Cite as
Spartan X Famicom manual
Original
https://archive.org/details/spartan-x-hvc-sx-fc-jp-manual-600-dpi
sha256
26ea06738c3e90e5d5995ecd01d82f24a2f6b52aab5bef6767a0ecd06a7ab093
Archived
https://archive.org/download/spartan-x-hvc-sx-fc-jp-manual-600-dpi/Spartan%20X%20%5BHVC-SX%5D%28FC%29%28JP%29%20-Manual%28600DPI%29_text.pdf
Accessed
2026-11-06
Licence
© Nintendo; scan hosted by the Internet Archive
Credit
Nintendo; scan in the Internet Archive item "spartan-x-hvc-sx-fc-jp-manual-600-dpi".
Notes
Japanese Famicom instruction booklet, HVC-SX. The item dates it 1985-06-21 (the uploader's release date; not a Nintendo statement unless the booklet prints one). PDF locators are PDF page numbers.

Cited on

Claims (6)

The Famicom manual presents Spartan X as a Nintendo Famicom cassette, product code HVC-SX; its back cover carries Irem's 1984 copyright and Nintendo's of 1985.PDF p. 2, openingPDF p. 12, back coverManual
In the Famicom manual's story, the hero, Thomas, breaks into the mansion of the mysterious organisation X to rescue Sylvia, who is held prisoner on its top floor. Martial-arts masters, among them a staff fighter, a boomerang thrower, and a strongman, block his way, along with snakes, dragons, and fearsome traps.PDF p. 6 (printed p. 4), storyPDF p. 6 (printed p. 4), storyPDF p. 6 (printed p. 4), storyPDF p. 6 (printed p. 4), storyPDF p. 6 (printed p. 4), storyPDF p. 6 (printed p. 4), charactersPDF p. 6 (printed p. 4), charactersManual
In the Famicom manual, a round climbs from the first floor to the fifth, where Sylvia is held, and rescuing her moves the game on to the next round. Each floor has its own timer, and Thomas must beat the enemies and climb the stairs within the time. Some enemies fall to one hit, some to two, and some only when their energy runs out. Losing all his energy, or running out of time, counts as a miss.PDF p. 10 (printed p. 8), rules and techniquePDF p. 10 (printed p. 8), rules and techniquePDF p. 10 (printed p. 8), rules and techniquePDF p. 10 (printed p. 8), rules and techniquePDF p. 10 (printed p. 8), rules and techniquePDF p. 11 (printed p. 9), missPDF p. 11 (printed p. 9), missManual
The Famicom manual gives each floor a boss: a staff fighter on the first, a boomerang thrower on the second, a strongman on the third, a sorcerer on the fourth, and on the fifth Mr. X, the organisation's leader.PDF p. 7 (printed p. 5), enemiesPDF p. 7 (printed p. 5), enemiesPDF p. 7 (printed p. 5), enemiesPDF p. 7 (printed p. 5), enemiesPDF p. 8 (printed p. 6), enemiesManual
The Famicom manual sets Game A for beginners and Game B for advanced players.PDF p. 5 (printed p. 3), Select buttonManual
In the Famicom manual, the time left on the timer scores 10 points a unit and Thomas's remaining energy 100, and a player gains a life at 50,000 points.PDF p. 11 (printed p. 9), scorePDF p. 11 (printed p. 9), scorePDF p. 11 (printed p. 9), extra scoreManual