real monster!

]ejci$! Obllna! J^PUtiun! /au three will w ali¬
as a team on this exam, you will stay together at
all times and will receive a single gruesome grade
an your Fright pul performance.

par each portion of your exam, I will assign you a
delightfully my hit of trash to
Find throughout the City and
an unsuspecting human
Victim for You to Scare.

/our assignments will
become increasingly
terrifying, and to receive a passing

grade you must eventually scare even the
surprisingly fright-free Monster Hunferl

Remember, you terror-trainees, collect only the
Finest trash and brush up on your most heart-
stopping poses |o be on your scary best behavior.
I’m expecting a lot from You and your monstrous
abilities. /ny questions? T|ien gef oiif
tfiere anJ petrify swieanet

Qtting ftlrtltf *

* Make sure your Super Nintendo Entertainment
System is turned off before inserting the
Monsters’ Gome Pak.

Insert the ‘AwMi!!! Monsters’
Game Pak.

Move the Power switch to the ON position

* Prepare to be monstrous!

Once the title screen appears, use the Control Pad
to select START or OPTIONS.

DlfftCULlY

y-w

ww oh

f* Oh

c<y<woL*>

a mi? &
W*mo x toikjn y

Options

Press the Control Pad UP or DOWN to have the Gromble
point to each option. Press the A, B, X or Y Button
to scroll through the choices.

T 35 ©oulty- SCARY is easier and will keep novice
monsters on their guard. NIGHTMARE is more difficult
and will keep you up all night!

A(u$le: This is to turn the haunting music ON or OFF.
If you keep it on, you'll even hear our personal
favorite, the “Elevator Music", it's frightful!

m Use this to turn the scary sound effects
ON or OFF.

C«ntT*IIer: Use this to change the control buttons.
Ue have arranged a few really good button combos -
see which one works for you.

Press SELECT to return to the title screen.

G imC (bntrols

$*}r" A

v )) is Butt* n

LMb"

1 Button a.n<J ]$. Button : Switch between Ickis,
Oblina and Krumm. determining which monster leads
the group. The other two monsters will follow you.
The monsters can only be switched when all three
are standing on level ground.

C*nfr*l pfc<fc Controls the direction you move, jump
and throw trash. Press DOWN to crouch and look below
you. Press UP or DOWN to scurry up and down ladders.

SfiUt Buff«n: Press this to pause if things get too
terrifying. Press again when you’re ready to go on.

Select Btfft«n : Press this to move story or grading
screens along.

Default button assignments (see OPTIONS, page 5 to
change button configuration).

y THROW TRASH. All good monsters carry an

unlimited supply of trash to throw at enemies. If an
enemy gets messy enough, they will usually run away.
You can throw while jumping, crouching or hanging from
bars. You can't throw while climbing ladders -
it’s just not safe, even for monsters.

B Button : JUMP. Ickis can jump the furthest. Kruimt
doesn't jump very high, but this allows him to jump
over some objects while avoiding things that are above
him. Oblina can jump as high as Ickis, and because she
is so tall, she can reach prizes that are higher

4Bttft«H* SCARE! Now you're l
screaming! Use each monster's V
special scare at the right time
to frighten humans away. Since
you’re just learning this frightful J' o*
skill, you will need a Monster
Manual each time you perform a scare. /
Careful! They're limited, so use fZJ
them wisely and look for more

Monster Manuals along your way

X Buft«ti: TRIPLE MONSTER MOVES. Each of the three
monsters can perform a unique move using the other two
monsters. Learn these moves well - teamwork is
frightfully important and your group will need to use
Triple Monster Moves to find important rubbish and get
past certain obstacles. All three monsters must be
standing close together in order to perform a Triple
Monster Move. See page 8 for more information.

frlgfitenSnp Fling icjaS is the /

685 smallest and U| /*
most agile monster. When he is leading
the group, he can help the trio jump
really far across dangerous drops and fy
otherwise impassable chasms. Position
Ickis at the edge of a ledge, press the

•. X Button, and watch those monsters fly!

/

» 0 Berie Eye Bjeeter

v as the

selected leader, can use his
eyeballs to search for hidden
rooms, enemies or prizes. Press
the X Button to have Krumm put
iown one of his eyes, which Ickis
Oblina will hit in the direction
Krumm is facing. The eye will float and hang. You can
use the Control Pad to scroll through the screens
to see what lies ahead. When finished, press the ^ ,
X Button to retrieve the eyeball. mA

Tender Term CMln^ ^ taller than

the other two monsters M .S
and can help the trio climb steep cliff faces
or other tall obstacles. Press the X Button mpb
to have Ickis and Krumm pile on top of each H
other and help Oblina reach new heights. i
Of course, she will help the two others mJl j
climb up after her. Jr^r

As you are going about your monstrous business, you
will notice the following displays at the top of the
scream... er, screen.

Heart- Shows how much health you have left.
k Your health will go down when your lead

monster is hit by an enemy or obstacle.

If all of your health is lost, you lose a chance at
getting a passing grade. Be careful!

lesj.^ >i*n5ter Tries. Show which of the
monsters you’re controlling and how many tries

you have left to pass your midterm exam. L__

£ I Trask* Each time you find a bag of fresh
lx i a trash, you will receive a limited supply of
Double Trash to throw at enemies. Double
Trash will help you eliminate enemies faster. When you
run out of Double Trash, your monster will throw
regular run-of-the*dump trash.

At*n$f&r !bfa.nua]. Shows how many times

you can use your scare. If you run out, i x ■

you will have to find more Monster Manuals _

to study up!

j^SSlgned Prize. For each level, the Gromble
will assign a prize for you to find. Look
M - w everywhere

you won’t be able to move on
until you find the prize shown! When you find
the prize, a yellow highlight will surround the

prize displayed.

fowtr-Ups ini frizts

All monsters love to eat certain delicacies, which
will benefit their health in different ways. Pick up
these tasty treats as you search for your goal to
keep your health up. A

Implies inJ flies: May . —

look Hike enemies, but these small
slimy things are quite delicious.

Press DOWN to chomp on one of these /
and restore your health one point.

—-1 4f?l e Drtnfc Cans 5

k Sink y° ur fan 9 s * n t° these absolutely

k % atrocious edibles to restore one
-^ I_I health point.

O’ Ple^: Fleas, please! Nothing
goes down quite like these! A jar of
these babies will bring your health back
to full. (Krumm likes the crunchy
container best.)

j

i

i

Bag *P fresh Tra$ : While the
monsters have an unlimited supply
of trash, finding one of these allows
them to throw a limited supply
(usually 10 pieces) of particularly
potent projectiles that will get rid
of enemies faster.

Diaper: Lucky monsters become
invincible after collecting one of
these. Unlike the diaper itself
which will be around forever, the
invincibility will wear off. Run
quickly through dangerous areas

once you get one of these.

C*fflpl&ti«n MarW 5 you touch one of
the spinning yellow arrows, it will point
your way and mark your passage through
the level. If you lose a try, you will
return to the last marker you touched.

You will also find other, non-spinning
arrows to help you find your way to your goal.

J^*njjfer Annual 5 Each one of these
that you collect will allow you to
perform a special scare to frighten
humans or other enemies. Collect
them whenever you can - if you run
out, you will have to rely on your
physical abilities instead of your monstrous ones.

One-Dp: Grab these to earn an extra
chance to try again from the last
Completion Marker you touched. You know
it won't be easy to pass the Gromble's
test, so get these while you can!

Monsters have always loved junk (who wouldn't, living
in a dump?) Collect any especially vile trash along
the way to improve your grade.

Your grade will be based on the standard Monster
Academy grading scale. The Gramble has developed a
foolproof method for determining the best performance
for each group of monsters on their exam. The math is
frightfully complex, and can be reviewed in the
Monster Academy Offices.

It's very simple, really. Collect all
the assigned prizes, frighten away
all the enemies and scare
the assigned Victim
to get a good score. /

The numbers on the
screen indicate how
many of the prizes you / $
have collected or
enemies you've /A ; |
defeated. You can
always go back to try
to improve your score. 1 Jn

Seiok ntth X m terror aMltt** • » “"S
]en J / number **

level s? ear-piercing Sorea®)* (n«- x leng
Ji ck»S) - (breath ^r)xlimrinsi-j^ue
tra^b c«l]ecte^ / shiny dbjr

The Monster Academy, 1

as with the finest f

institutes of higher [

learning, will reward
your performance by
grading on the 5-point Roach
Scale. 5 roaches of course, being the best grade

Uf'lls ins Enimits

rte City Dumf

1 J i Each portion of your exam
will begin in the dump outside the Academy.
There are enemies here, but you must get complete
the dump level to reach the human world.

B Some enemies scrounge for the

same food you do, (crows and
rats) while others protect the
valuable refuse (junkyard cats
and dogs). Falling tires, spiky
plants, spewing sewage and
crushing trash compactors are
everywhere and should be avoided. There’s even
an old rubber ducky shooting bubbles - AaahhM!
You know how monsters hate to be clean!

Fortunately, there are many things to help you in
the dump as well, such as springs, slides, bars
to climb on or slide down, levers to open doors and
pipes to carry you who-knows-where. Old fans blow
you around, so you’ll need to perfect your flying
skills to use them to your advantage; (try aiming
your leading monster for the fan itself instead
of the air above the fan).

Tfie Human v . . .

Your assigned prize here
is a red sneaker, and your victims will be

the school librarians, but somehow you've ended up
in the gymnasium!

Kids with water balloons, basketballs, tennis balls

and paper airplanes are running everywhere -
and you thought YOU were the

monsters! Defeat them with your
trash, or scare them away if
they start overwhelming you.
Watch out for basketballs and
volleyballs thrown from off¬
screen, and keep moving from
side to side when you’re
climbing ladders.

• Trampolines are always fun to play on, but be

careful where you land.

• Springboards can be pushed to different locations,
and you can even use them to shoot yourself into

a basketball hoop - for two points, of course!

• Watch out for steam, and stay out of showers,

for Krunm’s sake!

• Some toilets are a quick means of transportation:

just press DOWN when you're on one.

Once you make it through both gyms, you’ll have to
brave the school halls. Kids are running everywhere
and are especially fast when the school bell rings.
Duck into the air ducts or hop up on the lockers
to get out of the way.

Tk P*&t Office your next assigned prize

is a coffee mug, and your victim will be the head
postal clerk. She is located deep inside the
automated package-receiving area, and has seen
everything, so she will be especially hard to scare.

Watch out for the machinery! Avoid the heavy

mailbags and falling packages,
automatic sorting machines and
package-grabbing arms (though
these might give you a free
ride)! Postal workers are
quick with their clipboards,

> but mostly defenseless.
Don't get hit!

Large boxes can sometimes be knocked off ledges by
your trash and pushed to different areas to help you
reach high locations. Mail carts might contain hidden
springs or prizes, just keep your eyes open for
falling packages. You can walk on conveyor belts
regardless of which direction they are moving, but

you may be able to find levers and reverse the belts

to help you. Opening and closing mailboxes are simple

once you get the rhythm down.

HINT: The head postal clerk has seen everything,
so she is especially hard to scare. Try the switches
on the wall. I #

The jfeturg] History

Your assigned

prize here is a golden dinosaur skull and your

intended victim is the brave museum guard.

Dinosaurs may have ruled the earth once, but
monsters rule now! The museum is a fun place, with
many huge exhibits to climb on - just watch out for
skeletons with spikes or sections that might break
beneath you. There’s also a mechanical dinosaur
(Pteranodon) in here dropping eggs and another

dinosaur that spits whenever you come near.

The school kids are back, on a
field trip this time, and they
seem to have the run of the
place. The dino skull exhibit
makes an outrageous obstacle
course and the “Plants of the
Dinosaur Age” might bounce you
to frightening heights.

The shallow tar pits will only slow you down,

'll* Mall

all sorts of things at the
mall - hopefully you can find M 7 £.- A ( »r
your assigned prize, a Chinese CSSgJJi
take-out container. Your
assigned victim here is the shopping lady

The school kids are back, but this time they're
shopping! They’ve traded in their sports equipment
for radio-controlled tanks and dune buggies that
chase after you. Use the fountains and trees to get
up high, but you'll have to keep moving or you'll
fall through the palms. Watch out for the steam,
spiky cactuses, pie-throwing jack-in-the-boxes and
the shopping lady... Wait! She's the one you’re
supposed to scare! That was too easy - something’s
wrong here... keep moving while you can!

Master Banter’s Haase

the Gromble’s final test - the
* house of Simon, the Monster Hunter. Your
assigned prize will be a photo of one of the
monsters (Ickis, Oblina or Krumm), and your
victim is Simon. You've already seen this
scary fellow - he’s been taking your
picture, trying to prove that you exist.
C But you can’t have that - if humans
believe in monsters, they won’t be as
frightened by you.

First you have to get by all of his

'• super-secret traps and defenses, which
* are designed to capture monsters like you!

The FLYING EYES trick is one of the Monster Hunter’s
earliest creations. They hover about, searching for
monsters. If it spots one, it moves in to harass them
or release a monster net. If you’re caught in a net,
you'll have to use a scare to get free - don’t worry,
it won’t use up any of your Monster Manuals.

The Monster Trackers look like vacuum cleaners,
and they once were. Now they are computer-controlled
devices for tracking and capturing monsters.

Some of the Trackers are set on patrol, and will
ignore you, but others seek out and attack monsters.
If you’re fast, you can avoid the Monster Trackers,
but if they’re after you, you can only defeat them by
destroying the flashing control center on top.

The Monster Hunter also has cameras and televisions
set up to capture monsters on film. If you walk in
front of a camera, you may be mezmerized by seeing
your picture on screen, (being a particularly
attractive monster, of course). This won’t hurt you,
but it might slow you down enough to be caught by a
Flying Eye or Monster Tracker. Take no chances and
destroy cameras with your trash.

Find the photo of each of the
three levels and you'll face
the Monster Hunter himself.

l HINT: The Monster Hunter
l can only be scared when he
£ is changing his glasses -
try turning out the lights
and see what happens!

1

Support

For additional help, please contact us Monday through
Friday between the hours of
7 AM and 8 PM, Mountain Standard Time at:

VMM Product Support
PHN: 1-970-339-7114
M FAX: 1-970-339-7022

Crafts tf

Developed by:

Realtime
Associates, Inc.

Lead Programner:

Andy Hsiung

Assistant Programner:

Edwin Higa

Map Layout and Design:

Kevin Chan

Background Art:

Ellen Drucker

Doran Fish

Animators:

Jeff Cook

Shelley Futch

Martine Gaudissart
Barbara Lipton
Perry Kiefer

Sean Platter

Laura Smith

Additional Art:

Jean Bergesen

Music and SFX:

Greg Turner

Producer:

Jennifer Sward

Executive Producer:

Dave Warhol

Testers:

Chad Bunch

Robert Lark

April Tyree

Special Thanks to:

VIACOM NEW MEDIA

Executive Producer:
Publishing Producer:
Associate Producer
Marketing Director:

Marketing Coordinator:
Managing Producer/

Nickelodeon Interactive:
Manager/Development Support:

Game Analyst:

Lead Tester:

Testers:

Special Thanks to:

Manual Design:

Dave Connelly and
the Genesis Team
Rick Chipeco
Ann Lediaev

Kenny Miller
Matt We Hon
Jackson Young
Rebecca Randall
Amy McPoland

Donna Friedman
Scott Lawrence
John Podlasek
Cliff Falls
Matt Anderson
John Kelly
David Gohman
Tim Shymkus
Chuck Zenkus
Nancy Blumenthal
Jim Breazeale
Alice Coleman
Michelle Jabloner
Juan Ortiz
Syma Sarnbar
Cricket Stettinius
Katherine Lee
Beeline Group, Inc.

Aaahh!! 1 Real Monsters is created by fijfj

90-DAY LIMITED WARRANTY

Majesco Sales. Inc. warrants to II 10 original consumer purchaser that this Nintendo
Game Pak (PAK) shall be free from defects in material and workmanship for a period
of 90 days from data of purchase If a detect covered by this warranty occurs during
the 90-day warranty period, Majesco Sales, Inc. will repair or replace the PAK, at its
option, tree ot charge,

To receive this warranty service:

l DO NOT return your detective Game Pak to the retailer

2 , Notify Majesco Sales, Inc. ot the problem requiring warranty service by calling our
Technical Support Dept, at (800) 826J)015 1 and leave a message.

3. If the Majesco Sales, Inc. Service Representative is unable to solve the problem by
phone, you will be provided with a Return Authorization number. Simply record this
number on the outside packaging of your defective PAK, enclose your name,
address and phone number, and return your PAK, FREIGHT PREPAID AND
INSURED FOR LOSS OR DAMAGE, together with your sales slip or similar proof -
of purchase (UPC code) within the 90-day warranty period to:

Majesco Sales, Inc
244 Fern wood Avenue
Edison, NJ 08837

This warranty shall not apply if the PAK has been damaged by negligence, accident,
unreasonable use, modification, tampering, or by other causes unrelated to defective
materials or workmanship.

* Repairs/Service after Expiration of Warranty

If the PAK develops a problem requiring service after the 90-day warranty period, you
may contact the Majesco Sales, Inc Technical Support Dept, at the phone number
noted earlier. If the Majesco Sales, Inc. Service Representative is unable to solve the
problem by phone, you may be informed of the approximate cost for Majesco Sales,
Inc. to repair or replace the PAK, and provided with a Return Authorization number.
Record this number on the outside packaging of the defective PAK and return the
merchandise, FREIGHT PREPAID AND INSURED FOR LOSS OR DAMAGE, to
Majesco Sales, tne., and enclose a money order payable to Majesco Sales, Inc. for the
cost quoted to you. If after personal inspection, the Majesco Sales, Inc. Service
Representative determines the PAK cannot be repaired, it will be returned and your
payment refunded.

■ Warranty Limitations

ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE HEREBY
LIMITED TO NINETY DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT
TO THE CONDITIONS SET FORTH HEREIN, IN NO EVENT SHALL MAJESCO SALES,
INC. BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING
FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES,

The provisions of this warranty are valid in the United States only. Some states do
not allow limitations on how long an implied warranty lasts or exclusion of
consequential or incidental damages, so the above limitations or exclusion may not
apply to you. This warranty gives you specific legal rights, and you may also have
other rights which vary from state to state.

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