Cite as
The Untouchables NES manual
Original
https://archive.org/details/NESManuals
sha256
32f30252447402b4360ea47bad687056e455561bc97f565e5d119c3be2fae5d0
Archived
https://archive.org/download/NESManuals/Untouchables%2C%20The%20%28USA%29_djvu.txt
Accessed
2026-11-06
Licence
© 1990 Ocean of America; scan hosted by the Internet Archive
Credit
Ocean of America; scan "Untouchables, The (USA).pdf" in the Internet Archive item "NESManuals"; the pin is the scan's OCR text.
Notes
The booklet packed with the US NES cartridge. It prints "Source code © 1990 Ocean of America, Inc." and "TM & copyright © 1990 Paramount Pictures", and "Printed in Japan". The pinned OCR text keeps one printed page number ("9", on the Train Station section) and marks no page breaks; claims locate by section heading.

Cited on

Claims (8)

The US NES booklet is Ocean of America's, of San Jose, California. It prints "Source code © 1990 Ocean of America, Inc." and Paramount Pictures' trademark and copyright of 1990, and "Printed in Japan".warranty and imprint pagewarranty and imprint pagewarranty and imprint pageManual
The NES booklet describes seven scenarios, in this order: the street (three alleys), the warehouse, the bridge, the alleys (eight), the train station, the hostage, and the rooftop. A failed mission restarts at the beginning of the section the player was on.GameplaySectionsSection 1, The StreetSection 4, The AlleysSection 7, The RooftopSection 2Section 3Section 5Section 6Manual
On the NES, B jumps and A fires in the warehouse; in every other section both buttons fire. In the alley and border raid sections, Select switches among the four Untouchables, Ness, Malone, Stone, and Wallace. On the title screen Select chooses music or sound effects.ControlsControlsControlsManual
The NES booklet warns that certain Untouchables are needed for specific sections, as in the film: if one is eliminated before his section, the game cannot continue. An Untouchable not in use slowly recharges his energy.GameplaySection 3, The BridgeManual
In the NES warehouse, Ness has a pistol with ten rounds and must shoot gray-hatted accountants to make them drop ledger pages of evidence. Violin cases left by shot villains hold ammunition (A), energy (E), or a few seconds of unlimited rapid fire (R).Section 2, The WarehouseSection 2, The WarehouseSection 2, The WarehouseSection 2, The WarehouseManual
On the NES bridge there is no gunsight: the player aims by watching where the bullets hit, and shoots bottles of contraband until the evidence reaches 100%.Section 3, The BridgeSection 3, The BridgeSection 3, The BridgeManual
At the NES train station Ness guides a baby carriage to the bottom of the steps and must not hurt the civilians, shown in white. In the hostage scene the player controls Stone and has one shot, which must hit the gangster's hat; failing sends the player back to the start of the train station, so the game offers a practice option.Section 5, The Train StationSection 6, The HostageSection 6, The HostageSection 5, The Train StationSection 6, The HostageManual
On the NES rooftop Ness chases Frank Nitty with a six-shot pistol, which, unlike the alley shotgun, the player reloads a bullet at a time behind the wall.Section 7, The RooftopSection 7, The RooftopSection 1, The StreetManual