Sega Channel (January 1996 dev disc)/Game guides

The folder P__/SIT/O contains a huge library of game guides, listed below. The list contains 389 guides. The files themselves are binary 68k object files, extracted with a python script.
<html>
Clickable list of game guides: <a href="#Adbatman.o">Adbatman.o</a>, <a href="#Addams.o">Addams.o</a>, <a href="#Addamsfv.o">Addamsfv.o</a>, <a href="#Aeroacro.o">Aeroacro.o</a>, <a href="#Aerobiz.o">Aerobiz.o</a>, <a href="#Aftburn2.o">Aftburn2.o</a>, <a href="#Airdiver.o">Airdiver.o</a>, <a href="#Aladdin.o">Aladdin.o</a>, <a href="#Aladfin.o">Aladfin.o</a>, <a href="#Alexkidd.o">Alexkidd.o</a>, <a href="#Alien3.o">Alien3.o</a>, <a href="#Alienstm.o">Alienstm.o</a>, <a href="#Alisiadr.o">Alisiadr.o</a>, <a href="#Altbeast.o">Altbeast.o</a>, <a href="#Andr.o">Andr.o</a>, <a href="#Anmaniac.o">Anmaniac.o</a>, <a href="#Arcus.o">Arcus.o</a>, <a href="#Ariel.o">Ariel.o</a>, <a href="#Arrwflsh.o">Arrwflsh.o</a>, <a href="#Artalive.o">Artalive.o</a>, <a href="#Artfight.o">Artfight.o</a>, <a href="#Asterix.o">Asterix.o</a>, <a href="#Atacksub.o">Atacksub.o</a>, <a href="#Atennis.o">Atennis.o</a>, <a href="#Atptenis.o">Atptenis.o</a>, <a href="#Awesomep.o">Awesomep.o</a>, <a href="#Ballz.o">Ballz.o</a>, <a href="#Barbie.o">Barbie.o</a>, <a href="#Barkley.o">Barkley.o</a>, <a href="#Barkley2.o">Barkley2.o</a>, <a href="#Barney.o">Barney.o</a>, <a href="#Bassmast.o">Bassmast.o</a>, <a href="#Batdoubd.o">Batdoubd.o</a>, <a href="#Batlfren.o">Batlfren.o</a>, <a href="#Batltank.o">Batltank.o</a>, <a href="#Batltech.o">Batltech.o</a>, <a href="#Batman2.o">Batman2.o</a>, <a href="#Battoads.o">Battoads.o</a>, <a href="#Bbearpco.o">Bbearpco.o</a>, <a href="#Bellesqu.o">Bellesqu.o</a>, <a href="#Bernbear.o">Bernbear.o</a>, <a href="#Bestbest.o">Bestbest.o</a>, <a href="#Beyondoa.o">Beyondoa.o</a>, <a href="#Biohzbat.o">Biohzbat.o</a>, <a href="#Bladeven.o">Bladeven.o</a>, <a href="#Bob.o">Bob.o</a>, <a href="#Bodycont.o">Bodycont.o</a>, <a href="#Bonabro.o">Bonabro.o</a>, <a href="#Boxngleg.o">Boxngleg.o</a>, <a href="#Bretthoc.o">Bretthoc.o</a>, <a href="#Bubbastx.o">Bubbastx.o</a>, <a href="#Bubbstix.o">Bubbstix.o</a>, <a href="#Bubnsqek.o">Bubnsqek.o</a>, <a href="#Bubsy.o">Bubsy.o</a>, <a href="#Bubsy2.o">Bubsy2.o</a>, <a href="#Busytown.o">Busytown.o</a>, <a href="#Cadash.o">Cadash.o</a>, <a href="#Caesars.o">Caesars.o</a>, <a href="#Calgames.o">Calgames.o</a>, <a href="#Captamer.o">Captamer.o</a>, <a href="#Carmenw.o">Carmenw.o</a>, <a href="#Castlev.o">Castlev.o</a>, <a href="#Castle_i.o">Castle_i.o</a>, <a href="#Chakan.o">Chakan.o</a>, <a href="#Champool.o">Champool.o</a>, <a href="#Champroa.o">Champroa.o</a>, <a href="#Chasehq2.o">Chasehq2.o</a>, <a href="#Chikiboy.o">Chikiboy.o</a>, <a href="#Clue.o">Clue.o</a>, <a href="#Cmbatcar.o">Cmbatcar.o</a>, <a href="#Coachkbb.o">Coachkbb.o</a>, <a href="#Collgfb1.o">Collgfb1.o</a>, <a href="#Collgfb2.o">Collgfb2.o</a>, <a href="#Columns.o">Columns.o</a>, <a href="#Columns3.o">Columns3.o</a>, <a href="#Comixzne.o">Comixzne.o</a>, <a href="#Contrahc.o">Contrahc.o</a>, <a href="#Coolspot.o">Coolspot.o</a>, <a href="#Counting.o">Counting.o</a>, <a href="#Cpool.o">Cpool.o</a>, <a href="#Crackdwn.o">Crackdwn.o</a>, <a href="#Cryspony.o">Cryspony.o</a>, <a href="#Cyborgju.o">Cyborgju.o</a>, <a href="#Cybrball.o">Cybrball.o</a>, <a href="#C_ripkin.o">C_ripkin.o</a>, <a href="#Dashdesp.o">Dashdesp.o</a>, <a href="#Dd_warrs.o">Dd_warrs.o</a>, <a href="#Decpattk.o">Decpattk.o</a>, <a href="#Desrtdmo.o">Desrtdmo.o</a>, <a href="#Dheaddy.o">Dheaddy.o</a>, <a href="#Dickvita.o">Dickvita.o</a>, <a href="#Dinohire.o">Dinohire.o</a>, <a href="#Dinoland.o">Dinoland.o</a>, <a href="#Doubldrb.o">Doubldrb.o</a>, <a href="#Drobotnk.o">Drobotnk.o</a>, <a href="#Drobsupc.o">Drobsupc.o</a>, <a href="#Dyheaddy.o">Dyheaddy.o</a>, <a href="#D_robins.o">D_robins.o</a>, <a href="#D_strike.o">D_strike.o</a>, <a href="#Earthj2.o">Earthj2.o</a>, <a href="#Earthjim.o">Earthjim.o</a>, <a href="#Ecco.o">Ecco.o</a>, <a href="#Ecco2.o">Ecco2.o</a>, <a href="#Eccojr.o">Eccojr.o</a>, <a href="#Elemastr.o">Elemastr.o</a>, <a href="#Elviento.o">Elviento.o</a>, <a href="#Eswat.o">Eswat.o</a>, <a href="#Eternal.o">Eternal.o</a>, <a href="#Ewj2.o">Ewj2.o</a>, <a href="#Ewj2spec.o">Ewj2spec.o</a>, <a href="#Ewjhint1.o">Ewjhint1.o</a>, <a href="#Ewjhint2.o">Ewjhint2.o</a>, <a href="#Exile.o">Exile.o</a>, <a href="#Exmutant.o">Exmutant.o</a>, <a href="#Exosquad.o">Exosquad.o</a>, <a href="#F15eagle.o">F15eagle.o</a>, <a href="#Fantasia.o">Fantasia.o</a>, <a href="#Fatal.o">Fatal.o</a>, <a href="#Fatalf2.o">Fatalf2.o</a>, <a href="#Fatl_lab.o">Fatl_lab.o</a>, <a href="#Fg_world.o">Fg_world.o</a>, <a href="#Fifasc95.o">Fifasc95.o</a>, <a href="#Fifasc96.o">Fifasc96.o</a>, <a href="#Fifasocc.o">Fifasocc.o</a>, <a href="#Finlzone.o">Finlzone.o</a>, <a href="#Flicky.o">Flicky.o</a>, <a href="#Flintstn.o">Flintstn.o</a>, <a href="#Flshback.o">Flshback.o</a>, <a href="#Fungames.o">Fungames.o</a>, <a href="#Gaiares.o">Gaiares.o</a>, <a href="#Galforc2.o">Galforc2.o</a>, <a href="#Gameguid.o">Gameguid.o</a>, <a href="#Gamename.o">Gamename.o</a>, <a href="#Garf1220.o">Garf1220.o</a>, <a href="#Garfield.o">Garfield.o</a>, <a href="#Gargoyle.o">Gargoyle.o</a>, <a href="#Gauntlt4.o">Gauntlt4.o</a>, <a href="#Gemfire.o">Gemfire.o</a>, <a href="#Genchaos.o">Genchaos.o</a>, <a href="#Genrlost.o">Genrlost.o</a>, <a href="#Ghoul.o">Ghoul.o</a>, <a href="#Gldnaxe1.o">Gldnaxe1.o</a>, <a href="#Gldnaxe2.o">Gldnaxe2.o</a>, <a href="#Globglad.o">Globglad.o</a>, <a href="#Gnrlchao.o">Gnrlchao.o</a>, <a href="#Gods.o">Gods.o</a>, <a href="#Goldaxe1.o">Goldaxe1.o</a>, <a href="#Goofy.o">Goofy.o</a>, <a href="#Granadax.o">Granadax.o</a>, <a href="#Greathvw.o">Greathvw.o</a>, <a href="#Greendog.o">Greendog.o</a>, <a href="#Grindstm.o">Grindstm.o</a>, <a href="#Grndstrm.o">Grndstrm.o</a>, <a href="#Growl.o">Growl.o</a>, <a href="#Grtwaldo.o">Grtwaldo.o</a>, <a href="#Gunstar.o">Gunstar.o</a>, <a href="#G_axe2.o">G_axe2.o</a>, <a href="#G_loc.o">G_loc.o</a>, <a href="#Hardbal3.o">Hardbal3.o</a>, <a href="#Hbarkley.o">Hbarkley.o</a>, <a href="#Headonsc.o">Headonsc.o</a>, <a href="#Herzogzw.o">Herzogzw.o</a>, <a href="#Hespn.o">Hespn.o</a>, <a href="#Hmikultc.o">Hmikultc.o</a>, <a href="#Homealn1.o">Homealn1.o</a>, <a href="#Homealn2.o">Homealn2.o</a>, <a href="#Hpirdark.o">Hpirdark.o</a>, <a href="#Hprincep.o">Hprincep.o</a>, <a href="#Hsub_ter.o">Hsub_ter.o</a>, <a href="#Hulk.o">Hulk.o</a>, <a href="#Humans.o">Humans.o</a>, <a href="#Hurrican.o">Hurrican.o</a>, <a href="#Hzool.o">Hzool.o</a>, <a href="#Icdummy.o">Icdummy.o</a>, <a href="#Immortal.o">Immortal.o</a>, <a href="#Incrhulk.o">Incrhulk.o</a>, <a href="#Intennis.o">Intennis.o</a>, <a href="#Intrugby.o">Intrugby.o</a>, <a href="#Izzyques.o">Izzyques.o</a>, <a href="#Jbdboxng.o">Jbdboxng.o</a>, <a href="#Jbook.o">Jbook.o</a>, <a href="#Jbook3.o">Jbook3.o</a>, <a href="#Jencapte.o">Jencapte.o</a>, <a href="#Jeopardy.o">Jeopardy.o</a>, <a href="#Jepsport.o">Jepsport.o</a>, <a href="#Jewlmstr.o">Jewlmstr.o</a>, <a href="#Jmontan1.o">Jmontan1.o</a>, <a href="#Jmontan2.o">Jmontan2.o</a>, <a href="#Jrscpark.o">Jrscpark.o</a>, <a href="#Jurassic.o">Jurassic.o</a>, <a href="#Jwlmstr.o">Jwlmstr.o</a>, <a href="#Kawasaki.o">Kawasaki.o</a>, <a href="#Kid_cham.o">Kid_cham.o</a>, <a href="#Klax.o">Klax.o</a>, <a href="#Landstlk.o">Landstlk.o</a>, <a href="#Lastbatl.o">Lastbatl.o</a>, <a href="#Ldnstlkr.o">Ldnstlkr.o</a>, <a href="#Leadgolf.o">Leadgolf.o</a>, <a href="#Legends.o">Legends.o</a>, <a href="#Lethlnf1.o">Lethlnf1.o</a>, <a href="#Lethlnf2.o">Lethlnf2.o</a>, <a href="#Lgndring.o">Lgndring.o</a>, <a href="#Lightcru.o">Lightcru.o</a>, <a href="#Lightfrc.o">Lightfrc.o</a>, <a href="#Lndstlkr.o">Lndstlkr.o</a>, <a href="#Lotustur.o">Lotustur.o</a>, <a href="#Madden93.o">Madden93.o</a>, <a href="#Magsbspc.o">Magsbspc.o</a>, <a href="#Magscbus.o">Magscbus.o</a>, <a href="#Main.o">Main.o</a>, <a href="#Marblmad.o">Marblmad.o</a>, <a href="#Markomag.o">Markomag.o</a>, <a href="#Maroandr.o">Maroandr.o</a>, <a href="#Mathblst.o">Mathblst.o</a>, <a href="#Maz_saga.o">Maz_saga.o</a>, <a href="#Mcdonal.o">Mcdonal.o</a>, <a href="#Mcdonald.o">Mcdonald.o</a>, <a href="#Megabomb.o">Megabomb.o</a>, <a href="#Megaman.o">Megaman.o</a>, <a href="#Megaturr.o">Megaturr.o</a>, <a href="#Mercs.o">Mercs.o</a>, <a href="#Midrest.o">Midrest.o</a>, <a href="#Mig29.o">Mig29.o</a>, <a href="#Mightypr.o">Mightypr.o</a>, <a href="#Mikultch.o">Mikultch.o</a>, <a href="#Mk3parta.o">Mk3parta.o</a>, <a href="#Mk3spec.o">Mk3spec.o</a>, <a href="#Mk3_td.o">Mk3_td.o</a>, <a href="#Mkombat.o">Mkombat.o</a>, <a href="#Monopoly.o">Monopoly.o</a>, <a href="#Montana2.o">Montana2.o</a>, <a href="#Moonwalk.o">Moonwalk.o</a>, <a href="#Musha.o">Musha.o</a>, <a href="#Mutchsp3.o">Mutchsp3.o</a>, <a href="#Muthocky.o">Muthocky.o</a>, <a href="#Mystdefn.o">Mystdefn.o</a>, <a href="#M_hockey.o">M_hockey.o</a>, <a href="#Ncaafbal.o">Ncaafbal.o</a>, <a href="#Ncaafin4.o">Ncaafin4.o</a>, <a href="#Nfl93.o">Nfl93.o</a>, <a href="#Nfl_95.o">Nfl_95.o</a>, <a href="#Nhl94.o">Nhl94.o</a>, <a href="#Nhlhocky.o">Nhlhocky.o</a>, <a href="#Nicklaus.o">Nicklaus.o</a>, <a href="#Normysbb.o">Normysbb.o</a>, <a href="#Olympic.o">Olympic.o</a>, <a href="#Ooze.o">Ooze.o</a>, <a href="#Out.o">Out.o</a>, <a href="#Outofthw.o">Outofthw.o</a>, <a href="#Outr2019.o">Outr2019.o</a>, <a href="#Outrun.o">Outrun.o</a>, <a href="#Outrun20.o">Outrun20.o</a>, <a href="#Paprboy2.o">Paprboy2.o</a>, <a href="#Patrbask.o">Patrbask.o</a>, <a href="#Pebblebg.o">Pebblebg.o</a>, <a href="#Pele.o">Pele.o</a>, <a href="#Pgaeurop.o">Pgaeurop.o</a>, <a href="#Pgaglf96.o">Pgaglf96.o</a>, <a href="#Pgatour.o">Pgatour.o</a>, <a href="#Pgatour2.o">Pgatour2.o</a>, <a href="#Pgatour3.o">Pgatour3.o</a>, <a href="#Phstar2.o">Phstar2.o</a>, <a href="#Phstar3.o">Phstar3.o</a>, <a href="#Phstar4.o">Phstar4.o</a>, <a href="#Ph_star3.o">Ph_star3.o</a>, <a href="#Pink2hlw.o">Pink2hlw.o</a>, <a href="#Piratesg.o">Piratesg.o</a>, <a href="#Pitfight.o">Pitfight.o</a>, <a href="#Pony.o">Pony.o</a>, <a href="#Ponyfin.o">Ponyfin.o</a>, <a href="#Popu.o">Popu.o</a>, <a href="#Powermov.o">Powermov.o</a>, <a href="#Powrdriv.o">Powrdriv.o</a>, <a href="#Powrmngr.o">Powrmngr.o</a>, <a href="#Primalcn.o">Primalcn.o</a>, <a href="#Primalrg.o">Primalrg.o</a>, <a href="#Primaltd.o">Primaltd.o</a>, <a href="#Promoves.o">Promoves.o</a>, <a href="#Pstar2.o">Pstar2.o</a>, <a href="#Pto.o">Pto.o</a>, <a href="#Punisher.o">Punisher.o</a>, <a href="#P_star2.o">P_star2.o</a>, <a href="#Qix.o">Qix.o</a>, <a href="#Quakshot.o">Quakshot.o</a>, <a href="#Racedriv.o">Racedriv.o</a>, <a href="#Rage2.o">Rage2.o</a>, <a href="#Raidentr.o">Raidentr.o</a>, <a href="#Rambo3.o">Rambo3.o</a>, <a href="#Rampart.o">Rampart.o</a>, <a href="#Rangerx.o">Rangerx.o</a>, <a href="#Redzone.o">Redzone.o</a>, <a href="#Revshin1.o">Revshin1.o</a>, <a href="#Ringspow.o">Ringspow.o</a>, <a href="#Risk.o">Risk.o</a>, <a href="#Ristar.o">Ristar.o</a>, <a href="#Roadrsh1.o">Roadrsh1.o</a>, <a href="#Roadrsh2.o">Roadrsh2.o</a>, <a href="#Roadrsh3.o">Roadrsh3.o</a>, <a href="#Roarbst.o">Roarbst.o</a>, <a href="#Rocketkn.o">Rocketkn.o</a>, <a href="#Roloresc.o">Roloresc.o</a>, <a href="#Rolthun3.o">Rolthun3.o</a>, <a href="#Rtk3.o">Rtk3.o</a>, <a href="#Rugby95.o">Rugby95.o</a>, <a href="#Rvt.o">Rvt.o</a>, <a href="#Scinst.o">Scinst.o</a>, <a href="#Scnstjef.o">Scnstjef.o</a>, <a href="#Seaquest.o">Seaquest.o</a>, <a href="#Shadbst2.o">Shadbst2.o</a>, <a href="#Shadwrun.o">Shadwrun.o</a>, <a href="#Shaqfu.o">Shaqfu.o</a>, <a href="#Shdwdncr.o">Shdwdncr.o</a>, <a href="#Shindark.o">Shindark.o</a>, <a href="#Shinforc.o">Shinforc.o</a>, <a href="#Shinfrc2.o">Shinfrc2.o</a>, <a href="#Shinobi1.o">Shinobi1.o</a>, <a href="#Shinobi3.o">Shinobi3.o</a>, <a href="#Sidepock.o">Sidepock.o</a>, <a href="#Sixinone.o">Sixinone.o</a>, <a href="#Skelkrew.o">Skelkrew.o</a>, <a href="#Skitchin.o">Skitchin.o</a>, <a href="#Soldfort.o">Soldfort.o</a>, <a href="#Sonic1.o">Sonic1.o</a>, <a href="#Sonic2.o">Sonic2.o</a>, <a href="#Sonic3.o">Sonic3.o</a>, <a href="#Sonicspn.o">Sonicspn.o</a>, <a href="#Sonknuck.o">Sonknuck.o</a>, <a href="#Spaceinv.o">Spaceinv.o</a>, <a href="#Spachar2.o">Spachar2.o</a>, <a href="#Sparkstr.o">Sparkstr.o</a>, <a href="#Spcharr2.o">Spcharr2.o</a>, <a href="#Startkng.o">Startkng.o</a>, <a href="#Sthblade.o">Sthblade.o</a>, <a href="#Strage1.o">Strage1.o</a>, <a href="#Strage2.o">Strage2.o</a>, <a href="#Strage3.o">Strage3.o</a>, <a href="#Strfght2.o">Strfght2.o</a>, <a href="#Strider.o">Strider.o</a>, <a href="#Strtkds9.o">Strtkds9.o</a>, <a href="#St_tng.o">St_tng.o</a>, <a href="#Subteran.o">Subteran.o</a>, <a href="#Sunsetrd.o">Sunsetrd.o</a>, <a href="#Suphngon.o">Suphngon.o</a>, <a href="#Supmnco1.o">Supmnco1.o</a>, <a href="#Supsf2le.o">Supsf2le.o</a>, <a href="#Sword_ve.o">Sword_ve.o</a>, <a href="#Syndicat.o">Syndicat.o</a>, <a href="#S_hangon.o">S_hangon.o</a>, <a href="#S_monaco.o">S_monaco.o</a>, <a href="#Talespin.o">Talespin.o</a>, <a href="#Taz2fin.o">Taz2fin.o</a>, <a href="#Tazmania.o">Tazmania.o</a>, <a href="#Techclsh.o">Techclsh.o</a>, <a href="#Thempark.o">Thempark.o</a>, <a href="#Theooze.o">Theooze.o</a>, <a href="#Thomtank.o">Thomtank.o</a>, <a href="#Thundfox.o">Thundfox.o</a>, <a href="#Tinystar.o">Tinystar.o</a>, <a href="#Tinytoon.o">Tinytoon.o</a>, <a href="#Tomjerry.o">Tomjerry.o</a>, <a href="#Tomybase.o">Tomybase.o</a>, <a href="#Toystory.o">Toystory.o</a>, <a href="#Traysia.o">Traysia.o</a>, <a href="#Tripspc1.o">Tripspc1.o</a>, <a href="#Ultimqix.o">Ultimqix.o</a>, <a href="#Ultqix.o">Ultqix.o</a>, <a href="#Unnecess.o">Unnecess.o</a>, <a href="#Urbanstr.o">Urbanstr.o</a>, <a href="#Valis.o">Valis.o</a>, <a href="#Vectrman.o">Vectrman.o</a>, <a href="#Vrtroopr.o">Vrtroopr.o</a>, <a href="#Wackywld.o">Wackywld.o</a>, <a href="#Warsong.o">Warsong.o</a>, <a href="#Wcsoccr1.o">Wcsoccr1.o</a>, <a href="#Wcsoccr2.o">Wcsoccr2.o</a>, <a href="#Whertime.o">Whertime.o</a>, <a href="#Whiprush.o">Whiprush.o</a>, <a href="#Wimbtenn.o">Wimbtenn.o</a>, <a href="#Wiznliz.o">Wiznliz.o</a>, <a href="#Wrldhero.o">Wrldhero.o</a>, <a href="#Wrldofil.o">Wrldofil.o</a>, <a href="#Wsbase.o">Wsbase.o</a>, <a href="#Wsbase95.o">Wsbase95.o</a>, <a href="#Wwcarmen.o">Wwcarmen.o</a>, <a href="#Wwf.o">Wwf.o</a>, <a href="#Xmen.o">Xmen.o</a>, <a href="#Xmen2.o">Xmen2.o</a>, <a href="#Zombies.o">Zombies.o</a>, <a href="#Zool.o">Zool.o</a>
<a name="Adbatman.o">ADBATMAN.O</a>
 Adventures of
 Batman & Robin
 Sega
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER MOVES AND ITEMS
 BROWSE HELP FILES
 Adventures of
 Batman & Robin
 Game Description
 Use Up/Down to scroll text
The Freeze Is On!
A chilling development! Mr.
Freeze, whose favorite hobby is
icing his floes, er, foes, has a
scheme to make Gotham City a
cooler place...30 below cool!
He's building a massive ice
cannon, and he's not about to let
anything go wrong...like having
Batman and Robin meddle where
they're not wanted.
So he's "arranged" the escape of
three of Gotham City's evilest
felons from Arkhum Asylum.
Once on the loose, their
diabolical duty is to keep Batman
and Robin occupied...while the
Impresario of Ice completes the
global glaciation!
 Adventures of
 Batman & Robin
 Controller Functions
 Use Up/Down to scroll text
Start:
 * Start game.
 * Skip intro screens.
 * Pause/resume.
D-Pad:
 * Move Batman or Robin
right/left.
 * Aim weapons, punches and
kicks.
 * Look up.
 * Crouch down.
Button A:
 * Throw weapon.
Button B:
 * Jump.
 * Perform power moves.
Button C:
 * Throw weapon.
 Adventures of
 Batman & Robin
 Playing the Game
 Use Up/Down to scroll text
Screen Meters
The score, weapon charge bar,
number of lives and life points
appear above the combat zone.
Player 1's meters are on the left,
and player 2's meters appear on
the right when the second
character is activated.
NOTE: You can activate a second
character at any time by plugging
in a second controller and
pressing its Start button.
Lives: This number counts down
as your hero loses lives. Use up
the last life and you're in for
one long, C-O-L-D summer.
Life Points: Lose all of these
and you lose one life.
Score: Your points for bashing
thugs, gunsels and hitmen.
Weapon Charge Bar: When this bar
is full, you are able to fire a
super version of your regular
weapon.
The meter empties as you fire, and
then gradually refills itself when
you're not firing. When the bar is
not completely full, you fire only
regular weapons.
 Adventures of
 Batman & Robin
 Power Moves And Items
 Use Up/Down to scroll text
Power Moves:
High Jump Kick:
 * Jump, then press Button B
again any time while airborne.
Jumping Angle Kick:
 * Jump, then press D-Pad down
+ Button B any time while
airborne.
Hand-to-Hand Combat:
 * Press Button A or C when
close to an assailant for powerful
body punches, side kicks and head
butts.
Hand-Over-Hand Swing:
 * Press D-Pad up + Button B to
grab onto an overhead ledge,
railing or pipe.
 * Use the D-Pad to swing
right/left.
 * Throw weapons, punch and
kick by pressing Button A or C
while hanging from one hand.
 * Jump again to reach a higher
platform.
Power-Ups:
As tough as they are, Batman and
Robin can get even more powerful
by collecting these items.
Red-Disk: Batarang power-up.
Blue Disk: Shuriken power-up.
Green Disk: Bolo power-up.
NOTE: All weapons start at level 1
firepower. Pick up more disks of
the same color as your current
weapon to increase your firepower,
up to 6 times.
Picking up a disk of a different
color changes your weapon.
Destruction: Smart bomb that
destroys all enemies on screen
with one explosive blast.
Life-Up: Extra life.
Super Charger: Fully charges the
Weapon Charge Bar for a brief
time, allowing unlimited rapid
firing of your super weapon.
<a name="Addams.o">ADDAMS.O</a>
 The Addams Family
 Flying Edge
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 The Addams Family
 Game Description
 
 Use Up/Down to scroll text
Great Scott, man! The fiendish
Abigail Craven has brainwashed
Uncle Fester and imprisoned
Pugsly, Wednesday and Granny
somewhere in the Addams Family
Mansion! The house is a maze of
scary rooms with bizarre ghouls
around every blood-curdling
bend--ah, home sweet home! It's up
to the sword fighting, golf
ball-hurling, Fezi-copter flying
Gomez to rescue his family...or
they'll face a fate worse than
life! So, get ready for the
kookiest, ookiest, creepiest fun
ever!
 The Addams Family
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
* Pauses the game.
* Confirms password or start
game.
D-Pad:
Up: Makes Gomez enter a
door/opening.
 Makes Gomez climb up a
rope/vine.
 Also jab upwards with sword
(with Button C).
Down: Makes Gomez duck.
 Makes Gomez climb down a
rope/vine.
 Also enables Gomez to access
an entry below him.
Left: Moves Gomez to the left.
Right: Moves Gomez to the right.
Buttons B & C:
B: Makes Gomez jump, swim, or
fly.
C: Makes Gomez jab his sword, or
throw a golfball.
 The Addams Family
 Playing the Game
 
 Use Up/Down to scroll text
Gomez must fully explore the
Addams Mansion and rescue Pugsley,
Wednesday, Granny, Uncle Fester,
and finally, Morticia. The Mansion
is enormous, and his journey will
take him inside, outside, above
and below. Walking, flying and
swimming, Gomez must keep his wits
about him at all times, as danger
lurks within every scenario. If
anything, the Mansion is even
weirder than the Family, and
nothing is quite as it seems, but
careful exploration of walls and
other features may prove very
rewarding.
The only information Gomez has is
a cryptic note handed to him by
Thing.
The Big Bird, The Sinister
Centipedes and The Shape-shifting
Snowman are Guardians of the
Heart. The wacky Scientist
baby-sits Pugsley, while the
Grinning Goblin nurses Wednesday.
Granny cooks for the Funky
Fire-Dragon and Uncle Fester walks
hypnotized by the Wicked Witch.
Liberate them all to give Lurch
the tune that opens the way to the
Ultimate treasure.
More information will be given by
Thing along the way, as he is your
only ally.
You begin at the front door to the
Addams Mansion. At this point you
can explore around outside, or
enter the front door by pushing
the D-Pad Up. This action is used
each time you wish to enter a
doorway or opening.
Within each area are a number of
strange creatures who will do
their utmost to hinder Gomez. The
only way to eliminate these guys
is to jump onto them-but watch
out; if any of them has a pointed
or spiked head, you must avoid
hitting them!
Each door from the Hall of Stairs
will lead, ultimately, to one of
the Big Bad Guys, and therefore a
major reward-either a captured
member of the Addams Family or an
extra Heart.
Also, there are items scattered
around the mansion that can assist
Gomez in his task. Many of these
are in plain view along the way,
but nothing is as straightforward
as it seems! The Addams Family,
and everything associated with
them is WEIRD...especially their
home! Secret doors exist
everywhere; of course, these
doorways are usually invisible to
the human eye, so exploration of
walls and floors is highly
recommended. Look out especially
for inconsistencies in appearance.
It is all very deceptive, but
highly rewarding if discovered!
Each time you rescue a member of
your family, they will make their
way immediately to the Music Room.
Here Lurch sits at this organ and
plays a tune. Each member of the
family gives Lurch a portion of
music to play. This tune will
build up gradually, as Pugsley,
Granny, Wednesday and Uncle Fester
has been rescued. Once they are
ALL congregated in the Music Room,
Lurch will have the entire tune to
play which will open up the secret
passage leading to the underground
chambers, and
eventually...Morticia!
Switches
At strategic places within the
Mansion are Switch-Blocks,
sometimes marked ON or OFF, and
sometimes just shown as a
patterned block. Jump UP to hit
and switch these blocks. The
result can be discovered further
down your path (or maybe back the
way you came!). These usually make
platforms appear or provide access
to otherwise inaccessible places.
YOU must figure out whether they
should be switched on or off.
Experiment!
Thing
By some of the doors, you will
see a box labeled A. These are
Thing's boxes, and if you jump
under them, Thing will spring out
and reveal a clue for the section
you are playing. These can be
really useful!
Pickups
There are many items scattered
throughout the Mansion (and
beyond) which will aid Gomez in
his quest.
Small Hearts: Replenish one of
your Heart energy-units. These
will NOT add to your overall Heart
Quota.
Dollars: For every 25 of these
you collect, you will have a heart
replenished (if necessary). On
collecting $100, you will get a
1-UP. The $ collected are
displayed on the bottom left of
the screen.
Shield: Makes Gomez
indestructible for a limited time.
The shield effect is portrayed as
a star trail. A noise will sound
just before your shield expires.
Sword: Allows Gomez to eliminate
any enemies by jabbing at them,
both from the side and below. You
retain this weapon until you are
hit by a creature (you will not
lose energy, just your weapon).
Golfball: Allows Gomez to throw
golf balls at his enemies to
destroy them. This works in the
same way as the SWORD, except he
cannot throw them upwards.
Running-Shoes: Makes Gomez move
faster and jump farther. You can
lose these the same way as the
SWORD.
Fez: If Gomez jumps into this
floating hat, it becomes a
Fezi-copter and allows him to fly
about for a limited time by
repeated pressing of the JUMP
button. The Fezi-copter will be
operative until you enter through
a door. At that time, it will
flash to signify the remaining few
seconds it is operative.
 The Addams Family
 Hints and Tips
 
 Use Up/Down to scroll text
* Trees are a good place to begin,
then find somewhere cold. The Big
Bad Guys at the end of these
sections may be dangerous, but
they are not heartless.
* Going back through the same door
does not always lead you back to
the same place. Jumping and
jabbing upwards with your sword
may enable you to pick up an item
that is usually out of reach.
* There is always a safe spot when
confronted by a Bad Guy. Find this
and you should defeat him easily.
* Use the creatures as
springboards to jump on in order
to reach an otherwise inaccessible
spot.
* Map your progress-remember, the
Mansion is HUGE and you don't want
to forget where you're going (or
have been!).
* Platforms may materialize in
mid-air as you walk across-be
brave!
<a name="Addamsfv.o">ADDAMSFV.O</a>
 Addams Family Values
 Ocean
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 COLLECTIBLES
 HINTS AND TIPS
 BROWSE HELP FILES
 Addams Family Values
 Game Description
 
 Use Up/Down to scroll text
Your Quest
The Addams family's latest
addition, Baby Pubert, has been
abducted by his old nanny Debbie
Jellinsky.
She has left a ransom note,
stating that if they ever want to
see Pubert again, Gomez will have
to sign over his half of the
Addams family's estate to her.
At the end of the notes she states
that she will get in touch with
Gomez in a few days to sort out
the signing over of the deeds.
Gomez and Fester, after a bit of
detective work, discover where she
is hiding with Pubert, tracking
her down to an old mansion located
just a few miles out of town.
The whole family sets off in 
search of Pubert. When they arrive
at the gates to the grounds of her
mansion, they decide to split up
and go off in search of Pubert.
Miles and miles of gardens,
swamps, mountains, rivers, deserts
and caverns surround the mansion.
Debbie has hidden herself away
somewhere inside the mansion,
inviting a few of her friends
(fiends) to join her.
Fester will have to use his skill
to avoid the traps, solve the
puzzles and destroy the enemies.
Along the way, the other family
members, who themselves have
ventured into the grounds to
rescue the baby, will help Fester.
They will appear at different
points in the game and offer
advice or items, depending upon
what Fester has done so far.
Fester will also find that not all
of Debbie's fiends are loyal to
her. Some may be willing to help
Fester on his quest, but usually
only for a price.
 Addams Family Values
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * Controls player movement.
Moves Fester around the Game
Screen.
Start:
 * Brings up the Inventory
Screen. Switches from Game Screen
to Inventory Screen.
The Inventory Screen displays the
items Fester is carrying and shows
which items are currently in use.
A Button:
 * Performs Fester's electrical
Zzap Attack which is his main
weapon against any attacking
enemies.
 * Selects items in Inventory
Screen. When item is selected, it
will appear in the Equipment Box.
B Button:
 * Performs the action of an
item in the Equipment Box.
C Button:
 * Allows Fester to read signs,
push buttons, pull switches,
examine objects and talk to
people.
 Addams Family Values
 Playing the Game
 
 Use Up/Down to scroll text
Inventory Screen
The Inventory Screen displays the
items you are carrying and the
items in use.
Press Start to call up the screen
when you want to change an item or
check your status. Use the D-Pad
to move the hand around the screen
and press the A Button to select
an item.
When you use the Inventory Screen,
you will temporarily pause the
action on the Game Screen. Press
Start to return to the game.
Once back in the game, the item
selected will appear in the
Equipment Box. Press the B Button
to use it.
Keys: Displays any keys Fester
collects.
Weapons: Displays any weapons
Fester collects.
Cookies: Stores any cookies
Granny gives Fester.
Miscellaneous: Displays any
items that don't fall into the
other categories.
Potions: Displays any potions
Fester collects.
Meeting and Talking to
Characters:
To aid Fester in his quest, you
will need to have him talk, gather
information, collect items, etc.
from various characters within the
adventure.
To talk to somebody or something,
get close to the character or item
and press the C Button.
During a conversation, if there is
more text than can fit on one
screen, you will see a More or
Next message. Press the C Button
to continue.
If, during a chat with a
character, Fester is given a YES
or NO option, press the D-Pad
Left/Right to select either YES or
NO. Press the C Button to select
the choice.
Fester's Special Abilities:
Fester and electricity go together
hand-in-hand. Within this game he
uses his special ability to Zzap
any attacking nasties.
Fester's Zzap has different levels
of power. When Fester is on full
current Ill Health (no red skulls
or dots showing), his Zzap will be
on full power.
When Fester is on half current Ill
Health, his Zzap will be on middle
power. When he is on less than
half current Ill Health, his Zzap
will be on low power.
As well as his Zzap Attack, Fester
will find other items to use as a
weapon to fend off the onslaught
of nasties.
Magical Seeds: Throw to the
ground to attack the nearest
nasties.
Small Rocks: Use to throw at
nasties.
Stone Marbles: Causes temporary
paralysis to some nasties.
Green Slime: Although this icky
concoction affects only a few of
the nasties that inhabit the game,
it certainly does the job.
Bowling Ball: Quite an effective
weapon against enemies.
Fester's Ill Health:
When you start the game, Fester
has three skulls of Ill Health.
When Fester is hurt, his Ill
Health goes down.
When his Ill Health is depleted,
the Game Over screen is displayed.
Some enemies when killed will turn
into small skulls. When collected,
these will increase Fester's Ill
Health up to his current maximum.
As Fester progresses through the
game, he will be find ways to
increase his maximum and thus
allow Fester to take more damage.
The Journal:
When Fester acquires the journal,
he may use it to aid him in
mapping the grounds. But Fester
should be aware that some of the
map locations are not documented
within the journal.
NOTE: Certain areas of the game
are represented by the same square
in the Journal. This is
particularly true for areas such
as the forest and swamps.
 Addams Family Values
 Collectibles
 
 Use Up/Down to scroll text
Collectibles:
During the course of the
adventure, Fester should be on the
lookout for special Addams Family
pickups.
These are round blue balls, with a
single letter A inside them. These
pickups can do a variety of
things...
1. Raise Fester's Ill-Health by
one.
2. Replenish all of Fester's
energy.
3. Give Fester temporary
invincibility against attack.
4. Reload all of Fester's
current weapons.
5. MEGAHEALTH!
Many of the items below are very
important to your success in
finding Baby Pubert. Collect them
from helpful people or find them
throughout the mansion and
surrounding areas.
Firefly: When used will light up
any darkened sections of the
dungeons that Fester happens to be
exploring.
Shockwave: This item can only be
used when Fester's health is at
maximum. When used it does
tremendous damage to all enemies
on screen-but at a cost!
Magnet: Can be used to retrieve
an item that appears to be beyond
Fester's reach.
Black Cube: This strange object
is rumored to have magical
abilities, allowing the user to
dispel any magical fields that may
be holding any one or anything
captive.
Ill-Health Segments: Pick up a
small skull to restore a section
of your Ill-Health.
Journal: The handbook will help
you find your way around the
grounds.
Recipe Books: There are three of
these hidden throughout the game.
They enable Granny to create three
different types of cookies to help
you in your quest.
Bone Spoon: Allows Granny to
create Crusty Cookies.
 Addams Family Values
 Hints and Tips
 
 Use Up/Down to scroll text
 * Locate Cousin IT as soon as
you can, because he will give
Fester a Password to allow him to
continue his game.
 * There is a teleportal system
located somewhere in the swamps.
Using it will enable Fester to get
around the grounds quickly.
 * Before venturing into a
dungeon, always stock up on
cookies from Granny-you'll need
them!
 * If you are having trouble
finding Granny, try searching
around one of the following
places: the swamps (east of the
gardens), outside the greenhouse
or near the entrance to the Stone
Gardens.
 * Try to collect Lurch's
bowling ball as soon as you can,
since this is an extremely
valuable weapon, especially if
Fester's Zzap Attack is at its
lowest setting.
 * If Fester comes across an
Addams Family Member in a new
location for the first time, he
should always talk to them since
they may have valuable
information.
 * The underworld beneath the
grounds contains many hidden
surprises, so explore as much as
you can.
 * Although not the friendliest
of creatures, Vultures make the
northern part of the Rockies their
home.
Fester should be on the lookout
for one particular nest,
positioned high up and surrounded
by skulls and bones.
A mailbox positioned next to it
contains valuable information.
Keep on the lookout for mailboxes
with important information.
Rumors:
The following are the current
rumors that are circulating the
gardens and swamps. Believe them
or not, the choice is yours.
 * Rumor has it that a strange
glowing object has been sighted
flying over the Rockies at night.
A U.F.O. perhaps?
 * Watch out for Grindle the
Thief. He seeks rocks which he
turns into Gems & Diamonds.
Anything he offers for your rocks
will most likely be useless.
 * An eccentric aviator,
Magnifigo has recently crashed his
strange flying machine while
traveling North over the Rockies.
He will be buried shortly along
with his most treasured maps and
journals.
 * A large stone tree known as
Romit resides in the Stone
Gardens. Keep well away as he is
no pushover!
 * The Stone Gargoyles in the
Gardens are not statues, they are
merely asleep. One must find the
key to wake them, or should that
be wake them to find the key? Who
knows?
 * Strobia, once mighty
guardian of the graveyard now lies
dormant. Surely, she will bless
those who reactivate her?
 * Despite rumors to the
contrary, Ivel is defeatable! Tune
yourself to his attack and you
will defeat him. Perhaps.
 * A Giant Spider called Morobe
roams the Morgue. She is friendly
and will offer aid against Debbie.
 * The Mansion is said to
contain vast libraries of
knowledge. It would be wise to
search through all the books for a
clue.
<a name="Aeroacro.o">AEROACRO.O</a>
 Aero The Acrobat
 Sunsoft
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TECHNIQUES
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Aerobiz.o">AEROBIZ.O</a>
 Aerobiz
 Koei
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MAIN SCREEN COMMANDS
 BROWSE HELP FILES
<a name="Aftburn2.o">AFTBURN2.O</a>
 Afterburner II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Afterburner II
 Game Description
 
 Use Up/Down to scroll text
Your once-peaceful nation has been
under siege and you and your
countrymen are standing with your
backs to the wall--waiting for the
inevitable final strike! You're
the pilot of an F-14XX
fighter--the baddest bird ever to
darken the skies! Your mission is
to destroy two enemy microwave
stations. Whether or not you reach
them in one piece, though, is
entirely up to you!
 Afterburner II
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press up or down to choose
an option from one of the
selection screens.
 * Press left or right to view
the sub-options in the Options
menu.
 * Press to move your F-14XX
Skycat in 8 different directions.
Start Button:
 * Press to bring up the
Options screen.
 * Press to start the game.
Button A:
 * Speed up your fighter.
Button B:
 * Fire missile. 
Button C:
 * Slow down your fighter.
NOTE: Buttons A, B and C can be
customized in the Options screen.
 Afterburner II
 Playing the Game
 
 Use Up/Down to scroll text
Your fighter is equipped with a
Vulcan 20 mm cannon. Normally, it
fires automatically. If you wish
to control its operation, select
"TRIGGER TYPE 4" in the Control
Select screen. Your supply of
Vulcan rounds is unlimited.
You also have air-to-air guided
missiles that rarely miss. Your
battle computer is capable of
auto-targeting--use your Vulcan
gunsight to get a fix on enemy
craft, and the missile sights will
appear. Several enemy planes can
be targeted at once.
Try not to fire if you don't have
a lock on any aircraft. Also, be
sure to fire before they get too
close to you. Remember, you have a
limited supply of ammunition!
You'll start out with 50 missiles.
This supply will be replenished at
various points in your journey,
and you may stockpile 100 missiles
at one time. If at reloading time
you have fewer than 50 missiles,
you will receive 50 more. If you
have more than 50, you'll receive
enough extra to equal 100. Use
them wisely!
Move your fighter laterally, using
the D-Button to avoid hostile
fire. A maneuver that will get you
out of many tight spots is the
Roll. To execute this maneuver,
press the D-Button all the way
either to the left or right, and
then press it in the opposite
direction. The F-14XX will
automatically turn 360 degrees.
 Afterburner II
 Hints and Tips
 
 Use Up/Down to scroll text
* Try to shoot the enemy craft
before they fire. They will
sometimes shoot at you just as
they appear in the distance, and
you may not be able to maneuver
safely out of the line of fire!
* Glance regularly at your
Missile Supply Indicator. If you
should happen to run out of
missiles, you'll have to fight
without them until the next
reloading stage!
* If you see a guided missile
come from behind you and start to
close in on you, slow your plane
down. The missile should fly right
by you!
* Master the "Roll" technique. A
moving, swerving, active target is
much more difficult to hit!
LEVEL SELECT: When the game says
"Start/options", hold down all
three buttons and press the Start
button. You will see "select
stage!". Then, select your stage
(up to 20), by pressing left or
right.
EXTRA MISSILES: Use the
following procedures during the
rounds to get your missile count
up to 100 automatically:
 * Stages 3 and 13: hold LEFT
and press Button B.
 * Stages 5,11,16 and 21: hold
RIGHT and press Button B.
 * Stages 9 and 19: press
Button B.
<a name="Airdiver.o">AIRDIVER.O</a>
 Air Diver
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Aladdin.o">ALADDIN.O</a>
 Aladdin
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Aladdin
 Game Description
 
 Use Up/Down to scroll text
Mystery...Magic...Action!
Look for adventure, and you'll
find Aladdin. He's always where
the action is, leaping across
rooftops and running through the
hustle and bustle of Agrabah.
The streets are chock-full of
knife jugglers, snake charmers,
basket thieves and, oh yes, a
sultan-size squad of Palace
Guards, part of Royal
Deceiver...er, make that
Advisor...Jafar's ever-present
troops.
There's trouble afoot in the
Sultan's palace, with Princess
Jasmine trapped in the middle.
Greedy Jafar is about to pull some
very evil tricks out of his
turban.
Aladdin's about to be caught up in
a high-speed chase full of magic,
action and untold hazards. Only
the quickest of street rats will
be able to escape them!
It's no ordinary escapade that
Aladdin's about to face.
He's got to fight through Agrabah,
escape the Sultan's dungeon,
survive the fiery Cave of Wonders,
snatch the Genie's lamp and battle
Jafar in his own secret sanctum.
Aladdin's got a few streetwise
tricks of his own, plus a shining
scimitar to make sure he trades
slash for slash.
And maybe...just maybe...he'll get
a wish or two. But even for the
world's smartest street rat,
there's danger ahead!
 Aladdin
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Game Start and Pause.
D-Pad:
 * Moves Aladdin right or left.
 * Crouch, duck, or look down.
 * Look up, climb hanging ropes
Buttons A, B & C:
A: THROWS items.
B: Slashes with SWORD.
C: JUMP. To jump right or left,
press this + D-Pad right or left.
Aladdin's Lively Feats
Rope-Climbing:
 * Jump up, left or right to
grab onto a hanging rope.
 * Hold the D-Pad up to climb
up; hold it down to shimmy back
down.
 * To fight, release the D-Pad
and press the SWORD or THROW
button.
 * Jump left or right to a safe
landing, or to leap from one
hanging rope to another.
Somersaulting High Jump:
 * Jump onto a gleaming
flagpole for a head-over-heels
high jump.
Magic Rope Riding:
 * Find a flute in Agrabah to
gain a magic rope.
 * Jump up, left or right to
grab onto the rope.
 * Hold on while the rope flies
you to a new spot.
 * Jump again to let go.
Hand-Over-Hand Swing:
 * Jump up to grab an overhead
clothesline, pole or other
handhold.
 * Press and hold the D-Pad
right or left to swing
hand-over-hand.
 * To fight, release the D-Pad
and press the SWORD or THROW
button.
 * Jump again to let go.
 Aladdin
 Playing the Game
 
 Use Up/Down to scroll text
Screen Indicators
Health: The smoke in the lamp at
the top left of the screen is your
health. Don't let it fade away!
Some of the smoke vanishes each
time you get hurt. The lamp will
flash when you get down to your
last few hit points. You can
restore the smoke with Genie
Hearts.
Score: Watch your points add up!
Tries: You start with a
different number of Tries,
depending on your Difficulty
level. You lose a Try when you run
out of health.
Abu and the Genie are in your
corner to help you revive, as long
as you have Tries left. You can
get extra Tries by collecting
Aladdin power-ups hidden
throughout the game.
Gems: Pick up big gleaming
jewels to increase your Gem count.
Use Gems to buy extra Tries and
Wishes (Continues) from the
Peddler.
Apples: You start with a
different number of bright red
apples, depending on your
Difficulty level.
Use them to pelt your opponents,
from Palace Guards to attacking
snakes. That'll get rid of them
quick, before they get close.
You can pick up more apples almost
everywhere. Try not to run out.
P.S.: Look out for the Basket
Thief-his hobby is swiping apples.
Special Items & Power-Ups
You gain something good every time
you run across the following
items:
Apples: Try to keep your Apple
count high so you'll always have
long-range ammunition.
Snake Charmer's Flute: Catch a
flute to get a magic rope that
will help you escape to a higher
spot. Look for musical notes that
lead you to the flutes.
Genie Heart: This restores some
of your health.
Aladdin: This golden charm gives
you an extra Try.
Gem: When these add up, you can
buy extra Tries and Wishes
(Continues) from the Peddler.
Abu Token: One of these is good
for a trip to Abu's Bonus Round
when you clear the level.
Genie Token: One of these will
take you to the Genie's Bonus
Machine after you clear the level.
Pick up as many as you can, so
you'll have extra tokens to play
the machine.
Black Lamp Smart Bomb: When
Jafar's brass booby-trap explodes,
it knocks out all near-by enemies.
Blue Vase: This is a milestone
marker. When you lose a Try and
revive, you'll restart the level
at the last Blue Vase you passed.
Apple Slices: You'll run into
these on your high-speed Rug Ride
through the Cave of Wonders. Four
apple slices add up to one extra
apple.
Scarab Halves: Find two of these
to gain entrance to the Cave of
Wonders.
Genie's Lamp: Search for this in
the Cave of Wonders. Its magical
powers will help you rescue
Princess Jasmine-if Jafar doesn't
get it first!
The Peddler's Stall
Surprise and adventure follow
Aladdin wherever he travels. For
instance, the mysterious Peddler
is always close by. When Aladdin
finds the Peddler, he will open up
his stall for business.
To make your purchase, stand in
front of the stall, on either the
left or right, and press the D-Pad
up. Just be sure you've collected
enough Gems ahead of time.
Wishes
If Aladdin could wish for
anything, it would probably be to
defeat Jafar, save Jasmine and
live happily ever after. But he
wouldn't want to give up all the
fun he's having as a street rat.
When Aladdin buys a Wish from the
Peddler, he gets everything he's
wishing for-sort of!
A Wish gives Aladdin one Continue.
That means when he loses his last
Try, he can continue the game from
the level he's at, instead of
having to start over.
Every time you continue a game,
you get the same number of lives
as when you first started the
game. A Wish could be worth up to
six extra Tries!
Genie's Bonus Machine
There's more to the Genie than
just his "pretty face." The Genie
runs a Bonus Machine. You can play
his game of luck every time you
clear a level and have collected
one or more Genie Tokens.
The Genie Tokens you collect add
up to the number of times you can
play.
 * Press Button A, B, or C to
select a random prize.
 * When you run out of Tokens,
the bonus round will end.
Abu's Bonus Rounds
Life just wouldn't be the same
without Abu! He's more curious
than a cat, more stubborn than a
mule, and sillier than a monkey.
(Wait a minute, he is a monkey!)
He's so smart, that he has his own
bonus rounds where he can collect
Gems, apples, and extra Tries.
Pick up an Abu Token in three of
Aladdin's levels. Then, after you
play the Genie's Bonus Machine,
you'll go on to Abu's Bonus Round.
Make Abu run back and forth to
pick up the special items that
drop all around him. It's too bad
that pots or rocks are also
hailing down.
Along with sword-slinging guards
and other perils, they make things
difficult for the little guy. One
hit, and the round ends.
Watch out, Abu!
 Aladdin
 Hints and Tips
 
 Use Up/Down to scroll text
 * To get an extra 1-Up in the
second level (the desert), watch
for a pair of Mickey Mouse ears on
the clothesline and position
Aladdin so it looks as though he
is wearing the ears.
 * If you're having trouble
trying to find the exit in the
desert level, you must find the
two golden scarabs. One will be
hidden in a cavern and the other
will be at the very end of the
level.
 * Once you're inside Jafar's
palace, look carefully for the
fire on the ground throughout the
level. If you run into it, a lot
of damage is done, so watch out!
LEVEL WALK THROUGH
Agrabah Market:
Start out by going right past the
bed of hot coals. Continue right
and up the steps. Drop down on the
camel and proceed right. At the
far right, climb up the rope.
Jump left to a walkway and
continue to the left ledge. Jump
left to a small platform and
across to another walkway to the
left. Climb up the rope and jump
right to a walkway.
Go all the way right and drop down
to the bottom. Proceed right to
the wall, then go left and up the
steps. As you reach the wall to
the left, go up the steps, to the
right, to reach a walkway.
Continue right along the walkway
and you'll reach a restart point
icon. Drop or slide down the pole
to the right. Proceed all the way
right and up some steps onto a
walkway.
Climb up the rope on the right.
When you reach the top of the
rope, jump up and grab onto a
wooden beam. Continue left (hand
over hand) along the wooden beam.
Drop onto a platform on the left
and jump a total of two platforms
to reach a walkway to the left.
Continue left past the restart
point icon.
Continue left, and jump up to the
walkway slightly above the one
you're on. Proceed left and jump
up to another walkway slightly
above the one you're on now.
Climb up the rope, jump to the
platform on the right and drop
down to a walkway below. Proceed
right to two poles sticking out of
the wall.
Use them to jump your way up to a
platform at the upper right. Drop
down to another walkway to the
right.
Proceed right past a restart point
icon and you'll meet the shop
keeper.
Purchase what you want by standing
in front of the item and pressing
up on the D-Pad (purchasing
depends upon how many gems you've
acquired).
Continue right and bounce off a
pole to reach a small platform.
Drop down to the walkway below and
proceed right to the exit.
The Desert:
NOTE: Remember to collect all the
Scarab halves in this level.
You'll start out by getting the
message, "Find the Scarab".
Proceed right and up the first set
of blocks. Jump across to another
set of blocks to the right.
Continue right and jump across a
gap to reach another set of
blocks. Keep going right and drop
down to the bottom to the desert
floor.
Go all the way right to a set of
blocks with rib bones on them.
Jump on the rib bones and jump
your way left across four tree
tops to a ledge at the upper left.
Grab onto the green vine and
proceed right (hand over hand).
Drop onto a platform made of
blocks. Drop down the right side
to the very bottom.
Proceed right, walking through the
wall, towards what appears to be a
dead end. Jump up to the top, then
left, to a stone pathway. Jump to
the top by using the two tree
tops.
Proceed right to a green vine.
Grab onto the vine and proceed
right (hand over hand) and drop
down a gap to the bottom.
Go left across a green vine (hand
over hand) and collect anything
you find there. Now walk back to
the right through the wall below
the spikes.
Continue right and up the steps.
Jump up to the top and drop down
the right side. Continue right to
a stone wall and jump up to the
top to collect the last Scarab
halve.
Agrabah Rooftops:
NOTE: Remember to collect all the
musical notes in this level.
Go all the way right and jump on
the magic rope to reach a small
walkway.
Go right and drop down to the
bottom. Continue right and ride
the magic rope up to a platform on
the right. Collect everything you
find there then drop back down to
the left.
Ride the middle magic rope to
small platform with another
musical note. Drop back down to
the bottom and ride the left magic
rope up to a walkway on the right.
Go to the right side and drop down
to a walkway below. Proceed right
and drop down to yet another
walkway and continue right to a
magic rope.
Ride the magic rope up and jump to
a platform to the upper right.
Jump and climb up a rope to the
left.
Jump left to a walkway. Continue
left and slide down a tightrope to
the left to reach the bottom.
Proceed left and jump onto a rope.
Climb up the rope then jump onto a
rope to the left and onto a
walkway. Proceed left and jump up
the rope. Climb up the rope and
jump left to another rope. Jump
left to walkway.
Jump left and slide down a pole.
Collect whatever you find there
and proceed left to a series of
poles sticking out of the walls.
Jump your way up the poles to the
top. Ride the magic rope up to
some wooden platforms. Jump your
way up the wooden platforms to
reach a pole sticking out of the
wall to the left.
Use this pole to jump up and grab
onto a tightrope. Continue right
(hand over hand) across the rope.
Drop down and proceed right. Drop
down and right to reach another
tightrope. Hand over hand across
the tightrope and proceed right.
Ride the magic rope to the roof of
a building.
Go right and jump across to grab
onto another tightrope. Go across
the tightrope (hand over hand) to
the right. Drop down and continue
right to the boss.
Mid-Boss: Knife Throwing
Assassin
This guy is easy! Corner him, duck
down and continuously sword attack
him until he's defeated. Collect
the musical note he leaves behind.
Continue back to the left to find
a magic rope there. Ride the rope
up to the top. Jump up and onto
the top of the building.
Jump right to the upper right most
platform to be facing the boss.
Boss: Barrel Throwing Villain
Wait for him to throw barrels at
you. Jump over every barrel that
rolls toward you. As you jump in
the air, throw your apples to hit
this boss.
If you run out of apples, there's
always a fresh supply at the
bottom of this screen.
Sultan's Dungeon:
Start out by going all the way
right. You'll eventually reach an
area where blocks will come out of
the walls. Jump your way up the
blocks (It isn't as easy as it
sounds.
Time your jumps correctly.) to
some wooden platforms to the
right. Jump your way up the wooden
platforms to the upper left
platform.
Again, time your jumps correctly
and jump your way to the platform
above by using the blocks that
come out of the wall. Continue
left and drop down to a walkway
below.
Continue left (past some swinging
ball and chains) and drop down the
left side to the bottom. Proceed
right past two ball and chains.
Continue right and drop down to
some wooden platforms.
Go left and drop down to a
walkway. Continue left and jump to
a platform above by using the
block that comes out of the wall.
Continue left (past a restart
point icon). Drop down to a wooden
platform. Jump your way up the
moving blocks to reach a chain.
Climb up the chain to reach a
platform at the upper right.
There, you will find the
shopkeeper. Purchase what you can
and proceed back down the chain
(or up it if you've fallen to the
bottom) and jump left to a
platform.
Continue all the way left and
climb up the chain to the top.
Jump off the chain and land on a
platform to the right.
Proceed right past two wooden
platforms and continue all the way
to the upper right. Drop down and
proceed right to a block that
comes out of the wall.
Use the block to get over a small
platform to reach the other side.
Jump your way up the moving blocks
to a small platform at the upper
right.
Drop down the ride side to land on
a wooden platform. Proceed left,
drop down then continue right.
Drop down to a small platform with
a restart point icon.
Climb down the chain on the left
to a wooden walkway. Proceed right
and drop down to the bottom. Jump
up the moving blocks to reach a
chain up above.
Now, jump left and up some more
moving blocks to reach another
chain to the left. Jump right to
reach a wooden platform and climb
up the chain you find there.
From the chain, jump left on a
moving block to reach a platform.
Wait for a moving block to appear
and jump up to a wooden platform
above. Continue right to reach the
exit.
Cave of Wonders:
Start out by going right across
the spikes. Jump to a small
platform then jump across to solid
land. Continue right and jump on a
platform that will boost you up to
higher ground (to the right).
Again, jump on a platform that
will boost you up to higher
ground. From here, jump and grab
onto the ceiling. Continue left
across the ceiling (hand over
hand).
Drop down to a platform then jump
left to a rope. Climb up the rope
and jump left to a platform (with
a restart point icon).
Jump across to a platform towards
the left. Continue left to a
platform that will boost you up.
Continue left and climb up a rope.
Jump right and go up a slope to
the top.
Jump left to another slope and go
up to the top. Jump right to a
rope and climb up it. Jump from
the rope to a platform (right)
then jump across to another
platform to the right.
Drop straight down and jump over a
bed of spikes to the right. Jump
on the platform to boost you up to
a rope above. Climb up the rope
and jump right to an area above.
Continue right, drop down and drop
down the left side to the bottom.
Proceed right and climb the second
rope up.
Now, jump to the rope on the left
and climb up it. Jump across to
the right and proceed right to the
shopkeeper.
Purchase what you can and continue
back to the left. Climb down the
rope and jump right to the other
rope. From that rope, jump and
proceed right. At the far right
you'll face the boss.
Mid-Boss: Six-Armed Creature
This boss has a simple pattern.
Immediately, when it appears from
either gold pedestal, hit it with
your sword and it will vanish and
reappear at the other gold
pedestal.
If you hit it early enough, it
will disappear without hitting you
once. Once defeated, the Magic
Carpet will appear.
Jump on the carpet and ride it to
the bottom. Jump off the carpet
and proceed right jumping across
five small platforms to reach a
slope.
Go up the slope to the right.
You'll reach the exit at the top.
The Escape:
Start out by going down the slope
and jump right across a small
platform. Go up the slope on the
right to enter a cave. Proceed
right and avoid the rolling
boulder behind you.
Jump across the platform to the
right. Next, drop down to a small
platform floating on the lava.
Jump right to another cave.
Continue right within the cave.
Proceed down the slope to the
lava. Jump four platforms right to
reach the next cave.
Proceed right within the cave.
Jump over two gaps avoiding two
rolling boulders. At the right
side of the cave, jump right to a
platform. Continue to jump right
to the next platform.
Drop left to a small platform
floating on the lava. Jump right
across two more small platforms
floating on the lava to reach the
next cave.
Continue right within the cave,
and go through the small tunnel
going down (to avoid the rolling
boulder). Jump five small
platforms to the right, and you'll
reach the next cave.
In this cave, continue right
without stopping. At the right
edge of this cave jump to the
right to avoid the rolling
boulder. You'll automatically land
on the Magic Carpet.
Rug Ride:
This level will require
memorization to help you get
through it. When you start flying
right, pay close attention to the
Genie's hands.
They will point you towards the
safest direction to fly. With
practice, you'll reach the exit of
this stage (at the far right).
Inside the Lamp:
Start out by jumping up and left
so that the Genie's face boosts
you up to a pillow with a wooden
arrow pointing towards the upper
right.
From the pillow, jump up and right
and grab onto the Genie's beard.
Go right (hand over hand) across
the beard and drop onto the
Genie's hand at the right.
Jump to a moving hand and again to
another hand at the upper right.
From that hand, jump all the way
right to a wooden arrow pointing
to the right.
Continue right to a wooden arrow
pointing up. Jump up and down just
to the left of the wooden arrow.
The Genie's face will boost you
straight up.
Keep jumping up and down on the
face (jump on it until you see
several Genie hands floating
down). Jump on the hand then jump
your way up to the top (you'll see
a pillow with the word "rest" on
it).
From the floating hands, jump up
and right to grab onto the Genie's
beard. Keep going right then down
to an arrow (pointing up and
right) on a pillow.
Wait for the Genie Head balloons
to fly to the left. Jump from
balloon to balloon all the way
right to a pillow with a restart
point icon on it. Jump to the next
pillow to the right.
Jump up and let the Genie's
fingers flick you to the top and
right. Proceed down and to the
right to a wooden arrow pointing
up. Jump your way up by using the
Genie's faces.
You'll reach a pillow with a
wooden arrow pointing to the
right. Continue to jump right
across the Genie's faces to reach
a pillow with a restart point icon
(and the word "Rest").
Go down and right to the bottom to
a wooden arrow pointing up and
right.
Continue right to an arrow
pointing up. Jump up and let the
Genie's fingers flick you up to
the Genie balloons with beards.
Grab onto the beards and go right
(hand over hand).
Drop down onto the rotating Genie
hand. Jump four Genie hands to the
right. Jump up to an arrow
pointing right. Continue right and
eventually down to a pillow with a
wooden arrow pointing to the
right.
Jump three hands to the right and
up to the Genie's finger. Let the
fingers flick you up to a hand.
Jump and drop to the other hand to
the right.
Wait for the next hand to grow and
jump on it. Quickly jump to a tiny
hand at the right.
From the tiny hand, jump up and
right to the Genie's finger. Let
the fingers flick to another
Genie's finger on the left.
Let that finger flick you left to
land on a column with the letter
"B" on it. Jump left to the
Genie's tongue. Walk into its
mouth to exit this stage.
Sultan's Palace:
Start out by going all the way
left by jumping from platform to
platform (jumping on the pink
flamingos is useful).
At the far right, jump onto the
Magic Carpet and let it take you
to a walkway up and right.
Continue right to a rope. Jump
onto the rope from the platform at
the right.
Climb up the rope then jump and
grab onto the rope on the right.
Once on top, go right and jump
onto the Magic Carpet. Ride it and
collect whatever you can. It will
drop you off into a gap.
When you reach the bottom, proceed
all the way right to the Magic
Carpet.
Defeat any opposition. When the
carpet drops you off, proceed left
jumping from platform to platform.
At the far left you'll jump onto
the highest platform. Next, jump
up and grab onto the ceiling.
Proceed right across the ceiling
(hand over hand).
Drop down to the walkway towards
the right. Continue right and
release your friend Abu trapped in
the cage (hint: try and hit the
cage near the lower left).
Continue right to the shopkeeper
and purchase what you can. Proceed
right and climb down a rope.
Go left and drop down the gap to
the bottom (it's a long drop). Go
right to the door to face the
boss.
Boss: Jago (the parrot)
Go to the right, jump up to where
Jago is and shoot him with apples
until he's defeated. If you run
out of apples, a fresh supply can
be found to the left.
If you constantly swing your sword
you won't be hit by the lightning
ghosts that come out of the
machine.
Jafar's Palace:
Start out by going right avoiding
the moving flames. Use the
platforms to your advantage. Jump
across a spiked floor from
platform to platform.
At the far right, drop down to a
platform below. Drop down the gap
at the left. Next, drop down the
gap on the right. Then, drop down
the gap on the left to reach a
walkway.
Jump three small platforms to the
left. Jump onto a walkway and
proceed left (past three swinging
ball and chains). Proceed left and
jump across eight platforms to
reach the Magic Carpet.
Ride the carpet and defeat any
enemies encountered. The carpet
will drop you off at the boss.
Boss: Jafar
As Jafar's energy pulls you toward
him, jump up and shoot him with
apples. Don't stand too close to
Jafar.
If you run out of apples, a fresh
supply can be found left of Jafar.
With enough hits, Jafar will
transform himself into a snake.
Boss: Jafar (Snake
transformation)
Time your jump well. Jump straight
up to avoid any flames on the
floor (if timed correctly, you
won't be hit by the flames).
While still in the air, shoot him
with apples. If you run out of
apples, a fresh supply can be
found left of Jafar.
<a name="Aladfin.o">ALADFIN.O</a>
 Aladdin
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Alexkidd.o">ALEXKIDD.O</a>
 Alex Kidd
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 JANKEN LAND
 THE JANKEN GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Alex Kidd
 Game Description
 
 Use Up/Down to scroll text
Alex's father, King Thor, is
missing! Alex speeds to the planet
Paperock and starts searching for
his dad.
The creatures on Paperock block
his path, but Alex knows how to
jump, punch and kick!
A big surprise is waiting for this
Kidd. Alex finds himself dragged
into a game of Janken where he's
got to make a hand signal for
paper, scissors, or rock at the
same time as his opponent.
If Alex loses, he gets bonked and
loses some of his gold. Can you
help Alex make it to the Enchanted
Castle to find his dad?
 Alex Kidd
 Controller Functions
 
 Use Up/Down to scroll text
D (Directional) Button:
(Before play:)
 * Press up or down to move the
marker on the Start Game screen.
 * Press in any direction to
move the marker on the Options
screen.
(During play:)
 * Press up, down, right, or
left to move Alex in that
direction.
 * Press down and right or left
to make Alex crawl in that
direction.
 * Press up when Alex is in
front of a doorway to make him go
through.
 * Press in any direction to
move the marker on the Item
Selection screen.
Start Button:
 * Press to start game.
 * Press to continue from the
Start Game screen.
 * During play, press to enter
the Item Selection screen.
Button A or Button C:
 * Before play, press to exit
from the Game Options screen.
 * During play, press to make
Alex jump.
 * Release during a jump to
make Alex kick.
 * On the Item Selection
screen, press to pick up or put
back the item that the marker
points to.
 * Press Button A to exit from
the Item Selection screen.
Button B:
 * Press to make Alex punch and
push blocks.
 * On the Item Selection
screen, press to put back an item
you're carrying.
IN THE SUKOPAKO MOTORCYCLE:
 * Press the D Button right to
speed up and left to slow down.
 * Pressing the D Button up or
down has no effect.
 * Press Button A or C to jump.
IN THE PEDICOPTER:
 * Press the D Button left or
right to fly in that direction.
 * Pressing the D Button up or
down has no effect.
 * Press Button A or C
continuously to rev up and take
off.
 * Press Button B to fire
missiles.
ON THE POGO STICK:
 * Press the D Button left or
right to fly in that direction.
 * Press the D Button down for
low jumps.
 * Pressing the D Button up has
no effect.
 * Press Button A or C for high
jumps.
SWIMMING:
 * Press and hold the D Button
up, down, right, or left to make
Alex swim in that direction.
 * Release the D Button to make
Alex float to the surface.
 * While pressing the D Button
up, press Button A or C to make
Alex jump. Alex can jump only when
he is on the surface of the water.
 * Press Button B to punch.
 Alex Kidd
 Janken Land
 
 Use Up/Down to scroll text
On the Paperock planet, Alex must
punch, kick, and leap to get past
his enemies and other obstacles.
He also finds treasure chests,
which he can break open for gold
and other goodies. Sometimes he's
got to smash rocks before he can
get to the treasure.
ROCKS:
Punch and kick rocks to break
them. Butt your head against
ceiling rocks to punch through.
 * Punch through breakable
rocks.
 * You can't break
indestructible rocks.
 * Jump and bounce off rubber
rocks for greater distance.
TREASURE:
When Alex breaks open a red or
black treasure chest, he finds
gold and other goodies:
 * Gold coin worth 10 Baums.
 * Bag of gold worth 100 Baums.
 * Tokens let Alex figure out
what his opponent is thinking when
playing Janken.
 * Extra life
 * Power Bracelet: When you
punch or jump, this throws a
crescent weapon. Use this to knock
out enemies from a distance. You
can't use the Power Bracelet when
riding a vehicle or using the
Wizard's Cane.
 * Bombs will destroy Alex if
he gets caught in their explosion.
 * Sukopako Motorcycle: Bash
into your enemies on this to send
them flying. You'll lose the
motorcycle if you crash into an
indestructible rock.
 * Pedicopter: Jump into this
to fly! Hold down Button A or C to
take off. While flying, press
Button B to fire missiles.
 * Pogo Stick: Hop high on your
Pogo Stick. Use this to get to
enemies, obstacles, and treasure
chests high above you.
 * Wizard's Cane: Use this to
walk through the air for a short
time. You can use the Cane one
time only.
 * Cape: Makes you
indestructible against everything
except lava lakes and suspended
ceilings. You can use the Cape
only once.
 Alex Kidd
 The Janken Game
 
 Use Up/Down to scroll text
The Janken House is where you play
Janken, the game of rock,
scissors, and paper. To get there,
stand in front of a doorway and
press the D-Button up.
You'll find yourself on stage with
your opponent. Read the message at
the top of the screen. Then press
Button A or C to see the next
message.
Press the D Button to choose your
sign (paper, scissors, or rock).
Then press Button A or C to start
playing.
If you win, you get the item in
the center of the stage. If your
opponent wins, you lose gold.
In Janken, you and your opponent
both make a hand sign at the same
time. There are 3 signs: paper,
scissors, and rock. The player who
makes the most powerful sign wins.
The rules are:
 * Paper vs. Rock: Paper covers
rock so paper wins.
 * Rock vs. Scissors: Rock
breaks scissors so rock wins.
 * Scissors vs. Paper: Scissors
cuts paper so scissors wins.
 Alex Kidd
 Hints and Tips
 
 Use Up/Down to scroll text
* Collect as much gold as you
can.
* Be sure to use the items in
the Item Selection screen. Choose
the most useful item for your
situation. If you're not using an
item, put it back. Sometimes you
can carry more than one of the
same item.
* Timing your punches and kicks
just right is very important.
Watch your enemies and learn how
to press the button to punch at
just the right moment.
* There are no impossible
places-- you just have to figure
out how to get to them.
* Get a long running start for
high jumps.
* Don't get greedy by playing
"scissors, paper, stone" too
often. You cannot afford to lose
your gold pieces.
* Figure out how to use
suspended ceilings to help you
win!
WARNING! THE FOLLOWING SECTION
MAY CONTAIN SPOILERS TO DIFFERENT
SECTIONS OF THE GAME. READ AT YOUR
OWN RISK!
Round 1: Rookie Town
Be sure to get at least one Cape,
two bracelets and Wizard Canes.
You will need these and they will
help you later. If you want to
make the game easier, equip with
the Bracelet.
HIDDEN AREA: You will find the
hidden area next to the Palm Tree,
just past the third chest, by
jumping up and down to break
through the blocks.
There are two exits from the
hidden area, and you will find
them by jumping, and breaking the
blocks with your head.
Round 2: The Prairie
Be sure to pick up two Pedicopters
at the end of this level. You will
need to practice using these later
in the game.
HIDDEN AREA: You will find the
hidden area after you pass the
caged Hawk. Jump into the Balloon
Pyramid, and find the entrance.
The exit from the hidden area is
all the way on the top right hand
side of the area.
Round 3: The Splashy Sea
This is a good round to practice
using the Pedicopter. Fly along,
shooting at the bubbles and
chests, not touching anything
except money, or you will lose
your Pedicopter.
You can get more Wizards Canes in
this area. THERE IS NO HIDDEN
AREA.
Round 4: Scorpion Desert
This is also a good round to
practice using the
Pedicopter(there is a lot of
hidden money above you). THERE ARE
NO SHOPS, OR HIDDEN AREAS HERE.
Round 5: Pyramid
You will receive Tokens from some
of the treasure boxes in this
area. Be sure to equip with one of
them, before reaching the
Princess.
TO BEAT THE PRINCESS:
With the Token, watch her guess.
Right when the computer starts
speaking, move your choice to
something that will beat her.
If you don't have a Necklace,
continuously press down on the
controller, and most of the time
you will beat or tie her. She is
the only one that tries to cheat
you.
She will tell you that she wasn't
ready, and ask if you will play
again. Say "NO"!
Round 6: Hiho Forest
This is possibly the hardest
round. The best thing to do here
is use your Pedicopter to go all
the way across the top of the
screen.
If you choose to go along the
bottom, punch the trees, so they
kill the woodcutters. Watch the
trees for those pesky Gorillas. Go
all the way right, and you will
reach the Bear.
Be sure to equip with the
Necklace, before reaching him.
TO BEAT THE BEAR:
Follow the same procedure for
beating the Princess.
Round 7: Tropics Town
You can purchase more Bracelets in
this area.
HIDDEN AREA: The entrance to the
hidden area is under the Black
treasure chest. Jump up and down
to enter. The exit is all the way
to the right.
Round 8: Rock Mountain 1
Work very quickly, always moving
to the right. Try to stay in the
middle of the screen.
Whenever you hear the humming
noise, that means that the Wizard
is going to appear; if you are
anywhere close to him, he will
kill you. Be sure to use a
Necklace before you come to the
Master Wizard.
TO BEAT THE WIZARD:
Follow the same procedure for
beating the Bear, and Princess.
Round 9: Rock Mountain 2
Work your way up. At the very
beginning, pause on the second
small bridge on the left to let
the Rolling Stone go by.
When you reach the rubber blocks,
use a Cane, and fly up past the
Rolling Stones and to the right,
where the exit is.
Round 10: To The Sky
Here is the round you have been
practicing for, the whole game.
Just stay towards the middle of
the screen, avoiding the blimps
and planes, moving to the right.
Do not shoot at the Blimps,
because if you do, they will turn
into bombs, and kill you.
Round 11: Sky Castle
On the first screen, use your
Pedicopter to fly two screens up.
Along with the treasure chests,
there is a secret entrance to the
castle on the right. Proceed
through the maze.
HOW TO GET THROUGH THE CASTLE:
There are levers that you will
have to pull. They start or stop
something from moving. To do this,
stand on top of them, and punch.
Screens where things drop on you,
should be memorized, so you can
walk in them, and know exactly
where the exit or lever is.
Ashra is the final boss in the
game. To beat him, follow the
previous instructions. Then when
you beat him, put on a cape, and
punch him until he dies.
<a name="Alien3.o">ALIEN3.O</a>
 Alien 3
 Arena
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE ARSENAL
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Alienstm.o">ALIENSTM.O</a>
 Alien Storm
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TECHNIQUES
 HINTS AND TIPS
 BROWSE HELP FILES
 Alien Storm
 Game Description
 
 Use Up/Down to scroll text
Vicious predators from the far
ends of the universe are invading
our planet! They're mean and
wicked, creating havoc everywhere
they go!
No one is able to end this
turmoil, until a group of
courageous citizens known as the
"Alien Busters" takes charge!
Be a Buster and take on giant
winged worms and multi-faced
beasts. But beware-they have the
ability to turn themselves into
whatever they want-even humans!
Blast your Fire Blazer and sizzle
mutants 'til they smoke! Chase
crawly critters down highways with
your almighty Thunder Bazooka!
If that doesn't work, summon the
Gunship or the Ballistic Missile!
That should do the trick!
But the battle isn't over yet. In
your final mission you face an
incredible creature with
terrifying powers.
You'll need a full load of tricks,
weapons, and strength to save the
world and come out alive!
 Alien Storm
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press to cycle through the
selections on the Game Mode
Screens.
 * Press to move your character
in any direction.
Start:
 * Press to start the game.
 * Press to pause the game;
press again to resume play.
 * Press to confirm a selection
on a Game Mode screen.
Button A:
 * Press to select a character
or game sound.
 * In the Arcade mode, press to
use the Special Attack.
Button B:
 * Press to select a character
or game sound.
 * Press to attack.
Button C:
 * Press to select a character
or game sound.
 * Press to roll.
 * Press to jump on the
fast-scrolling screens.
Note: You can switch the
functions for Buttons A, B and C
on the Options screen.
Special Stunts:
Running: Press the D-Button twice
to the right or left.
Running Attack: Press the D-Button
twice to the right or left, then
press Button B.
Leap Attack: Press Button C, then
press Button B.
High Jump: Press the D-Button
twice to the right or left, then
press Button C.
Jumping Attack: Press the D-Button
twice to the right or left, press
Button C, and then press Button B.
 Alien Storm
 Playing the Game
 
 Use Up/Down to scroll text
Different Play modes:
Arcade:
In this mode, you brave horrifying
mutants in eight grueling
missions. Press the Start Button
to begin.
NOTE: If you're playing a one
player game, and you still have
credits remaining, a second player
can enter the game by pressing
Start on Control Pad 2.
The Duel:
This mode is for one player only.
You must duel enemies in nine
different battles. The game is
over when your life gauge is
empty, or when you defeat all the
enemies.
1P vs. 2P:
In this mode, the other player is
your enemy. If you win two out of
three battles, you win the game.
In all game modes, you can select
one of three characters on the
Select Player screen. Press the
D-Button to see a character, and
then press Button A, B or C.
In the Arcade mode, both players
cannot select the same character.
3-D Shooting Range (Arcade Mode):
On this screen you shoot at
enemies as if you're on a shooting
range. Press the D-Button to move
the crosshairs, and press Button B
to shoot.
If you hit innocent people, you
lose some life. You cannot use the
Special Attack on this screen.
Fast Scrolling Screen (Arcade
Mode):
You attack while running through
the fast-moving screens.
 Alien Storm
 Techniques
 
 Use Up/Down to scroll text
The three fearless fighters have
different techniques and
specialties. In addition to the
attacks listed here, all three
characters are skilled in using
other techniques.
Gordon:
Major Attack Technique: Fires the
Thunder Bazooka.
Special Attack: Summons the
Gunship that blasts aliens to
pieces.
Karla:
Major Attack Technique: Shoots the
Fire Blaster.
Special Attack: Summons the
Ballistic Missile.
Slammer:
Major Attack Technique: Wields the
Electric Whip.
Special Attack: Uses the
Self-Destruct technique.
Items:
Items appear in the Arcade mode
when you break things or destroy
aliens. Pick them up by walking
into them.
Energy Unit: Pick this up to get
more energy.
Life Kit: Pick this up for extra
life.
Note: If you turn up an item in
the 3-D Shooting Range, you must
shoot it again to get it. In a
two-player game, the player who
shoots the item last gets it,
regardless of which player turned
it up.
 Alien Storm
 Hints and Tips
 
 Use Up/Down to scroll text
Alien Busting Tips:
 * Don't use all your energy in
the beginning of the game. You'll
need it later as the battle heats
up!
 * Learn how different enemies
act and attack. Then you can
annihilate them more quickly.
 * If you get lost in the
spaceship, don't worry. If you go
back to areas you've already
cleared, you'll be pointed in the
right direction.
WARNING: THE FOLLOWING SECTION
MAY CONTAIN SPOILERS TO DIFFERENT
SECTIONS OF THE GAME. READ AT YOUR
OWN RISK!
MISSION 1:
Keep fighting until you get to the
door that you can go in. Do not
hesitate, or the aliens will keep
coming.
MISSION 2:
BOSS: First he will shoot two
lasers from the two antenna on his
head. Then one from his tail. Hit
him in the face when he is
shooting behind him.
Next run around him and shoot him
in the back. Keep repeating this
pattern until he has been
destroyed. He takes about 20-40
hits.
After he has been destroyed you
will start running. Keep shooting
all the aliens.
To avoid the gas clouds, jump over
them.
MISSION 3:
Look out for the mailboxes and the
trash cans. If you get surrounded
use the leap attack.
MISSION 4:
Watch out, aliens jump out of the
manhole!
MISSION 5:
Avoid the laser beams by leaping
through them. Also beware of the
scientists that change to aliens.
In addition, watch out for the
aliens hanging from the
ceiling(they will drop on you if
you don't see them).
MISSION 6:
Beware of the alien plants. They
cannot be killed, only stunned. If
you get too close to them, they
will hit you!
FIRST BOSS: Same as Mission 2,
only this guy is faster.
SECOND BOSS: Stand on either side
and hit it twice. Then run all the
way to the bottom of the screen,
head to the opposite side and hit
it twice again.
Continue this procedure until it
is defeated(takes 30 to 40 hits).
Once the second boss character is
defeated, you will start to run
and be faced with another boss(a
spaceship).
Continuously shoot at it when it
appears on the right side of the
screen. As you hit the chip,
pieces of it will fall off and
come flying at you!
The best way to avoid the spiked
logs and ship parts is to jump
over them, while continuously
shooting.
MISSION 7:
Watch out, several aliens appear
outside the space ship. A good
method of attack is the leap
attack.
Try to get in the ship as quick as
possible before more aliens
appear(you can leave the screen
before all of the aliens are
dead!)
MISSION 8:
The Leap attack is very powerful
in this level. Don't worry about
taking the wrong door, the next
time you come across the same
room, there will be an arrow
pointing to the correct path!
FINAL BOSS: (SHOOTING GALLERY)
The boss isn't very hard to beat,
it's the other enemies on the
screen that make him difficult!
He just sits there(doesn't
attack), but the other aliens that
he sends out need to be taken out
as soon as possible!
<a name="Alisiadr.o">ALISIADR.O</a>
 Alisia Dragoon
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Altbeast.o">ALTBEAST.O</a>
 Altered Beast
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 THE ART OF TRANSFORMATION
 ROUND BY ROUND MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
 Altered Beast
 Game Description
 
 Use Up/Down to scroll text
It is the time of gods and myths
and legends. When men were
warriors and courageously fought
unnatural enemies in the endless
battle of good against evil.
It is the time of the Altered
Beast.
Summoned by Zeus, God of Thunder,
you have been awakened from the
dead to challenge the wicked Neff,
God of the Underworld, for the
fate of Athena.
Athena is no ordinary girl. She is
the daughter of Zeus and must take
her rightful place among the gods
if only you can free her from
place of imprisonment.
Although you were once a brave and
awesome Roman Centurion, the
rigors of this journey demand a
supernatural display of strength.
So you are bestowed with the
powers of the Altered Beast. The
power to transform your being into
a part animal, part human creature
of formidable force.
But to achieve this rare form of
vitality you must earn it. By
conquering foes and capturing
spirit balls, you'll muster the
energy to transmute from one beast
to another.
Each time you do, you'll advance
one round closer to the realm of
the underworld where Neff awaits
the final confrontation.
With five complete rounds to
clear, the number of underlings
you must defeat is staggering.
But Neff promises to be the most
loathsome enemy yet, so prepare
yourself for the worst. And
remember, Zeus didn't bring you
back from the grave to fail!
 Altered Beast
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Move Centurion forward or
backward (left/right)
 * Kneel (Down)
Start Button:
 * Begins Play
 * When pressed with Button B,
brings up the Options screen.
Button A:
 * Punch
Button B:
 * Kick
 * To lie on your back and kick
upwards, press DOWN + Button B.
Button C:
 * Jump
 * To jump higher, press UP +
Button C
 Altered Beast
 Art of Transformation
 
 Use Up/Down to scroll text
In order to transform into the
Altered Beast, you must gain and
capture the elusive spirit balls.
Spirit balls are released from the
three-headed wolves when you
defeat them.
As they float upward, you must
contact them with your body or you
won't receive their body-altering
power. Wolves release only one
ball per defeat.
Each time you capture a spirit
ball, your strength and fighting
technique will change.
According to what round you've
reached will dictate the type of
beast you become. This is a three
part process:
 * Contact with one spirit ball
makes you a giant man.
 * Contact with two spirit
balls, you're a superman.
 * Contact with three spirit
balls, you're the Altered Beast.
 Altered Beast
 Round-by-Round Moves
 
 Use Up/Down to scroll text
The functions of Buttons A and B
change depending on which round
you are in.
Round 1: Werewolf.
 * Button A: Fireballs will be
ejected from the end of your arm.
 * Button B: You will become a
streak of fire and dash into the
enemy.
Round 2: Weredragon.
 * Button A: Lightning sizzles
from your arm.
 * Button B: With an
electrified thermo-ray, anything
that touches you will be instantly
fried.
Round 3: Werebear.
 * Button A: If breathed upon,
all enemies turn to stone
immediately.
 * Button B: Wild spins and
calculated blows draw the life of
your foes.
Round 4: Weretiger
 * Button A: Dancing Balls of
fire are hurled from your
fingertips.
 * Button B: Destroys enemies
in both directions; up and down.
Round 5: Gold Werewolf
 * Button A: Hurl blazing balls
of golden fire.
 * Button B: Crush the
evildoers in waves of golden fire.
 Altered Beast
 Hints and Tips
 
 Use Up/Down to scroll text
 * Each enemy has a weak spot
and certain kicks or punches
identify these spots more
effectively.
Learn which blows work best and
remember this information for
better play later.
 * If the spirit balls float
off the screen, they're gone for
good.
 * To continue when the Game
Over screen appears, press the
Start Button while pressing Button
A. You can resume play at the
beginning of your last round.
WARNING! THE FOLLOWING SECTION
MAY CONTAIN SPOILERS TO DIFFERENT
SECTIONS OF THE GAME. READ AT YOUR
OWN RISK!
DEFEATING THE BOSSES:
ROUND 1: ENDLESS HEADED CREATURE
Stand to the left of him, and
shoot him til the heads are about
to hit you, then arrow him. Back
up and repeat the same procedure.
There is a hidden place, where you
can stand, and the heads will not
hit you. It takes 25-30 shots to
beat him!
ROUND 2: EYE CREATURE
Get right up next to him, and use
your force field on him. He takes
10-12 shots with the Force Field.
ROUND 3: CROCODILE WORM
Use 10 tumbles into the creature.
He will change a bright color,
when he is about to die.
ROUND 4: DRAGON CREATURE
Find a place where you can stand,
so that when you do your up-arrow,
you hit him, but he doesn't hit
you(not in the middle, on either
side).
ROUND 5: RHINO
Use the fireball against him, or
arrow him. It takes 15-20 shots to
destroy him.
<a name="Andr.o">ANDR.O</a>
 Mario Andretti Racing
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CIRCUIT RACING
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Anmaniac.o">ANMANIAC.O</a>
 Animaniacs
 Konami
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SUPPORTING CAST
 HINTS AND TIPS
 BROWSE HELP FILES
 Animaniacs
 Game Description
 
 Use Up/Down to scroll text
OUR STORY BEGINS...
In the 1930s, a period regarded
by many as the Golden Age of
Animation. Many studios in
Hollywood were pumping out reels
and reels of new cartoons.
During this time, one of the more
eccentric and gifted animators at
Warner Bros. created the Warner
brothers and the Warner
sister-specifically, YAKKO, WAKKO
and DOT.
From the beginning, however, these
three were labeled too wacky, too
wild and just too zany to be let
loose on an unsuspecting public.
Their comical genius was too far
ahead of the times.
Behind top-secret closed-door
meetings, the studio executives,
vice presidents, managers,
managing vice presidents, chief
executive vice directors of
managing, and some people who were
really important, decided to lock
them up immediately in the Warner
Bros. Water Tower.
They remained imprisoned in that
water tower for over 60 years,
when they escaped!
As soon as they got out, the
Warner brothers and their sister
immediately began to amuse
themselves by wreaking havoc upon
film stages all across the studio
lot.
One day, they found something even
more entertaining to do.
They decided to collect various
items used in movies from Warner
Bros. Studio and open their own
"hip pop culture" shop. Join them
now as they pursue their "life's
dream" of the day.
 Animaniacs
 Controller Functions
 
 Use Up/Down to scroll text
CONTROLLER FUNCTIONS
D-Pad: Moves character
A Button: Action
B Button: Jump
C Button: Change Characters
Start: Pause/Resume
You can change the functions of
buttons A through C in the Options
mode.
BASIC CHARACTER ACTIONS
YAKKO: Pushes and pulls movable
wooden boxes.
Press A for paddleball attack.
*Push
Use the D-Pad to push in desired
direction.
*Pull
Press and hold A + D-Pad to move
in the desired direction.
NOTE: Must be close to the object
for this to work.
WAKKO: Pounds with a hammer.
Lights fuse.
Destroys blocks.
*Pounds switches and seesaws.
Press A for hammer smash.
DOT: Flirts.
Charms character's out of
Animaniac's path.
Press A to blow a kiss.
Each character's actions have
other effects as well, so try them
out for yourself.
 Animaniacs
 Playing the Game
 
 Use Up/Down to scroll text
Who are the Animaniacs?
So glad you asked! If you haven't
met them, then you're in for a
treat. Here is a brief look at
this lovable, wacky trio...
YAKKO
He's a born leader, a fast-talker
and an ideal big brother. Yakko
takes the lead in one off-the-wall
Animaniacs adventure after
another.
His zingy one-liners and comical
cool make him appeal to the
lunatic in all of us. Yakko is
seen here sporting a cool pair of
khaki Perry Alias slacks.
Great for tropical cruises and
nurse chasing...and a handy place
to store his paddleball.
WAKKO
The youngest brother. He has
unlimited slapstick energy and an
appetite for pranks-and anything
else he can fit into his mouth!
His wacky antics make all but the
most stuffy studio executives
crack-up. Wakko is easily
recognized by his red cap, his
cockney accent, and his huge
mallet!
DOT
She's the cute one. Really. If you
don't believe us, then just ask
her...she'll be glad to tell you.
She has a sassy spirit and witty
sense of humor.
She'll light up almost anyone's
face with a quick kiss and a big
hug. Her dream date includes a
certain Mr. Lethal Weapon...if she
can ever catch him.
STAGES
Select any stage from Stage 1 to
Stage 4 from the Stage Selection
screen.
Stage 1: The Adventure of Dirk
Rugged VII
Target Item: Dirk Rugged's hat
Stage 2: Space Trucking
Target Item: Dume Dayder's helmet
Stage 3: Remember The A La Mode
Target Item: Jetho Anderson's
badge
Stage 4: To Scream Or Not To
Scream
Target Item: Janus' mask
Stage 5: Once There Was A Man
Named Oscar
Target Item: The Felix statue
Finale: Pinky & The Brain Take
Over The World
Target Item(s): Your Stuff!!!
ITEMS
1-UP: One more Animaniac is
added.
Star: Gather these for Bonus
Points. Collect 100 stars for a
1-UP.
Timer: Animaniacs' time
increases.
Power Restored(Food Items):
Animaniacs' power is restored.
 Animaniacs
 Supporting Cast
 
 Use Up/Down to scroll text
SUPPORTING CAST
Pinky & The Brain
Experimental mice that spend their
days thinking of ways to conquer
the world.
Ralph
Warner's security guard. He
appears everywhere to try and
catch the Warner Brothers.
The Good Feathers
Three would-be acting
pigeons-Pesto, Bobby, and Squit.
Mindy and Buttons
Mindy's a precocious, four-year
old girl and Buttons is the
faithful dog that's always saving
her from calamities.
Dr. Scrathansniff
Warner Bros. in-house counselor.
The Nurse
Warner Bros. staff nurse.
Marita & Flavio, The Hip Hippos
A yuppie hippo couple with
"ultimate hip."
Rita and Runt
Homeless cat and dog. Since they
both have been looking for a home
sweet home, they've become
inseparable pals.
 Animaniacs
 Hints and Tips
 
 Use Up/Down to scroll text
 * Since Wakko, Yakko, and Dot
have different action skills, they
each should be used strategically
on certain levels.
<a name="Arcus.o">ARCUS.O</a>
 Arcus Odyssey
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTER MAGIC
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Arcus Odyssey
 Game Description
 
 Use Up/Down to scroll text
Arcus Odyssey is a story of four
brave Arcusians who vowed their
lives to find the Sword of Light
and defeat the Dark Lords.
You must assume the role of one of
the four brave warriors and try to
defeat Castomira, the dark
sorceress, before it's too late.
First you must find your way into
the seven-layered labyrinth full
of elaborate traps and solve its
puzzle.
Use your knowledge, judgment,
fighting skills, and most of all
your courage. From Renovation.
 Arcus Odyssey
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Begin Play.
 * Pause Action/Resume Play.
Directional Button:
 * Move character any
direction.
 * Remove selection cursor from
window.
A Button:
 * Select from within a window.
B Button:
 * Use a selected item.
 * Use magic.
 * Cancel something from a
window.
C Button:
 * Attack.
 * Use weapons.
 * Cancel a window.
Holding C Button will make
character assume defensive posture
in order to partially recover from
an attack.
 Arcus Odyssey
 Playing the Game
 
 Use Up/Down to scroll text
USING THE WINDOWS:
Windows show items in your
possession and changes in levels
of magic. The first row shows the
present level of magic. The second
row shows the magic crystal you
possess.
The third row shows a special item
you may use. The fourth row shows
the event-clear items that are in
your possession.
You usually make decisions with
the A Button. Cancel or close the
window with the B Button.
SELECTING ITEMS:
Choose the third item of the
display list. Then position the
cursor to the item you want to use
and press Button A.
UPGRADING THE LEVEL OF YOUR
MAGIC:
Move the cursor to the crystal in
the second window. Select the
number you want to use by pressing
the direction button left or
right, then press the A Button.
You cannot exceed the limiting
level of the magic your character
has.
UPGRADING YOUR LEVEL:
You can upgrade your Attack level
by taking the Power Jewel found in
the final stage. Blue jewels raise
your HP, red raise your attacking
power. 
You can upgrade your Magic Level
by taking the Magic Power Crystal.
You can upgrade your magic to a
maximum of 5.
 Arcus Odyssey
 Character Magic
 
 Use Up/Down to scroll text
Character Magic
Jedda: At magic-level 1, has the
magic to increase defensive power.
After level 2, has flame magic.
Erin: At magic-level 1, has the
magic to de-poison. After level 2,
has the magic of winds.
Diana: At magic-level 1, has the
magic to restore physical
strength. After level 2, has the
magic of light rays.
Bead: At magic-level 1, has the
magic to purify poison. After
level 2, has the magic to summon
demons.
 Arcus Odyssey
 Items
 
 Use Up/Down to scroll text
Herb of Purification: Purifies
the body of poison.
Anti-Poison Herb of Wizardry:
Blocks or undoes the dark lords'
magic.
Doll of Life: You get one free
life for each doll you possess.
Potion of Invincibility: Makes
warrior temporarily invincible.
Magic of Elemental Summoning:
Spirits will gather around the
warrior. If dark lords are
present, they will be destroyed.
 Arcus Odyssey
 Hints and Tips
 
 Use Up/Down to scroll text
Look at the statue just before the
entrance to the first indoor
area-- you'll get some hints and
power-ups!
WARNING: THE FOLLOWING SECTION
MAY CONTAIN SPOILERS TO DIFFERENT
SECTIONS OF THE GAME. READ AT YOUR
OWN RISK!
Act Walk-Through:
Act 1: Leaty's Power
Act 1, Part 1:
Start off by going to the upper
right corner, taking out all of
the enemies, and the craters(they
flash when you hit them).
When you see a statue on the left,
talk to it, and then continue
through the palace gates.
Act 1, Part 2:
Start off by going to the right,
and following the passageway.
Eventually(next to the water), you
will find a soldier. Talk to the
soldier, and continue through the
maze.
When you reach a + in the road(the
road goes off in four different
directions), go up, to a
waterfall(You'll know you're
there, because you will get a
message).
Then, go back down(the way you
came) and take the first
passageway, to a place with giant
frogs.
Go up the far right passageway,
and behind the waterfall to find
an item( doll of life), then back
down and to the right.
Take the passageway up, and go
behind the waterfall to exit the
round. Once at the exit, you will
be in a square room, facing a
boss.
Boss: To defeat the boss, try to
trap him against the walls in the
middle of the room, while hitting
him.
If you have rebounding shots, use
them to your advantage(you can
trap him against the middle part
easier).
Act 2: A Lost Cave
Start off by heading up and to the
left, until you find a prison,
with four prisoners. They will
tell you about the Prison Key.
Follow the pathway back to the
beginning, then head up and to the
right.
Find the first chest(with the
Magic Power Crystal in it), and
head up from there and take the
first right. Follow it to the
Prison Key.
Once you have the Prison Key, head
back to the prison, and the first
person you talk to will join
you(in two player mode, two people
will join;one for each player).
Then, talk to the dying prisoner,
and he will tell you about the
Exit Key.
Go back to the place where you got
the Prison Key, and instead of
going right, take the left just
before where you turned right
before.
Follow the passageway to a
bridge(different color from the
rest of the maze), and take the
first right passageway.
Continue on the pathway, until you
see a bridge. Walk to the bridge,
and you should find the Exit
Key(it's actually a little above
the bridge).
Once you have the exit key, head
back to where you got the Prison
Key, and head up from there to
find the exit.
Boss: Once you have reached the
exit, shoot the thing that
appears, and then jump on the
Turtle's back. The Turtle will
start moving.
As it moves, an enemy(Frogman)
will appear on the outer edges of
the shell. Continuously hit the
Frogman when he pops out of the
water.
General Hints: The skeletons in
this round come back to life after
you hit them, so hit them and move
on(don't stand above them).
Act 3: Bad Dream
Act 3, Part 1
Start off by going left, and going
up the stairs. Once at the top, go
left and up another set of stairs.
Once at the top of those, head
right, and go up two sets of
stairs(one BIG staircase), and go
left, past another set of stairs,
to a door.
Behind the door is the Sword of
Hero. Once you have the sword,
head all the way back to the
beginning of the round(where you
went up the first set of stairs),
and go right instead of left this
time.
Follow that around, avoiding the
flying bats, and you will come
across a long set of stairs. Go up
the stairs, and go down to a door.
Take the door, to find several
treasure chests! In them are many
useful things. Once you have
gotten all the items you need,
proceed back to the stairs, and
head to the upper right corner to
a door.
Take the door to enter Part 2.
Act 3, Part 2:
You start off on the right hand
side of the map, in the middle.
Walk through this maze, heading to
the upper right corner to find the
Sword of Ambition.
Take the Sword of Ambition to the
upper left corner of the maze, and
enter the door. This will take you
to Part 3 of the maze.
Act 3, Part 3:
You start off this part in the
lower left hand corner. Walk to
the upper right corner to a door.
Enter the door, and take the Sword
of Darkness.
Once you take the Sword, several
guards will come out and capture
you. They take you to a room, with
a guy on a Spider's back.
Boss #1: To defeat this guy,
continuously hit this guy(hit the
guy on the Spider's back), moving
only to not let it trap you in the
corner.
If you have gotten your weapon
powered up in the first two
rounds, this guy shouldn't be a
problem. Once you have defeated
him, exit and you will be in Part
4.
Act 3, Part 4:
You start this part in the lower
right corner, right above the
exit! Start off by walking to the
upper right corner, and getting
the Sword of Fighter.
Once you have the sword, walk back
down to the entrance, and continue
down to find a door. This door
leads to a room with a triangle in
the middle.
Place the sword in the triangle(it
will do it automatically), and
exit the opened door. The open
door will lead back to Part 2
again.
Act 3, Part 1(again):
This time, you start off in the
lower left corner. Start off by
heading up and left, to find a
place where you will put the Sword
of Darkness.
Enter the room, and get the Sword
of Peace. Exit, and walk back down
to the exit, only instead of
taking the last left, go right at
the bottom instead.
You will find a place to use the
Sword of Peace. Enter the room,
and you will be faced with the
second boss.
Boss #2: To defeat this boss,
stand in front of it, and shoot at
it. If you have a Doll of Life, or
Lamp, just use them and stand in
one place to defeat it.
Act 4: The Wicked Flame
Start off by going up the stairs,
and heading back to the left to
talk to the guy.
Once you have talked to the guy,
head all the way up, until you
come across a red pool with one of
those dragons coming out of it.
Continue going up, and follow the
passageway around. Eventually, the
passageway will start going in a
circle, and once at the end, you
will be stopped, and hear the
voice of two people talking. 
Continue to the right, and enter
the door. Immediately, you will be
surrounded by two guys. To defeat
them, concentrate your fire on
them one at a time.
Each one should die pretty easily,
if you do it this way. Once they
are defeated, get the Gate Charm
from the table in the middle of
the room.
Once you have the gate charm, you
can go back through the maze, and
take out all the walls in the area
where you can't go(water will rush
through them, if you do them in
the correct order).
Eventually, once you take all of
the gates out(there are at least 4
of them, maybe more), a waterfall
will have fallen over the
entrance, which will allow you to
leave(under the waterfall).
Once you have left, you will be
faced with the boss.
Boss: To defeat this boss,
concentrate on hitting it, until
it shoots, then move left or right
to avoid the fireballs and
concentrate on hitting it again.
Repeat this procedure until he is
defeated.
Act 5: The Arrival
Start off by going up and to the
left, to the prison. Talk to the
guy behind the cell, and then head
to the right.
When you come across a
mini-boss(green guy that talks to
you), go right and you can find
two guys sitting there. Talk to
one of them, and it will join you!
Go back to the left, and take out
the mini-boss(if you haven't
already), and head up and to the
right. Continue past the first
mirror, to the right.
Eventually, you will come across a
big opening, with a passageway to
the right. Take the right
passageway(not the bottom one, the
second one from the bottom), and
enter the door.
Go in and defeat the crystal
looking thing, and you will be
able to break the mirrors! Go out
and find the mirror you just past,
then search to the right of the
area where you fought the crystal
thing.
Take out all the mirrors, then
make your way to the upper right
corner, to find a set of stairs,
which leads to the boss.
Boss #1: To defeat this boss,
stand just to the left of the
head, a good distance away from
it, while shooting at it.
When it shoots its fireballs, you
can stand in the same place(if you
are standing just to the left of
the head). Eventually, it will
shoot out purple rays.
To avoid them, simply move up or
down until they have missed you.
Then, continue to hit it. Once
this thing is defeated, head up,
and talk to the guy above you.
He will eventually turn into the
second boss.
Boss #2: To defeat this boss,
constantly move, avoiding his
shots, while hitting him.
He doesn't move too quickly, so
you should be able to hit him a
couple of times, before you have
to move.
Act 6: Dark Minions
Room 1: Move up until one statue
is showing on the screen. Shoot
that statue until it has exploded,
then move onto the next one. Once
you have defeated all of them,
exit through the door.
Room 2: Don't let the Spider's
web you. To avoid this,
concentrate on them one at a time,
while constantly moving.
If you stand in one place, you
will be webbed, and when you are
webbed, you will lose a lot of
life! These Spiders don't shoot
diagonally, so use that to your
advantage!
Room 3: Move around, hitting the
snakes, while avoiding the rings
they shoot. Keep moving.
Concentrate on one at a time, and
you will be better off.
This is probably the hardest part
to this round, so practice.
Room 4: Use magic, and
continuously hit the creature
until it is defeated.
Final Boss: Talk to the guy,
then head down the stairs, to the
top of the second set of stairs,
and shoot up at the creature.
If you do it correctly, you will
be able to hit it over and over,
and it won't be able to hit you!
Act 7: Nightmare Castle
Start off by going down and to the
right, and talking to the guy. Go
back down, and then take the
middle pathway, all the way up.
Continue up, and take the first
passageway leading up.
Continue up and to the right(over
the bridge), and take the stairs.
This will lead you to a big area
of land, with some chests on it.
Continue all the way to the left,
and enter the door to fight the
first boss.
Boss #1: To defeat this guy, go
around the enemy that appears
before you, and shoot the guy
sitting on the throne at the back
of the area.
Exit the area, by going back to
the stairs, then go back over the
bridge, and head to the right and
up.
Behind the mist, at the top of the
area to the right, you will find
another door. Enter the door, to
fight the second boss.
Boss #2: To defeat this boss, go
around the enemy that appears
before you, and shoot the guy
sitting on the throne in the back
of the area.
Once you are out, go down and all
the way to the left and up. Take
the stairs, and take the left
passageway all the way down. At
the very bottom, you will fight
the third boss.
Boss #3: To defeat this boss, go
around the enemy that appears
before you, and shoot the guy
sitting on the throne in the back
of the area.
Once he is defeated, go back to
where you went left, and go all
the way to the right, and down. At
the very bottom of the passageway,
you will encounter the final
boss(if you go here before you
have defeated all of the other
bosses, it will say "It feels like
there is something wrong here.").
Final Boss: To defeat the final
boss, wait for his head to come
out of the ground, and hit it.
Keep moving, stopping only to
shoot at his head.
Act 8: The Full Moon
Follow the maze around, taking out
all of the monsters along the way.
At the top of the maze, you will
meet a guy. He will ask you two
questions.
To answer them correctly, answer
"YES" to the first question, and
"NO" to the second one.
When you answer the questions
correctly, you will fight the guy,
and once you defeat him, you will
be transferred out into space.
Defeat him out in space again to
see the ending!
<a name="Ariel.o">ARIEL.O</a>
 Ariel, Little Mermaid
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER-UPS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Arrwflsh.o">ARRWFLSH.O</a>
 Arrow Flash
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER-UPS
 BROWSE HELP FILES
 Arrow Flash
 Game Description
 
 Use Up/Down to scroll text
THE STORY
In the latter half of the 30th
century, a frightening rumor
reached planet Earth.
A group of Viking terrorists, led
by a vicious tyrant known as the
great Hilagi, had been plundering
and destroying planets throughout
the Galaxy.
They moved in ominous war ships
capable of entering and traveling
in Nether Space. 
Yet the people of planet Earth
never suspected that of all the
planets in the Galaxy, Earth was
to be Hilagi's next target.
In fact, there had already been a
small assault on the laboratory of
the renowned scientist Doctor
Zerrek Keene who, in a state near
death, sent an urgent message
calling his granddaughter and only
living heir, Zana Keene, to his
side.
"Zana Keene, listen to me," he
said, "I have caused a terrible
tragedy. While experimenting with
Nether Space transmission I caused
a huge magnetic field to be formed
around our planet, and now it has
attracted the attention of the
barbaric Viking Terrorists."
The old man fell back against the
floor. Zana reached for his hand.
At that moment Dr. Keene pressed a
keycard into his granddaughter's
palm, and with his last breath, he
whispered, "Zana Keene, use
this...save Earth."
Zana Keene, who had trained as a
test pilot at the United
Government Military Academy, knew
what it was her grandfather had
placed in her hands.
The keycard was access to the
space fighter "Chameleon"; the
battle weapon ERX-75, a space
fighter capable of combat in
Nether Space.
The fighter was also capable of
transforming itself into a robot;
the strongest weapon ever
developed by the United Earth
Army--code name, Valdor.
Chameleon was the only existing
prototype. Its production plant
has been sabotaged and destroyed.
Zana Keene knew what she must do.
"Use this...save Earth."
 Arrow Flash
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Start and pause game.
D-Pad:
 * Press to move player in any
direction.
A Button:
 * Press to transform player.
B Button:
 * Press to shoot.
C Button:
 * Press to shoot arrow flash.
 Arrow Flash
 Playing the Game
 
 Use Up/Down to scroll text
SCREEN INDICATORS
The score is shown at the top of
the screen towards the left. The
high score is shown to the right
of the regular score.
The number of ships left is on the
right side of the screen,
underneath the high score.
The Arrow Flash level gauge is
underneath the score on the left
side of the screen.
Transforming Player
The player unit can be transformed
to either fighting or robot shape
by pressing the A button anytime.
Fighting shape: This is smaller
than the robot shape and is
suitable for fighting in narrow
spaces.
Picking up weapons makes a
player's forward shots stronger.
Arrow Flash destroys all forward
enemies.
Robot shape: Picking up weapons
makes it possible to fight
long-range enemies, including
enemies to your rear.
When using Arrow Flash, the ship
will be invincible for a moment.
Avoid risks of the obstacles and
dash against the enemies.
Arrow Flash
The Arrow Flash is the ultimate
player weapon. There are stock and
charge modes of the Arrow Flash,
and you can change it in the
options screen.
Stock mode: You can fire as many
shots of Arrow Flash as you have.
You get three shots when starting
the game, and, you will get one as
you pick up an Arrow Flash item.
As an added bonus, you'll get
three shots as you clear each
stage.
Charge mode: You can use Arrow
Flash as many times as you want.
Press C Button until Arrow Flash
level gauge goes up to full and
then Arrow Flash will be
discharged.
Be careful, however, for you
cannot shoot any bullets while C
Button is pressed.
In charge mode, the width of Arrow
Flash in jet fighter style, or how
long the invincible period lasts
in robot style, depends on how
long you press C Button.
The C Button is pressed until the
level gauge goes up to 75% in jet
fighter style.
Clearing Stages
Bonus points will be added after
clearing each stage. In addition,
you will get one ship when your
score reaches 80,000. Another ship
will be added every 150,000
points.
Game Over and Continue
When you lose all of your playable
ships, the game is over and you
will see the following screen.
Continuous play will be possible
if you press the start button
before the count reaches zero. In
continue mode, you can restart the
game from the beginning of the
stage in which you were defeated.
The number of continues in the
game depends on the game level you
choose in the options screen:
EASY: 5 times.
NORMAL: 3 times.
HARD: 0 (no continues).
 Arrow Flash
 Power-Ups
 
 Use Up/Down to scroll text
Power-Up Items:
Various power-up items will appear
by destroying power-up carriers,
which look like small balls.
Laser: There are three kinds of
lasers. Each laser can be powered
up to three levels.
Use Laser I to attack long range
enemies.
Use Laser II as a penetrative
laser which can attack multiple
enemies at a time.
Use Laser III as both a
penetrative and wave-form laser.
It attacks enemies within the
range of wave-form.
Missile: Missiles can be powered
up to two levels. In jet fighter
style, it will fire
straight-forward missiles. In
robot style, it will fire homing
missiles.
Fire Claw: The Fire Claw is an
armor shield and fire platform of
the ship. You can equip your ship
with up to two of them.
Arrow Flash: The Arrow Flash
only appears when in stock mode.
You can get either one shot of
Arrow Flash or three shots.
Speed Up: You can raise the
speed of the ship, up to six
levels.
Energy Shield: With the Energy
Shield, you can protect the ship
against enemy bullets, up to three
times.
1-Up: With 1 Up, you can add one
player (ship).
<a name="Artalive.o">ARTALIVE.O</a>
 Art Alive
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 USING THE ART TOOLS
 USING THE SPECIAL TOOLS
 HINTS AND TIPS
 BROWSE HELP FILES
 Art Alive
 Game Description
 
 Use Up/Down to scroll text
Get ready to create luscious
landscapes and incredible
characters that run, skate and
fly! With Art Alive, you can make
animated graphics and "video
cards" in minutes. You'll surprise
yourself with how easy it is!
Start off with a blank canvas, or
choose one of the many backdrops.
Then pick out a color, select and
art tool, and turn your
imagination loose!
Draw funny characters and cover
their clothes with patterns. Add
rectangles for buildings and
circles for wheels and planets.
Draw stars and make them twinkle!
Send a space ship into orbit with
a Happy Birthday greeting. Even
change your colors-instantly!-by
changing your palette.
Art Alive! has over 50 predrawn
graphics and backdrops to mix and
match with your own creative
touches.
Animate your favorite game
characters, like Sonic the
Hedgehog and Toejam and Earl. Your
video masterpieces will impress
your friends and make you laugh.
Art Alive!-it's simply the easiest
way to be an artist.
 Art Alive
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * Moves the highlighter in the
Toolbox and in the Stamp and
Animation galleries.
 * Moves a tool on the Drawing
canvas, Stamp canvas and Animation
canvas.
 * Toggles a Stamp to face
forward or backward before it is
set in place.
Start Button:
 * Goes to the Toolbox from the
Title screen.
 * Toggles between the Toolbox
and canvas.
Button A:
 * Goes to the Drawing canvas
from the Title screen.
 * Activates a tool. Press
again to turn the tool off.
 * Sets a letter or number in
place with the Text tool.
 * Sets a Stamp in place on the
Drawing canvas and Animation
canvas.
 * Confirms your choices in the
Animation gallery.
Button B:
 * Confirms your choices in the
Toolbox.
 * Turns off the Curve tool so
you can move it to another
position on the canvas.
 * Cycles through the letters
and numbers when using the Text
tool.
Button C:
 * Changes the speed of your
tool.
 Art Alive
 Playing the Game
 
 Use Up/Down to scroll text
Making Selections from the
Toolbox:
The Toolbox is chock-full of art
supplies. They include a palette
of colors, eight art tools, pencil
tips in three different widths, a
speed meter, and an Undo feature.
The set of special tools on the
right side of the Toolbox contains
predrawn graphics (called
"Stamps"), animations, text and
backdrops.
 * Press the D-Button Up, Down,
Left and Right to move the
blinking highlighter around the
Toolbox.
 * When the highlighter is on
the color, tool or feature you
want, press Button B to confirm
your selection.
 * You can select one item from
each section of the Toolbox before
you start drawing. For example,
you can choose a color from the
palette, an art tool such as the
Spray Can, and a pencil tip to use
with your tool.
 * When all your selections are
made, press Start to hide the
Toolbox. You can then begin
working on the Drawing canvas.
Press Start again to go back to
the Toolbox.
NOTE: You can also press Button
A after highlighting a color, tool
or feature. You'll go straight to
the Drawing canvas, and the item
you highlighted is the one you
will now be using.
Using the Color Palette:
Art Alive! is loaded with vivid,
vibrant colors. Where do you get
them? In the color palette on the
left side of the Toolbox.
Background Color: Use this box
to change your background color.
Move the highlighter to it and
press Button B. The background
color on the canvas will change,
along with the color in this box.
Keep pressing Button B to cycle
through the 16 background colors
in Art Alive! Stop pressing the
button when the color you want is
showing.
Change Arrows: These arrows let
you cycle forward and backward
through the color palettes.
Highlight one of the arrows and
press Button B. The colors in the
palette will change.
Continue pressing to see the eight
different palettes, and stop when
the palette you want to use is
showing.
Available Colors: You can use
all of these 16 glowing colors in
your artwork, along with the four
patterns in the bottom row of the
palette. Highlight your choice and
press Button B.
The checkmark will move to mark
your choice. That color or pattern
will be the one you draw or paint
with when you return to the
canvas.
The color in the top left corner
is always the same as the
background color. It helps you
decide if your background color
looks good with the color palette
you've chosen.
 Art Alive
 Using Tools
 
 Use Up/Down to scroll text
Using the Art Tools:
Use the art tools to draw, paint,
and add shapes to your artwork. To
select a tool, move the
highlighter to it and press Button
B. Then press Start to go to the
canvas.
NOTE: You can also press Button
A to select a highlighted item and
go straight to the canvas in one
step.
Pencil: Draw free-hand with the
Pencil. You can make continuous
lines to outline shapes. You can
draw short lines to add detail.
Press Button A to turn the Pencil
on and off. You'll hear music when
the Pencil is on, to let you know
it's active.
Use the D-Button to move the
Pencil around the canvas.
Eraser: Choose the Eraser to
remove mistakes from the canvas.
Press Button A to turn the Eraser
on and off, and press the D-Button
to move it.
When the Eraser is active, it will
clear any part of the canvas it
moves over, and you'll hear a
brushing sound.
When the Eraser is off, you can
move it without erasing anything.
Curve: Use the Curve tool for
drawing curvy lines, such as
rolling hills, ocean waves, or a
road winding across a meadow.
You can also use it for free-form
drawing. The Curve appears as an
arrow on the canvas, with a small
dot in front of it. Press the
D-Button to turn this tool in a
circle.
The dot shows which way the arrow
will go when you begin drawing.
Press Button A to start drawing.
The arrow will move in the
direction it's pointing.
Use the D-Button to move the tool
in a circle as you draw, creating
a curvy line.
Free-Form: The Free-Form tool
lets you draw straight lines in
any direction and of any length.
The tool appears as a cross on the
canvas.
Use the D-Button to move the cross
to where you want to begin the
line. Press Button A once to set
the starting point.
Move the cross to where your line
will end, and press Button A again
to draw the line.
Circles and Rectangles: Create
circles and ovals with the Circle
tool. Select the Rectangle tool
for drawing squares and
rectangles.
Both these tools are used in the
same way.
You'll see a cross on the canvas.
Use the D-Button to move it to
where your shape will begin, and
press Button A.
Then move the cross in any
direction to stretch out your
shape.
When your shape is the way you
want it, press Button A again to
set it in place.
Fill Bucket: The Fill Bucket
lets you fill in outlined shapes
with color or patterns. In the
Toolbox, choose the Fill Bucket
and the color or pattern you want
to fill with.
Then press Start to go to the
canvas.
Use the D-Button to move the
"dripping paint" in the bucket
over the area you want to fill.
Press Button A.
Your color or pattern will begin
filling up the shape. Let the
shape fill completely, or press
any button to stop the fill.
Spray Can: Use the Spray Can to
spray on dabs of color for
highlighting and shading effects.
First, select the Spray Can and
the color or pattern you want from
the Toolbox. Then press Start to
go to the canvas.
Use the D-Button to move the Spray
Can, and press Button A to begin
spraying. You can leave the Spray
Can in one place for heavier
spray, or move it around for
lighter spray.
Press Button A again when you want
to stop spraying.
Pencil Tips, Speed and Undo:
Three features to the right of the
art tools let you choose different
pencil tips for drawing, set the
speed of your tool, and erase your
latest actions.
Pencil Tips: Highlight one of
these three drawing tips, and
press Button B to select it.
The tool you're using will now
draw or spray with that width.
You can use the tips with all your
art tools. The checkmark shows
which width you've chosen.
Speed Meter: You can move your
art tools at five different
speeds. The speed meter shows
which speed you're using.
For example, you're at speed 3
when there are three boxes in the
meter.
Speed 1 is the slowest speed, and
speed 5 is the fastest. To change
the speed, press Button C while
you're using a tool.
As you press the button, the speed
will increase from slow to fast,
and then start over again.
Undo: The Undo feature removes
all the drawing and painting
you've done since the last time
you used the Toolbox.
To undo., highlight this feature
and press Button A or B.
NOTE: Be sure you want to remove
all your latest actions. When Undo
erases something, it's gone for
good!
 Art Alive
 Special Tools
 
 Use Up/Down to scroll text
Using the Special Tools:
Art Alive! has an entire gallery
of Stamps, animations and
backdrops that you can add to your
drawings.
Stamps are predrawn graphics that
include your favorite Sega video
game characters. In the
animations, those characters run
and jump to bring your artwork
alive.
With the special tools, you can
even create your own Stamps and
animations.
Use the backdrops as the settings
for the Stamps and animations as
well as your own drawings. Then
add messages with the Text tool,
and you've got an Art Alive!
original masterpiece!
Stamps: To get to the Stamp
gallery, highlight the Stamp tool
and press Button B. When the
gallery appears, use the D-Button
to move the highlighter from one
Stamp to the next.
When you move the highlighter
toward the edge of the gallery
(either left or right), the next
Stamp in that direction appears.
Highlight the Stamp you want and
press Button A. You'll go back to
the Drawing canvas with the Stamp
you selected as your tool. Move
the Stamp around with the
D-Button.
Notice that when you press the
D-Button left or right, the Stamp
switches backward or forward.
When your Stamp is in the right
position, and facing the right
direction, press Button A. A copy
of the Stamp will be set in place
on your drawing.
The Stamp will continue to be your
tool until you choose another tool
from the Toolbox, or another Stamp
from the gallery.
Place the same Stamp several times
on a drawing to create special
effects, such as a bouquet of
balloons or a squadron of jet
fighters.
Creating Your Own Stamps:
Wouldn't it be fun to create your
own stamps? With Art Alive!, you
can! Highlight the Create Stamps
tool (to the right of the Stamp
tool) and press Button B. The
small Stamp canvas appears.
Press Start to see the Toolbox.
You can use all the tools and
colors to create your Stamp, in
the same way you use them on a
drawing.
Notice that the Special Tools are
different. The Animation tools
have disappeared. Two new tools,
Stop and Clear, are available
along with the Stamp and Text
tools.
Stamp: Use this tool to select a
Stamp from the gallery. Once you
place it on the Stamp canvas, you
can modify and recolor it with the
art tools.
Stop: Highlight this tool and
press Button A or B to return to
the Drawing canvas with your new
Stamp as your tool.
Your new Stamp will also be added
to the Stamp gallery.
Clear: Highlight this tool and
press Button A or B to erase your
Stamp canvas.
You can then begin drawing another
Stamp on the clean canvas.
Note: As you work on your Stamp,
stay within the small area of the
Stamp canvas.
The tools will not place any
drawing or painting outside of it.
Animations:
Add life to your art with the
lively collection of animations in
Art Alive! Highlight the
Animations tool and press Button B
to go to the Animations gallery.
 * Select a motion first. The
five motions at the bottom of the
gallery show how your Animation
will move on the canvas.
Use the D-Button to highlight the
motion you want and press Button
A. The checkmark shows which
motion is selected.
Note: With the Follow motion,
your Animation will follow the
movement of the D-Button as you
press it when you're on the
canvas.
 * Then select an Animation.
Use the D-Button to move the
highlighter from one character to
the next.
When you move the highlighter
toward the edge of the gallery
(either left or right), the next
Animation in that direction will
appear.
 * Highlight the Animation you
want and press Button A. You'll go
back to the Drawing canvas. Watch
your Animation turn your artwork
into a moving masterpiece!
Creating Your Own Animation:
Now that you know how Animations
work, why not create your own?
Highlight the Create Animations
tool (to the right of the
Animations tool) and press Button
B. The Animations gallery appears.
Choose a motion and highlight an
Animation. When you press Button
A, you'll see the Animations
canvas, showing the four positions
of the Animation you chose.
Press Start to see the Toolbox.
You can use all the tools and
colors to modify the Animation.
Use the special tools in the same
way you use them on the Stamp
canvas.
Adding Text:
With the Text tool, you can add
titles and messages to your
artwork. Highlight the Text tool
in the Toolbox (at the bottom left
of the special tools section), and
press Button B. The letter A will
appear as your tool on the canvas.
Press Button B to cycle through
the letters A to Z and the numbers
0 to 9. Use the D-Button to move
the character to where you want
your text to begin. Then press
Button A to set it on the canvas.
Continue using the tool until your
title or message is complete. For
a special touch, choose a
different color before setting
each character on the canvas.
Choosing a Backdrop:
Art Alive! has six predrawn
backdrops that you can use as
scenes for your artwork.
Highlight the New Picture tool in
the Toolbox (at the bottom right
of the special tools section) and
press Button A or B. The New
Picture gallery will appear.
Use the D-Button to move the
highlighter to the backdrop you
want, and press Button A. The
backdrop will scroll onto the
Drawing canvas in black and white.
Now you can color it and add
drawings, Stamps and Animations.
 Art Alive
 Hints and Tips
 
 Use Up/Down to scroll text
Hints for Using the Palette:
 * Choose a background color
first. This color will serve as a
stage for your animation.
For example, you might want to use
a grass-green or sky-blue
background for a picture of the
outdoors.
If you're designing a "video card"
for a birthday or celebration, you
may want to use a yellow or orange
background.
 * Remember that all the colors
in your artwork change when you
change your palette. It's a good
idea to select your palette before
you begin drawing.
Hints for Using the Tools on the
Canvas:
 * Press Button A to activate a
tool, so you can begin painting or
drawing. Press Button A again to
turn the tool off.
 * Use the D-Button to move the
tool around the canvas. When the
tool is active, it will paint or
draw when you move it. Turn the
tool off to move it without making
a mark.
 * Music and sounds let you
know a tool is active. For
example, when the Pencil is
active, you'll hear the Art Alive!
theme. When the Spray Can is
active, you'll hear it spraying.
Hints for Using the Curve Tool:
 * When you're pressing the
D-Button, the tool will stop
turning at the straight up, down,
left or right position.
Press the D-Button in another
direction, either straight or
diagonally, to continue turning
the tool.
 * Hold down Button B and press
the D-Button to reposition the
tool. It will move on the canvas
without drawing a line.
 * Use the Pencil Tips to
change the width of the lines you
draw.
 * Press Button C as you draw
to change the speed of the tool.
The size of the curve that's drawn
changes with the speed.
<a name="Artfight.o">ARTFIGHT.O</a>
 Art of Fighting
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Art of Fighting
 Game Description
 
 Use Up/Down to scroll text
YURI'S BEEN KIDNAPPED!
South Town is, by day, a bustling
metropolis where commerce thrives.
The true character of the city
only shows at night-gambling,
robbery, extortion-all controlled
by the psychopathic leader known
simply as "Mr. Big."
Mr. Big has recruited many of his
top enforcers from the
participants in the nightly street
fights that take place on the
outskirts of South Town. 
Fighters come from all over to
battle for the lucrative prizes
available each night. 
The top fighters, the two men that
are considered to be virtually
undefeatable, are Kyokugen karate
experts Ryo Sakazaki and Robert
Garcia. 
Neither has ever lost a match, and
since they grew up together and
are best friends, they refuse
repeated suggestions that they
face each other.
One night, an unexpected visitor
arrived to view the fights. 
Mr. Big normally sent one or two
of his thugs to scout new talent,
but his target was a fighter so
skilled-and potentially very
valuable to Mr. Big-that he made
the trip himself.
Ryo was approached as he
celebrated yet another victory.
"You are Ryo Sakazaki, the one
I've heard so many things about. I
could make you a very wealthy
man..."
"I've heard quite a bit about you
as well," replied Ryo, "and I'd
sooner walk over ten miles of
broken glass than have anything to
do with you."
"You're passing up the chance of a
lifetime, Sakazaki. Not to mention
the fact that you've insulted me.
I'll remember this..."
"I'll take my chances. Now get out
of here while you're still able to
walk, you scumlord!" Ryo himself
couldn't believe what he'd just
said.
Ryo and Robert headed for Ryo's
home. The door was ajar, and as
they entered, they noticed signs
of a struggle.
Robert found a note on the floor.
"Have a look at this, Ryo."
I warned you, did I not? You
little toad-do you notice
something missing? Adorable child.
It would truly be a shame for
anything to happen to such an
innocent young girl.
Remember that it didn't have to be
this way. Now, are you man enough
to come and get her? You know
where to find me...
Signed, Mr. Big
 Art of Fighting
 Controller Functions
 
 Use Up/Down to scroll text
TAKE CONTROL!
To make your way through South
Town, you must master the
functions of each button on your
Control Pad. The functions listed
below are general-more specific
functions appear later in this
manual.
The functions of the buttons
change depending on which Control
Pad you are using.
NOTE: In the 2 Player mode,
 each player makes his/her
 own selections. 
 The 3B Pad is the same as
 the 6B Pad except for
 Button C. For the 3B Pad,
 the C Button is "Provoke."
Button: 6B Pad & 3B Pad except
where noted!
Start:
 * Pause, Resume Play
D-Pad:
 * Move Fighter
 * Jump
 * Block
 * Squat
Button A:
 * Punch
 * Power Punch
 * Body Throw
Button B:
 * Kick
 * Power Kick
Button C:
 * Power Punch
 * Power Kick
 * Body Throw
 * 3B Pad: C Button = Provoke
X, Y, Z:
 * Provoke
NOTE: The functions of Buttons
 A, B, C, X, Y and Z can
 be configured in the
 Option Mode.
TECHNIQUES
These are basic moves all fighters
can employ. Mastering them is
essential in surviving the
onslaught in South Town!
NOTE: The button functions for
 each technique are based
 on Type-A configuration 
 of your Control Pad. 
 Instructions are given
 for both 6-Button Arcade
 Pad and 3-Button Control
 Pad use. These are cases 
 where the procedure will
 be the same for both
 types of pads.
Jump:
6B D-Pad up to jump straight
 up; left/right diagonally
 to jump in those
 directions
3B SAME
Advance/Retreat:
6B D-Pad right to advance;
 left to retreat
3B SAME
Quick Advance/Quick Retreat:
6B D-Pad right twice to
 advance; left twice to
 retreat
3B SAME
Duck:
6B D-Pad down
3B SAME
Block while Standing/Ducking:
6B D-Pad left to block while
 standing; down left
 diagonally to block 
 while ducking
3B SAME
Provoke:
6B Button X, Y, or Z
3B Button C
Replenish Spirit Gauge:
6B Button A, B, or C
 (press and hold)
3B SAME
Punch:
6B Button A
3B Button A
 (press and release 
 quickly)
Kick:
6B Button B
3B Button B
 (press and release
 quickly)
Power Punch:
6B Button A + Button C
3B Button A
 (press and hold briefly)
Power Kick:
6B Button B then Button C
3B Button B
 (press and hold briefly)
Low Kick:
6B Buttons A + B
 simultaneously
3B SAME
Body Throw:
6B D-Pad left or right +
 Button C
3B D-Pad left or right +
 Button A (press and
 hold briefly)
Triangle Jump:
6B Position fighter at one 
 end of screen, D-Pad up 
 and Button X, Y, Z
3B Position fighter at one 
 end of screen, D-Pad up 
 and Button C
Pause/Resume Play
6B Start button during play to
 pause; press during pause
 to resume play
3B SAME
 Art of Fighting
 Playing the Game
 
 Use Up/Down to scroll text
SPIRIT
Each character has a fixed amount
of Spirit, which he needs to
perform the Deathblows. 
If a fighter's Spirit falls too
far, he's unable to perform those
moves, and he loses a very crucial
part of his attack capability.
Replenishing Spirit
During a match, if you find your
fighter's Spirit level is too low,
press and hold Button A, B, or C
and the Spirit Gauge will
gradually be refilled. 
However, while you're refilling
your Spirit supply, your fighter
is vulnerable to an attack by the
opponent.
Sapping Your Opponent's Spirit
If you catch your opponent
refilling his Spirit Gauge,
provoke him by pressing the
appropriate button(this depends on
the type of Control Pad you're
using and the character you've
selected) and you can actually sap
Spirit from his gauge. 
This is also a good time for a
quick attack. Of course, in the 2
Player mode, your opponent can(and
probably will) do the same to you.
BONUS STAGES
As you continue through the game
in the 1 Player mode, you have the
opportunity to try the Bonus
Stage. 
There are three games to choose
from. Select one with the D-Pad,
and enter your selection with
Button A. 
Instructions on playing each game
appear on screen once you've made
your selection.
Bottleneck
You see five beer bottles set up
in a line. 
If your fighter can break the
necks of all five bottles with his
hand, he receives a boost to his
Spirit Gauge. 
The trick is that the bottles must
be left standing. Knock even one
over, and you're outta luck.
Breaking the Ice
Four thick sheets of ice are
stacked in front of your fighter.
Breaking all of them with one blow
earns him a boost to his Life
Gauge.
Rapid Fire
Following the instructions on
screen, your fighter must perform
a prescribed number of Deathblows
before the timer reaches 0. 
Doing so earns him a substantial
bonus.
 Art of Fighting
 Hints and Tips
 
 Use Up/Down to scroll text
 * Each match consists of
 three rounds, with the
 fighter winning two rounds
 declared the victor.
 * A round ends when one of
 the fighters' Life Gauges
 becomes empty and that
 fighter falls. The fighter
 left standing is the winner.
 * A round also ends if the
 prescribed time runs out
 before one fighter overcomes
 his opponent. 
 In this case, the fighter
 with more Life remaining is
 the winner of the round.
 * In the event that the 
 fighters knock each other
 out at the same time, the
 round is declared a draw.
 If after three rounds a
 winner hasn't been decided
 (each fighter has won one
 round and one round was 
 drawn), a fourth round is
 held to determine the winner.
 * If after four rounds there
 is still no clear winner,
 the Computer makes the
 final decision.
 * Any Life or Spirit lost in
 a round is completely
 replenished for the next
 round.
 * After every individual
 victory, and Life remaining
 in your fighter's gauge is
 converted to points
 (Life Bonus). 
 You also receive 100 points
 for each unit of time
 remaining(Time Bonus).
<a name="Asterix.o">ASTERIX.O</a>
 Asterix and the
 Great Rescue
 Sega
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPON DESCRIPTIONS
 POWER UPS
 HINTS AND TIPS
 BROWSE HELP FILES
 Asterix and the
 Great Rescue
 Game Description
 Use Up/Down to scroll text
Asterix, the feisty little Gaul
from ancient France, lays siege to
Caesar! Pal Obelix yearns to yank
the Empire's tail, too!
Straight from the internationally
popular comic books, it's action,
magic and trickery as the
old-world troopers tromp the Roman
legions!
Crusade across the Empire as
Asterix or his barrel-bodied buddy
Obelix. Caesar's salad days are
over!
Clobber the Romans with swift
fists! Guzzle mystical potions and
make magic that always hits the
funny bone!
Master 50 zones of mazes, puzzles
and comical military might to
revenge Asterix's kidnapped pals!
 Asterix and the
 Great Rescue
 Controller Functions
 Use Up/Down to scroll text
D-Button:
 * Press up and down to move
the arrow in menu screens; left
and right to change responses.
 * Press to choose between
Asterix and Obelix before levels
begin.
 * Press down to crouch on
hands and knees.
 * Press down and left or right
to crawl.
 * Press up and hold, then
press Button C to select a Special
Weapon.
Start Button:
 * Press to move through
nonaction screens and make
selections in menu screens.
 * Press to pause the game;
press again to resume play.
Button A:
 * Press to jump.
 * Press to move through
nonaction screens and make
selections in menu screens.
Button B:
 * Press to punch.
 * Press to move through
nonaction screens and make
selections in menu screens.
Button C:
 * Press while holding the
D-Button up to select a Special
Weapon; press again to use that
weapon.
 * Press to move through
nonaction screens and make
selections in menu screens.
 Asterix and the
 Great Rescue
 Playing the Game
 Use Up/Down to scroll text
Your quest takes you through six
levels. Each one comprises several
stages. You start out with three
lives. The number remaining is
given in the bottom left corner of
the screen.
As Asterix or Obelix, you enter
each stage with a stock of Health
Points, indicated by the three
bars at the top left of the
screen.
Your Health Points are depleted
every time you sustain damage.
When all your Health Points are
used up, you lose a Life and go
back to the start of the stage you
were in.
You can successfully exit a stage
when Asterix finds and drinks a
bottle of uplifting magic potion
or Obelix scoffs down a wild boar.
But there is no time to dawdle, as
each stage has a time limit, shown
ticking away at the top right of
the screen.
If the timer hits zero and "Time
Out" appears on screen, you lose a
Life and go back to the beginning
of the stage.
You are awarded points for wiping
out enemies or collecting Items.
Furthermore, you boost your score
by finishing a level or by beating
the clock--and the quicker you get
through the stage, the larger your
time bonus.
 Asterix and the
 Great Rescue
 Weapon Descriptions
 Use Up/Down to scroll text
You are given Special Weapons when
you drink one of the bottles of
potion that you find en route.
To cycle through the available
Special Weapons, hold the D-Button
up and press Button C. The number
next to the icon tells you how
many times that weapon can be
used.
To employ a Special Weapon, press
Button C when its icon is showing.
There are four Special Weapons:
 * Fireball is a good tool for
overcoming enemies from a distance
and for blasting walls.
 * Cloud lets you lay stepping
stones when there seems to be no
other way out.
 * Disguise makes you invisible
to enemy eyes--the Romans just
walk on by.
 * Levitation allows you to
defy gravity by floating up into
the air. Use the D-Button to
control the direction in which
your character floats.
 Asterix and the
 Great Rescue
 Power Ups
 Use Up/Down to scroll text
 * Coins are worth 50 points
each.
 * Money Bags give you 100
points.
 * Helmet brings in 500
points.
 * Chicken gives you two
Health Points.
 * Chalice restores all your
health points.
 * Sickle gives you limited
invulnerability.
 * Bomb makes you run faster
and punch harder in a burst of
manic energy.
 * Extra life gives you an
additional life.
 Asterix and the
 Great Rescue
 Hints and Tips
 Use Up/Down to scroll text
 * Let your enemies come to
you. They're hard to punch safely
if you get too close.
 * Use your special weapon
sparingly. You've often got only
just enough to get you through.
 * When jumping on a lever
doesn't seem enough, try blasting
it instead.
 * Don't waste time fighting
enemies that you can avoid, you
haven't got all day!
<a name="Atacksub.o">ATACKSUB.O</a>
 688 Attack Sub
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CAPTAIN'S CONTROLS
 BATTLE STATIONS
 BROWSE HELP FILES
 688 Attack Sub
 Game Description
 
 Use Up/Down to scroll text
Welcome Aboard, Captain
You are now in command of the
world's most powerful and
versatile ocean-going defense
weapon, a nuclear-powered attack
submarine.
You are a hunter/killer, a
predator of the deep. You play a
silent, sometimes lethal game of
hide and seek.
Every minute you make countless
decisions that may have grave
consequences for you, your
crew...and your country.
If you're lucky, you'll survive to
write your memoirs.
 688 Attack Sub
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * On the Mission Selection
screen and Configuration Panel,
press in any direction to move the
cursor to the box next to your
choice.
Press Button A to select that
choice.
 * In the Conn (the central
control room), press in any
direction to move the cursor to
the positions for different battle
stations.
Press Button A to go to a station.
 * In the Radio Room, press up
to speed up an incoming
transmission, or press down to
slow it down.
 * In a battle station, press
in any direction to move the
cursor onto a map symbol or an
instrument on the control panel.
Press Button A to initiate an
order using that map symbol or
instrument.
Start:
 * Press at the Title screen to
go on to the Mission Selection
screen. Also pauses the game on
any screen.
Button A:
 * Press to select a mission
and submarine on the Mission
Select screen. (The cursor must be
pointing on the box next to the
mission and sub you want.)
 * Press to select an option on
the Configuration Panel. (The
cursor must be pointing on the box
next to the option you want.)
 * Press to initiate an order
in any battle station. (The cursor
must be pointing on a map symbol
or instrument on the control
panel.)
Button B + D-Pad:
 * During a mission, hold down
Button B and press the D-Pad in
any direction to cycle through the
symbols for the battle stations.
Release Button B to go to the
station for the symbol that's
displayed.
Button C:
 * Press to stop an incoming
transmission in the Radio Room.
Button C + D-Pad:
 * In a battle station, hold
down Button C and press the D-Pad
to move from instrument to
instrument on the control panel.
 * In the Conn, or central
control room, hold down Button C
and press the D-Pad to jump from
station to station.
 688 Attack Sub
 Playing the Game
 
 Use Up/Down to scroll text
Quick Start
Follow this section to get a
running start at playing the game.
While conducting the mission
Torpex '89, you'll become
acquainted with most of the game
controls and some of the
strategies.
In Torpex '89 you'll command the
Los Angeles SSN 688 on a torpedo
exercise in the Faeroe Islands.
Your mission is to sink three
decommissioned warships without
being detected.
During the mission, press the
D-Pad to move the cursor to
different instruments on the
battle station control panels.
Then initiate an order by pressing
Button A.
Starting Up
1. Press Start at the Title
screen to go to the Mission
Selection screen.
2. Press the D-Pad to move the
cursor to the first selection,
TORPEX '89. Point the cursor on
the blue box next to 688 and press
Button A.
You'll go on to the Configuration
Panel.
3. Move the cursor to BEGIN GAME
and press Button A. This takes you
to the Conn, or central control
room of your submarine.
Receiving Your Orders
1. From the Conn, you must go to
the Radio Room to receive your
orders. Move the cursor over the
door on the left (or port) side.
When you see the Radio Room
symbol, which looks like a
lightning bolt, press Button A.
You'll go on to the Radio Room and
begin receiving a transmission.
NOTE: Press the D-Pad up or down
to speed up or slow down the
incoming message. To read the
transmission again, point the
cursor at the box next to REVIEW
MISSION ORDERS and press Button A.
2. After receiving and reading
your orders, move the cursor
toward the upper left corner of
the screen until you see the Exit
symbol. Press Button A to return
to the Conn.
3. From the Conn you can go to
any of the sub's battle stations.
Move the cursor around the Conn.
The station symbols will appear as
the cursor touches them.
Press Button A to go to a station
when it's symbol appears.
Using the Periscope
1. Find the Periscope symbol (in
the center of the periscope
column) and press Button A to go
to Periscope. Look at the map,
where you should see one or more
X's or other letters.
These are sonar contacts that your
sonar operator is picking up. At
this point, your sonarman doesn't
know what the contacts are, or
their range, depth or speed.
NOTE: The ocean is filled with
sounds, which could mean anything
from enemy subs to schools of
fish. In combat, never take a
sound for granted. Get a positive
ID from sonar ASAP.
2. Sonar is not the only way to
get a fix on a target. If the
contact is a surface ship, you can
view it on your periscope.
Right now you are at periscope
depth (20 ft), so you can raise
the periscope. Move the cursor
onto the box next to PERISCOPE and
press Button A.
The map will be replace by a view
of the ocean's surface.
3. Rotate the periscope until
you see the destroyers. Move the
cursor to a box on the left or
right of the number under
PERISCOPE ROTATION and press
Button A.
4. Move the cursor to TARGET and
press Button A. Now place the
cursor on the closest ship in view
and press Button A. Information
about that vessel should appear in
the target ID box at the top of
the screen.
5. Look at the top-down map
again by selecting T (use the
cursor and Button A) on the
nine-button map control in the
lower left corner.
The letters (except for X) show
that you have a fix on these
targets. (X indicates a contact
with no targeting information as
yet.)
6. If you can't see the letter,
the target may be outside the map
area. Select O (zoom out) on the
map control until you get a bigger
view of the map.
7. With your periscope still up,
return to the Conn by moving the
cursor to the upper left corner.
When the EXIT symbol appears,
press Button A.
Setting a Waypoint
1. While you're still getting a
firm fix on your targets, go to
the Navigation Board. (It's symbol
looks like a sextant, and appears
over the chart table in the Conn.)
Here you can set auto pilot to
steer your submarine toward the
targets.
2. Select SET from the waypoint
controls. Then move the cursor
close to one of the targets on the
map and press Button A. A number
will appear to mark the waypoint.
3. Now that you know your
general direction, return to the
Periscope Station. Lower the
periscope to avoid being detected
by surface radar.
You may lose the target
information at the top of the
screen. Don't worry about it.
After your sonarman has listened
for a few minutes, he'll get
another fix on the target with his
passive sonar.
Setting Your Depth
1. Even with auto pilot active,
you're still in control of your
sub's speed and depth. From the
Navigation Board, go on to the Sub
Control Panel.
(It's symbol looks like a tiller
and appears in the Conn over the
two crewmen at center left.)
2. Set the throttle on 2/3 by
moving the cursor to the 2/3 mark
and pressing Button A.
3. Select 150 FT auto depth.
Your crew will automatically take
the sub to that depth.
Loading Torpedoes
1. Torpedoes are not stored
armed and ready in the sub's
torpedo tubes. They're too
dangerous for that. To ready them,
go to the Weapons Control Panel.
(It's symbol looks like a torpedo
and appears in the Conn over the
two crewmen at center right.)
2. Torpedo tube 1 should already
be selected (the box around the
number is highlighted). Move the
cursor to the box and press Button
A to load the torpedo.
3. Move to the next tube and
press Button A once to select it
and again to load the torpedo. Do
this to all four torpedo tubes.
The weapons officer will inform
you when each torpedo is armed.
The torpedo icons will also turn
red, indicating that they are
armed.
NOTE: The two auxiliary tubes hold
noisemakers, which are not needed
on this mission.
Deploying the Towed Array
1. Go to the Sonar Room (it's
symbol, headphones, appears in the
Conn on the door to the right).
2. Select DEPLOY to feed out
your towed array (a long cable
with microphones along its
length).
When towed behind a sub, it
improves sonar's listening
capabilities, although it limits
the sub's top speed.
Compressing Time
1. If your sonarman doesn't have
a positive ID, bearing, course,
and range on the destroyers,
you'll have to wait while he
gathers that information.
This can take a few minutes. If
you're impatient, go to the
Navigation Board and select TIME
COMP, to the right of the waypoint
controls.
This speeds up the game time. When
your sonarman has a fix on a
target, deactivate time
compression by selecting TIME COMP
again.
Target and Launch
1. Go to the Weapons Control
Panel. If the destroyers are no
longer targeted, select TARGET,
move the cursor to the ship on the
map you want to attack, and press
Button A to acquire the target.
2. If the range is under ten
nautical miles (the maximum range
of a 688 attack torpedo) you can
fire a torpedo.
Check that the box around torpedo
number 1 is highlighted. If it is
not, select it at once, and then
select LAUNCH.
3. It takes more than one
torpedo to sink a destroyer, so
wait about ten seconds and launch
again.
NOTE: If you're out of range (ten
miles or more) you'll have to
close in on targets. This may
require going to the Sub Control
Panel and setting your throttle to
a higher speed.
4. Sonar will confirm if and
when the torpedoes reach their
target.
If you think it's worth the risk
of detection (and in the beginning
stage it probably is), you can go
to periscope depth and raise your
periscope to confirm the hit.
5. Fire torpedoes until the ship
sinks (the letter will disappear
from the map).
Continuing the Attack
1. Set up your attack on the
next ship. If you're lucky, you're
already in range to strike your
next target. If you're unlucky,
you'll have to set new waypoints
to attack the other two ships.
NOTE: You can set up to nine
different waypoints. Your subs
will go to each of them in
numerical order.
End of Mission
Torpex '89 ends when you sink all
three ships, or 15 minutes have
elapsed. Now you'll receive either
warm praise or a sound
tongue-lashing from your
superiors.
Don't be dejected if you didn't do
too well the first time. Play
through the exercise again. The
controls will start becoming
habits and you'll begin thinking
and planning ahead like an ace sub
commander.
NOTE: In the Torpex '89 mission
you can also command a Dallas 700
and attempt to sink three of five
decommissioned destroyers in a
contest against the
computer-controlled 688.
 688 Attack Sub
 Captain's Controls
 
 Use Up/Down to scroll text
Captain's Controls
In 688 Attack Sub, most of the
submarine controls are the same
for the American Los Angeles and
Dallas and the Soviet Alfa.
Although the controls look
different for American and Russian
subs, and may be different
locations of the screen, they do
the same things.
The older Soviet Alfa is missing
some high-tech equipment. Notes in
the text point out any exceptions
in the Alfa's controls.
Reading Your Displays
As an attack sub, your primary
role is to stalk enemy vessels. To
successfully do this, you must
constantly be aware of your
position and course relative to
those of your target(s).
In a submarine, you can't actually
see anything outside the sub.
Instead, you must orientate
yourself by reading the top-down
maps and contour imaging displays.
The top-down maps and contour
imaging are available at all
stations except the Radio Room and
the Status Panel.
At the Periscope Station, the map
or contour imaging view becomes a
surface view of the ocean when you
raise the periscope.
Top-Down Map
The top-down map give you aerial
perspectives of the area your
submarine is traversing, and
displays information collected by
your sonar and periscope.
Zoom
The area you're crossing can be
viewed from many ranges on the
top-down map. On the 688, select I
(IN) and O (OUT) from the map
controls to zoom in and out.
On the Alfa, select the left and
right buttons under KAPTY.
Selecting the zoom buttons
repeatedly moves you quickly
through the magnifications.
Your submarine is the fixed point
in the center of the screen
(except at the highest zoom
levels).
Ocean Depths
Different color shades on the map
designate different depths. The
darker the shade, the deeper the
water. Depth can vary from 0 to
greater than 2,000 feet.
NOTE: Since very few submarines
can dive below 2,000 feet, the
exact depth of really deep ocean
doesn't matter.
Stay aware of the average depth of
the water you're traveling
through. It's possible to run
aground, which is somewhat
embarrassing for a submarine
commander.
To cross the shallowest waters
(the lightest color on the map),
you'll have to surface.
Sonar Contacts (Letters)
When you first receive a sonar
contact, the sub's computer
displays it as an X on the map. An
X means that you only know what
direction the sound is coming
from.
It's identity, range, speed and
depth are still a mystery. An X
always appears halfway between you
and the edge of the map,
regardless of the zoom level.
When your sonar operator gets a
fix on the contact, it's assigned
a letter on the map. Letters mark
the exact location of a target so
you can keep track of it.
However, the sonarman still may
not know exactly what the target
is. If he doesn't, "Unknown
Surface Contact" or "Unknown
Submerged Contact" will appear in
the target ID box and the target's
letter will appear dark.
When the sonar operator positively
ID's the target, the letter will
turn a lighter shade. If a contact
is lost and regained, it may be
assigned a new letter.
Waypoints (Numbers)
Waypoints (automatic destinations)
that you've set are displayed on
the map as numbers.
Contour Imaging
The Los Angeles, the Dallas, and
the Alfa are equipped with
side-scanning sonar, a device that
produces a contour image of the
ocean floor.
A sophisticated, high-frequency
sonar beam scans the ocean terrain
around the bow, port and starboard
of the sub.
The onboard computer uses the
sonar information to generate an
image of the ocean terrain around
the sub.
To turn on contour imaging in the
688 or 700, select C from the map
controls. In the Alfa, select the
KOHTYP switch.
You can safely use contour imaging
at any time, since the sonar
beam's high frequency and short
range make it virtually
undetectable by other ships'
arrays.
HUD (Heads-Up Displays)
The HUD (Heads-Up Display) is an
overlay on the map that shows your
sub's course and depth. On the 688
and 700, select H on the map
controls to toggle the HUD on and
off. On the Alfa, select the NH3
switch.
Compass
With the HUD active, you'll see a
compass along the top of your map.
The white triangle in the middle
of the compass is your sub's
current course.
Depth Gauge
The vertical gauge along the right
of the map shows your depth
relative to the ocean floor. The
top marker is your sub's current
depth.
The bottom marker is the depth of
the ocean directly below you.
Always be aware of how close you
are to the ocean floor.
Keep a safe distance between you
and the bottom marker or you may
end up with a ruptured hull.
Target Information
Select TARGET and then move the
cursor to a contact on the map. In
the target ID box at the top of
the screen, you'll see what sonar
has determined (if anything) about
that target.
Target: The target's ID. If the
target is still unidentified,
"Unknown Contact." "Unknown
Surface Contact" or "Unknown
Submerged Contact" will appear.
Bearing: Where the target is in
relation to your submarine. Your
bow (the front of the sub) is 000
degrees, and the location of all
contacts is reckoned relative to
this point.
Moving clockwise, 90 degrees to
your right (starboard), 180
degrees is behind you (astern),
and 270 degrees is to your left
(port). A contact directly astern
is bearing 180 degrees.
Range: The target's distance
from your sub, measured in
nautical miles (nm). A nautical
mile is 1.15 standard miles
(6.076.12 feet or 1,852 meters).
Speed: How fast the target is
going, measured in knots (kt). A
knot is a unit of speed of one
nautical mile (1.15 standard
miles) per hour.
Course: Where the target is
headed on the compass. In
reckoning course, north is 000
degrees, south is 180 degrees, and
so on.
A target's course is different
from it's bearing. For example, a
target directly astern may be
heading northeast. In that case
it's bearing is 180 degrees, while
it's course is 45 degrees.
Depth: How deep the target is,
measured in feet (ft) in the 688
and 700, and measured in meters
(m) in the Alfa.
Crew Messages, Location and Time
Two bars at the bottom of the
screen give you important
information. The upper bar shows
you messages from your crew.
The lower bar shows your sub's
current position as map
coordinates. To the right of these
is the number of minutes that have
elapsed during your current
mission.
When time compression is active,
mission time runs approximately
twice as fast as real time.
 688 Attack Sub
 Battle Stations
 
 Use Up/Down to scroll text
Battle Stations
Radio Room
All missions begin and end in the
Radio Room, where you receive your
CINC's instructions, warm praise,
or cold shoulder.
NOTE: You can't use any controls
in the Radio Room during an
incoming transmission.
Reviewing Mission Orders:
Select the box next to this order
to review the last transmission
you received.
NOTE: Press the D-Pad up or down
to speed up or slow down an
incoming transmission. Press
Button C to stop it.
Reviewing Messages:
If messages from the crew roll by
too quickly and you think you
missed something critical, select
PREVIOUS MESSAGE. Your ten
previous messages will appear in
the message bar.
Select NEXT MESSAGE to scroll
forward through the previous
messages until you come to the
latest message you received.
Navigation Board
From the Navigation Board you can
set your sub's course and track
your targets.
Plotting All Tracks:
Turn on ALL TRACKS to see the
tracks of all targets on the map.
Tracks appear as lines of small
dots. The closer the dots are in
the line, the slower that target
is moving.
Plotting the Target Track:
Turn on TARG TRACK to see your
selected target's track only.
Plot and Time Projection:
Use these to see where you and a
target will be in a given amount
of time, if you both maintain the
present course and speed.
Move the cursor to one of the
arrows on the left side of the
TIME PROJECTION box. Press Button
A to change the number of minutes
for your projection.
Then turn on PLOT PROJ. A yellow
marker will show you what your
position will be in the selected
time at your present speed and
course.
A dark red marker will show your
target's position under the same
conditions. You can now direct
torpedoes to the projected point.
Setting and Clearing Waypoints:
A waypoint is a destination for
your sub. Selecting waypoints
activates the auto pilot, which
will steer your sub to each
waypoint in the order you set
them.
To set waypoints, display the
top-down map. Select SET, move the
cursor to where you want your sub
to go on the map and press Button
A. You'll see a number on the map
marking that waypoint.
You can have up to nine waypoints
set at any one time. The auto
pilot will guide the sub to each
waypoint in the order you set
them.
Select CLEAR to erase the
highest-numbered waypoint.
Time Compression:
Use TIME COMP to speed up the game
during long transits or while
waiting to get a fix on contact.
Turn on TIME COMP (the box turns
light blue) to compress game time,
which will then speed by
approximately twice as fast as
real time.
Turn off TIME COMP (the box turns
dark blue) to return to normal
time.
Setting the Auto Pilot:
AUTO PILOT turns on automatically
when you set a waypoint. When on,
the auto pilot directs your sub to
waypoints in the order you set
them.
The auto pilot will function only
if you have at least one waypoint
set. It doesn't control your
depth, so make sure you're not too
close to the ocean floor.
Neither does it set the sub's
speed, but it does adjust it to
make turns efficiently and
quietly. After making a turn, the
auto pilot resumes the previously
set speed.
NOTE: The auto pilot will not
return to FLANK speed. If you were
at FLANK speed before turning, the
auto pilot will return you to FULL
speed.
Changing your speed or depth will
not affect the auto pilot. (The
auto pilot is oblivious to depth.
It won't take you higher if you're
about to smash into the ocean
floor.)
Changing the rudder setting (from
the Sub Control Panel) will
automatically turn off the auto
pilot. Usually this happens during
an emergency, when you have to
change course quickly.
You can head back to a waypoint
(as long as it's still set) by
turning AUTO PILOT back on.
Targeting:
Select TARGET, and then move the
cursor over the contacts on the
map. As the cursor touches each
contact, all available information
on that object will appear in the
target ID box at the top of the
screen.
When the cursor is on a contact,
you can target it by pressing
Button A. Launched torpedoes will
head for the currently selected
target.
Once a torpedo is launched, you
can select any other target in the
water or on land.
Sub Control Panel
From the Control Room you can set
your speed, manually steer your
sub, and control your dive.
Cavitation Level Gauge:
This gauge monitors your
cavitation, which is the sound or
partial vacuums forming and
filling when your propeller spins
faster than the water around it
can follow.
Cavitation is extremely noisy and
should be avoided. Two factors
affect cavitation: acceleration
and depth.
Quick acceleration causes the
propeller to spin faster than
normal, which means more noise.
Since water pressure increases
with depth, partial vacuums don't
form as readily around your
propellers the deeper you go.
Avoid high cavitation levels by
not setting your speed at FLANK or
REV (reverse) while in shallow
waters.
Using the Dive Plane:
The dive plane controls the rate
at which you dive and surface.
Point the cursor on the position
you want on the dive plane, and
press Button A.
Lowering the handle releases air
from the ballast tanks, filling
them with seawater and causing the
sub to dive.
Raising the handle releases
compressed air into the tanks,
blowing out the water and causing
the sub to rise.
How far you lower or raise the
handle determines how fast your
dive or ascend.
Raising the handle a few degrees
will lift the sub gradually, while
raising the handle all the way
will cause the sub to surface
quickly.
Using the Throttle:
Set your speed with the throttle
or engine control. The numbers are
percentages of your total power
output.
Use FLANK speed to accelerate
quickly. You can't go to STD
(standard), FULL or FLANK speeds
at depths of 100 ft. or less
because you'll make too much
noise.
REV (Reverse) slows you down
quickly but is extremely noisy
(the propeller spins opposite it's
normal direction, producing high
cavitation, especially between 0
and 100 ft.).
NOTE: Remember that high speeds
have their penalties. Not only do
you become more audible to enemy
sonar, you can't hear as much over
your own engines and the water
flowing over your hydrophones.
Rudder:
The rudder changes the sub's
course when you're moving forward,
by turning it left or right. You
can control the rate at which you
change course.
The further you move the handle to
the left or right, the "harder"
(more extreme) the turn to port or
starboard.
NOTE: Activating the rudder turns
off auto pilot, if set.
Sonar Room
Go to the Sonar Room to operate
your listening devices.
Analyzing Sounds:
All ships, submarines, torpedoes
and marine life make distinctive
sounds. Each of these has a sound
"signature" or frequency pattern
that distinguishes it from other
sounds.
The frequency analyzer displays
the sound signature of your
current target. The horizontal
line represents the audible
frequency spectrum.
Left is low frequency; right is
high frequency. The vertical line
represents the degree of sound
received in that part of the
frequency spectrum.
Different objects will peak in
different parts of the spectrum.
Ships tend to make more noise in
the low end; torpedoes in the
higher end.
Subs and marine life tend to peak
nearer the middle of the spectrum.
To get positive ID, you must be
able to recognize the individual
sound signature of an object.
This takes experience. It can be
well worth your while to know the
signatures of torpedoes and enemy
subs when you're surrounded by
unknown contacts and you need to
act fast!
Filtering Sound:
Sound waves travel at many
frequencies through the ocean.
Generally, you should set the
FILTER on BND PASS (band pass) so
you can monitor all of them.
Torpedo engines make noise in the
high frequency range, and torpedo
sonar arrays emit high frequency
"pings" when actively searching
for a target.
Set the FILTER on HI PASS in
critical situations to filter out
everything except high frequency
noise.
Sending Active Sonar:
The targeting pulse is your active
sonar. Selecting this sends a
sonar "ping," which informs you of
everything that's ahead of you.
The problem is, it also alerts an
enemy to your presence.
Using Your Towed Array:
The towed array is a long cable
with a series of microphones along
its length that heighten the sub's
listening capabilities.
However, towed arrays oscillate at
high speeds, creating a good deal
of noise and producing drag. For
these reasons, towed arrays limit
the sub's speed: 2/3 in the 688 or
700; 1/2 in the Alfa.
Towed arrays can be over 2,000
feet long and must be reeled out.
As you can expect, this takes some
time.
Select DEPLOY under TOWED ARRAY to
reel it out. Select RETRIEVE to
pull it back in.
Situations may arise in which you
must accelerate quickly even
though your towed array is
deployed. In these situations, you
must decide whether or not to cut
the array's cable.
Once you've cut the cable, the
towed array is gone for the rest
of the mission.
Periscope Station
From the Periscope station you can
look out over the surface of the
ocean for reconnaissance.
Reading Your ESM Level:
The ESM (Electronic Sensing
Measures) gauge senses how strong
an enemy's radar is at your
location. Enemy radar can detect
not only your raised periscope or
antenna, but also the wake they
leave in the water.
The stronger the ESM signal, the
faster you'll be discovered.
Always lower your periscope as
soon as you can.
Raising and Lowering the
Periscope and Antenna:
You can set the PERISCOPE and
ANTENNA boxes to UP or DOWN to
raise and lower the equipment. You
must be at 20 ft. (periscope
depth) or higher to raise the
periscope or antenna.
Raising your periscope changes the
map display to a periscope view.
Select T from the map controls to
switch back to the map. Select P
to return to periscope view.
Raising the antenna lets you
communicate with satellites to
receive mission orders.
NOTE: While your periscope or
antenna is up, watch the ESM level
to keep your chances of detection
low.
Rotating the Periscope:
Select the arrows under PERISCOPE
ROTATION to rotate the periscope
relative to magnetic north (000
degrees).
Launching a Weapon:
Select LAUNCH to fire a weapon
that you selected on the Weapons
Control Panel. When a weapon is
selected, its icon will appear in
the box to the right of LAUNCH.
The color changes just as in the
Weapons Room.
Weapons Control Panel
Torpedo Tubes and Auxiliary
Tubes:
The 688 is outfitted with four
main torpedo tubes at the bow and
two auxiliary tubes amid ship for
noisemakers. The Alfa has six
torpedo tubes at the bow only, but
the sixth tube launches
noisemakers.
Armed weapons aren't stored in the
tubes, so you must order your crew
to load torpedoes. First select a
torpedo tube by moving the cursor
to that tube and pressing Button
A.
Press Button A again to start the
arming cycle (an icon of the type
of torpedo in the tube will
appear).
When the weapon is ready to fire,
the weapon icon will change
colors. The weapons officer will
also inform you that the torpedo
is ready to launch.
The Weapons Control Panel can only
monitor six torpedoes or a
six-item combination of torpedoes
and noisemakers at any time.
It's not always a good idea to let
six torpedoes loose at one time-at
any moment you might need to
launch a noisemaker to evade enemy
torpedoes.
Missile Selection:
Though the more recent ships of
the 688 class are equipped with
vertical launch tubes for
missiles, the Los Angeles fires
its missiles from its torpedo
tubes.
Missiles are loaded and launched
in the same way as torpedoes.
Select the missile box, then
select it again to initiate the
arming cycle.
The missile icon will appear as
long as you still have missiles on
board. When the icon turns a
darker color, it's ready to fire.
Select LAUNCH to fire the missile.
Since room aboard a submarine is
limited, you'll carry only a small
number of missiles. Missiles are
used against surface targets only.
Launching a Weapon:
Select LAUNCH to fire a torpedo,
noisemaker or missile, depending
on the weapon in the selected
torpedo tube.
Controlling Torpedoes:
Use the TORPEDO CONTROL functions
to guide a torpedo to a target or
location, or set it on an active
search program.
The functions will prove to be
important capabilities when your
torpedo loses its target, or in
any situation where you don't have
a firm fix on an enemy vessel that
you want to destroy.
SELECT: Use this command to
control a launched torpedo. After
launch, select this command, and
then select your torpedo. Then
select one of the following
commands:
SEARCH: Sets the torpedo on an
active search. The torpedo will
run a search pattern and begin
emitting sonar pings to help it
find the target.
DIRECT: Select this, then move
the arrow to where you expect your
target to be if it maintains its
course. Press Button A to direct
the torpedo there.
Directing a torpedo will only send
it to a specific location. When
the torpedo nears its destination,
you have to set it on SEARCH so it
will look for a target.
If you don't initiate a search
pattern, the torpedo will drift
until it runs out of fuel.
DETONATE: Your own torpedo may
lose its original target and end
up locking-on to you or a friendly
ship. In a situation like this you
may decide it's safer to just blow
it up.
Make sure the torpedo is at a safe
range-it doesn't have to actually
hit something to do damage. A
launched torpedo has a guidance
wire, 7.5 nautical miles long,
connecting it to your sub.
If the wire is cut, you can no
longer control the torpedo. You'll
be informed when a torpedo has
gone off course, and the torpedo
marker on the map will darken.
A freed torpedo will seek a target
until it detonates or runs out of
fuel.
Status Panel
The Status Panel shows the
condition of your sub.
Reviewing Damage:
Your crew will tell you when a
severe hit or scraping the bottom
has damaged one of the sub's
systems. Damaged systems will also
be highlighted in the diagram.
To review the damage your sub has
taken, use SELECT to scroll
through the status of each of the
sub's systems.
If a system has been damaged, the
status bar will tell you its
operational condition.
For example, a hard hit to the
stern could damage the sub's
engines. The status might read:
"Maximum power reduced."
A damaged system remains damaged
for the duration of the mission.
In combat, your crew is too busy
running the sub to repair
anything. At any given moment, you
have to make do with what you
have.
<a name="Atennis.o">ATENNIS.O</a>
 Amazing Tennis
 Absolute Entertainment
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Atptenis.o">ATPTENIS.O</a>
 ATP Tour
 Championship Tennis
 Sega
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE PLAYERS
 HINTS AND TIPS
 BROWSE HELP FILES
 ATP Tour
 Championship Tennis
 Game Description
 
 Use Up/Down to scroll text
From Rags to Riches
The masterful serve-and-volley
game of Stefan Edberg. The
lightning quickness and dogged
determination of Michael Chang.
The thunderous serves and
all-around excellence of world No.
1 Pete Sampras. The top 32 tennis
players on the ATP Tour. Does your
name belong among them? Now's your
chance to prove that it does!
Create a player and join the ATP
Tour, playing in various locations
around the globe. Before you hit
the road, try a few exhibition
matches to assess your strengths
and weaknesses.
When you're ready, enter a few
exhibition tournaments to get used
to the constant pressure of
single-elimination competition.
Or turn the clock back and mix it
up with some of the greatest
players ever. Take on the likes of
the late, great Arthur Ashe, lefty
Rod Laver and fiery Ilie Nastase,
and find out just why they're
referred to as legends!
It's all here, right at your
fingertips! And, with the Sega
Team Player, as many as four of
you can participate in an
exhibition doubles match. Psyched
yet? You'd better be, because
tennis doesn't get any hotter than
this!
 ATP Tour
 Championship Tennis
 Controller Functions
 
 Use Up/Down to scroll text
Take Control!
You may know the rules of the
game, but you've got to become a
master of the Control Pad if you
want to be No. 1. No two ways
about it.
D-Pad: Places server on baseline
before toss
 Directs ball on serves and
volleys
 Moves player in any
direction
Button A: Tosses ball on serve
 Hits low-trajectory
 slice serve
 Lobs ball on volley
 Leaves replay
Button B: Tosses ball on serve
 Hits high-bouncing,
 slightly hard serve
 Delivers soft volley
 Leaves replay
Button C: Tosses ball on serve
 Hits flat, hard serve
 Delivers hard volley
 Leaves replay
NOTE: The game cannot be paused
while the ball is in play(starting
with serve toss).
* To owners of the 6-Button
Arcade Pad-Buttons X, Y and Z have
no functions in this game.
The More the Merrier!
Up to four people can participate
in an exhibition doubles match.
When you want to play such a
match, you need the Sega Team
Player.
Connect the left cable of the Team
Player to Control Port 1 on your
Genesis. Then connect as many as
four Control Pads to the four
Control Ports of your Team Player.
 ATP Tour
 Championship Tennis
 Playing the Game
 
 Use Up/Down to scroll text
Customize Player Screen
Name: Using the D-Pad, place the
brackets around the desired
character and enter your choice by
pressing Button C. The selected
character appears at the bottom of
the screen.
To backtrack or move forward and
change a selection, place the
brackets in the character grid
around the appropriate arrow and
press Button C. When you're done,
place the character grid brackets
around END and press Button C.
Birthdate: When was your player
born?
Year sets the year your player
was born, between 1930 and 1990.
Month selects the month your
player was born.
Day chooses the date your player
was born.
Done returns you to the
Customize Player screen.
Country: Where is he from?
Nationality selects the nation
in which your player was born.
Choose from over 40 countries
around the world.
Done returns you to the
Customize Player screen.
Height: Select the desired
height.
Weight: Select the desired
weight.
Play Style: What are the basic
characteristics of his game? What
does he look like?
Plays decides whether he's
left-or right-handed, and whether
he uses a single or double grip.
Forehand Shots selects the spin
on his forehand volleys(TOP SPIN,
SLICE, Flat).
Backhand Shots chooses the spin
on his backhand volleys(TOP SPIN,
SLICE, FLAT).
Hair sets the length of his
hair(SHORT or LONG), or he can be
outfitted with a CAP or a
BANDANNA.
Body selects his physical
appearance.
Wear Color selects the color of
his outfit.
Done returns you to the
Customize Player screen.
Abilities: The players in this
game are rated in seven areas. The
maximum rating in any area is ten.
You begin your career with ten
points.
Place the icon next to the skill
you want to boost, then add points
by pressing the D-Pad right. To
subtract a point, press left.
The computer(for your own sake)
won't let you exit the screen
until you've distributed all of
your points.
In the EXHIBITION TOURNAMENT and
ATP TOUR modes, you gain one
ability point for each match won.
 * No Wins = 0 points total
 * Win 1st Round = 1 point
total
 * Win Second Round = 2 points
total
 * Win Quarterfinal = 3 points
total
 * Win Semifinal = 4 points
total
 * Win Final = 5 points total
NOTE: The Set Abilities screen
can be bypassed by selecting DONE
on the Customize Player screen and
pressing Button A or C.
DONE: When everything is set to
your satisfaction, move the icon
here and press Button A or C.
Save Player Data
Enter data into memory. Choose one
of the four locations by pressing
the D-Pad up or down, then press
Button A or C to enter the data.
After each match in the ATP Tour
mode, you have the chance to
update your data. Select the
location in which you wish to
enter the current data and press
Button A or C.
Data is displayed if it already
exists in the selected location.
If the location is empty, the new
data is displayed.
To enter the new data, move the
icon to OVERWRITE DATA X(in place
of X, the number of the memory
location appears on screen) and
press Button A or C.
If you decide you want to save the
data in a different location,
select CANCEL and press Button A
or C(or press Button B at any
time).
Load Player Data
Resume a game you started earlier.
Use the D-Pad to select one of the
memory locations, and press Button
A or C.
The Customize Player screen
appears next, displaying the data
stored in the selected location.
To continue this game, move the
icon to CHOOSE THIS PAYER(DATA X)
and press Button A or C.
If you decide to choose another
game, select CANCEL and press
Button A or C(or press Button B at
any time). Then decide whether or
not you want CPU support, and get
back to the action.
Exhibition Match
It's time to see just how ready
you are. First have a look at the
Game Setup screen. Make sure all
the settings are as you want them,
then select EXIT and press Button
A or C.
The Exhibition Match Versus screen
appears, with photos of the
combatants. Press Button A, B, C
or Start to begin play.
Exhibition Tournament
Select a player and play a sample
tournament.
The Game Setup screen appears.
Make your selections as before,
then place the icon next to GAME
START and press Button A or C.
The tournament brackets follow.
Your player's name is flashing.
Check out possible opponents in
later rounds. You have to put down
five opponents to claim the title.
Press Button C.
As each round is completed, the
brackets reappear. Find the
winners, and their next opponents,
by following the red lines.
The Versus screen comes up next,
showing the photos of your player
and your opponent. Press Button C
to begin play.
ATP SENIOR Tour Event
Some of the biggest names in the
history of men's tennis have come
to participate. Find out why
they're called legends!
Set everything to your
satisfaction at the Game Setup
screen, and press Button A or C to
see the match-ups for the first
round.
You have to defeat three of these
superstars of the past in order to
become champion. Press Button C to
see the Versus screen, then press
again to begin play.
Begin ATP Tour
It's time to show the top 32
players who's really No. 1. Begin
by creating your future champion
at the Customize Player screen.
Next, enter your player's data at
the Save Player Data screen. The
computer asks whether or not you
want it's help. Highlight a
selection and press Button C.
The Player Ranking screen shows
each player on the tour, his
current ranking and points he has
accumulated. Each player earns
points as he wins matches and
tournaments.
Bonus points are also available.
Press the D-Pad down or up to
scroll through the list of
players, and press Button C to
continue.
The Prize Money Leaders screen
lists the players and their total
cash winnings and points
accumulated. Press the D-Pad down
or up to scroll through the list,
then press Button C.
The 1995 tournament schedule lists
all stops on the tour. The date
and name of the next tournament to
be played are flashing. Press
Button C.
The data screen for the next
tournament appears, showing the
location and the total prize money
available. You can also choose
whether or not to enter this
tourney.
To play, select PARTICIPATE. To
sit this one out, select DECLINE.
Press Button A or C to enter your
choice.
PARTICIPATE: The tournament
brackets appear, showing the
match-ups for the first round of
play. Each player's name and
current ranking are displayed.
Press Button A or C and the Versus
screen is shown. Press Button A, B
or C again to begin play.
DECLINE: Press Button C and the
results of the matches are shown.
The winner of a match is indicated
by a red line continuing on to the
next bracket.
The names of the winners in the
round just completed appear in
yellow. Continue pressing until
the two finalists have been
decided. The Save Player Data
screen appears, and you can save
the game at this point.
The tournament brackets then
appear. Your player's name is
flashing. Find your first
opponent, as well as possible
opponents for later rounds.
Press Button C to bring up the
VERSUS screen, then press again to
begin play.
Resume ATP Tour
Continue a career you began
earlier. The Load Player Data
screen appears after RESUME ATP
TOUR has been selected. Select the
data bank in which the career you
wish to continue is contained, and
press Button A or C.
The Customize Player screen
appears, showing the player data
currently saved in the selected
location. If this is the game you
want to resume, place the icon
next to CHOOSE THIS PAYER(DATA X)
and press Button C.
If you change your mind and wish
to resume a different game, select
CANCEL and press Button C, or
simply press Button B. The Load
Player Data screen reappears, and
you can select a different
location.
How'd You Do?
After each match, the winner's and
loser's match statistics appear.
The stats are divided into serve
and return, and are a good
indication of your strong and weak
points.
IBM/ATP World Championship
Every season on the ATP Tour ends
with this tournament. Only the top
eight players in the rankings are
eligible to participate. Win or
finish well here and end the year
at the top!
The eight players are broken
randomly into two groups(A and B),
and play one best-of-three match
against each other player in their
group.
The two players in each group with
the best results face off, with
the winners then meeting each
other for the title.
The player in each group with the
most match wins becomes the top
player in his group. If there are
two or more players in one group
with an equal number of match
victories, the player who has won
the most sets gets the nod.
If there is again a tie, the
player who has won the highest
percentage of the total sets he's
played claims the top spot.
Following the final match, the
winner's and loser's match
statistics appear, followed by
your statistics and totals for the
entire season.
One More Time!
You can watch the most recent
point played again using the
Replay feature. Replay appears
after each game, but you can also
access it by pressing Start after
any point in a match.
To return to the game from the
Replay, press Start or Button A, B
or C.
 ATP Tour
 Championship Tennis
 The Players
 
 Use Up/Down to scroll text
Yesterday and Today...
Arthur Ashe(USA)
Utilized a stinging serve and
volley as his main weapon,
performing best on fast surfaces.
Strong groundstrokes off the
forehand and one-handed backhand,
with his volley skills making him
a formidable doubles player.
Sergi Bruguera(ESP)
Claycourt specialist with heavy
topspin off both the forehand and
backhand sides keeping opponents
on the defensive. Excellent
footwork, power and speed make him
one of the toughest to beat on
clay.
Michael Chang(USA)
One of the fastest players on
Tour, frustrating opponents with
consistency and ability to get to
balls that would be winners
against other players. Aggressive
baseline game suited to clay and
hardcourts.
Andrei Chesnokov(RUS)
A gritty baseliner at home on
clay, defeating opposing players
with consistent groundstrokes and
ability to cover the court.
Topspin game with a strong
two-handed backhand.
Carlos Costa(ESP)
Heavy topspin groundstrokes and
baseline power make the Spaniard
one of the top players on clay,
with a penetrating one-handed
backhand utilizing both slice and
topspin. Also a successful doubles
player with a solid volley.
Cliff Drysdale(RSA)
Uses a severe topspin forehand and
two-handed backhand as biggest
weapons. Strong serve backed by a
steady ground game, jumping on
short balls to take the net and
close out the point.
Stefan Edberg(SWE)
Classic serve and volley style,
with what many call the best
volley in the game. Strength on
the backhand side with excellent
footwork. Eighth man to rank No. 1
in the history of rankings, also
No. 1 in doubles.
Guy Forget(FRA)
Flashy, aggressive style; big
serve with penetrating
groundstrokes. Attacks from both
the forehand and one-handed
backhand, with a solid volley and
net coverage. All-court player,
and accomplished in doubles.
Brad Gilbert(USA)
Unorthodox style and pace of shot
characterize the game of the
American all-courter, who can stay
back at the baseline or attack the
net. Inside-out forehand and flat
one-handed backhand are best
weapons.
Magnus Gustafsson(SWE)
Baseliner whose style mimics
Swedish hero Bjorn Borg. Steady
ground game, low-handed backhand
and claycourt expertise.
Consistent Top 20 performer who
also finds success on hardcourts.
Paul Haarhuis(NED)
A complete game, comfortable from
the baseline with a steady
two-handed backhand and topspin
game, yet able to pressure
opponents by attacking the net.
Solid volley lifted him to No. 1
in doubles on the ATP Tour
Rankings.
Petr Korda(CZE)
Dangerous left-hander with
incredible shotmaking ability,
angling opponents off court with
hard, flat strokes. Possesses an
all-court game, and can finish
points from the net or baseline.
Richard Krajicek(NED)
Bazooka serve sets record speeds
on the radar gun, followed by an
aggressive net game. All-surface
player, serving and volleying even
on clay. Backs up net game with
big groundstrokes.
Aaron Krickstein(USA)
Power baseline game built on a
huge forehand. Thrives in long
matches, wearing opponents down
with topspin forehand and
two-handed backhand. Best surface
is hardcourts, but comfortable on
clay and carpet.
Rod Laver(AUS)
A spectacularly aggressive style
complemented by solid
groundstrokes from both sides.
Rocket is capable of hitting
winners from any position on the
court, and is regarded as perhaps
the greatest player of all time.
Ivan Lendl(USA)
One of the game's all-time best;
using a strong fitness regimen,
the Czech-born American overpowers
opponents from the baseline on
both the forehand and backhand
side. Ranked a record 270 weeks at
No. 1.
Amos Mansdorf(ISR)
A tenacious all-courter, Mansdorf
pressures opponents with his heavy
baseline attack, while also
finishing points off at the net.
Finds greatest success on
hardcourts and grass.
Todd Martin(USA)
Big American who uses his serve
and volley skills to overpower
opponents. Also possesses a strong
topspin forehand and two-handed
backhand. Adapts game for success
on all surfaces.
Wally Masur(AUS)
Fast-court player who combines
aggressive play with a solid
backcourt game. Successful in both
doubles and singles with a strong
net game. Ability to topple top
players on grass and hardcourts.
John McEnroe(USA)
A formidable serve and surgeon's
touch at the net makes him one of
the greatest players of all time.
The left-hander produces flat,
penetrating strokes off the
forehand and one-handed backhand.
Ranked No. 1 in both singles and
doubles on the ATP Rankings.
Patrick McEnroe(USA)
The younger McEnroe brother mixes
a topspin baseline game with solid
net play, making him one of the
more formidable doubles players in
the world. Comfortable on all
surfaces.
Thomas Muster(AUT)
Heavy topspin groundstrokes suited
to claycourts; Austrian
left-hander is one of the fittest
players on Tour with a
competitive, never-say-die
attitude. Baseline game also
effective on hardcourts.
Ilie Nastase(ROM)
Temperamental Romanian can play
any style from serve and volley to
baseline. Vast arsenal of strokes
makes for unpredictable and
spectacular play. First to rank
No. 1 in the history of the ATP
Rankings.
John Newcombe(AUS)
Power serve and volley style, with
solid groundstrokes and good use
of the topspin lob as a weapon.
Smart tactical thinker on court,
and not afraid to grind out the
long matches. Second to rank No. 1
in the history of ATP Rankings.
Mikael Pernfors(SWE)
Scrappy groundstroker with
excellent court coverage, favoring
both clay and hardcourts. Keeps
opponents pinned to the baseline
with heavy topspin off the
forehand, and two-handed backhand.
Cedric Pioline(FRA)
Effective from the baseline and
net, the Frenchman combines an
all-court game with impressive
shot-making skill and style. A
number of weapons makes him a
threat on all surfaces.
Richey Reneberg(USA)
An all-court player whose return
of serve ranks among the best on
Tour. Great success in doubles due
to quick hands at the net. Ranked
No. 1 in doubles on the ATP Tour
Rankings.
Ken Rosewall(AUS)
Incredible control and a variety
of shots off the forehand and
backhand side define the played
nicknamed Muscles. An attacking
style is complemented by superb
approach shots and a strong
volley.
Pete Sampras(USA)
One of the best serves in the game
backed by a strong net game with
good touch. At his best on
hardcourt, grass and carpet, but
able to power past opponents on
claycourts. The 11th player to
rank No. 1.
Emilio Sanchez(ESP)
Fearsome claycourt player who
keeps opposing players pinned to
the baseline while also employing
a solid volley and net game which
took him to No. 1 in doubles on
the ATP Tour Rankings. Topspin
game with one-handed backhand.
Javier Sanchez(ESP)
The younger of the Sanchez
brothers finds success on a
variety of surfaces, foremost on
clay; able to overpower opponents
with topspin and change the pace
with slice. Strong net game adds
to doubles success.
Stan Smith(USA)
Classic serve and volley style is
at its best on fast surfaces.
Great athletic prowess with
exceptional footwork, and the
ability to grind out the long
matches. Fitness gives him an edge
over opponents.
Michael Stich(GER)
One of the few players on Tour to
win titles on every surface in one
season, the German displays an
aggressive net game and steady
baseline skills. Big serve most
effective on fast surfaces, but
can overpower opponents on clay.
Fred Stolle(AUS)
A big serve and aggressive volley
are the main weapons for the
Australian, who has a great sense
of court position and the ability
to dictate play. Tough competitor
on any surface.
Jonas Svensson(SWE)
Patient baseline game; heavy
topspin off the forehand and
two-handed backhand allow the
Swede to frustrate serve and
volley and baseline opponents
alike. Favors claycourts, but also
performs well on hardcourts and
carpet.
Alexander Volkov(RUS)
Smooth-stroking baseliner with a
consistent game to frustrate the
top players. The Russian, a
perennial Top 20 performer,
couples angling groundstrokes with
foot speed, and is a formidable
opponent on all surfaces.
Malivai Washington(USA)
Another of the fittest players on
Tour, uses foot speed and
consistency to his advantage.
All-court game allows him to
attack opponents from the net or
stay back and rally from the
baseline.
David Wheaton(USA)
The American utilizes his height
with a big serve and attacking
volley. Topspin off forehand and
two-handed backhand, keeping
opponents off balance with heavy
groundstrokes.
Mats Wilander(SWE)
Mentally-tough Swede keeps
opponents off balance with a
strong baseline game, with his
greatest success coming on clay
and hardcourts. Seventh man to
rank No. 1 in the history of the
ATP Rankings.
Jaime Yzaga(PER)
The tenacious Peruvian is
difficult to beat on clay and
hardcourt, hitting heavy topspin
off the forehand and one-handed
backhand. Will attack the net to
end a point, making him a threat
on faster surfaces as well.
 ATP Tour
 Championship Tennis
 Hints and Tips
 
 Use Up/Down to scroll text
ACE TRICK
To get an ACE every time you
serve, stand your character at the
mid-point of the court, and tap
any button to serve.
Immediately after, press and hold
the D-Pad towards the direction
you're serving to and press Button
C.
If you press Button C too soon,
your serve most likely will result
in a LET or FAULT. It takes great
timing and skill to master this
trick (in other words, practice
makes perfect)!
Starting Out with a Newly Created
Character:
 * Give him a fast slice and
slow flat in both arms.
 * Assign him all 10 points in
the FOOTWORK category.
 * Always use cross-slice
patterns for easier victories.
 * To confuse the opponent, use
a combination of different returns
when receiving a serve.
 * Use the ACE TRICK as much as
possible.
 * Volley upwards with a cross
slice to avoid hitting the net
(when near the net).
As You Win Tournaments:
 * Assign your points to one
specific area (i.e. Forehand
Power=5).
 * Utilize more ACE TRICKS
against more difficult opponents.
 * Play a little closer to the
net with either Button A or B.
 * Fish your opponent closer to
the net, then hit a high lib over
your opponent's head.
 * Watch out for Michael Chang;
he's one of the tour's fastest
players.
 * Watch out for Pete Sampras;
he's a sneaky net player (don't
let him lure you).
 * Watch out for Thomas Muster;
he's one of the tour's best
slicers.
<a name="Awesomep.o">AWESOMEP.O</a>
 Awesome Possum
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Awesome Possum
 Game Description
 
 Use Up/Down to scroll text
The Pollution is Gruesome...But
With a Possum This Awesome
Anything Is Poss-um-ble
What a mess we're in!
For hundreds of years, we humans
have carelessly polluted our
planet.
And what we didn't litter, the
twisted Dr. Machino and his evil
auto-polluting robots have now
dirtied up for good.
Is there any hope left for this
tired old planet Earth?
You bet!
One last force opposes Dr. Machino
and his messy minions...One final
hope shines forth in our 11th-hour
quest to clean up our act and
honor our environment.
That force is--Awesome Possum!
 Awesome Possum
 Controller Functions
 
 Use Up/Down to scroll text
How to Use Your Control Pad:
 * A, B, or C: Makes Awesome
jump in the air, or swim in the
ocean world. When jumping,
pressing and holding the button
down will extend the height
Awesome can jump.
 * Left/Right: Makes Awesome
Possum move in that direction.
 * Down: Makes Awesome Possum
duck to avoid objects just above
him.
 * Start: Pauses the game.
Pressing Start again unpauses the
game.
 * Reset: You can reset the
game by pressing Start, A, B and C
at the same time, or by pressing
the reset button on your Sega
Genesis.
 Awesome Possum
 Playing the Game
 
 Use Up/Down to scroll text
How to Play:
Your goal in Awesome Possum is to
reach the final level and kick Dr.
Machino's butt!
And of course along the way, you
want to pick up recyclables,
collect Mega-Powers, explore new
environments, and have lots of
fun!
Awesome journeys through four
different worlds: The Rain Forest,
The Sea Caverns, The Arctic
Circle, and Dr. Machino's Domain.
Each world has three levels and
three bonus levels.
At the end of each world you have
to fight the "boss." If you
survive Dr. Machino's Domain, you
get a chance to confront Dr.
Machino himself in The Fortress of
Garbage.
Defeat Machino's Mechanical
Monsters
Dr. Machino's robotic bad guys are
destroying the environment, but
you can stop them by jumping on
their heads until they blow up.
Make sure you're moving downward
when you hit them, or you'll be
hurt instead.
Whenever you're spinning in a
ball, you're safe from everything
except explosives. You turn into a
ball whenever you're moving really
fast or doing well in battle.
Collect Recyclables
Garbage is everywhere! Collect
recycling points by picking up
newspapers and aluminum cans you
find.
Once you collect 50 recyclables,
Awesome becomes fully healed and
gains an extra life.
Find Checkpoints
Running into a wooden "Checkpoint"
sign will allow Awesome to start
from there next time he gets
defeated.
Touch the Bonus "B"
If Awesome touches a winged letter
"B," he'll get to go to the bonus
level at the end of the current
level.
Ride the Animals
You can get help from your animal
friends, the Rhino, the Giant Bee,
the Manta Ray, and the Arctic
Bird.
When you ride the Rhino he'll
destroy everything in his path,
and he'll throw you far and high
when you jump off.
You can ride the Bee, the Manta,
and the Bird as well, and you can
harm bad guys by flying (or
swimming) down on top of them.
Find the Win Banner
Walking into a "Win" banner lets
you win the level and move on to
the next one. If you can't break
through the banner, it means you
have to find the level "boss" and
vanquish him.
Playing Possum
If you're close to the ground,
press down on the joypad
immediately after getting hit.
When you hit the ground you'll
pretend to be dead, and most bad
guys will leave you alone.
Go to Checkpoint/Leave Bonus
Level
If you get lost, stuck or
frustrated, press Start to pause
the game; then tap the joypad.
The message on the screen will now
say "Go to Checkpoint" or "Leave
Bonus Level."
Press Start again and it will take
you back to the last checkpoint
or, if you're in a bonus level, it
will take you to the start of the
next level.
Mega-Power Items:
 * The Mega-Speed power-up lets
you move really fast.
 * The Mega-Jump power-up lets
you jump really high. When you
jump you'll go into a ball
immediately, allowing you to
defeat bad guys even from beneath.
The combination of Mega-Speed and
Mega-Jump is especially powerful!
 * Extra Health restores you to
full health.
 * Extra Life gives you an
extra life. But you knew that.
Environmental Questions:
After you win a level, you go to a
question screen where the animals
will test Awesome's knowledge of
nature and the environment.
If Awesome correctly answers the
question (selected at random from
a database of over 300 questions),
he'll receive 10,000 points.
NOTE: The questions and answers
were received from a variety of
sources and are believed to be
accurate, but don't freak out if
one or two turn out to be wrong.
Science is an ongoing process of
discovery, and sometimes
scientists learn new facts and
change their minds.
The purpose of the question is not
to shovel facts into your head;
the purpose is to surprise you
with some fun, interesting bits of
knowledge--things you may not have
known!
 Awesome Possum
 Hints and Tips
 
 Use Up/Down to scroll text
Hints and Tips:
 * Gathering recyclables is
really important! Those extra
lives come in handy!
 * Avoid waterfalls!
 * Make sure to get the Bonus
"B," because some of the bonus
levels have lots of goodies!
 * Defeat the robots in the
Rain Forest to minimize damage to
the forest.
 * In the Ocean world, drop to
get away from the torpedoes.
 * Watch out for the bright
yellow spikes in Dr. Machino's
Domain!
 * For the harder levels, try
to kill off the robots the first
time through. That way, you won't
keep losing lives every time you
restart the level.
 * Sometimes it's best to wait
until you really need it before
grabbing extra health (or before
getting your 50th recyclable).
 * You may not always want to
grab the Mega-Speed.
<a name="Ballz.o">BALLZ.O</a>
 Ballz
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE FIGHTERS
 HINTS AND TIPS
 BROWSE HELP FILES
 Ballz
 Game Description
 
 Use Up/Down to scroll text
SOMETIMES YOU PLAYZ THE GAME,
SOMETIMES THE GAME PLAYZ YOU!
BALLZ is arena combat-pure, rude,
and simple. You don't need to know
any more than that, so don't ask.
You either whop us or you go down!
Don't like it? Hike it. You can be
replaced.
Who am I? I'm the Jester. That's
all...The Jester.
Wizard of Wit.
Sultan of Insultin'.
Poohbah of Putdowns.
Tyrant of Trash Talk.
Duke of Dozens.
Ayatollah of I-told-ya-sos.
Godfather of Gross-Outs.
You wanna bust my Ballz? Lotsa
luck, Chuck. It's going to take
you a while to get to my level.
You're fightin' for belts but
you're takin' welts.
You start with nuttin' and you
take a whoppin'.
Punch your way to red or you'll
wind up dead.
Wanna get to green? Your clock
we'll clean.
Advance to blue when you got a
clue.
And I'll cut you no slack when you
get to black.
Pick up belts along the way,
'cause you can't advance to the
next level without 'em. You
probably won't need to know that,
because you'll probably wheeze
somewhere around red.
By the way, it's real important
that you stop and read the rude
comments on the scoreboard.
They're mine.
This way you'll be distracted, get
shattered, and lose-which is
exactly what I want to happen to
you, dingleberry. When you lose, I
laugh.
Nobody ever said that the Ballz
Arena was a nice place. Also, keep
the place looking lively, we like
to project pointless little slide
shows up on the back wall.
If you're doing well, we'll put
your scene up there. It's just
another distraction...
If, by some miracle of genetics,
you manage to get all the way up
to the Black Belt level, you then
meet me head on.
I'm trembling in my trousers just
thinking about it. When I get
through booting your Ballz, you
might as well put on pink pedal
pushers and ask a first grader if
you can play with her dolly.
But you're not going anywhere,
Poindexter, until you pick a
fighting style.
 Ballz
 Controller Functions
 
 Use Up/Down to scroll text
BASIC MOVES
Punch: Button A
Kick: Button B
Jump: Button C(the longer you
hold, the higher you'll jump. You
can steer while in the air.
Lighter weight fighters jump
higher and/or float longer.
Move Fighter: D-Pad
ADVANCED ATTACK MOVES
Low Punch: Button A + D-Pad Down
Lunging Punch: Toward + Button A
Short Punch: Away + Button A
Low Kick: Button B + D-Pad Down
Lunging Kick: Toward + Button B
Short Kick: Away + Button B
BLOCKING
Back-Pedal and Block: Away
Crouching, Stationary Block: Away
+ D-Pad Down
High Block: Away + D-Pad Up
Roll Away When Knocked Down: A
Button + D-Pad Up/Down
 Ballz
 Playing the Game
 
 Use Up/Down to scroll text
General Rules
 * Your fighter's health is
indicated by the row of life balls
at the top of the screen. When you
run out of balls, your fighter is
shattered and you lose the round.
 * Each round lasts 99 seconds.
 * When time runs out, the
Jester pulls the plug on both
fighters, draining their power in
a few seconds. Whoever has life
balls left at the end of the round
will win. The other opponent will
be shattered.
 * In 1 Player Mode each match
is always a best-of-three match.
The first fighter to win two
rounds is the winner. In 2 Player
mode, you can change the match
settings to 1-of-1, 3-of-5,
6-of-11, or 11-of-21.
 * One Perfekta is awarded if
you shatter your opponent with no
damage to your fighter.(A fireball
will appear on the TV.)
 * Kicks are generally slower
than punches but cause more
damage.
 * If you are hit three times
in a row without blocking or
fighting back, your fighter will
become dizzy.
When In Close Quarters
 * Grapple Duels: A
grappling duel begins when you
move close to your opponent and
press the Punch Button.
Both players must then rapidly
press the Punch Button and
whoever presses it faster will win
the grapple and deliver a special
attack.
 * Close Grab: Press the
Kick Button when you're close to
your opponent to grab him and
execute a devastating attack.
Escaping
 * Whenever you are being held
by your opponent(e.g. spanked by
Divine), you are dizzy, or
otherwise incapacitated, try
pressing the Punch Button
rapidly to escape or recover.
Special Moves
 * Some special moves work
only when in a crouching position
or when in the air.
Aerial Defense
 * Every fighter has some sort
of aerial defense move(e.g.
Boomer's D-Pad Up + Punch move).
These moves will damage opponents
attempting to attack from the
air.
Morph Moves
 * Secret key combos will let
you morph into any of the 8
fighters to take advantage of the
different fighting styles.
 * You will remain morphed into
the new fighter until the end of
the round(or until you choose to
morph into another).
Begging For Mercy
 * Allows you to gain health
back when fatigued, but leaves you
vulnerable while you're doing
it...and it's humiliating.
 * Press the D-Pad Down several
times rapidly whenever you are
fatigued to begin groveling. You
must keep tapping the D-Pad Down
to gain back health.
Taunts
 * Performing the taunt will
increase the damage delivered on
the subsequent attack by either
player. Taunts are addictive;
doing several in a row will
increase the damage even more.
 * To execute a taunt, press
punch + Kick + Jump(all at the
same time).
Explosions and Cyclones
 * Some special moves(e.g.
explosion, tornado) will cause
damage to opponents even if they
are blocking.
 * If an explosion or cyclone
attack is executed but the
opponent is not hit, the player
executing the move will end up
scrambled and helpless until the
opponent hits him.
Instant Replay
When a complete match is won, the
victor gets to play director for
an instant replay of the last
round of the match.
Use D-Pad to move camera up/down,
left/right
Press A to zoom in
Press B to zoom out
Press C for slow motion
Press Start to exit Instant
Replay
 Ballz
 The Fighters
 
 Use Up/Down to scroll text
THE FIGHTERS
Boomer
Speed = 3
Punch Damage = 3
Kick Damage = 3
Missile Attacks = 5
Throw Damage = 4
Grapple Damage = 4
Charge Attacks = 1
Aerial Attack Damage = 1
Explosion/Cyclone Damage = 5
Other Special Moves = 1
Defense = 2
Aerial Defense = 3
Special Moves
 * Left Handstand Kick: Left,
Left, Kick
 * Head Hurl: Away, Toward,
Punch
 * Jack-In-The-Box: Up + Punch
 * Self Destruct: Right. Down,
Left, Up, Punch
Bruiser
Speed = 3
Punch Damage = 4
Kick Damage = 2
Missile Attacks = 3
Throw Damage = 2
Grapple Damage = 2
Charge Attacks = 2
Aerial Attack Damage = 3
Explosion/Cyclone Damage = 4
Other Special Moves = 3
Defense = 3
Aerial Defense = 5
Special Moves
 * Cartwheel Left: Left, Left,
Kick
 * Cartwheel Right: Right,
Right, Kick
 * Slide Tackle: Down, Down,
Kick
 * Torqueno: Right, Down, Left,
Up, Punch
Crusher
Speed = 1
Punch Damage = 5
Kick Damage = 5
Missile Attacks = 2
Throw Damage = 4
Grapple Damage = 3
Charge Attacks = 5
Aerial Attack Damage = 4
Explosion/Cyclone Damage = 4
Other Special Moves = 3
Defense = 5
Aerial Defense = 2
Special Moves
 * Charge: Toward, Toward,
Toward
 * Pummel: Win grapple(punch
when close)
 * Underhand Hom Heave: Away,
Toward, Punch
Divine
Speed = 5
Punch Damage = 2
Kick Damage = 5
Missile Attacks = 1
Throw Damage = 3
Grapple Damage = 4
Charge Attacks = 1
Aerial Attack Damage = 5
Explosion/Cyclone Damage = 3
Other Special Moves = 2
Defense = 3
Aerial Damage = 3
Special Moves
 * Flip & Throw: Punch + Kick
when close
 * Spanking: Win grapple(Punch
when close)
 * Reverse Cartwheel Head
Scissors: Toward, Toward, Toward
Kronk
Speed = 4
Punch Damage = 3
Kick Damage = 2
Missile Attacks = 2
Throw Damage = 4
Grapple Damage = 4
Charge Attacks = 3
Aerial Attack Damage = 2
Explosion/Cyclone Damage = 1
Other Special Moves = 2
Defense = 3
Aerial Defense = 5
Special Moves
 * Overhead Club: Up, Punch
 * Lobber Loogle: Away, Up,
Punch
 * Tee Off: Kick(when close)
 * Duck, Dive, & Roll: Toward,
Toward, Toward
Tsunami
Speed = 2
Punch Damage = 5
Kick Damage = 3
Missile Attacks = 1
Throw Damage = 5
Grapple Damage = 3
Charge Attacks = 5
Aerial Attack Damage = 4
Explosion/Cyclone Damage = 2
Other Special Moves = 4
Defense = 4
Aerial Defense = 3
Special Moves
 * Belly Charge: Toward,
Toward, Toward
 * Flying Somersault Kick:
Away, Away, Jump
 * Morph into Tsunami: Left,
Right, Punch + Jump
Turbo
Speed = 4
Punch Damage = 3
Kick Damage = 3
Missile Attacks = 2
Throw Damage = 4
Grapple Damage = 4
Charge Attacks = 3
Aerial Attack Damage = 4
Explosion/Cyclone Damage = 1
Other Special Moves = 4
Defense = 3
Aerial Defense = 3
Special Moves
 * Charge Flip Kick: Toward,
Toward, Toward
 * Flying/Hover: Jump, Kick +
Jump
 * Super Blow: Toward, Toward +
Punch
Yoko
Speed = 3
Punch Damage = 2
Kick Damage = 2
Missile Attacks = 1
Throw Damage = 5
Grapple Damage = 2
Charge Attacks = 2
Aerial Attack Damage = 4
Explosion/Cyclone Damage = 1
Other Special Moves = 5
Defense = 3
Aerial Defense = 4
Special Moves
 * Backflip: Up, Kick
 * Grab Pole & Swing: Jump, Up,
Up
 * Stun Fart: Away, Away, Away,
Away
THE BOSSES
The Boss Fighters are generally
more powerful than the character
fighters. Bosses cannot be picked
up and thrown, nor can they be
made dizzy.
We can't tell you much about them
'cause we don't want to spoil the
surprise, but most have some kind
of Achilles' heel.
 Ballz
 Hints and Tips
 Use Up/Down to scroll text
 * Every fighter must learn to
Roll Away. This technique will
save your life against brawlers
like Tsunami and Bruiser, who love
to knock you down and then knock
you around.
 * When you're beginning to
learn the game, give your player
an easier handicap in the
two-player game. This will help
you win matches more easily, for
certain handicaps (blue and black)
let you do more damage to your
opponent. Choose from four
different handicaps to aid you and
be careful!
<a name="Barbie.o">BARBIE.O</a>
 Barbie Super Model
 Hi Tech Entertainment
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Barkley.o">BARKLEY.O</a>
 BARKLEY: Shut Up and Jam!
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 BARKLEY: Shut Up and Jam!
 Game Description
 
 Use Up/Down to scroll text
BARKLEY: Shut up and Jam! is
basketball stripped to its roots:
pure streetball on
graffiti-covered courts with chain
nets and worn-down backboards.
It's a two-on-two battle where the
tough reign supreme and politeness
takes a vacation!
Shut Up and Jam! offers a unique
sideline view that keeps you so
close to the action you'll be
ducking elbows!
All seven unique street courts are
located in different cities
throughout the U.S.
Master your moves in a single
game, or work your way through the
streets to take on Charles
BARKLEY's "Super Team" in the
arena.
With no refs, almost anything goes
as players slam and jam their way
across the court.
Four player adapter support lets
you play an intense two-on-two jam
with your friends, with commentary
from Sir Charles himself.
Each of the 16 street players
sports his own personality and
signature moves, including flying
slams, reverses, hanging jams, 360
slams, hook shots, rim hangs and
other power moves.
 BARKLEY: Shut Up and Jam!
 Controller Functions
 
 Use Up/Down to scroll text
MAKING MENU SELECTIONS:
D-Button
 * Moves a basketball highlight
next to a Main Menu selection.
 * Scrolls through cities on
City Selection Screen.
 * Moves a basketball highlight
on the Player Selection Screen.
Button A, B or C 
 * Changes option selections.
 * Selects a Player.
 * Selects a City.
START
 * Selects a game on the Main
Menu
PLAYER CONTROLS DURING GAMEPLAY
D-Button
 * Moves your player in any
direction.
START
 * Pauses game.
Button A
 * Offense: Shoots a jump
shot; attempts a dunk, or jumps up
for rebound
 * Defense: Jump up to attempt
block or rebound.
Button B
 * Offense: Passes the ball or
requests a pass from a computer
teammate.
 * Defense: Attempt to steal
the ball.
Button C
 * Activates power.
Button A + B Combination
 * Defense: To block a dunk
or super dunk, press Button A to
jump, then press Button B to
block.
 BARKLEY: Shut Up and Jam!
 Playing the Game
 
 Use Up/Down to scroll text
Running the Floor
Press the D-Button in the
direction you wish the player to
move. The dribble is automatic and
will continue even if you are
standing in one place.
Shooting
There are a number of shots
available depending on the
movement and/or location of the
player.
Super dunk shots are taken in and
around the paint. Press Button C
to activate power, then press
Button A to activate a super dunk.
A hook shot is taken while running
perpendicular (up or down) to the
basket and pressing Button A.
Press Button A while running
toward the basket for a layup, or
press Button A, without power
activated, for a dunk under or
near the basket.
A regular jump shot will be taken
on anything else. Press and hold
Button A to start the jump.
Release at the top of the jump to
shoot the ball. If power is
activated, accuracy in completing
the shot is increased.
Passing
Press Button B to throw a high
pass, a behind-the-back pass or a
long pass. If your computer
teammate has the ball, press
Button B and he will pass it to
you.
Be careful with your passes, they
may be intercepted by your
opponent if he is between you and
your teammate.
Defense
While on defense, Button B is used
to attempt a steal. The ability to
steal varies with each player's
skill rating.
To defend the super dunk, press
Button A to jump up (when your
opponent goes up for a dunk).
While in the air, press Button B
to steal the ball and reject the
super dunk.
Power
Press Button C to activate power
while shooting with Button A to
increase the shot odds or cause a
super dunk in or near the paint.
Super dunks (such as flying slams,
reverse slams, 360 slams, and
super slam dunks) are powerful
special scoring moves.
Each character has a unique
variety of super dunks.
In addition, the player gains
speed when Button C is activated.
So when you want to blow by your
opponent on the baseline for a
satisfying dunk, kick it up a
gear.
Each character gets 6 power bursts
at the beginning of each quarter.
You earn more power by making a
steal or hitting three point shots
successfully.
Goal Tending
Shut Up and Jam! is an aggressive,
all out scoring battle played
mostly on the honor system.
To keep gameplay fair, goal
tending will be called when a
defensive player blocks a shot
that is above the rim and moving
downward.
If a team is called for goal
tending, the offense's shot will
be tallied in the score and the
goal-tending team will inbound the
ball.
 BARKLEY: Shut Up and Jam!
 Hints and Tips
 
 Use Up/Down to scroll text
* Team selection could make the
difference between winning and
losing.
Try choosing one player with a
high three-point rating and the
other with high steal and rebound
ratings for the ultimate team
combination!
* Use your power (C) button
wisely, as your power supply is
limited. However, a successful
three-point basket or steal earns
you extra power.
* Never underestimate the value
of the three-pointer. If you fall
behind, you can catch up in a
hurry with some long-range
sharpshooting!
* Each player has at least
three different monster dunks! Try
shooting from different spots in
the paint to activate their
different super moves!
* Shot blocking is a tough
skill to master. To stop your
opponent in his tracks, press the
A Button to jump, then press the B
Button to knock him silly!
<a name="Barkley2.o">BARKLEY2.O</a>
 
 BARKLEY: Shut Up
 and Jam! 2
 Accolade
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 COURT TIME
 PLAYERS
 BROWSE HELP FILES
 BARKLEY: Shut Up
 and Jam! 2
 Game Description
 Use Up/Down to scroll text
So you want to play some
streetball. You've come to the
right place, but you'd better have
some game if you don't want to get
worked. These guys do not mess
around. Basketball means
everything to them.
It has to; they're playing in the
hottest basketball game available
today.
Shut Up and Jam 2 takes basketball
back to its roots- no fancy
courts, no media hype, and no big
salaries. This game is played for
the thrill of fast, furious
competition and the taste of a
hard earned victory.
Your goal seems simple enough: put
the ball in the hole. Run, pass or
fight-just get that rock down
court.
Don't hesitate to make your
opponent suck elbow now and then,
because he won't think twice about
doing it to you. 
When he does, don't whine about it
because there's no ref watching
and nobody wants to hear it-except
maybe your mama back home.
Whether you want to play an
exhibition game with some of your
boys from the 'hood or take on Sir
Charles and his boys in a national
tournament, you will be treated to
the latest in computer generated
players and all the funky jams
that give this game its name.
Why are you still reading? Sir
Charles is waiting.
 BARKLEY: Shut Up
 and Jam! 2
 Controller Functions
 Use Up/Down to scroll text
MENU SCREENS
D-Pad:
 * Moves the spinning
 basketball next to a
 menu item
 * Scrolls through
 available players on
 the Player Select
 screen
 * Changes settings on
 the Options Screen
Start:
 * Selects menu items
 * Selects a player
 from the Player
 Select Screen
DURING GAMEPLAY
D-Pad:
 * Moves your player 
 in any direction
Start:
 * Pauses game
Button A:
 * Offense: jump shot,
 jump up or double 
 clutch change shot
 or dunk when in the
 air
 * Defense: jump up
Button B:
 * Offense: passes the
 ball or requests pass
 from computer teammate
 * Defense: attempts to
 steal the ball while 
 on the ground or block
 shot/dunk when in air
Button C:
 * Offense: with ball-
 computer teammate
 jumps; without ball-
 switches player 
 control to teammate
 * Defense: attempts
 flagrant foul while
 on the ground
Special Controls:
 * Dunk: Button A then 
 C + D-Pad up, down,
 left, right
 * Block Shot: Button A
 then B
 * Block Dunk: Button A
 then B
 * Head Fake: Double tap
 Button A while on the
 ground
 * Alley-Oop: While 
 dribbling, press 
 Button C when 
 teammate is near
 basket, then press
 Button B to pass 
 and attempt the 
 alley-oop
 * Double Clutch: Press
 Button A while in the
 air to change your
 shot or dunk
 * Post Up: When in or 
 around key with your
 back to the basket,
 press D-Pad in the
 direction of the
 basket to have your
 player back-pedal
 dribble in
Rebound dunks: If the ball is
above the rim, press Button A to
jump for the rebound then press
Button A again while in the air
for the "put-back" dunk or pass
off with Button B.
MULTI-PLAYERS
Shut Up and Jam 2 can be played
with up to four players in
Exhibition Mode by using the Sega
Multi-Player.
 BARKLEY: Shut Up
 and Jam! 2
 Playing the Game
 Use Up/Down to scroll text
Number of Players
In Exhibition Mode, The How Many
Players Screen appears after you
select Exhibition from the Main
Menu and includes these choices:
 * 1 Player
 * 2 Player Comp: You 
 and a friend 
 compete head-to-head.
 * 2 Player Coop: You 
 and a friend play as
 a team against
 computer players.
 * 3 Player: (Only with
 a multi-player
 adapter)
 * 4 Player: (Only with
 a multi-player
 adapter)
Player Selection
To make your player selection in
Exhibition Mode:
1. Press the D-Pad left
 or right to cycle 
 through the available 
 players. When the
 player you want as 
 your captain(Player 1)
 is in the center of
 the screen, press
 Start to select. The
 computer, or Player 2,
 then selects a player.
2. Repeat Step 1 to select
 a teammate. The
 computer(or Players 2,
 3, and 4) then selects
 a player. The Player
 Match Up Screen appears
 and the Exhibition
 begins.
NOTE:
When you use the multi-player
adapter,Player 3 selects after
Player 1 and is the captain of the
opposing team. Player 2 then
selects a player followed by
Player 4.
Players 1 and 2 are a team and
Players 3 and 4 are the opposing
team. In 3 Player Mode, the
computer will select the teammate
for Team 2.
The Cities
Shut Up and Jam 2 includes eight
styles of courts, each in a
different location. In Exhibition
Mode, you play in a randomly
chosen city.
 BARKLEY: Shut Up
 and Jam! 2
 Court Time
 Use Up/Down to scroll text
ON THE COURT:
RUNNING THE FLOOR:
The players have the run of the
entire court. That's a lot of room
for four guys to run around in, so
make use of it.
RUN: While the ball is in play,
your active player will run in
which ever direction you press the
D-Pad. If he has the ball, he
will dribble it automatically.
SWITCH PLAYERS (OFFENSE ONLY): 
If your teammate is under the
control of the computer, you can
take control of him by pressing
Button C while he has the ball.
The computer then automatically
controls your other teammate.
POST UP: If your active player
has the ball near the basket, with
his back to it, you can back-pedal
dribble in (post up) by pressing
the D-Pad toward the basket.
PASSING:
Something happens to players who
don't know how to pass. They get
mugged! Learn where to pass or
your opponents will thank you and
your team mate will pretend he
doesn't know you.
GROUND PASS: Press Button B
to make your active player pass
the ball to your teammate or if he
is under the control of the
computer, to have him pass the
ball to your active player.
The kind of pass thrown depends on
where the passing and receiving
players are standing and what
direction they are facing.
JUMP PASS: If your active
player doesn't have a clear path
for a pass you can do a Jump Pass
by pressing Button A to jump,
then Button B to pass while he
is in the air.
SHOOTING & DUNKING: The player
with the ball can make several
different shots depending on where
he shoots from. Experience will
teach you which shots work best
from each location.
Remember, different players have
different shooting abilities.
JUMP SHOT: The jump shot is the
most common shot in the game and
is done by pressing and holding
Button A then releasing it at
the top of the jump.
DOUBLE CLUTCH: If your shot
isn't clear, you can change it in
mid-jump by pressing Button A a
second time. The change will vary
depending on location and works
great for faking out your
opponent.
HEAD FAKE: A head fake can fool
your opponent into thinking that
you're going for a jump shot so
you can drive to the basket when
he jumps for the block. Quickly
tap Button A twice to initiate.
REBOUND: So your team mate
isn't a perfect shot. When he
misses press it, you can make him
run with it, pass it or you can
press Button A again to make him
jam a put back in the hole.
LAY-UP: The lay-up is your
basic finger-roll shot. Press
Button A while your active
player is running close up and
toward the basket.
BASIC JAMS: Press Button A
while your active player is
running very close under the
basket.
SPECIAL JAMS: With your active
player running, press Button A
then C and D-Pad (Up, Down,
Left or Right) to see some
amazing stuff. Be careful though,
the higher the jam the more
vulnerable it is to a defensive
facial.
TIP: Try double-clutching out
of a special jam by pressing
Button A while in the air.
ALLEY-OOPS: If your computer
controlled teammate is near the
goal, press Button C to make him
jump then press Button B to pass
him the ball. He will
automatically try to shoot or put
it in the hole.
If your teammate is under the
control of another human player,
press Button B to pass him the
ball when he is in position and
hope he takes care of the rest.
TIP: If you think you're hot,
when your team mate is a computer
player, try pressing Button C to
make him jump (when you have the
ball) then Button B to pass to
him.
Just before he receives the pass,
press Button C to switch to that
player. After you receive the
ball, handle the rest.
DEFENSE:
Never under estimate the
importance of defense in your
game. You can score all day, but
it won't do you any good if your
opponents do the same, so don't
let them.
Don't worry about fouls because
there's no ref around to call
them. There is a lot of Barkley
style defense in Shut Up and Jam
2, so use it!
STEAL: You can make your active
player reach in to steal the ball
from your opponent by moving your
player in close and pressing
Button B.
Stealing ability and the ability
to keep the ball from being stolen
vary from player to player.
FLAGRANT FOUL: If you can land
an elbow, you will not only have
the pleasure of watching your
opponent fall flat on his butt,
but you will knock the ball free
for a turnover or gain possession.
Press Button C to take a swing.
CAUTION: If you miss, your
opponent will blow past you.
BLOCK: If you make your active
player jump by pressing Button
A, you might be able to block
your opponent's shot or dunk. 
Press Button B while you are up
there to swat at him and the ball.
Timing is key!
REBOUND: When all of your other
defenses have failed, but your
opponents shot misses the hole,
press Button A to make your
active player jump for the
rebound.
If he gets the ball, he can pass
it off in the air or hit the
ground with possession.
GOALTENDING:
Shut Up and Jam 2 is an
aggressive, all out scoring battle
played mostly on the honor system,
but has just one little rule to
keep things fair.
Goaltending will be called on any
defensive player who intercepts a
shot while it is moving downward
toward the basket.
When goaltending is called the
offensive team will get their
points and the defensive team will
take out the ball.
PAUSE OPTION:
At any point during the game, you
can press start to pause. The
screen will display three options:
 * Resume: Let's you
 resume the game.
 * Quit: You can quit 
 the game and return
 to the Title Screen.
 * Music On/Off: Toggles
 music on or off.
Press the D-Pad Up or Down
to highlight an option then press
START to select.
THE JUICE BAR:
Located at the bottom of the
screen next to each player's name
is an orange "juice" bar. This
juice bar is NOT to be mistaken as
a "turbo" bar - you have to earn
your juice.
The juice bar shrinks and grows
based on your gameplay. You earn
more juice if you sink a 3-point
jumper or super jam, steal the
ball from an opponent, throw a
flagrant foul and gain possession,
intercept a pass or block a dunk.
Your juice decreases if your pass
is intercepted, the ball is stolen
or a dunk is blocked. If the juice
bar reaches half, or better, it's
capacity, your abilities increase.
The bar turns white if you are
fully "juiced." The bar resets to
the default value when the quarter
or half ends.
STATISTICS:
After each half and end of game a
statistics screen will appear to
show how well the four players
have played. The statistics are:
 * 2 Pts: the number
 of successful two
 point shots made and
 the number of two
 point shots attempted.
 A 5-6 would indicate
 5 successful two
 point attempts 
 6 shots.
 * 3 Pts: The number 
 of successful three
 point field goals 
 made and the number
 of three point field
 goals attempted. A 
 1-3 would indicate 
 1 success in 3
 attempts.
 * Assists: The number
 of times a player
 has helped his 
 teammate score a 
 basket.
 * Steals: The number
 of steals.
 * Blocks: The number 
 of rejections.
 * Boards: The total
 number of rebounds 
 under both the 
 offensive and 
 defensive boards.
TO RESUME A SAVED TOURNAMENT:
1) Select Tournament from
 the Main Menu. TheTourn-
ament Options Screen will
appear.
2) Select Resume Tournament
from the Tournament Options 
Screen. The Saved Games 
Screen. The Saved Games 
Screen will appear.
NOTE: Resume Tournament is 
selectable only if there is 
at least one saved Tournament.
3) Press D-Pad Up or Down to 
move the spinning basketball 
next to the Tournament name 
you want to resume.
4) Press START to continue 
the saved Tournament.
 BARKLEY: Shut Up
 and Jam! 2
 Players
 Use Up/Down to scroll text
PLAYERS
Newts
Sleep, eat, and play basketball.
This guy is so good, he can do all
three at the same time.
Unfortunately, he only sleeps in
mid-air and his favorite meat is 2
on 2 players who think they can
beat him with a head fake.
Kimo
Playing ball in the hot sun of
Hawaii did something to Kimo. He
thinks beach balls are brown and
dimpled. He thinks sun block is
something you do to your Dad on
the court. 
And a wave is what you'll be doing
when he blows by you in the lane.
Angsta
This guy's so bad, even the
backboards shake when he shows up.
Word around the 'hood is that
playing streetball's kept this guy
out of trouble.
But try to take him face-up and
you'll wish he was doing time
somewhere else.
Coalidge
This guy learned hoop from his
sisters. They taught him the cross
over dribble. They showed him the
behind-the-back aerial jam.
They made him shoot threes until
he made 20 in a row. But don't
talk trash about them. They might
come after you.
Sphinx
This guy is a landmark on the
courts. He doesn't say much, but
his jams rock like the pyramids.
He runs like he's riding on a
magic carpet and his defense is a
river named "Denial."
Rhino
Ever notice that freight trains
barely seem to be moving even when
they're going 40 mph? I think you
know what I'm saying.
Kreep
Scary. That's about the only word
I can think of to describe this
guy. He's crazy about going for
the ball. He's nuts about doing
aerial slams. 
He's out of control, out of his
mind and out to beat your sorry
butt every time.
Tyrone
Tyrone is not a gentleman. He
doesn't share. He is not
courteous. He doesn't respect
other people's feelings.
He is always grumpy and people say
he has a bad attitude. No wonder I
like this guy so much.
Bones
There ain't enough meat on these
bones to feed a wiener dog for a
day. In fact, the boy's so gangly,
you think he's going to fall apart
in mid air when he winds up for
one of his "Bone-Daddy" jams. 
Well, he doesn't fall apart. And
even after 3 hours on the court,
neither does his game.
Tino
Some guys work hard. Some guys
have talent. Other guys are so
mean, people just try to get out
of their way.
I don't know what it is about this
guy that makes him so good, but
I'll tell you this much, whatever
it is, it's dangerous.
Barkley's Teammates
You sure you want a piece of
this? You are looking at 8 of the
toughest streetball players in the
world. 
Get a good look because you're
going to be spending a lot of time
with 'em. And they'll be looking
to get a piece of you.
Blade
Watch out for Blade. The man plays
like a concealed weapon. He gets
you looking right, he cuts left.
You take him on at the top of the
key, he'll slash in for a
rim-bending jam.
Dolemite
Dolemite is 2-on-2 slang for a guy
who thinks he oughta have the ball
all the time. One time, a guy
called him "Hog a mite" when he
wouldn't pass it inside for an
easy lay up.
Now that I think about it, that
dude doesn't play around here
anymore.
Hamma
From 3-point land...WHAM! Jumper
from the baseline...BAM! Over the
middle with a jump hook...POW!
Around the back, mid-air
360...KABOOM! 
Anywhere on the court, this guy
will hit it. And people who play
against him take their jumps.
Jim-Pak
In the martial arts, you learn to
control your body and your mind.
They must have kicked this guy out
of class a long time ago.
On the blacktop, Jim-Pak is all
elbows and forearms. It ain't
pretty, but it works.
Pauly
Couple years back, this guy was
just a skinny little kid who liked
to hang around the courts and bug
us until we let him shoot the
ball.
Now that he's 6'6" and weighing in
around 220, we can't get it away
from him.
Shuga
Sweet on "D," sweeter in the air.
When you play against Shuga,
you'll be taking on a guy who's so
smooth, it's almost worth it to
just sit back and watch him play.
With the scores this guy racks up,
I think that's what most people do
anyway.
Spider
Remember the one about the
eensy-weensy spider climbing up
the water spout? Imagine that
spider with a 52" vertical leap
and speed like a jack rabbit. I'm
just glad he doesn't bite.
Bongo
This dude loves music. Rap, rock,
reggae, he doesn't care. Too bad
the only songs he knows are "Slam
On You" and "Scuse Me While I Hit
The Three." Can't carry a tune,
but the boy knows how to play.
<a name="Barney.o">BARNEY.O</a>
 Barney's Hide & Seek Game
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 ACTIVITIES
 NOTE TO PARENTS
 BROWSE HELP FILES
 Barney's Hide & Seek Game
 Game Description
 
 Use Up/Down to scroll text
Barney and his friends love to
play Hide and Seek. And Barney
loves to be IT!
"Let's look for our friends and
the hidden presents," says Barney
as he takes his hands away from
his eyes.
Now where are his friends hiding?
Help Barney find his friends. And
find lots of presents and
surprises, too!
Barney's Hide and Seek Game is
designed to be enjoyed by children
from three to six years old.
 Barney's Hide & Seek Game
 Controller Functions
 
 Use Up/Down to scroll text
It's easy to make Barney move.
Just press the big Arrow Button
one way or the other.
To make Barney do things like
jump, open presents and find
friends, press Button A, Button B
or Button C.
 Barney's Hide & Seek Game
 Activities
 
 Use Up/Down to scroll text
Activities:
FINDING FRIENDS
Barney has four friends who are
hiding. Baby Bop is hiding, too.
Every time you help Barney find a
friend, that friend shows up in
the boxes.
When Barney finds one of his
friends, just press Button A,
Button B or Button C and the
friend will appear.
FINDING PRESENTS AND PRIZES
Inside every present is a prize.
There are five special prizes in
all. When you find a present, open
it by pressing Button A, Button B
or Button C.
The prize inside will go into a
box. Did Barney ever open a
special green present? It has a
different kind of surprise inside!
MATCHING ACTIVITIES
Forest Friends: Change the color
of flowers until they match.
Deep Blue Sea: Place a starfish
with other starfish.
Farm Fun: Put a pumpkin with
other pumpkins. Place an apple
with other apples.
FRIENDLY ACTIVITIES
Forest Friends: Feed a carrot to
a bunny. Hug a bear to make it
happy.
Deep Blue Sea: Hug an octopus to
make it happy.
Farm Fun: Feed a carrot to a
horse. Feed a bale of hay to a
cow.
SAFETY AND ECOLOGY ACTIVITIES
Forest Friends, Music Town & Farm
Fun: Stop for stop lights.
Forest Friends: Pick up trash.
All levels: Wait until it's safe.
OTHER ACTIVITIES
Forest Friends:
 * Blow kisses to butterflies.
 * Ride on clouds.
 * Slide down slides.
Music Town:
 * Make instruments play.
 * Open doors.
 * Walk over xylophone blocks.
 * Ride on balloons and clouds.
 * Slide down rainbows.
Deep Blue Sea:
 * Make clams hop.
 * Ride on sea turtles.
Farm Fun:
 * Hear farm animals make
sounds.
 * Help a baby bird hatch.
 * Help a pig find her piglets.
 * Watch a chicken peck corn.
 * Make a rooster crow.
 * Make sheep jump.
 * Ride balloons and clouds.
 Barney's Hide & Seek Game
 Note To Parents
 
 Use Up/Down to scroll text
Barney's Hide and Seek Game is
designed to be enjoyed by children
from three to six years old.
For beginning players, Barney will
move through the screens on his
own.
With more practice, players can
make Barney jump, ride, float and
climb to more challenging areas of
the scene.
No matter how your child plays,
Barney will never be harmed or
lose the game. There is only fun,
learning and exploration.
When Barney is near a present, he
stops and hints to your child to
press a button to open it.
If your child doesn't respond
after a short time, Barney will
continue walking without opening
the present.
At the end of each level, Barney
will count how many friends and
prizes your child has collected.
If every friend and every prize is
found, your child will see a
special bonus screen at the end of
the game.
WARNING: THE FOLLOWING SECTION
MAY CONTAIN SPOILERS TO DIFFERENT
SECTIONS OF THE GAME. READ AT YOUR
OWN RISK!
1) Barney is looking for 5
friends and 5 presents in each
level.
2) Move Barney left and right and
use the buttons to find friends,
jump and play(A, B, C, and Start,
all are the same, there is no
pause).
3) If you leave the controller
alone, Barney will dance and then
resume play on his own(though he
will collect no friends or
presents automatically).
4) If you get a perfect score on
each level(collecting 5 friends
and 5 presents on every level) you
can get a slightly altered ending.
5) Remember, Barney cannot lose or
die(everyone wins).
6) Always go to the far left, or
right, then return to the opposite
direction to make sure you've
collected everything.
7) If Barney isn't near an object
or obstacle, and you press any
button, he'll blow a kiss.
8) Look for balloons to carry you
up to hard to reach places(Trying
to get up a slide?).
REMEMBER, BARNEY LOVES YOU!!!
<a name="Bassmast.o">BASSMAST.O</a>
 Bass Masters Classic
 THQ
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 THE ANGLERS
 PLAYING THE GAME
 TOURNAMENT RULES
 BROWSE HELP FILES
 Bass Masters Classic
 Game Description
 
 Use Up/Down to scroll text
WELCOME ANGLERS!
Welcome to the BASS Masters
Classic. My name is Hank. Think of
me as your unofficial host. I'll
tell you what you need to know. 
This tour consists of four
three-day tournaments at four
lakes. First one is at Skull Lake.
You'll see my bait shop there and
get to know your way around the
dock area, but first you'll need
to take care of a few things.
 Bass Masters Classic
 Controller Functions
 
 Use Up/Down to scroll text
You'd better memorize these
controls if you want to catch the
big one!
Start Button:
 * Start/Pause game.
A Button:
 * Drive boat forward, reel in
line.
B Button:
 * Drive boat backward, cast
lure. (Before casting lure, press
C Button to activate the "X").
B Button:
 * Wiggle lure.
C Button:
 * Activates "X" which allows
you to cast your lure.
D-Pad Left/Right:
 * Steer boat in that
direction.
D-Pad Left/Right/Up/Down:
 * Moves lure in that
direction.
 Bass Masters Classic
 The Anglers
 
 Use Up/Down to scroll text
It'll help if we both know who you
are. 
Choose a player identity by
scrolling through the nine anglers
and their bios by pressing the
D-Pad RIGHT or LEFT. 
When you find yourself, press the
Start Button.
Here is what I think of them:
Bill E. Poxey
Bass can fight all they want to,
but Bill sticks to them like glue.
A pro angler with the heart of a
lion, endurance is his best asset.
"When the bass runs with the bait,
let him take line," he advises. 
"He'll just tire himself out, and
then he's yours!" 
Good advice from a top-ranked pro.
"Doc" Holiday
He's got the hands of a surgeon
and needle-sharp hooks. 
He earned his nickname because he
rarely loses a fish once he hooks
it--and like any successful
doctor, he has plenty of patience.
"You must always use a good hook
and the right line," he says. 
His favorite knot is the Surgeon's
Loop.
Bonnie B. Wild
Bonnie spends hours in front of
her home aquarium, watching how
bass feed. Some say she thinks
like a fish. 
She's a tough gal, but that
doesn't help her in fishing. 
Her secret is her ability to
attract bass by using the right
lure and knowing the best
locations to find fish.
Dick "Dead-Eye" Dixon
The most accurate caster on the
pro tour and a trick caster at
fishing shows, he can knock a frog
off a log at 50 feet with his
spinnerbait. 
"It doesn't matter what lure you
throw, you can't catch a bass
unless you put it where he lives!"
he says. 
Dick's from Athens, Georgia.
Sammy "Sonar" Simpson
Sammy's best attribute is his
navigation skill. He always knows
where he's going--and where bass
are. 
Keeping his eye fixed on his Eagle
depthfinder for hours at a time,
he doesn't cast until he spots the
fish. 
Lowrance Electronics once hired
him to find the Loch Ness Monster,
but all he could locate were fish.
Maureen "The Surgeon" Sturgeon
Maureen grew up in Arkansas. She
catches bass with surgical
accuracy, avoiding the problem of
catching fish that don't count in
a tournament. 
One of the first women to compete
on the pro circuit, she's always a
contender for the top prize money.
Charlie "The Cheetah" Carson
Speed, not endurance, is his
secret. He likes to land a bass
before it realizes that it's been
hooked. 
He doesn't play around with a fish
when it's on the line. 
"You have to overpower those
bass...there'll be plenty of time
to play with them after you get
them into the boat," he says.
Javier Jackson
Known as "The Magician" on the
BASSMASTER Tour, Javier uses his
fishing rod like a magic wand to
make his lures do tricks in the
water. 
He can even make a topwater plug
walk backwards. 
"Bass are instinctive creatures."
he says. 
"Keep a lure in the strike zone
and make it look alive, and the
fish will instinctively
strike...even if they don't want
to!"
Dr. Iko Yokohama
Formerly from Minnesota, she honed
her fishing skills through ice
fishing. 
She likes tournament fishing
because the weather is usually
warmer-and she gets paid doing it.
She attracts bass like a dead
horse draws flies, and she doesn't
scare the fish away either. 
Iko has a Ph.D. in Archaeology and
hopes to discover a new species of
fish some day.
 Bass Masters Classic
 Playing the Game
 
 Use Up/Down to scroll text
Around the Dock Area
Now you're at the dock area.
There are six places you can go
from here:
Into my Bait Shop.
To the Practice Round.
To the Tour Info Sheet.
Go Fish(tournament starts at the
dock).
To the Exit for a break.
Pause.
Press the D-Pad Right or Left to
move around to each of these spots
and press the Start Button to get
into one of them. 
I suggest you step into my shop, I
can give you a lot more important
advice there.
The Bait Shop
Get everything you need plus some
stuff you don't. I'll tell you
what's what and how much it will
cost you. 
Listen to me. I'll take good care
of you.
To get around my shop, press the
D-Pad Right or Left, then press
the Start Button when you want to
look at some items.
To buy items, press the B Button.
To get more of my advice on them,
press the C Button. 
Always press the Start Button to
back out of looking at an item.
Propeller Bait-
A Sawbuck($5)
Effective Range: 0-15 ft.
Tip:
Features two spinning blades. It's
good in shallow water. Prop baits
create quite a ruckus, drawing
from murky depths.
How To:
A Propeller bait is presented
correctly by simultaneously
pressing the A and B Buttons. The
propeller bait will then spin its
propellers rapidly.
Grub-
A Five Spot($5)
Effective Range: 20-25 ft.
Tip:
A deep-water lure, grubs can prove
invaluable when going for those
deep lurking lunkers.
How To:
A grub bait is presented correctly
by simultaneously pressing the B
Button and pressing the D-Pad
Up/Left or Up/Right. 
The grub will then pulse
vigorously.
Popper-
A Fiverino($5)
Effective Range: 0-20 ft.
Tip:
Aggravate the bass with this noisy
topwater lure. A good way to fire
up lethargic suckers loafing
around the lake bottom.
How To:
A popper is presented correctly by
simultaneously pressing the B
Button and the D-Pad in the Up
direction. 
The popper will then bob up and
down and make a popping noise.
Crankbait-
A Fiverino($5)
Effective Range: 15-25 ft.
Tip:
This popular lure will dive when
cranked and then float at rest.
Some big bass have been snagged
with crankbaits.
How To:
A crankbait is presented correctly
by simultaneously pressing the B
Button and pressing the D-Pad
Down/Left or Down/Right.
The crankbait will then wiggle in
a life-like manner.
Worms 4-5 inches-
A Sawbuck($5)
Effective Range: 15-25 ft.
Tip:
Worms are a tried and true method
of taking bass from deep water.
The results of a little worm can
be deadly...for lunkers! An
all-around bait.
How To:
A worm bait is presented correctly
by simultaneously pressing the B
Button and pressing the D-Pad
down. 
The worm will then squirm with a
life-like motion.
Spinnerbait-
A Simple Sawbuck($5)
Effective Range: 0-15 ft.
Tip:
Easy to use and an award-winning
bait, spinners reflect light off
their spinning blade and attract
bass well. 
Effective in heavy cover in
shallow water.
How To:
A spinner is presented correctly
by simultaneously pressing the B
Button and pressing the D-Pad left
or right. 
The spinnerbait will then spin its
blade completely.
Line
If you're going to get the best
boat, rod, reel, electronics and
lures, don't rely on second-rate
line to catch your bass. 
Different lines have different
strengths.
Mono 10 lb.-A Georgy Porgy($5)
Cofilament 30 lb.-Fifteen
Tons($15)
Monster filament glow 100 lb.-A
Benny F.($100)
Rods
The fishing rod is perhaps the
most crucial element to the
fishing experience. Make it count!
How To:
To hook a fish, pull back on your
rod by pressing the D-Pad in the
Down direction soon as you hear
the "bark" snapping noise. 
After you have hooked a fish and
it's trying to swim away, turn the
fish back towards you by
simultaneously pressing the C
Button and the D-Pad in the
direction opposite the way the
fish is swimming.
Fiberglass Flexorod-($25)
Graphite Gung Ho-($75)
Boron Bassace-($100)
Reels
Don't get caught fishing for adult
bass with a kiddie reel. Buy
something worth attaching to your
rod and get yourself a lunker!
How To:
To reel in your line, press the A
Button. The faster you press it,
the faster you'll reel in. 
Press and hold the B Button, then
press the proper D-Pad
direction(s) to animate the lure. 
The B Button will also reel in the
lure if the above is not done
correctly. 
Be careful, if a fish is hooked,
the line will cut and you'll lose
your lure.
If you press the A Button and C
Button simultaneously, it will
automatically bring the lure back
to the boat. 
If you have a fish on the line,
when you press the A and C
Buttons, the line will snap.
Push Button Spincast Reel-($25)
Rear Drag Spinning Reel-($65)
Baitcsting Reel-($100)
Fishfinders
Your fishing stuff won't do you
much good unless you can find the
fish, now will it?
How To:
Fishfinders make a sonar "blip"
when the boat is directly over
fish. 
You should note that location on
the overhead map and then move
your boat a little ways from the
location, then cast into the noted
area.
Eagle Supra Pro I.D.-($95)
Lowrance X-70A LCD-($480)
Engines
A faster engine lets you make
better time across the lake. 
Remember, every minute your
competitors are gaining on you. 
How can you get around the lake
without a kicker of an engine?
How To:
The A Button moves the boat
forward, the B Button moves the
boat backward. 
Steer the boat with the D-Pad
directions Left and Right. You'll
get the hang of it!
You'll start out with an Evinrude
50 HP engine, but you can upgrade
to:
Johnson 70 hp-($6,900)
Evinrude Intruder 150-($11,200)
Johnson Venom 225-($13,300)
Talk
Every now and then I feel like
talking some more. I'll be glad to
give you a tip or two.
Exit
Exit my Bait Shop by pressing
Start at the Exit sign inside. Now
you're back at the dock area. What
you do next is up to you. 
Have fun and good luck. Come back
if you need anything else.
Tour Info
Over here you can see important
things like: 
What temperature it is; your limit
for the day; how many competitors
you have; everybody's current
standings; where your boat is on
the overhead lake map, and(in case
you stayed up a bit too late last
night) the name of the lake you're
on and what day of the Tournament
it is.
Practice Pond
In the Practice Pond, practice
your technique so when you go to
the Tournament you'll be ready. 
There's no clock, so don't worry
about the time you spend
practicing, just catch those bass!
Go Fish
This is it. Good luck!
Exit
At the Exit Sign, press the Start
Button to bring up a menu that
will allow you to select New Game
or Weigh In. 
If you want to start a whole new
tourney, press the A Button and a
new game will begin. Press the C
Button to go to the Weigh-In
early.
 Bass Masters Classic
 Tournament Rules
 
 Use Up/Down to scroll text
Now that you're ready for some
real fishing, familiarize yourself
with the rules so you know what to
do.
Basic Tournament rules are:
1. Tournament time runs from
7:00 am to 3:00 pm.
2. Each Tournament consists of
three days at each lake.
3. The Livewell can hold up to
five bass at any one time.
If you catch a bass that is larger
than your fifth bass, that fifth
bass will be culled(thrown back). 
Fish that are not bass will not go
into the Livewell or be counted
toward your total weight. 
All of these fish will be released
back into the water.
4. Rankings
Your rank is determined by the
total weight of the largest bass
you catch and successfully bring
to the weigh-in area at the end of
each day. 
Each day's total is added to the
previous day for your overall
ranking. 
You must place high enough at the
end of each Tournament to advance.
Qualifications are shown at the
beginning of each Tournament.
5. Size Limits
Each bass must be 15 inches in
length to be legal. 
If the bass is not 15 inches long,
it will automatically be released.
6. Late Penalties
If you arrive at the weigh-in
after 3:00 pm, two ounces for each
minute you are late will be
subtracted from your total. 
If you arrive at the weigh-in
after 3:20 pm, you will be
disqualified for that day.
<a name="Batdoubd.o">BATDOUBD.O</a>
 Battletoads and
 Double Dragon
 Tradewest
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OBJECTS AND OBSTACLES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Batlfren.o">BATLFREN.O</a>
 Battle Frenzy
 Domark
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Battle Frenzy
 Game Description
 Use Up/Down to scroll text
December 2049, an alien battleship
destroys Moonbase Yaz 67. In
retaliation, Earth uses a huge
laserbeam which neutralizes the
battleship.
When the alien ship was boarded it
was found to be carrying lethal
alien killing machines and the
boarding party was wiped out.
Realizing the potential threat the
robots were deactivated and the
ship was towed back to Earth for
further study.
While assessing the alien
computers it was revealed that the
aliens had sent an army of these
killer robots to attack Earth.
It was also discovered that the
aliens had a controlling lead
starship. This starship was found
to be powered by twelve plasma
nodes.
If these nodes were knocked out
the armada would grind to a
complete stop and thus easily
dealt with.
You are amongst the most decorated
elite marines. Your mission is to
travel to the lead alien starship
and destroy the plasma nodes.
To prepare for this ultimate
fight, the Battle Frenzy chip
"Bloodshot" is inserted into your
brain.
The last thing in your mind are
the words from your commander, "Do
your best marine, or the Earth
will be destroyed".
 Battle Frenzy
 Controller Functions
 Use Up/Down to scroll text
Directional Pad
Up
Moves you forward in the game and
up in the menu selection.
Down
Moves you backwards in the game
and down in the menu selection.
Right
Turns you right.
Left
Turns you left.
Diagonals
Moving forward or backward and
turning depending in the direction
pressed.
Start
Starts the game and pauses the
game.
Buttons
A
Opens doors and does selection on
the menu.
B
Fires weapons.
C
Cycles through obtained weapons.
 Battle Frenzy
 Playing the Game
 Use Up/Down to scroll text
Normal Game
Your mission is to destroy the
twelve plasma nodes.
To do this you and possibly a
friend must transverse a maze of
corridors and rooms, collecting
Guns, Keys and Power-Ups while
destroying a myriad of killer
robots, to finally reach the
plasma node.
Once you destroy the node you have
a limited number of seconds to
make it back to the starting
point, if your dond5t you lose a
life and are returned to the node
to try again.
Your vantage point is first person
with information broken into four
boxes. The first is the largest,
this is your view screen. All the
action happens in this screen.
There is a small map in the upper
right hand of the main screen,
this shows you the area of where
you are. The second box is in the
top left corner, this box displays
all the keys you obtain.
The third box which is in the top
middle is where all the guns
youd5ve obtained, with an ammo
meter to the right, are shown.
The last box is the lives and
bonus box, the top is where your
lives are displayed, a maximum of
four. The bottom is the bonus bar
which has three segments and a
prize.
Vs. Battle Game
This is similar to the Normal game
except there are no robots or
plasma nodes because the object is
to eliminate your opponent
(another player) three times.
This game is split screen so you
and your opponent can watch the
action of the other.
Guns
Basic
Shoots a single white shot (you
start with this weapon and itd5s
always with you).
Ricochet
Shoots a glowing red shot that
bounces of walls
Tri-Bolt
Shoots three green shots in an
ever widening arc.
Piercer
Shoots a missile that cases a
great deal of damage but is used
up quickly.
Rapid
Shoots three purple shots in
succession.
Lock-On
A sight appears which locks on any
forward target and when you shoot
the white ball goes right to the
target.
Grenade
Lobs an explosive charge which
does alot of damage and destroys
mines.
Cannon
Shoots an exploding missile which
damages all enemies in itd5s
radius.
Breaker
Shoot five red balls in a large
arc.
Mines
Small purple and red with flashing
green lights devices that explode
when walked over.
Power Canisters
Red domed cylinders that explode
when shot. This explosion will
damage enemies.
 Battle Frenzy
 Items
 Use Up/Down to scroll text
There are five types of items: 
Guns, Keys, Life Canisters, Weapon
Charge and Extra Life.
Guns
Red guns that appear throughout
the maze.
Keys
Grey squares with
different-colored striped centers,
keys are used to open like-colored
doors.
Life Canisters
Four canisters bundled together
with green dots. These partially
replenish your life bar.
Weapon Charge
A red square with a yellow-striped
center. This recharges all the
weapons you own to full power.
Extra Life
A red square with a skull in the
middle. It gives you a maximum of
four extra lives.
 Battle Frenzy
 Hints and Tips
 Use Up/Down to scroll text
Bonuses
There is a bonus meter in the
upper right-hand corner of the
screen, it has three blue sections
and a prize box.
If you manage to defeat enemies
without getting hit each of the
blue boxes will turn white, when
all three boxes turn white you
will get the prize.
If you get hit the white boxes
will turn back to blue so you have
to be quick and careful to win the
prizes. The prizes consist of
Guns, Life Fill-Ups, Super Keys
and Extra Lives.
<a name="Batltank.o">BATLTANK.O</a>
 Super Battletank
 Absolute Entertainment
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 THE BATTLE SCREEN
 WEAPON DESCRIPTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Batltech.o">BATLTECH.O</a>
 Battletech
 Extreme
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MECH SYSTEMS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Batman2.o">BATMAN2.O</a>
 Batman Returns
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Batman Returns
 Game Description
 
 Use Up/Down to scroll text
It's not what it looks like. Not
at all.
It wasn't Batman who released that
vicious swarm of bats on the
unsuspecting Ice Princess. (Though
that's what a dastardly villain
wants you to believe.)
It was a fiendish ploy to
incriminate The Caped Crusader.
As a champion of goodness and
justice in a city of trickery and
treachery, Batman takes on the
preposterous Penguin and his band
of Red Triangle Circus performers.
Plus you'll encounter flying
gargoyles, acrobatic henchmen,
various breeds of pyromaniacs and
way more.
And last, but most certainly not
least, you'll tangle with the
mistress of felines herself, the
curious, spurious, mysterious
Catwoman. She's not exactly a
friend of yours.
Although she doesn't favor the
Penguin either. So don't count on
anything but trouble from
her...and you won't be
disappointed.
Keep in mind that Catwoman has
nine lives, and you can be sure
she'll use every last one.
Now while we're on the subject of
using things, you'll have quite an
assortment of gadgets under your
Batman belt.
You'll have your infamous
grappling hook that lets you scale
towering heights in the time it
would take you to bat an eye.
You'll also have your razor-sharp,
fling-it-with-your-wrist Batarang
that'll stun just about any enemy
you meet. Or use your
Super-seeking Batarang to snuff
out everyone on the screen.
Blast thugs, clowns, acrobats,
flame-throwers and parachuting
penguins out of town with your
Grappling Gun.
Stun unsuspecting criminals with
your smoldering Smoke Bomb. Or
unleash a swarm of bats on the
Penguin's crusty cronies.
You start with a limited supply of
weapons. But there's more hidden
in and around Gotham City.
So go ahead. Check behind that
dark corner. Knock out that wall.
You'll never know what's hidden
there.
You are the last hope to the
people of Gotham City. And they're
counting on you. Desperately.
Because if Batman can't clean up
Gotham City, nobody can.
 Batman Returns
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Starts the game, or goes to
the Options screen and then starts
the game.
 * Pauses a game to let you
select weapons from the Utility
Belt.
 * Resumes paused game.
D-Button:
 * On Title screen selects
"Start" or "Options."
 * On the Options screen,
chooses an option and changes its
setting.
 * Moves Batman left and right.
Down makes him crouch. Up helps
him climb ramps or scale walls.
Buttons A, B or C:
 * Makes Batman use a special
weapon, attack or jump and use
grappling hook or bat wings.
Selecting Weapons:
Press Start to get under your
Utility Belt. Then press the
D-Button Right or Left to make
your selection. Press Start again
to resume play with new weapon.
Note: You can only get weapons
that you have. You may run out of
some weapons.
Using Weapons:
Face Batman in the direction you
want to attack and press the
Special Weapons Button (Button A).
Grappling:
Hold the D-Button Up and press the
Jump Button to release the
grappling line. Then "tap" the
Jump Button again to land on the
next ledge.
Or else "hold down" the Jump
Button to shimmy up the line. Then
press the D-Button Right or Left
to swing.
Swinging With Your Grapple:
To swing from place to place, hold
the D-Button Right or Left while
pressing the Jump Button twice.
Flapping Your Wings:
You can flap Batman's cape like
wings by holding down the Special
Weapons Button while in mid air or
by pressing the Jump Button and
Special Weapons Button
simultaneously.
Punching and Kicking:
 * For reliable, old-fashioned
martial arts defense press the
Attack Button.
 * To punch, press the Attack
Button.
 * To kick high, hold the
D-Button Right or Left and press
the Attack Button.
 * To kick low, hold the
D-Button Down and press the Attack
Button.
 Batman Returns
 Playing the Game
 
 Use Up/Down to scroll text
Batman's Gadgets:
What sets Batman apart from the
other heroes is that he's always
had the best toys. The Batmobile,
Batarangs, the Batskiboat. Maybe
it's because he was once a rich
kid.
Maybe it's because he's Bruce
Wayne. But whatever the reason,
there are now more great toys (or,
if you prefer, weapons) than ever.
Here's what you've got and how
they work:
Utility Belt Power-Ups:
You start the game with at least
one of each weapon under your
belt. As you move through Gotham
City, you can collect more of each
weapon along the way.
Your Utility Belt can carry up to
99 of each weapon. So pick up all
the power-ups you can find. You'll
have plenty of room to store them.
Remember that you can never, ever
have too many power-ups!!
Batarangs: Fling 'em fast and
hard. It's amazing the damage this
innocent-looking little blade can
do.
Be sure to grab up every Batarang
power-up because each one gives
you 10 or even 20 Batarangs at
once.
Smoke Bombs: These explosives
can really put the heat on
someone-if you toss them right.
Rush up and pound your enemy while
the smoke is still in his or her
eyes.
Swarm of Bats: No fancy
marksmanship needed here. Just
release these little critters and
watch what happens when they fly
in the face of danger.
Grappling Gun: Call it a
harpoon. Call it a dart gun. Call
it whatever you like. Because when
you hit one of those clowns with
this, they call it quits.
Super-Seeking Batarang: This
shining gem can track down enemies
anywhere on the screen-no matter
which direction you throw it. And
once it tracks them down, it takes
them out.
Grappling Hook: To reach places
too high to jump to-or where no
foothold is available-use Batman's
grappling hook.
Fling the hook towards a ledge or
opening to let it "catch." Then
let the line pull you up.
You can also use the grappling
hook to swing from place to place
to avoid danger below.
To use your grappling hook, hold
the D-Button Up and press the Jump
Button to release the line.
If the line "catches", tap the
Jump Button again to jump onto the
next surface. Or hold the Jump
Button down to slowly move up the
line.
To swing from your grappling hook,
hold the D-Button Up, and press
the Jump Button to hook the
grapple.
If it hooks, press the D-Button
Right and/or Left to swing back
and forth or to swing from place
to place.
Wings: You can spread your wings
and glide in midair by flapping
your cape. Your wings are
particularly useful when trying to
collect power-ups that are in
out-of-the-way places.
They also help you avoid damage in
dangerous places--like spiked
surfaces.
You start the game with a certain
amount of flight power. Each time
you glide, you use a little up.
You can get more flight power by
collecting Batman's cape
power-ups.
To flap your wings, hold down the
Special Weapons Button when
jumping or falling through the
air.
Batman's Boots: The soles of
your boots are invincible to fire,
electricity, bullets, bombs and
other deadly elements. The trick
is to kick to shield yourself.
Batman's Lives:
You may not have as many lives as
Catwoman, but you can start with
up to 7 lives. And you can extend
your life meter and number of
lives along the way by picking up
hearts, pulsing hearts and Batman
masks.
Regular hearts give you 4 units of
life energy.
Pulsing hearts restore your life
energy meter to full.
Batman masks give you an
additional life.
Each time you start a new level,
your life energy is restored to
its full capacity.
 Batman Returns
 Hints and Tips
 
 Use Up/Down to scroll text
 * If you can, put off picking
up the health power-ups (hearts)
until your life energy meter is
below half. This way these
power-ups are more valuable to
you.
 * Use the swarms of bats,
grappling gun and Super Batarangs
sparingly. Save them for the level
bosses. Regular Batarangs and
smoke bombs are enough for most
enemies.
 * Here's how to achieve wider
swings once you've attached your
grappling line to a surface:
1.) Keep the Jump Button pressed
down.
2.) Wait for Batman to stop
swinging.
3.) Lengthen the grapple line by
pressing down on the D-Pad.
4.) Start swinging by pressing
left and right repeatedly on the
D-Pad.
 * Your glider wings will help
you reach hard-to-get places.
 * You never know where you'll
find power-ups. Try punching out a
wall and see what happens.
 * Learn where the power-ups
and level bosses are so you can
take the most direct route. That
way you won't have to battle each
and every enemy.
 * Be patient. Don't rush an
encounter or hurry through a
level. You have all the time you
want because you're not clocked.
 * Use regular Batarangs
instead of other weapons whenever
you can because there's an ample
supply of Batarang power-ups
through-out Gotham City.
 * To conserve your weapons,
use your fists against lower-level
enemies and even against level
bosses whose health points are
down to three or less.
 * Power-ups are hidden in both
obvious and unlikely places. Be
sure to search for them whenever
you have the chance.
 * Don't go head-to-head
against the level bosses. Be
evasive.
 * Use your grappling line or
special cape to help you get those
out-of-the-way power-ups.
WARNING: THE FOLLOWING SECTION
MAY CONTAIN SPOILERS TO DIFFERENT
SECTIONS OF THE GAME. READ AT YOUR
OWN RISK!
Act 1: Gotham City
Level 1: Practice getting used
to the gameplay in this level. In
the upper right corner, you will
meet up with the Catwoman.
Catwoman: Start off by kicking
her, then jump up or down and kick
her when she follows, then repeat
until she is defeated. Try not to
use items, as you will need them
later.
Level 2: Head left and drop.
Then, head right, punching the
clowns. All the way to the right,
drop down and head left, using
Batarangs on the clowns.
At the far left, drop down and
head right to a giant statue head.
Punch the head and drop down. Go
all the way left, swinging along
the roof(there are spikes on the
ground, watch out).
At the bottom, head right to
another statue head. Punch the
head and drop in the hole to find
the Boss.
Boss: Stand on the statue's legs
and punch their faces. Items work
well on these two also!
Level 3: Head right, watching
out for the spikes on the ground.
At the far right, go up and head
all the way to the left.
At the end, go up again and head
right to the platform with faces
under them. Go up the platforms,
all the way to the top while
avoiding the demons.
At the top, defeat the statues
where the demons are coming from
and a ledge will appear. Jump on
the ledge to face the
Penguin(don't forget to jump off
after it stops).
Penguin: Walk back and forth
punching him when he comes down.
Don't let him throw missiles at
you(walking usually stops him).
Act 2: Shreck's Wonderland
Level 1: Head right, taking out
the motorcyclists with punches and
kicks(kicks will block the bullets
the motorcyclist shoots from). At
the far right, you will see a
Boss.
Boss: Jump up on the ledge and use
your most powerful items on him.
Then, jump and punch and when you
land, duck and kick. Continue this
procedure to defeat him.
Level 2: Head right and then up.
Then, go left and take the stairs
up and to the right. Continue to
the upper left corner to find
Catwoman.
Catwoman: Stay in the left corner,
ducked down and kicking.
Level 3: Jump to the right and
jump down. Head all the way down
the escalator while not letting
the ball touch you.
To better escape the wrath of the
ball, when you jump from one
escalator to another, jump and
when you get far enough below the
escalator, hold towards the slope
of the next elevator(if the
elevator is going right, hold
right).
At the bottom, you will find a
hole. JUMP over the hole and
continue left to find the Penguin.
Penguin: Avoid the sawblade by
ducking or jumping over it. Then,
jump and punch the Penguin.
Act 3: The Red Triangle Circus
Level 1: Head right and onto the
wall. Walk right against the wall
and go up. Continue right and fall
into the cage.
At the end of the cage, go up and
right. Continue right, repeating
the previous procedure all the way
to the right.
Level 2: Climb up and head
right. Jump over the ferris wheel
to the house in the middle of it.
Then, jump right to the next
house. Get on the wheel around the
house and at the highest point,
jump and use your wings to the
right to the exit.
Level 3: Head right. When you
see the clowns in the mirror, duck
down to the left of the mirror and
kick. Head all the way right to
the rope. Climb the rope and
continue right on the ledges.
If you go down into the net, watch
out for the fire because it will
burn a hole through the net and
you will fall. All the way to the
right, you will face the Boss.
Boss: Stand at the top of the
ropes in the middle and kick left
and right.
Level 4: Head right to a car
with two white blocks on it. Jump
over the first block and stand
between them. Then, jump over the
next one.
Continue right to the next train
with two white blocks on it and
repeat the previous procedure.
Continue all the way to the right
to the Boss.
Boss: Hit him in the face and
avoid the fire that he shoots out.
Act 4: Into the Sewers
Level 1: Head right through the
sewer maze. All the way on the
right, you will find the Boss.
Boss: Hit his head area while
jumping over the fireball he
shoots out.
Level 2: Go directly to the
bottom and look for a hole. Drop
down the hole for a special
surprise. Go all the way to the
right to find the Penguin.
Penguin: Start off by getting next
to him and kicking him. Then, when
he flies away, destroy the cannon.
When he comes back, use items on
him until he is defeated(He is
HARD without items).
Act 5: The Penguin's Lair
Level 1: Go right and up at the
extra Batman. Continue up to the
top, then head right and down.
When you reach a big hole in the
ground, grab onto the ceiling and
swing over the hole.
Continue right and drop down the
next hole and head right on the
little ledges. One the ledges,
when you jump, immediately duck
down, so that the ladies throwing
axes won't hit you.
Use Batarangs on the enemies here.
The exit is all the way to the
right.
Level 2: Stand on the ledges
while moving right. Kick the
bullets and missiles that the
enemies throw at you. The exit is
all the way to the right.
Level 3: Stand on the ledge, and
you will float to the right. When
you see the three ledges, jump up
to the second one and begin using
your most powerful items(try not
to use the bats).
When the Penguins fly at you, jump
up to the top ledge to safely
avoid them. When they pass, jump
down and continue your assault on
the Duckmobile.
Once the Duckmobile is defeated,
go all the way up on the brown
ledges and at the top, you will
face the Penguin for the final
time.
Penguin: Start off by heading to
the right and taking out the
electrical generator. Then, head
over to the left side and duck
down and throw Batarangs when
Penguin is far away.
Avoid the blue and red flames and
when the Penguin gets close, kick
him repeatedly. Repeat until
defeated.
Ending: Try not fighting the
Catwoman during this screen! If
you defeat her, the game will be
over. Watch out for the blue
flames that drop from the wires.
<a name="Battoads.o">BATTOADS.O</a>
 Battletoads
 Tradewest
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OBSTACLES
 BROWSE HELP FILES
<a name="Bbearpco.o">BBEARPCO.O</a>
 Berenstain Bears'
 A School Day
 Sega
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
 Berenstain Bears'
 A School Day
 Game Description
 Use Up/Down to scroll text
Berenstain Bears' A School Day
invites children to join their
favorite bears for a day at
school. You can play alphabet
catch, run an obstacle course, and
run a red light, green light race.
All of these exercises will offer
plenty of positive reinforcement
by giving children repeated
opportunities to master each
activity.
The skills and confidence that
children build as a result should
help to fuel their curiosity and
desire to learn.
A day with the Berenstain Bears
will show your children that
school can be an exciting
adventure and that learning can be
fun!
 Berenstain Bears'
 A School Day
 Controller Functions
 Use Up/Down to scroll text
CONTROLLER FUNCTIONS
(with a 3 or 6 button controller)
Alphabet Catch - D-Pad only
Obstacle Course - D-Pad to move.
Buttons A, B, or C to jump
Red Light, Green Light - Buttons
A, B, C, or D-Pad to run and stop
Start Button - Switches back to 
 main menu to select
 another activity
 Berenstain Bears'
 A School Day
 Playing the Game
 Use Up/Down to scroll text
Alphabet Catch
This game helps children learn
their alphabet and concentration
skills while improving their
movement skills from left to
right. Your child controls the
young Berenstain cub as Papa bear
slowly drops letters from the big
tree.
Obstacle Course
Run through a scenery of trees,
ponds, logs, and small critters.
You control the cub through this
course while jumping over
different obstacles. Watch out for
them!
Red Light, Green Light
Race against sister bear and Uncle
Berenstain in this stop and go
race. When the light turns green,
GO! When the light flashes red,
STOP! See if you can win the race!
<a name="Bellesqu.o">BELLESQU.O</a>
 Beauty And The Beast:
 Belle's Quest
 Sunsoft
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Bernbear.o">BERNBEAR.O</a>
 Berenstain Bears
 Camping Adventure
 Sega
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE LEVELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Berenstain Bears
 Camping Adventure
 Game Description
 Use Up/Down to scroll text
Now you can go camping with the
Berenstain Bears! Play as either
sister or brother bear, and try to
catch as many butterflies as you
can. But be careful and watch out
for bees, chipmunks and other
scary forest animals.
 Berenstain Bears
 Camping Adventure
 Controller Functions
 Use Up/Down to scroll text
Button Controls: The Bear Facts
D-Pad: Look down, up and walk
left and right.
Start: Start a level. Pause and
resume.
Button A: Pick up an item.
Button B: Use an item.
Button C: Jump.
 Berenstain Bears
 Camping Adventure
 Playing the Game
 Use Up/Down to scroll text
Off you Go!
There are so many trails to
explore. You can start at any one
of them except the Haunted Forest.
Where will you begin?
1. Move your cub to the trail
you want.
 * You can see all the signs by
walking left and right.
 * Jump (Button C) to get to
the signs that are higher up.
2. Stand in the middle of the
sign and press the Start button to
begin.
NOTE:
 * With 2 players, be sure to
keep Sister and Brother together.
One cub will not be able to move
ahead if it means leaving the
other bear behind.
 * When you finish a level, its
sign will tell you Level Complete.
 * The Haunted Forest is
special. You can only play it
after reaching at least 1 bonus
round in each of the other 4
levels.
Along the Trails
Help Sister and Brother collect
prizes! Butterflies, diamonds,
trout, honeycombs and many other
delights are waiting for you. Look
at the top of the screen for
important information.
Tries: Tries are the number of
chances you have to finish the
game. Find a Sunny Star or collect
4-leaf clovers to win bonus Tries.
You lose a Try when you run out of
Hearts. If you lose all your
Tries, your camping adventure gets
rained out!
Hearts: Hearts gradually
disappear as you get bumped. Pick
up more Hearts along the trails to
gain them back. If you lose all
your Hearts, you lose one Try.
Prize: In each level, a special
kind of prize appears at the top
of the screen. When you collect a
certain number of these prizes,
you get the chance to enter a
special bonus round.
Note: In 2 Player games, the
players share their Tries and
Hearts and collect prizes
together.
Item: You can find nets, rocks
and picks scattered on the trails.
Stand next to an item and press
Button A to pick it up. (You can
only carry one kind of item at a
time.) Press Button B when you
want to use the item. If you lose
a Try, you also lose the item
you're carrying.
Score: Win lots of points by
bopping critters and gathering
prizes. Have fun! You don't always
have to go in the same direction.
Try backtracking to explore paths
you missed. You can even burrow
through hidden paths. The more you
look, the more you'll find!
Watch out for campground critters.
If they touch you, your cub will
flash or even get knocked down.
Jump over them, bop them with
rocks, or splat them with the Bear
Bottom Bounce.
Bear Cub Acrobatics
Bear Bottom Bounce:
 * Jump by pressing Button C.
Hold down the button longer to
jump higher and farther.
 * Bop a critter by landing on
top of it.
 * Move your cub right or left
to bounce from one critter to
another, or from one critter to a
higher place.
Collecting & Using Items:
 * Stand close to an item.
Press Button A to pick it up. (In
the Bear Cub level, just walk over
an item to pick it up.)
 * Press Button B to use the
item. You can carry an item for a
while before using it. You can use
the item as many times as you want
until you pick up a different one
or lose a Try.
 * Swing NETS to get
butterflies or trout that are high
up, or wiggling just out of reach
below you. You can also swing a
net while jumping.
 * Toss ROCKS to konk critters
or lower bridges.
 * Use PICKS to break through
some walls in the underground
caves.
Springs:
 * Jump on a spring, such as a
vine, mushroom or trampoline.
 * Keep jumping to spring
higher.
 * Move your cub right or left
to land on a higher place.
 * Press Button B while
springing to swing a net or toss a
rock.
Beach Balls:
 * Jump onto a beach ball.
 * Move right or left to roll
across dangerous quicksand.
 * Jump while on the beach ball
to grab prizes that are overhead.
Don't fall off!
Teeter-Totters:
 * Jump on a teeter-totter to
make the boulder bounce.
 * As the boulder comes down,
press the direction button right
or left.
 * When the boulder lands, your
cub will bounce up to a higher
ledge on the right or left.
 * This move takes a little
practice in the beginning. Once
you learn it, it's easy!
Cub Cooperation:
In 2 Player games, the bear cubs
can help each other.
 * To get onto certain high
ledges, stand the cubs next to
each other. Then, one player
should press Button A. Watch the
cubs help each other climb the
ledge!
 * To use the teeter-totters,
one cub should stand on the low
end while the other cub jumps on
the high end. Then, the cub that
gets to the top first can press
Button C to push the boulder over
the ledge and spring the second
cub up.
 Berenstain Bears
 Camping Adventure
 The Levels
 Use Up/Down to scroll text
Cave Adventure:
Collect sparkling diamonds in the
underground caves!
Bear Footin' Tips:
 * Pick up rocks to bonk the
bats and other critters.
 * Slide down chutes! Then jump
from ledge to ledge across the
deep holes.
 * Jump from one stepping stone
to the next to get across the
pools.
 * Use the picks to break
through some walls.
 * Toss rocks at a floating
bridge. If you hit it enough
times, it will drop down to your
level.
 * Find secret rooms and
tunnels. They have even more
prizes!
 * Keep away from falling
spikes and nasty drips!
 * Play the bonus rounds!
Nature Walk
Be a mountain climber and scoop up
butterflies in your net!
Bear Footin' Tips:
 * Find the nets that will help
you catch butterflies.
 * Hop quickly across the
quicksand so you don't get stuck.
Or ride the beach balls!
 * Jump on the grassy rocks to
keep away from bramble-bushes.
 * If you fall, a floating leaf
will bring you back.
 * You'll find plenty of
butterflies--and sneaky
weasels--in the bonus rounds!
Goin' Fishin'
Catch colorful trout as you splash
in the cool mountain streams!
Bear Footin' Tips:
 * Slide down the waterfalls.
 * Ride high on the gushing
waterspouts!
 * Watch out for snapping
crocodiles and other scaly
critters!
 * Pick up nets and use them to
catch trout!
 * Jump on stumps and rafts to
cross the ponds.
 * Jump across floating
islands. They can crumble, so jump
fast!
 * Look for hidden paths and
other surprises.
 * If you fall in, you'll float
in a bubble back up to dry land.
 * Go fishin' in the bonus
rounds!
Honey Hunting
Gather delicious honeycombs in the
trees!
Bear Footin' Tips:
 * Explore the trees like the
squirrels do. Jump from one branch
to another.
 * Bounce high on springy
mushrooms and trampolines.
 * Use the teeter-totters to
reach high branches.
 * Ride the Hollow Tree
Express. Stand in front of a big
knothole and press up. See what
happens!
 * Play the bonus rounds and
race high in the sky on a honey
hunt!
Haunted Forest
Whooo is waiting for you in the
Haunted Forest?
Bear Footin' Tips:
 * Collect lots of flashlights.
 * Find the floating islands to
ride. Look hard. Some of them are
almost invisible!
 * Beware of ghosts, wolves and
other trouble-some critters who
haunt the forests.
 * Ride a Bear-achute back to
safety when you fall.
 * Play the bonus rounds and
scare up lots of prizes and
points!
 Berenstain Bears
 Camping Adventure
 Hints and Tips
 Use Up/Down to scroll text
Bonus Rounds
Collect enough special prizes and
you can play the bonus rounds! To
enter bonus round 1 of every
trail, pick up the following
number of prizes:
Bear Cub: 10 special prizes.
Brown Bear: 15 special prizes.
Grizzly Bear: 20 special
prizes.
When you collect the right amount
of prizes, a shining halo appears.
Jump into it and your cub will be
whisked off to the bonus round!
Prizes are scattered around, or
come from the top, sides and
bottom of the screen. Gather the
prizes as fast as you can.
Campground critters will do their
best to keep you from collecting
the goodies, while a clock counts
down the seconds. When the time is
up, the round ends and you return
to regular play.
When you complete the regular play
level, a score screen shows the
prizes you collected and the bonus
points you earned in the bonus
round.
NOTE: There are 2 or more bonus
rounds in every trail. See if you
can play them all!
Camping Hints
 * Look for secret places in
every level. Jump against walls to
see if you can find hidden paths
and more prizes and treats.
 * If you haven't collected
enough prizes, take a different
path back through the level to see
what you can find.
 * Collect lucky 4-leaf
clovers! When you gather the right
number in any level, you will win
a bonus Try!
Bear Cub: 20 clovers = 1 bonus
Try.
Brown Bear: 50 clovers = 1
bonus Try.
Grizzly Bear: 50 clovers = 1
bonus Try.
 * Keep bopping those critters!
An excellent score will win you a
bonus Try!
Bear Cub: 50,000 points = 1
bonus Try.
Brown Bear: 100,000 points = 1
bonus Try.
Grizzly Bear: 150,000 points = 1
bonus Try.
<a name="Bestbest.o">BESTBEST.O</a>
 Best of the Best
 Championship Karate
 ElectroBrain
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE MATCH
 HINTS AND TIPS
 BROWSE HELP FILES
 Best of the Best
 Championship Karate
 Game Description
 Use Up/Down to scroll
 text
You've been obsessed with the
ancient art of Karate's magic and
power. Since you were a young
child you've dreamed of entering
the arenas, matching your skills
against the "Best of the Best."
Your dream has turned to reality,
you've been ranked sixteenth in
the world and ready to enter the
International World Championships.
Training doesn't stop here,
continue to master your moves,
focus on a style or create your
own. Choose between 55 possible
moves and program your favorites
into your style.
You'll meet many tough fighters as
obsessed with being the best as
you are and they can't wait to see
what you're made of. Rewatch your
past bouts with the new VCR mode.
Stun your opponent with your
amazing "Smart Hits."
Remember: "One must climb the
mountain in order to determine the
height of Heaven...One must search
himself that he might find the way
to reach it..."
 Best of the Best
 Championship Karate
 Controller Functions
 Use Up/Down to scroll
 text
Start:
 * Pauses and unpauses the
game play.
 * Cycle through all selections
in any given "option," or escape
from any "option," fight or
training sequence.
D-Pad:
 * Moves fighter around the
screen.
 * Takes you from option to
option on the menu screen.
Button A:
 * Fire (attack) button
Button B:
 * Use this button in the
"Select Hits" mode to program your
hits and strikes.
Tip: Press the B-Button in
combination with up on the Control
Pad and you will strike a "Smart
Hit." You have 3 "Smart Hits" to
use each round. Use them
sparingly.
If you use up your smart hits
early in a round and you find
yourself in trouble later on
you'll be hurting...badly.
The Smart Hits are represented by
the three yellow circles next to a
player's name. The filled circles
are Smart Hits that are ready to
use, and the empty circles are
ones that have been used already.
Button C:
 * Use this button to operate
the VCR mode as well as the "Kick
Pad" mode in the "Training" mode.
 Best of the Best
 Championship Karate
 Playing the Game
 Use Up/Down to scroll
 text
MENU SCREEN
Grading: The purpose of the
"Grading Option" is to display the
high scores of the various
players, expressed in dollars, and
the prizes they won.
There are two ways of rating
fighters: One in dollars,
reflecting the strength level of a
fighter, his resistance to attack
and his reflexes.
The second way of rating fighters
is according to the trophies owned
by the individual fighter. (If you
have one or several trophies you
automatically appear in the trophy
classification.)
Pad Vs. Sega: This option allows
you to determine the configuration
of the commands available to you
during the game. Several different
choices exist:
* Pad-vs-Sega: Selecting this
command will mean that you select
the left fighter on the screen as
yourself and you play against the
Sega Genesis.
* Sega-vs-Pad: This is the same
as above apart from the fact that
you select the right player as
yourself.
* Pad-vs-Pad: Selects the two
player mode. In a two player game,
player one is always the fighter
on the left. Player two is always
the player on the right.
Select Hits: There are 55
different hits and you are able to
select 13 of these. This unique
limitation to 13 blows allows an
immediate access to the technique
you wish, which means more
rapidity in striking and higher
precision in your performances. To
select the hits press:
* A Button: To validate the hit
selected and its position.
* B Button: To select the hit
position on the pad.
* C Button: To visualize the hit
selected.
* Start: To return to the main
menu.
* D-Pad: Up, down, left or right
to select your hits and press the
pad left or right in combination
with the A Button, to cycle
through all the possible
selections of moves.
Move the Control Pad to the
movement you wish to preview and
watch to see if it is a movement
you desire to add to your 13
shots.
Move to the A Button, press it,
and look for the illuminated arrow
on the grid squares to the right
of the screen. Move the arrows
around the grid squares to program
the control of each move.
When you have made your selection
press the A Button to enter it.
Remember in the match what your
designed control was and press the
programmed direction on the
Control Pad plus the A-Button.
Now you can perform just about any
move, that is if you programmed it
in your "arsenal!"
Physical Type: To enter this
option, press and hold down either
the A, B, or C Button. You can
then view the characteristics of
the player you intend to select as
an opponent or to represent
yourself.
Preview: This option will enable
you to preview the fighting styles
of both you and your opponent.
Watch the screen carefully because
if you know your opponent's moves
you should be able to decide what
moves in the "Select Hits" mode
will be most effective in the
ring! (Press any button to
escape.)
Match: This is it! Press the B
Button to begin the fight.
Next Boxer: This option allows
you to cycle through all of the
opponents you'll face in the ring.
Here's a tip: If you have already
fought someone and won, don't
fight 'em again, advance to the
next contender.
Here's how to do it: Move the
D-Pad to the "Next Boxer" block
and press the B-Button to cycle
through the choices. Let it be
known that you cannot fight every
fighter immediately.
If your ranking is too low you
will not be able to fight the top
notch fighters of the world
circuit until your ranking is
improved. How do you do this? Keep
training and fighting. Patience is
a virtue!
Training: This is the best way
for you to build up your strength,
resistance and reflexes. There are
three types of "Training" you can
participate in:
* Sparring mode: This allows the
player to hone his skills and
build up his resistance to attack.
* Bag mode: This allows the
player to build up his strength by
using the punching bag. Constantly
press the C Button and you'll
start to wail on it. See what
happens!
* Kick Pad mode: This allows the
player to increase his reflexes.
Press up on the pad for a high
kick; right for a medium kick;
down for a low kick. You've got
the greed for speed!
 Best of the Best
 Championship Karate
 The Match
 Use Up/Down to scroll
 text
THE MATCH
The time has come for you to enter
the ring! The name of the game is
pound or be pounded! To start the
fight move the D-Pad to "Match"
and press any button.
After a few seconds the fight
begins. Press the B Button and you
are ready to rock. If there is too
much of a difference between the
two fighter's levels, the fight
will be refused!
Before the fight, a Pom Pom girl
shows you the round number. As can
be guessed she shows up in between
rounds as well. (To erase her from
the screen press the B Button.)
Before you now lies the ring. The
information board is situated
above the ring and consists of a
chronometer and two rows of
footlights.
The chronometer indicates how long
you have to fight before the end
of the round. Each round lasts one
minute. Each footlight strand is
located above the corner of each
fighter.
The row with the brighter lights
indicates which fighter is leading
the match. (This is a good clue as
to why the brightness of the light
strands will vary, according to
the landed blows, during the
fight.)
There are four projectors on each
footlight strand and each
projector has three different
intensities of lighting:
* Yellow: Maximum lighting which
reflects maximum physical shape.
* Orange: Medium lighting which
reflects medium physical shape.
* Black: Null lighting which
reflects null physical shape.
(When the four projectors above a
fighter's corner are black, it
means that the fighter is knocked
out and loses the fight.)
STRIKING A BLOW
To strike a blow, just move the
Control Pad in one of the 13
available positions (in
coordination with the A Button for
some moves.) The blow
corresponding to the chosen
position is automatically struck.
HITTING YOUR OPPONENT
To make sure that your blow hits
your opponent, your attacking zone
(fists, feet, etc.)must touch a
non-protected and sensitive part
of your opponent (head, torso
thigh).
If you are too close to your
opponent, or too far from him,
your strike will miss its target.
A circular kick will hit your
opponent if he stands in the blow
trajectory.
For example: if you are behind
your opponent (closer to the ropes
than he is) and you strike a
circular kick (aiming at the back
ring) your circular kick will
certainly not touch your opponent.
On the other hand, if your
circular kick is aimed in your
opponent's direction (in the front
of the ring), the chances are your
kick will hit him.
For your blow to hit your opponent
you must stand in the correct
position when you begin your
attack.
PARRY AND DODGE
To parry a blow you must move the
Control Pad in the down position
without pressing the A Button.
Depending on your fighter's reflex
percentage he will then choose a
more or less efficient parrying
position. If there is no attack he
automatically chooses the parry
position.
BLOW
When you strike a blow, some
parameters will define its
quality:
 * The strength of the
attacker.
 * The resistance of the
opponent.
 * The power of the blow.
 * The part of the body hit by
the blow.
All scoring is kept according to
these parameters. The variations
in the projector's lighting
reflects a fighter's vitality.
When all of the projectors of a
fighter are turned off or black,
that fighter loses the fight. (It
is also possible that, after a
blow to the head, a fighter could
fall to the ground and lose some
vitality.)
After a blow to the body such as
this the victim will become
noticeably dizzy when he returns
to his feet. At this time his
strength will INCREASE and his
reflexes will DECREASE! Watch for
this!
RECOVERY
This happens automatically at the
end of each round. Recovery time
is 30 seconds and allows the
fighters to regain lost strength
/vitality.
Recovery is also possible during a
fight when there is no attack or
when the opponent falls to the
ground (eats the canvas).
CLINCH
When two fighters fight too close
to one another, they sometimes
clinch. The referee must then
separate them.
HALF TURN
It may happen that after receiving
a blow you find yourself turned
around with your back to your
opponent. It is essential that you
make a half turn in order to go on
fighting and not go down with the
ship.
You have two ways of executing
this half turn:
 * Totally release all D-Pad
Buttons which will automatically
take a neutral position and turn
the fighter to face the opponent.
 * Secondly, move the D-Pad in
the down position without pressing
the A Button. The half turn will
be automatically executed!
UMPIRING
The referee's job is to oversee
the match and the behavior of the
two fighters. He stops the fight
when one of the fighters strikes
the same blow three times in
succession. (Varying your blows is
one of the essential parts of a
quality fight.)
When a fighter falls to the ground
the referee stops the fight to
allow him to get up. If a fighter
is knocked out, the referee counts
to eight to give him time to
regain consciousness.
If the fighter is unable to fight
again within the required time,
the referee counts up to ten and
proclaims the other fighter as the
winner.
END OF THE FIGHT
At the end of the last round the
fighter with the more lit
projectors wins the fight. If the
loser has one of several trophies
the winner gets the smaller of the
trophies.
If the fight was not easy to win,
the strength, resistance and
reflexes of the winner will be
increased. In this fashion the
fighter is progressing in the
ranking and another title is added
to his prize list.
The Pom Pom girl shows the trophy
to the winner. The loser's
parameters will automatically
decrease. The beautiful Pom Pom
girl will show the victor his
prize at this time.
 Best of the Best
 Championship Karate
 Hints and Tips
 Use Up/Down to scroll
 text
FIGHTING TIPS
 * All blows don't have the 
same impact. 
 * Watch out for your distance
when you attack.
 * Vary your blows as much as
you can.
 * If you hit a non-reacting
opponent your fighter will shrug
his shoulders wondering what is
going on with his opponent.
Shrugging the shoulders indicates
a non-motivated fighter which
decreases the power of both your
strike and reflex percentages
during the round.
 * Don't let yourself get
caught in a ring corner. It will
keep you from using your
techniques.
 * If two fighters are equal in
points at the end of a fight, the
winner will be the one who tried
the most varied blows. Don't
forget it!
 * Review your matches with the
VCR mode to learn the best ways to
combine punches and kicks into
combinations.
 * In Match Play, button B
selects a Smart Hit. Smart Hits
are multi-kick or punch combos.
You start each match with three
Smart Hits. Use them when your
fighter is tiring.
<a name="Beyondoa.o">BEYONDOA.O</a>
 Beyond Oasis
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HEADY SPIRITS
 OPTIONS
 HINTS AND TIPS
 HINTS AND TIPS TOO
 MORE HINTS AND TIPS
 YET MORE HINTS AND TIPS
 EVEN MORE HINTS AND TIPS
 BROWSE HELP FILES
 Beyond Oasis
 Game Description
 
 Use Up/Down to scroll text
It all starts with Prince Ali on
one of his treasure hunts. He
comes across an uncharted island
near the land of Oasis. While
exploring the island's cave, he
discovers an armlet made of gold.
As soon as he puts on the armlet,
a strange glow fills the cave. Out
of an ethereal fire, a face
appears, and it begins to speak.
"Many years ago, a devastating
battle was waged in the
shadowlands of the Kingdom of
Oasis. It was between two powerful
sorcerers."
"Reharl used his gold armlet to
govern the four spirits. Agito
used his silver armlet to create
chaos and destruction."
"I am what remains of this gold
armlet. I now entrust its power to
you, for you have been chosen to
undergo a difficult task."
"The powers of the gold armlet are
now yours to wield. Find the four
spirits this gold armlet governs
and stop the evil ambitions of the
one with the silver armlet."
As the mysterious face vanishes
and the fire disappears, Ali feels
the ground begin to shake. The
cave is collapsing!
Ali runs for his boat and
furiously paddles away from the
island, then turns around to see
the mysterious island sink beneath
the waves.
He has been told the secret of the
armlets--and his destiny--but when
does the adventure begin?
Sooner than he thinks...
 Beyond Oasis
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Forwards to the Title screen
from the story screens.
 * Selects options in selection
screens.
 * Pauses game, opens Options
window/returns to game; closes
Options window.
 * Drops selected items in
options screens.
D-Pad:
 * Moves highlight brackets in
selection screens.
 * Highlights Adventures and
options in the Diary.
 * Moves your character in the
game screens (To run, press twice
and hold).
 * Performs special fighting
moves in conjunction with other
buttons.
 * Moves selection arrows in
the Options window.
 * Moves highlight brackets in
the selection/decision screens.
Button A:
 * Returns to Title screen from
Diary.
 * Cancels selections in
Options screens.
 * Performs special fighting
moves in conjunction with other
buttons.
Button B:
 * Enters selections.
 * Performs special fighting
moves in conjunction with other
buttons.
 * Cancels selections in
Options screens.
6-Button Pad:
 * Button X accesses the Map.
 * Button Y accesses Weapons.
 * Button Z accesses Items.
 Beyond Oasis
 Playing the Game
 
 Use Up/Down to scroll text
Getting Started:
After the Sega and Ancient logos,
the Beyond Oasis story begins. Get
a little background information on
the history of Oasis here, or
press Start or Button C to advance
to the Title screen.
Press Start at the Title screen to
open the Diary, where your
adventures are kept. If you're
just starting out on the Beyond
Oasis adventure, all four Diary
spaces (where you save your
adventures) will be blank.
Press the D-Pad to light up a
Diary entry space and press Button
B or Start to enter the Name
Select screen.
In the Name Select screen, you
select a name of up to three
letters. Move the highlight
brackets by pressing the D-Pad,
and enter the letter by pressing
Button B.
Pressing Button C deletes the
previous letter, and Button A
returns you to the Title screen
(if you have second thoughts about
starting a new adventure).
NOTE: The name you pick is for
game identification purposes, and
only appears in the Diary.
If you already have one or more
adventures saved in the Diary, you
can also use the Copy and Delete
options.
To make a copy of an adventure,
highlight the Copy option with the
D-Pad and press Button B or Start,
then select the adventure to copy
by moving the D-Pad until that
adventure lights up.
Press Button B and an arrow
appears on the screen. Move the
arrow with the D-Pad until it's
pointing to a Diary space, and
press Button B or Start.
When an OK appears on screen,
press Button B or Start to confirm
your choice, or Button A or C to
cancel.
Delete an adventure by
highlighting it with the D-Pad.
Press Button B or Start to select
the adventure, then confirm by
pressing Button B or Start again
(or cancel by pressing Button A or
C).
Return of the Prince:
Ali jumps off his boat, already
wearing the golden armlet he found
on the island. But what to do
next? Perhaps talking to some of
the villagers might help.
To speak to someone, walk up to
him or her and press Button B. To
forward through the conversation,
press Button B repeatedly.
Ali is in pretty good physical
condition, so the best way to get
from place A to place B is to
sprint.
Ali walks in a direction when you
press and hold the D-Pad, and
pressing the D-Pad twice and
holding it picks up Ali's pace.
Jumping is done by tapping Button
C. And when Ali comes across
ruffians you must rely on his...
Combat Techniques:
Ali is proficient in the ancient
fighting arts of Oasis, so he's
able to take care of himself--if,
that is, you know what his ancient
fighting arts consist of.
With these techniques at your
disposal, you and Ali make a
formidable team.
NOTE: These techniques work only
with blade weapons (it's pretty
hard to chop your opponents with a
bomb...).
 * Jab: Press Button B once to
jab an opponent in front of you.
 * Slash: Hold and release
Button B to make Ali sweep his
dagger in a backhand slash.
 * Combo: Press Button B
repeatedly to use the prince's
lethal combination of slashes, low
and high kicks, and a final jump
kick.
 * Crouch: Hold Button C to
crouch to avoid arrows, spears, or
to slip into low passages.
 * Jump kick: Press Button C +
Button B to bash unruly uglies
with a jump kick!
 * Crouch slash: Hold Button C
and press Button B to unleash the
prince's crouching slash, which is
effective for crawling or
slithering enemies.
 * Walking slash: Hold D-Pad +
Button B to let the walking slash
rip 'em up!
 * Sweeping slash: Press D-Pad
x 2 + Button B to make Ali run
toward the enemy or enemies and
perform a sweeping slash.
NOTE: There are other special
fighting techniques which Ali is
able to perform. Try various
buttons in combination to see what
they are.
 Beyond Oasis
 Heady Spirits
 
 Use Up/Down to scroll text
"He who wears the golden armlet
shall control the spirits of
Water, Fire, Shadow and Plant!"
Ali must search for and find the
four spirits in order to complete
his quest. But each spirit temple
is guarded by fearsome creatures.
It will take all of Ali's wiles
and courage to make his way past
them.
The special powers each spirit
wields will be essential to Ali on
his mission. Learn how to use
these powers effectively, and
return peace to Oasis.
Summoning spirits is done by
firing your Light Ball (spirit
summoning ball of energy) at the
appropriate object.
For example, to summon Dytto-the
spirit of water-face a body of
water and press Button A.
The Light Ball is then released
from the golden armlet, which
summons Dytto when it hits the
water. To dispel a spirit, press
Buttons A, B and C together.
Also be on the lookout for Spirit
gems, which increase your spirits'
powers.
NOTE: You will not be able to
use the Light Ball until you have
reached Dytto's temple.
Water Spirit "Dytto"
 * Dytto can be summoned from
almost any body of water, steam
spouts, streams and drops of
water.
Water Magic:
 * Tap Button A to fire the
"Magic Bubble" which stuns the
enemy for a short time.
 * Tap Button A twice for
"Healing," which restores some of
Ali's Life Force.
 * Press and hold Button A
until the SP meter flashes, then
release to summon Dytto's "Magic
Storm:" a waterspout that knocks
over enemies in its path.
Fire Spirit "Efreet"
 * Efreet can be summoned from
any type of flame. He loves to
bust heads with his fiery punch-no
encouragement necessary-which
makes him pretty handy when you're
walking around.
Flame Magic:
 * Tap Button A to fire the
"Flame Breath:" a blast of flame
and the competition is toast!
 * Tap Button A twice and
Efreet turns into a "Fireball,"
shooting off in whichever
direction he's facing.
 * Press and hold Button A
until the SP meter flashes, then
release it to summon the "Melt
Bomber," a firestorm that shoots
out in every direction.
Shadow Spirit "Shade"
 * Shade is summoned from
Mirrors and other reflective
items. Shade becomes your mystic
double, making you invulnerable to
enemy attacks.
 * Shade also protects you from
dangerous drops by lifting you up
(as with Efreet, Shade protects
you automatically, no button
pressing necessary).
Shadow Magic:
 * Tap Button A and Shade
extends his "Dark Claw." Shade can
attack enemies, grab items and
transport you from place to place
by grabbing onto hooks.
 * Press and hold Button A and
Shade becomes your "Doppleganger,"
allowing you to search areas in
your spirit form while he protects
your physical body.
Plant Spirit "Bow"
 * This perky plant has an
insatiable appetite. He eats
everything--snakes, giant rats,
beastmen, even iron grates!
Earth Magic:
 * Tap Button A to start Bow's
"Bite Attack," whereupon he begins
to chomp on whatever's around.
 * Tap Button A twice to call
Bow to wherever Ali is standing.
 * Press and hold Button A
until the SP meter flashes, then
release for Bow's "Poison Pollen"
which stuns all the enemies in the
area.
 Beyond Oasis
 Options
 
 Use Up/Down to scroll text
Options Window
Losing strength fast? Wondering
where to go next? Want to keep
your Spell Points up? Tired of
being bullied about by giant
beastmen and want to test out that
broadsword you just found?
The Options Window allows you to
get information about where you
are, and how you're doing. You can
also take a look or use items and
weapons that you're carrying, or
record your adventure.
Open the Options window by
pressing Start. Select an Option
by moving the highlight arrows
with the D-Pad and pressing Button
B.
Weapons:
Weapons are found in treasure
chests or are dropped by enemies
when they're defeated. Your
default weapon is your dagger, but
you'll come across a variety of
weapons in your travels.
You are sure to need most of the
weapons you find at one point or
another in the game.
But remember that weapons are
limited-use items, so try not to
use them except in those rare
cases when your trusty dagger just
isn't enough.
Pick up a weapon by standing over
it and pressing Button B. Select a
weapon by moving the Target
highlighter with the D-Pad and
pressing Button B.
To drop a weapon, highlight it
with the Target highlighter and
press Start.
Fish and Cheese (and other
items):
The items listed below can be used
to replenish Ali's Hit Points and
Spell Points when they get low so
be sure to stock up!
Other special-use items such as
spirit summoners and restorative
Elixirs can also be found
throughout the lands of Oasis, so
make sure you haven't left any
treasure chests lying around
unopened!
Pick up an item by standing over
it and pressing Button B. Use an
item by moving the Target
highlighter with the D-Pad and
pressing Button B.
To drop an item, highlight it with
the Target highlighter and press
Start.
Effects List
 * Cheese: HP + 1/4.
 * Fish: HP + 1/2.
 * Steak: HP + 3/4.
 * Roast Beast: HP to FULL.
 * Orange: SP + 1/4.
 * Apple: SP + 1/2.
 * Pomegranate: SP + 3/4.
 * Grapes: SP to FULL.
 * Mushroom: HP/SP + 1/4.
 * Lettuce: HP/SP + 1/2.
 * Garlic: HP/SP + 3/4.
 * Toadstool: HP/SP to FULL.
Status:
The Status window displays
information on your progress. At
the top is the Current Rank, Hit
Points (H.P.), Spell Points
(S.P.), and the number of enemies
defeated.
As you defeat enemies your rank
increases, but the count has a
second purpose-revealed at the end
of your adventure...
At the bottom of the window Spirit
Gems and Special Items are shown.
The number of Spirit Gems Ali has
in his possession determines the
strength of that spirit's magic.
Special items are used
automatically during the
adventure:
 * The Sunburst Pendant gives
Ali the ability to regain Hit
Points when he is standing in a
sunlit area.
 * The Key of Time and Space
allows Ali to use Warp Doors
(transporting him from one place
to another).
 * The Psychoring gives Ali the
ability to regain Spell Points (if
he is not using a Spirit at the
time).
 * The Sun's Charm allows Ali
to regain H.P. and S.P. quickly
when he is standing in a sunlit
area.
Map:
The map is used throughout your
adventures to check on your
current location (shown on the map
as an orange figurine), and the
place you should be making for
next (shown as a white flag).
Naturally, you can go anywhere in
Oasis you want to, but remember
that until you've reached the
position indicated by the flag and
fulfilled that part of your quest,
you won't be able to advance to
the next section of your
adventure.
 Beyond Oasis
 Hints and Tips
 
 Use Up/Down to scroll text
Minor Hints:
 * Prince Ali starts the game
with 200 Hit Points and a skill
level of 1. Ali can increase his
H.P. and power by collecting Level
Up Hearts or by receiving a
certain number of experience
points.
 * Each time Ali is injured his
H.P. decrease, and when they reach
zero, the adventure begins from
wherever you last saved it.
 * Food restores Hit Points, so
when Ali's Life Force gets low,
start chowing.
 * The creatures threatening
Oasis have specific orders to stop
you from finishing your quest.
You, on the other hand, have more
to think about than a few ugly
monsters with sticks and
spears-all Oasis is depending on
you to defeat the one who wears
the silver armlet.
You may find that the outcome of
the struggle is quite different
when you concentrate on your goal
and not the red herrings. Check
out the results at the end of the
adventure!
 * On the other hand, you may
be stymied at one point or another
by locked doors or barred
passages.
When you're at a loss for what to
do next, try clearing the area of
monsters (you know how that works)
and the answer may very well
appear in front of you.
 * Remember to use Dytto's
Healing spell whenever you have
the chance (to save your food
supply for more desperate times).
Major Hints:
Warning! The following section may
contain major spoilers that could
lessen your enjoyment of the game.
Read them only as a last resort!
Royal Village
Start by jumping out of the boat
and then go north, up one screen.
Talk to all the villagers and then
go north to battle the powerful
Ogre.
After you defeat the Ogre and his
minions, you will automatically
appear in your teacher's house. He
will inform you that the group who
attacked you may have attacked
your family.
At this point you should check
your map to see the position of
the Flag One. Flag One is placed
at the Royal Castle. The Royal
Castle is to the west of the Royal
Village (the village you start the
game from).
Conquering Flag 1
Royal Kingdom:
Exit your teacher's house and go
west into another screen, where
you will appear on a stone bridge.
Continue west to another bright
grassy screen. Go west through
this area and you'll come to a
wall.
Walk down alongside the wall and
find the entrance to the Royal
Kingdom. Enter the Royal Kingdom
and then walk up the steps with a
mermaid statue on either side to
enter the castle.
Inside the Castle
Inside the castle, walk through
the doorway on the right side of
the waterfall. Now go down and
walk left across the catwalk. Go
up and walk through the doorway to
enter the Throne Room.
Walk down near the guard and then
walk up the steps to talk to your
father (the King) and the princess
(your sister). Your father will
give you a key that will unlock
the Water Shrine.
Your sister will tell you to read
the three books in the back room
located in the upper-right of the
throne room.
After receiving the Water Shrine
Key and reading the three books,
stand between the two tall statues
in front of the water flow and
walk south to exit the Throne
Room.
You'll appear outside on the
rooftop. At this point you should
check your map to see the position
of the Flag 2. Jump off and travel
to the far east (Flag 2).
Conquering Flag 2 
Water Shrine:
How to get Dytto-the water spirit:
Exit the Royal Kingdom going east.
Follow the brown path eastward to
another bright grassy screen.
Continue eastward and cross the
stone bridge that leads to the
Royal village screen.
Walk past your teacher's house and
enter the area east of the Royal
village. Go to the far right and
up across the wooden steps.
Now walk right into another screen
and continue right until you see
four hedgehogs at a campfire. Walk
down the wooden steps and then go
south to another pair of wooden
steps.
Go up the steps and then go
westward to the Water Shrine.
Defeat the Guard at the Water
Shrine and then enter the shrine.
Inside the Water Shrine
You'll begin in a room with two
female statues submerged in water.
Open the wooden door at the north
portion of the first room with the
gold key in the chest (in the
center of the room).
Walk through the wooden door and
you'll appear in the second room
with two guards. Defeat the guards
and the blocked doorway at the
north portion of the room will
open.
Walk through the doorway and
you'll appear in the 3rd room.
Walk up the steps in the north
portion of the room and get the
gold key to the wooden door from
the Ogre.
Defeat the Ogre to receive the
gold key. Walk through the wooden
door and you'll appear in the 4th
room. The 4th room has a stream of
water flowing south and is full of
blue and pink plops (plops of
goo).
One of the pink plops has the gold
key to the wooden door at the
north portion of the room. After
you receive the gold key from the
pink plop, walk through the door
and you'll appear in the 5th room.
In the 5th room, quickly jump
upward to the door at the north
portion of the room. If you time
your jumps correctly, the huge
flow of water going south will not
push you back through the doorway
at the south portion of the room
(tricky, but possible).
Once you go through the north
door, you'll appear in the 6th
room with the boss of the Water
Shrine...
Water Shrine Boss: Crab Nabber
 * Weapon: She shoots water
bubbles from her mouth when her
mouth opens and turns red. The
bubbles can be destroyed with your
sword.
 * Movement: Jumps up and tries
to land on you.
 * Environment: You're battling
in the Crab Nabber Chamber: a blue
room without an exit until you
defeat the Nabber.
 * How to defeat: You must
first attack and destroy her large
single claw. Once the claw
explodes, attack the Crab Nabber's
body from the front or back.
Only attack the Nabber when her
mouth is open and red. After
defeating the Crab Nabber, exit
the chamber through the north door
(only door in the chamber at this
point).
You'll now appear standing in
front of the blue door. Now is the
time to use the power of the gold
armlet. Walk through the doorway
and you'll enter the chamber of
Dytto-the Water Spirit.
Walk up to the rotating blue cube
and press B to awaken Dytto. Now
watch the instructions on how to
activate Dytto's spells.
Conquering Flag 3 
Royal Kingdom with Dytto:
Once you have Dytto, you will
automatically appear outside at
the entrance of the Water Shrine.
First check your map to see where
the next flag is located.
Now go back to the Castle and talk
to the King, your father. In order
to get back to the castle, walk
down to the grass and then go
left.
Jump off the edge and then walk
left into another screen. Now go
up and travel west to the Royal
village. Go west through the Royal
village to another screen.
Continue west to another bright
grassy screen. Go west until you
come to a wall. Walk down
alongside the wall and find the
entrance to the Royal Kingdom.
Enter the Royal Kingdom and then
walk up the steps between the
mermaid statues to enter the
castle. 
Inside the castle, walk through
the door on the right side of the
waterfall. Now go down and walk
left across the catwalk. Go up and
walk through the doorway to enter
the Throne Room.
Walk down near the guard and then
walk up the steps to talk to your
father (the King) and the princess
(your sister). Your father informs
you about a shrine behind the East
Waterfall.
Now exit the castle by standing
between the two tall statues in
front of the water flow and walk
south. You'll appear outside on
the rooftop.
At this point you should check
your map to see the position of
the Flag 4. Jump off and prepare
to travel to Flag Four.
 Beyond Oasis
 Hints and Tips Too
 
 Use Up/Down to scroll text
Conquering Flag 4
Waterfall Shrine:
How to get Efreet-the Fire Spirit:
Exit the Royal Kingdom going east.
Follow the brown path eastward to
another bright grassy screen.
Continue east until you reach a
stone bridge.
Do not cross the 1st stone bridge.
Instead, go as far north as
possible and then go east onto a
screen with a 2nd stone bridge.
Jump into the water north of the
bridge and waddle up to the large
waterfall.
Summon Dytto the Water Spirit and
use her water bubble to create an
opening in the waterfall.
Enter the Waterfall Cave and walk
north, pass the bats and dying
fish, until you reach the Black
Plops in the 2nd area. Battle your
way north up the right side of the
screen to a 3rd area.
In this area, continue up until
you reach a flame thrower. Behind
the flame thrower there is a chest
with the gold key to unlock the
wooden door on the upper-left of
this screen.
Once you have the gold key, walk
to the other side of the flame
thrower and then jump down to the
left. Go left and then up past two
flame throwers to reach the wooden
door.
Go through the wooden door and
you'll appear in the 4th area with
a circular block to your right.
Walk forward and an Ogre will fall
from the ceiling.
Defeat the Ogre to receive the
gold key to the wooden door in the
upper-left corner. The only
problem is the fire in front of
the wooden door.
How to put out the fire in front
of the wooden door in the 4th
area:
Stand behind the circular block
and push it up (North) onto the
green switch (watch out for the
flame thrower).
This will cause the small geyser
to erupt. Now summon the water
spirit, Dytto, from the geyser.
Use Dytto's water bubble to put
out the fire.
Walk through the door and you'll
appear in a room with a pool of
black water.
Black Pool Room (5th Area)
The majority of the room is
covered by black water. To get out
of the room, go to the upper-left
corner near the door. There are
two green switches on the ground
that activate the door.
Press the switch on the left and a
circular block will drop from the
ceiling (to your right). Push the
block on top of the green switch
on the right.
This will keep the door open. Walk
through the door and prepare to
battle the Waterfall Shrine
boss...
Waterfall Shrine Boss: Black
Skull of Akebulan (6th Area)
 * Weapon: Shoots living fire
streams from its mouth. After the
Black Skull's health meter goes
down past the half-way mark, his
skeleton hands will come up from
the Black pool and try to slap the
blackness on you.
 * Movement: Emerges from the
Black pool, exhales its fire
breath and then submerges in the
Black pool. (The Black Skull
repeats this until it's
destroyed.)
 * Environment: You're battling
in a room full of black water.
 * How to defeat: Wait for the
Black Skull to merge from the
Black pool and then strike it on
any side of its head. Dodge the
living fire streams and make sure
the skull keeps its hands to
itself.
Once you defeat the Black Skull of
Akebulan, go through the north
doorway to the seventh room. In
this room, stand in front of the
blue door and use the gold armlet.
Walk through the doorway and
you'll enter the chamber of
Efreet-the Fire Spirit. Walk up to
the rotating red cube and press B
to awaken Efreet. Now watch the
instructions on how to activate
Efreet's spells.
Conquering Flag 5
Royal Kingdom:
Once you have Efreet, you will
automatically appear outside at
the entrance of the Waterfall
Shrine. First check your map to
see where the next flag is located
(Castle).
Now go back to the Castle and talk
to the King, your father. In order
to get back to the castle, walk
out of the water by using the
rocking embankment to the right.
Now walk south and use the stone
bridge to go west onto another
screen. On this screen, go south
and then west whenever possible
(keep pressing left on the D-pad
on the left side of the screen) to
another grassy screen area.
Go west through this area until
you reach the wall of the Royal
Kingdom. Walk down alongside the
wall and find the entrance to the
Royal Kingdom.
Enter the Royal Kingdom and then
walk up the steps with a mermaid
statue on either side to enter the
castle.
Inside the castle, walk through
the door on the right side of the
waterfall. Now go down and walk
left across the catwalk. Go up and
walk through the doorway to enter
the Throne Room.
Walk down near the guard and then
walk up the steps to talk to your
father (the King) and the princess
(your sister). Your father will
tell you...
"Ali, the soldiers reported that
some strange groups are camped out
in the field northeast of the
Water Shrine. You must investigate
the area before they hurt the
villagers."
After talking to your father,
stand between the two tall statues
in front of the water flow and
walk south to exit the Throne
Room. You'll appear outside on the
rooftop.
Jump off and prepare for to travel
to Flag Six.
Conquering Flag 6 
Northeast Campsite:
Exit the Royal Kingdom going east.
Follow the brown path eastward to
another bright grassy screen.
Continue eastward and cross the
stone bridge that leads to the
Royal village.
Walk past your teacher's house and
enter the area east of the Royal
village. Go to the far right and
up the wooden steps.
Now walk right into another screen
and continue right until you see
four hedgehogs at a campfire. Walk
down the wooden steps and then go
right and up to the blue crystal
on the stone bridge. 
To cross the stone bridge, you
must use Efreet to remove the blue
crystal. Summon Efreet from the
campfire and then stand next to
the blue crystal.
Efreet will punch the crystal
until it explodes (it takes Efreet
a while to get the hint). Now
cross the stone bridge into
another screen and then go east
until you reach a small fire in
front of stone steps.
To go up the stone steps, you must
use Dytto to remove the fire.
Summon Dytto from the dirty pool
of water to the west. Walk back to
the fire and use Dytto's water
bubble to extinguish the fire.
Go up the steps and then up
another set of steps. Go right and
then down a set of steps. Go right
and then up near a cluster of
trees.
Now go west to a set of steps. Go
up the steps and you'll enter the
courtyard of the enemy campsite.
Northeast Campsite Courtyard
Once you enter the Northeast
Campsite Courtyard, go up, right,
and then go down. Now go up two
sets of stairs on your right. Go
all the way up and then down a set
of stairs to your left.
At the end of the staircase, there
is a chest with a green key (used
in the 1st room of the Campsite).
Go back up the staircase, go left
and down a set of stairs.
Follow the pathway downward and
then go up a set of stairs that
lead to a locked door. Defeat the
guards in front of the door and
one of them will drop the gold key
that unlocks the wooden door.
Walk through the door and you'll
enter the Northeast Campsite
Rooms.
1st Room of the Northeast
Campsite
The first room you enter has a
steel door in the upper-left
corner and a set of bars in the
upper-right corner (only Bow can
break through the bars).
There is also two Gun Towers in
the center of the room. Destroy
the gun towers and then go through
the green steel door (you need the
green key from the Courtyard).
You'll appear in the second room.
2nd Room
Directly to your right, there is a
huge boulder, a green switch and a
geyser. Stand behind the boulder
and push it onto the green switch
to open the blocked doorway.
Walk through the doorway and
you'll enter the third room of the
Northeast Campsite.
3rd Room
Once you appear in this room,
there are two sets of stairs in
front of you. One is a little to
the left and another a little to
the right. Both sets of stairs
lead to a chest (a steel bow).
There's also a lever switch to the
left on the floor. Defeat all the
enemies in the room and open the
blocked doorway in the upper-right
corner.
Unblock the doorway by shooting
the lever with a steel bow (from
the chest up the stairs). Go
through the doorway to continue to
the fourth room.
4th Room
You start the fourth room with
three moving wall spears in front
of you. Just up and ahead of the
spears there's a lever that
activates or deactivates all three
moving wall spears.
Shoot the lever with a steel bow
to deactivate them. Walk up, right
and then down the stairs. Walk
past the snakes and go right into
another section of the fourth
room.
In this section of the fourth
room, you will appear to the left
of two rows of rolling boulders
(both rolling south to north). The
row to the far right is moving
fast.
The row closest to you is rolling
slow, but the number of boulders
is doubled. Make your way up
through the first row and then cut
across to the right at the top.
Continue right and then go down
the wide staircase. Defeat the
Giant Knight and his companions
and the text will read...
"He captured the enemy base and
sneaked onto a ship staying in the
harbor."
Now you will automatically appear
in the lower deck of the ship.
Really check the map to see if the
ship has a flag or not.
Conquering Flag 7
The Ship:
Lower Deck
Go up until you see two levers.
Walk to the left side of the top
lever (the one closest to the
north wall) and hit it to the
right.
Only hit the top lever to the
right. The bottom lever should
point in the left direction.
If the levers are positioned
correctly (top going right, bottom
going left), the blocked doorway
at the southern portion of the
lower deck will be open.
Walk through the doorway to go up
on the outside deck.
Outside Deck
Go up and walk up the stairs.
Continue up (south) and jump down.
Go up another set of stairs and
then jump down. Walk up and you
will be confronted by Silver
Armlet.
Silver Armlet will say...
"I am Silver Armlet. You cannot
stop me, and you will be sorry you
tried! Gold Armlet, you are brave
to come here. But unfortunately, I
have no time."
Silver Armlet will be escorted off
the ship by one of his Red
Gargoyles. You will then be left
to battle two Gargoyles (a purple
one and a red one).
To defeat the Gargoyles, try to
wait for them to swoop down. The
best attack against them is the
flash kick. The only weapon they
have is their fireball breath.
Once you defeat them, you will
automatically appear in a small
boat and head to the shore. And
the text will read...
"Ali defeated the Gargoyles. He
headed his boat in the direction
where Silver Armlet disappeared."
Conquering Flag 8
Beach Cave of Mt. Ptah:
Entrance to Beach Cave:
From the shoreline, go up two sets
of stairs and then go into the
cave on the left.
Main Area
Go up the stairs and stand in
front of the three levers (on the
ground). If the three levers are
positioned correctly, a secret
room will appear in the wall.
Position the left lever to the
left; the middle lever should
point to the right and the right
lever should point to the right.
Once you go inside the secret room
and come back out, go left into
another screen of the Main Area.
Once on the second screen, go
down, push the boulder out of your
way and then go up the stairs on
the left. Now go left to a green
switch (not the switch in the
hole).
Step on the switch and the geyser
in front of the stairs will stop
for approximately 2 seconds,
giving you time to jump up the
stairs to retrieve the green key
in the chest.
Drop down and then go to the north
opening of this portion of the
Main Area (defeat the enemies in
the room first). You will now
appear in the 1st area to the
North.
1st Area to the North 
In this area the sky is falling.
To stop the bombardment from the
sky, take the stairs down into the
water and hit the green switch.
Next to the green switch there's a
chest with a gold key inside. Get
the gold key, walk back up the
stairs and go through the green
steel door to enter the 2nd area
(need green key from the Main
Area).
2nd Area
Just walk up to the wooden door
and enter the 3rd Area. The green
key for the green steel door in
the 1st area to the west is down
in the water, left of the wooden
door.
3rd Area
In this area there are two sets of
stairs that lead up to a chest.
Inside the chest is the red key
(opens the red steel door in the
6th area to the west ).
There's also a blue steel door
that can only be opened with the
blue key from the 6th area to the
West.
Once you have the Red Key, exit
the 3rd area the way you came in
and then jump to the chests in
water. In one of the chests you'll
find a green key (use in the 1st
Area to the west).
Allow the stream to take you back
to the green switch in the water.
Step on the green switch to stop
the bombardment. Now go up the
stairs, turn right and then down
to enter the Main Area.
Main Area with the Red Key
Walk up to the blue crystal in the
Main Area and destroy it with a
bomb or have Efreet destroy it.
You can summon Efreet with a bomb
or the torches in the 3rd area to
the north.
The blue crystal can only be
destroyed by fire. Once the
crystal has exploded, go through
the opening and you will appear in
the 1st Area to the West.
1st Area to the West
Walk past the stairs and defeat
the Gargoyle in front of the green
steel door to the far left of the
room. Once the gargoyle is
defeated, a block will drop down
onto the green switch.
This will cause the geyser to
stop. Now go up the stairs and get
the gold key out of the chest.
To open the green steel door in
this room, you need the green key
from the chest in the 2nd area to
the north (in the water). Go
through the green door and you'll
enter the 2nd area to the West.
2nd Area to the West
Go up the stairs and walk to the
far left, defeating all the
zombies on the way. Once you
defeat all the zombies in the
room, go back down the stairs and
hit the lever to stop the boulders
from falling.
If zombies are still walking
around they will hit the green
switch and activate the boulders.
So make sure they're all dead.
Well anyway, after you stop the
boulders from falling, go up the
stairs to enter the 3rd Area.
3rd Area
The 3rd area has an unlit
campfire. Um, should we play with
fire? Go to the right and enter
the 4th area.
4th Area
On this screen there's a waterfall
and a wooden door. If you have a
gold key you can continue through
the door. If not go back to the
1st area and open the chests.
Continue through the door and
you'll appear in the 5th area.
5th Area
Defeat the Knights and the Ogre to
make the staircase appear on the
left side of the screen. Go up the
stairs and you'll appear in the
6th area.
6th Area
Go up to the red steel door and it
will allow you to walk through if
you have the red key (found in the
3rd area). Go through the door and
you'll appear in the 7th area.
7th Area
Go up the stairs and then jump off
to the left onto the green switch.
The green switch drops three chest
onto the platform you just jumped
from. (Now if only you would have
thrown a bomb first!)
Once you've jumped down, light the
unlit torch to the right of the
blocked doorway and the entrance
will open. Walk through the
doorway and prepare yourself to
battle the Granite Grantee...
Granite Grantee:
 * Weapon: Granite Grantee has
the power to control any solid
form of earth. The Grantee will
try to crush you by commanding the
ceiling to collapse on you.
You can guess where the dirt will
fall by watching for the multiple
rock shadows on the ground.
 * Movement: The Grantee jumps
up and down to command the
ceiling. He also transforms
himself into a huge boulder and
bounces around the room.
 * Environment: You're in a
room with a blocked doorway in the
upper-right corner. The doorway
will not be blocked after you
defeat the Rocklord, Granite
Grantee.
 * How to defeat: Attack the
Grantee only when his arms are
folded out and he's on the ground.
He will receive a hit on any
portion of his body.
Don't make the mistake of chasing
him when he transforms into a huge
boulder. Try to dodge him.
Once you defeat the Granite
Grantee, pick up the necklace he
leaves behind.
Now go through the doorway in the
upper-right corner, or you can
venture back, on your own, to the
3rd area to the North and open the
blue steel door (if you can find
the blue key in the 6th area to
the west).
Before you leave the cave the text
will read...
"He defeated the monsters in the
cave and picked up a necklace
which had a mysterious radiance."
Once you exit the Far East Shore
Cave of Mt. Ptah, you'll appear
outside in front of a set of
stairs.
Go down the stairs and then go to
the far west, through the puddles
of water, until you reach another
set of stairs. Go up the stairs
and then go left into another
screen.
You'll appear outside the
Mountainside Fortress. Go left and
walk up two sets of stairs. Then
go right and up another set of
stairs that will take you inside
the Mountainside Fortress.
 Beyond Oasis
 More Hints and Tips
 
 Use Up/Down to scroll text
Major Hints:
Warning! The following section may
contain major spoilers that could
lessen your enjoyment of the game.
Read them only as a last resort!
Conquering Flag 9
Mountainside Fortress:
1st Room
Once inside the Fortress you will
immediately be ambushed by about 5
Knights. Defeat the Knights and
then open the chest in the
upper-right corner of the room.
Inside the chest there's a gold
key. Open the wooden door on the
left side to enter the 2nd room.
(Inside the door on the right
there's another gold key and some
items.)
2nd Room
Go up, left (past the green
switch), and then down into the
3rd room.
3rd Room
This room has four rolling spikes
and two doors in it. There's a
wooden door to the upper-left that
can be opened with the gold key in
the chest at the bottom of the
room.
There's also a green steel door to
the upper-right that can be opened
with the green key from the 4th
room. Go through the wooden door
with the gold key and enter the
4th Room.
4th Room
Inside this room there are two
chests and a green steel door at
the north wall. One of the chests
has a green key and the other has
a gold key. Go through the green
steel door in the room and you
will appear in the 5th room.
5th Room
Go to the right and then go down
past a wall spear. You'll enter
the 6th room, a Snake and Rolling
Spike room. 
6th Room: Snake and Rolling
Spikes
In the upper-right corner of this
6th room, there's a wooden door
that leads to a room with four
chests in it. In two of the chests
you'll find a blue key and a gold
key.
After you have the keys, go back
to the 5th room. Go up, left and
then down into the 7th room.
7th Room
When you first appear in the 7th
room, there's an Ogre standing in
front of a chest in the
bottom-left corner. After you walk
further into the room, more
enemies come from the upper-right
corner.
Go through the blue steel door and
enter the 8th room. You can only
go through the door if you have
the blue key from the 6th room.
8th Room
Bombs will first fall from the
ceiling. Once the bombs explode,
walk through the wooden door at
the north wall, if you have the
gold key from the 6th room. You'll
now appear in the 9th room.
9th Room
The 9th room is a two-screen
corridor. The first screen has two
Knights. Go down to the next
screen and it has two Knights plus
wall spears, so be careful.
Continue down past the wall spears
and you'll appear outside the
Mountainside Fortress. Walk down
the stairs and then jump down from
the left side to a doorway. This
is the Wizard Room.
Wizard Room
Defeat all the wizards and a chest
will drop from the ceiling. Inside
the chest is the red key that
opens the red steel door. In the
wizard room, there's a blue steel
door.
You can open the door if you have
a blue key. The only way to get an
extra blue key is to enter the
green door in the 3rd room. Use
the green key from the 4th room to
get into the green door in the 3rd
room.
Once you have the red key, exit
the Wizard room the way you came
in and then jump off the ledge to
the right. Go right and then go up
two sets of stairs.
The stairs lead to the red steel
door. Enter the red steel door and
prepare to battle two red
gargoyles.
Two Red Gargoyles:
The Gargoyles start off sitting on
either side of the blocked
doorway. Their green while they're
stationary, but when they start
flying they change to a fiery red.
Defeat the gargoyles and the
blocked doorway will open. Enter
the doorway and text will read...
"He caught a faint conversation
from downstairs.....'is it to the
north?'
'Yes, in the wall fortress. It is
the key to go to the west crater
to see Shade.'"
After the text, you'll appear in a
corridor with a few Knights.
Defeat the enemies in this
corridor and the text will read.
"He left for the Wall Fortress to
continue after Silver Armlet."
Now make your way to the right
side of the corridor and go down
to the outside of the Mountainside
Fortress. You will appear outside
on green grass. Go right and then
up alongside the Mountainside
Fortress to another screen.
Conquering Flag 10
Wall Fortress:
How to get the Warp Device:
This area is the path to the Wall
Fortress. The environment looks
sandy like a desert. Go to the
right and walk up the stairs.
Continue up and walk up another
set of stairs. Now go to the left
and jump down. Go up and walk up
two sets of stairs.
Continue up until you see two sets
of stairs to your right. Walk down
both sets and then go right, into
another area of the path. Go to
the far right and then go up three
sets of stairs.
Go to the far left and jump down.
Go up the stairs and continue up
to another area of the path. Go up
the stairs and then go left to
another set of stairs.
Go up the stairs and then go left
again to another set of stairs. Go
up the stairs and then go left
until you reach a set of stairs.
These stairs lead to the top of
the Fortress Wall. Climb up the
stairs and you'll appear at the
top of the Wall.
Top of the Wall Fortress
The first screen on top of the
Wall has a set of stairs leading
to two holes (of no importance).
Go to the right and you'll enter
the 2nd screen on top of the Wall
2nd Screen
Go to the right and a gate will
fall behind you, blocking you off
from the left. Continue to the
right against the wind and pass by
the flame throwers.
Knights are going to try and stop
you. In order to pass by the flame
throwers safely, wait for a group
of knights, defeat them and
quickly run to the right past the
flames.
The flame throwers will stop
momentarily after you defeat a
group of knights. Once you're past
the flame throwers, step on the
green switch to open the gate to
your right.
Go to the right and defeat the
enemies to open another gate to
your right. Continue right, once
the gate is down, and dodge the
boulders.
Go up the stairs and defeat the
Ogres. Go to the right until you
reach a green switch. Step on the
switch to open a section of the
gate.
Go through the opening and then go
to the right onto the 3rd screen
on top of the Wall Fortress.
3rd Screen
Go to the far right against the
wind until you reach a gate. Now
go back to the left and destroy
all the gun towers. Destroying the
gun towers will trigger the gate
to open.
After the gate is open, go to the
right and down the stairs. Go to
the right and light all the unlit
campfires to open the gate to the
right.
Once they're all lit, jump over
the spikes and continue to the
right until you reach another set
of spikes. The spikes will begin
to close in on you.
Defeat all the critters that the
gargoyles drop from the sky and
then the spikes will move outward.
Go to the right and go up the
stairs near the two green
switches.
Activate both switches by using
one of the Ogres or by throwing a
bomb at one of the switches and
then stepping on the other.
When both switches are activated,
the gate blocking the teleporter
will open. Step into the blue
circle on the ground and you will
teleport to the right side of the
screen.
Run to the right and you will meet
Silver Armlet again...
"You've caught up with me much
earlier than I expected. Well, let
me reward you. Somewhere in this
castle, there is a device which
can move you through a warp of
time and space."
"I don't need it, but you will.
Show me your power, Gold Armlet.
You must defeat my minions to gain
access to the Warp Device!"
Silver Armlet will then drop you
down into the Wall Fortress. You
will then have to battle the
Turtle Dragon, Rebekkamaun.
Boss: Rebekkamaun the Turtle
Dragon
 * Weapon: Rebekkamaun will
spit rocks out of his mouth and
also try to suck you into his
mouth.
 * Movement: The Turtle Dragon
basically has one movement. He
moves toward the left, trying to
devour your soul.
 * Environment: You're battling
inside the Wall Fortress. The room
Rebekkamaun has made its lair has
a blue floor and statues in the
wall.
 * How to defeat: Wait for
Rebekkamaun's hideous tongue to
come out and then strike it as
many times as possible before it
retreats back into her mouth. Oh
yeah, don't forget to run to the
left.
Once Rebekkamaun is defeated, go
through the opening to the left
and get the Warp device out of the
chest. Use the device by shooting
your armlet at the blue crack in
the floor (directly below the
chest).
This will open a spiral warp hole
in the floor. Walk over it and you
will warp to the 1st screen of the
Wall Fortress. Go down the stairs
and the text will read...
"He defeated the monsters in the
fortress and got the Warp Device."
Continue down the stairs and then
go to the far left to a set of
stairs. Go down the stairs and
then go right until you see a
large portion of the Wall Fortress
hidden in the rock.
Stand on the left side of the
hidden portion of the fortress, go
down and then jump down to the
left. If you land near the trickle
of water coming from the rocks,
you jumped down too far to the
right.
The section of land you jump down
to has a blue crack in the ground.
Use the Warp Device on the crack
to form a warp hole. Walk over the
warp hole and you will teleport to
the far left of this area.
Now go to the left and you will
appear in another area. This is
the path to the Volcano.
Conquering Flag 11 
Volcanic Crater:
How to get Shade- the shadow
spirit:
Go left and then up two sets of
stairs. Go left and then up a set
of stairs. Go left and then down
onto a mountainside area.
Watch out because now you can fall
off the cliffs of the
mountainside. Try your best not to
fall off into the purple sky while
battling.
Continue downward, go the far left
and then up to a set of stairs, on
the right. Remember you're on a
volcano, so spontaneous
bombardments of lava rocks are not
unusual.
Now go down the stairs, go right
and then up into the entrance of
the Volcano.
Inside the Volcano
1st Area
From the entrance, go left and
then down two sets of stairs. Go
to the right, defeat the wizard in
the center of the small lava pit
and he'll drop the gold key that
opens the wooden door at the south
wall.
2nd Area
Once you walk through the door,
jump down to the left twice. After
the second jump, walk down to the
chest and collect the green key
for the green steel door.
Stand where the chest was located
and jump down. You'll land in a
pit with a few enemies. Defeat all
the enemies and a blue teleporter
will appear.
Walk over the teleport and you
will appear back in the 1st Area
in the spot where the Wizard had
the gold key.
Return of the 1st Area
Go through the south doorway again
and you'll appear back in the 2nd
Area.
Return of the 2nd Area
Instead of jumping down to the
left, walk between the rocks and
jump down (not to the right, but
south). You'll land in front of a
green steel door. If you have the
green key, walk through the
doorway and enter the 3rd Area.
3rd Area
Walk to the left and defeat all of
the Knights. If the Knights and
the living fire are not defeated,
you'll have a hard time getting
past the ground spikes to the far
left.
Defeating the enemies opens a path
through the ground spikes and
activates a blue teleporter to the
right, near the entrance. Go back
to the right and walk over the
teleporter.
You'll appear on the far right on
a ledge with a chest. Inside the
chest is the red key you need
enter Deberahrah's Lair. Now
teleport back, go through the
ground spike path and then up the
stairs into the 4th area.
4th Area
First go to the left and step on
the green switch to activate the
platform on the left. Now go up
and jump onto the moving platform
(moves north to south).
From this platform, jump to the
right onto the 2nd moving platform
(moves west to east). It would be
wise to defeat the wizards near
you, because they may interrupt
your jump.
From the second platform, jump to
the south onto a portion of
stationary land. Now wait for a
third platform (moves north to
south) and jump onto it.
Again it would be wise to defeat
the wizards, because they may
interrupt your jump. From the
third platform, jump to the 4th
platform (moves west to east) in
the south portion of this area.
Wait for the fourth platform to
move to the east and then jump
onto the stationary land. Go to
the right and walk through the red
steel door, if you have the red
key (in the 3rd Area).
Once you walk through the door,
you will appear in the center of
the volcano and face to face with
the lava dragon, Deberahrah.
Boss: Deberahrah the Lavewish
Dragon
 * Weapon: She blows fireballs
about twice and then a stream of
fire.
 * Movement: Deberahrah has
secured herself to the base of the
volcano. The only portion of her
that will move is her head and
neck.
 * Environment: You're battling
in the center of the volcano.
Deberahrah is directly in the
center of her Lair. You're
positioned on a ledge that circles
her head.
 * How to defeat: Defeat the
Lavewish Queen by smacking her on
the chin every time she lowers her
head to kiss you.
Once you defeat Deberahrah, a
moving platform will appear in the
center of the room (moves north to
south). Jump on the platform and
cross the gap in the center of the
lair.
On the other side there's a blue
door. Stand in front of the blue
door and use the gold armlet. Walk
through the doorway and you'll
enter the chamber of Shade-the
shadow Spirit.
Walk up to the rotating black cube
and press B to awaken Shade. Shade
will tell you...
"I appear from the void to become
your shadow. My name is Shade. I
pledge my allegiance to you, Gold
Armlet. You may summon me from
your own reflection."
Now watch the instructions on how
to activate Shade's spells.
Before you leave the Shade chamber
the text will read...
"He defeated the old dragon in the
crater and found Shade, a spirit
of shadow in the Shrine of
Darkness."
Escaping the Volcano Crater
After you have Shade, you will
automatically appear where the
blue door was located. Ride the
platform across the gap and then
exit Deberahrah's chamber at the
south portion.
Now use Shade to grab the two
grappling posts and exit the 4th
area. Now you'll appear in the 3rd
area on a ledge across from a
grappling post.
Drop down, go right and then go up
through the exit. You'll now
appear in the 2nd area. Walk
forward and drop down. Use the
blue teleporter and you will
teleport to the 1st area.
Walk through the entrance in the
north wall and you'll appear back
in the 2nd area, but at the top
ledge. Jump down to the left and
use the grappling post on the left
side.
Continue to the left and you'll
appear in a room full of geysers.
Jump down to the Shade crystal and
exit through the small opening.
You need to crouch to make
yourself fit through the small
opening. On this side of the
Volcano, the mountain rocks are
purple.
On the Prince side of the Volcano
Go to the far left, jumping over
the gaps and collapsing bridges
until you reach a set of stairs
that lead to the Old Man. Summon
Shade and he will catch you if you
fall off the platforms.
Some of the jumps you have to make
may seem impossible, but rest
assured that all leaps and jumps
are possible with speed, along
with accuracy.
When you reach the Old Man he will
tell you...
"Welcome, Prince. Yes, I know
everything. This is yours. That
ring is a great help to you. The
necklace you found belongs to
Princess Gwyn, your elder sister."
"As you know, she's been missing
for over ten years. This may mean
she is still alive. Now go back to
the castle. Silver Armlet wants
something from inside it, and you
must hurry to protect your
family."
Once the Old Man is finished
gabbing, go down the stairs and
use the blue crack in the ground
to create a warp hole. The warp
hole will teleport you to the
beach west of the Royal Kingdom.
 Beyond Oasis
 Yet More Hints and Tips
 
 Use Up/Down to scroll text
Major Hints:
Warning! The following section may
contain major spoilers that could
lessen your enjoyment of the game.
Read them only as a last resort!
Conquering Flag 12 
Recapturing the Royal Kingdom:
How to get Bow-the Plant Spirit:
West Beach
From your warp spot, go down and
then right, along the coastline to
a set of stairs. Go up the stairs
and then go left to another set of
stairs.
Go up the stairs and then right to
another set of stairs that lead to
the Dark Forest west of the Royal
Kingdom (go right).
Dark West Forest
Go down the stairs and then right
to another set of stairs. Go up
the stairs, go right and then down
to a set of stairs. Go down two
sets of stairs and then go right,
into the Royal Kingdom.
Royal Kingdom Conquered by the
Enemies
Go all the way down through the
Royal Port Village and enter the
area with the Ship. Continue going
all the way down, alongside the
ship and you'll reach a storage
house with an open doorway.
Enter the doorway and talk to the
family inside. After you talk to
the family, go back to the Dark
West Forest and then go up two set
of stairs.
Continue north into another area
of the Dark West Forest. Go north
and up a set of stairs (only
stairs in this area). Go right, up
and then to the far left until you
reach a lone tree.
At the lone tree, go left, down
and then right into an area with a
Shade Crystal. Summon Shade, go
back to the left and go up the
stairs. Go to the far left and
then down two sets of stairs.
Now go right, to a gap and use the
grappling pole to cross the gap.
Now enter the Forest Shrine.
Forest Shrine (West of the Royal
Kingdom)
Note: There are unlit torches
throughout the Shrine. All the
unlit torches must be lit in order
for the Granite Grantee to appear
in the Main Area.
Main Area
This area has ground spikes in the
formation of a rectangle on the
left and right side. There are two
blocked doorways and one wooden
door in the south wall.
The blocked doorway on the far
left will open, once the three
gargoyles are defeated.
1st Area of the Left Doorway
This area has 6 rolling spikes and
a monster chest in the center of
the room. Destroy the monster
chest and a chest with a gold key
inside will drop from the sky.
There's also a green steel door in
the south wall. The green key is
found in the 7th area behind the
wooden door. Go back to the Main
Area and walk through the wooden
door on the right.
1st Area behind the Wooden Door
In this area, hedgehogs will
constantly fall from the sky. Keep
fighting the hedgehogs and
eventually an Ogre will fall from
the sky.
Defeat the Ogre and he will drop
the gold key. Grab the key and go
through the wooden door in the
upper-right corner of the room.
2nd Area behind the Wooden Door
This area has a set of stairs that
are blocked at the top by a blue
crystal. Beyond the blue crystal
there's a blue steel door (key is
in the 4th area behind the wooden
door).
To the left of the blue crystal,
there's a chest on a ledge. To
successfully pass through the 2nd
area you must go into the 3rd
area.
Go to the right and you'll enter
the 3rd area.
3rd Area behind the Wooden Door
Use the Shade crystal in this area
to summon Shade. In the
upper-right corner there's a
wooden door. The gold key for the
door is in the 2nd Area.
Now go back to the 2nd Area and
get the key.
2nd Area behind the Wooden Door
Go up the stairs and destroy the
blue crystal with bombs or
anything that causes fire (for
example the Omega Sword). Go to
the left and use Shade to get
across the gap by using the
grappling pole.
Open the chest, get the gold key
and then go back to the 3rd Area.
Go through the wooden door in the
3rd Area and you'll walk into the
4th area.
4th Area behind the Wooden Door
The only things in this room are a
chest and a green switch. The
chest has the blue key for the
blue steel door in the 2nd area.
The green switch drops down two
chests (get the chests in the 5th
area).
Go back to the 2nd area and walk
through the blue steel door to
enter the 5th area.
5th Area behind the Wooden Door
This room has 4 moving platforms
over a huge gap and two doors. One
is blocked and the other is
wooden.
The wooden door is in the
upper-left corner (key behind
blocked doorway) and the blocked
doorway is in the upper-right
corner. To get through this room,
you will need to light all the
campfires.
This will cause several blob
spheres to attack you. Defeat the
blobs and the blocked door in the
upper-right will open. Go through
the open doorway and you'll enter
the 6th area.
6th Area behind the Wooden Door
This is where you'll find the gold
key for the wooden door in the 5th
area (where the blob spheres
were). Go back to the wooden door
in the 5th area and walk through
to the 7th area.
7th Area behind the Wooden Door
Go up the stairs and get the green
key from the chest. To pass
through the blocked doorway in
this area, you must hit a green
switch in the 7th area behind the
Left Doorway.
Now go back to the Main Area and
go to the 1st area behind the Left
Doorway. Use the green key on the
green steel door in that area.
In order to go back to the 1st
area behind the Left Doorway of
the main area, go through area 5,
area 2, area 1 and then the left
doorway of the main area.
Back to the 1st area behind the
Left Doorway
This area has 6 rolling spikes on
the ground and a green steel door
in the upper-left corner. The
green key is in the 7th area
behind the wooden door.
Walk through the green steel door
to enter the 2nd area.
2nd Area Behind the Left Doorway
In this area there are two rows of
rolling boulders (roll north to
south) and a chest between two
rows of floor spikes. Go between
the two rows of spikes and get the
gold key from the chest.
The gold key opens the wooden door
up the stairs, in the upper-left
of this area. To get to the wooden
door, you have to extinguish the
fire blocking your path.
The only way to extinguish the
fire is by summoning Dytto. You
can summon Dytto by using the
water droplets in the room behind
the blue crystal (left of this
area).
Destroy the blue crystal with a
bomb or summon Efreet from the
fire in this area. Once the
crystal is destroyed walk into the
3rd area.
3rd Area Behind the Left Doorway
In this room, you'll find the
droplets to summon Dytto and also
the first red key (from the chest
that falls from the sky).
The red key opens one of three red
steel doors behind the middle
doorway of the main area. Summon
Dytto, extinguish the fire
blocking your way and then go
through the wooden door of this
area.
You're now in the 4th area.
4th Area Behind the Left Doorway
Defeat all the Zombies that attack
you and then the blocked doorway
in the south wall will open. Walk
through the doorway and you'll
enter the 5th area.
5th Area Behind the Left Doorway
Walk up the stairs that lead to
the blue steel door (key in chest
in 6th area) and hit the green
switch to the left. Now go back to
the 4th area and there will be a
hole in the upper-left corner.
Creep through the hole into the
6th area.
6th Area Behind the Left Doorway
Go up the stairs and get the blue
key from the chest between the two
rolling spikes. Once you have the
blue key, go back to the 5th area
and walk through the blue steel
door.
You'll now enter the 7th area.
7th Area Behind the Left Doorway
When you first appear in this
area, there's two boulders
directly in front of you, a chest
in the upper-left and a green
switch to the right.
Push the boulder onto the green
switch and the blocked door in the
7th area behind the Wooden Door
will open. Get the second red key
from the chest in the upper-left
and then go back to the 7th area
behind the Wooden Door.
7th Area Behind the Wooden Door
Walk through the opening and
you'll appear in the 7th Area
behind the Left Doorway, but on a
higher ledge. Walk along the path
to a blue teleporter.
Collect the third red key from the
chest near the blue teleporter.
Once you have the red key, walk
over the teleporter and it will
warp you to the Main Area.
If you've lit all the unlit
torches, a second Granite Grantee
will appear.
Main Room with the Granite
Grantee 
Defeat the Grantee the same way as
before (Beach Cave of Mt. Ptah).
Once the Granite Grantee is
defeated, walk through the middle
doorway of the Main Area.
If you do not have three red keys,
go back a check these areas: 3rd
Area Behind the Left Doorway, 7th
Area Behind the Left Doorway, and
the 7th Area Behind the Wooded
Door.
1st Area Behind the Middle
Doorway
You need all three red keys in
order to continue. Go through the
red steel door and you'll enter
the 2nd Area.
2nd Area Behind the Middle
Doorway
In this area, there are ground
spikes and two chests. Continue
through the second red steel door
and you'll enter the 3rd area.
3rd Area Behind the Middle
Doorway
In this area, there's a Shade
crystal and water droplets.
Continue through the third red
steel door and you'll enter the
Boss Area...
Boss: ?
 * Weapon: ? shoots multiple
energy crystals from the sphere
he's meditating on. He also
summons a green blob formed from
electrical goo to chase you around
and attack you.
 * Movement: ? stays stationary
in the center of the room on his
crystal sphere. The electrical
goo, however, is out to light up
your life.
 * Environment: You're battling
in the Mystic Darkness room that
is basically a huge gap framed by
a catwalk. The gap is filled with
moving platforms. Use the moving
platforms to approach ? and attack
him.
 * How to defeat: Defeat ? by
using the moving platforms to
approach him. Once you're close
enough, strike him with the
strongest sword you have (the
weaker the sword, the longer it
takes, the more you fall).
You'll know ? is defeated when it
falls in the pit of Mystic
Darkness. Once ? is defeated, jump
back to the catwalk and walk
through the opening in the south
wall.
This leads to the entrance of the
Bow Chamber. Stand in front of the
blue door and use the gold armlet.
Walk through the doorway and
you'll enter the chamber of
Bow-the Plant Spirit.
Walk up to the rotating green cube
and press B to awaken Bow. Bow
will say...
"'I'm Bow! You are my master. I
can be found inside plants. Call
me when there's lots to eat!' He
found Bow, a spirit of plants who
had been sleeping in the Forest
Shrine."
Now watch the instructions on how
to activate Bow's spells.
Recapturing the Royal Kingdom
with Bow:
After you have Bow, you will
appear outside, in front of the
Forest Shrine. Walk down into
another screen and then jump down.
Make your way east to the Royal
Port Village (inside the Royal
Kingdom) and go back to the family
located in the small storage
house, directly left of the ported
Ship.
Inside the storage house, left of
the family, there's a small
opening. Creep through the opening
and you will come to a gate. Call
Bow close to the gate and he will
eat the bars.
Only Bow can break through the
bars; this is the only way to
recapture the Royal Kingdom.
Continue up the corridor and jump
down. Again continue up the
corridor and jump down.
Now go up the stairs and continue
to enter the castle secretly.
Recapturing the Inside of the
Castle
You'll appear with a chest in
front of you. Open the chest and
then jump down prepared to kick
some Knight butt on the way to the
Throne Room.
Once you defeat the three knights,
go through the doorway in the
upper-left corner. You'll appear
in the room where the catwalk is
located.
Walk through the doorway in the
upper-right corner. Now go down
and walk left across the catwalk.
Go up and walk through the doorway
to enter the Throne Room.
Walk down near the wounded guard
and then walk up the stairs. You
will then be confronted by Silver
Armlet again. The text will
read...
Princess and King: "Ali!"
"Ha - ha - ha! Hello, Gold
Armlet. I'll trade you a Princess
for a Large Cube hidden somewhere
inside this castle. Come to Mt.
Allat with the Large Cube and I
will trade you for your younger
sister."
Silver Armlet will then push you
down the in the castle waterfall.
The waterfall will take you down
into the Castle Dungeon.
Castle Dungeon:
How to get the Agito Cube (Large
Cube)
Main Area
This area is consisted of a stream
full of fish and a set of stairs
that lead to a wooden door (on the
right) and a green steel door (on
the left).
The gold key to the wooden door is
in the 1st area. The green key for
the green steel door is in the 4th
area. Go down (ignore the fish),
left and then creep into the
sewers of the castle.
Inside the castle sewer, go up,
right and then down into the 1st
Area.
1st Area
Defeat all the Zombies in this
area and a chest will fall from
the ceiling. The gold key is
inside the chest. Now go back to
the Main Area and walk through the
wooden door to enter the 2nd Area.
2nd Area (very small area)
When you first walk through the
wooden door, you see a Shade
Crystal. Go to the left into
another screen of the 2nd Area;
there's a gate that only Bow can
break through.
If Bow is not with you, summon him
in the 1st area. Go through the
gateway and you will appear in the
3rd area.
3rd Area
This area has a waterfall on the
south wall and a Muchas Worm in
the center of the room. Go through
the sewer entrance in the
upper-left corner.
In the castle sewers, hold to the
right and take the first right.
Again hold right and go right,
into the 4th Area.
4th Area (bring Shade with you)
In this area, there's a set of
stairs to the left and two sewer
entrances in the upper-right
corner. Both entrances are blocked
by fire.
The room begins to fill up with
Zombies and Mr. Potato Bugs, after
about 3 seconds. Go to the top of
the stairs, turn to the left and
use Shade to grab the two chests.
In one of the chests you will find
the blue key for the blue steel
door in the 6th area. Destroy all
the Zombies and Mr. Potato Bugs
and a chest will drop from the
ceiling.
Inside the chest, you will find
the green key for the green steel
door in the Main Area. Now leave
this area through the sewer
entrance on the right.
In the castle sewers, hold to the
left and go to the far left of the
sewer. Go down and you will enter
the Main Area. If you have the
blue and the green key here, then
go through the green door and you
will enter the 5th area.
5th Area
Nothing special in this room. I
think? This room begins to fill up
with Plop creatures. Leave the
room by going through the sewer
entrance in the upper-left corner.
Inside the castle sewer, hold to
the right and you will enter the
6th Area.
6th Area
This area has a Spirit Sucker
floating around. If you have any
spirit characters with you, these
little creatures will suck away at
their S.P. bars.
Defeat the Spirit Sucker and then
use Dytto to cast away the fire in
front of the blue steel door. You
can summon Dytto from the droplet
in the upper-left corner.
Walk through the door and you will
appear on the far right side of
the Main Area. You're now on the
right side of the stream, instead
of the left.
Right Side of the Main Area
Use Dytto to cast away the fire
and then go up into another part
of the Main Area. Cast away
another fire blocking your way and
then cancel Dytto.
Now turn to the left and summon
Bow from the plant across the
stream. Use Bow to break through
the gate. Walk through the gateway
and you will appear in the 7th
area in front of a blue crystal.
7th Area
Destroy the blue crystal with
bombs or by summoning Efreet, the
fire spirit. Now go up the stairs,
pass by the two geysers and you'll
enter another screen of the 7th
area.
Summon Bow from the plant, go down
the stairs on this screen and
stand on the green switch. Use
Bow's stun technique in order to
slow down the boulders on the
right.
This will give you time to run up
into the next screen before the
next boulder comes down. In this
screen, go up and then right
through all the bats and snakes,
into the fourth screen of the 7th
Area.
Go down the stairs and then go
right to the blue door. Keep
jumping up in order to not fall
down the stream.
Use Dytto's water bubbles to make
the waterfall in front of the blue
door disappear. Now use the Gold
Armlet on the blue door. Walk
through the doorway and you will
enter the Cube chamber...
Cube Chamber
Walk up to the gold cube and press
B to break the seal. The cube will
say...
"You broke my Seal. I am the
origin of Agito's power and the
keeper of his soul. His ancient
evil can be awakened by me."
The cube of Agito's power will
then drop. Pick up the cube and
then walk over the blue teleporter
that appeared. The text will
read...
"He obtained the Large Cube."
You will now appear in the throne
room.
Royal Kingdom-Death of the King
Go up the steps and talk to the
King, your dying father. He will
say...
"Oh, Ali...it's you. You found the
Large Cube? It is evil, and I
hoped it would never be recovered
from the dungeon. Ali, you must do
what you think is right. We...we
are all counting on you..."
After your father dies, check the
map for the flag. Now stand
between the two tall statues in
front of the water flow and walk
south to exit the Throne Room.
You'll appear outside on the
rooftop. Jump off and prepare for
to travel to Flag 13.
 Beyond Oasis
 Even More Hints and Tips
 
 Use Up/Down to scroll text
Major Hints:
Warning! The following section may
contain major spoilers that could
lessen your enjoyment of the game.
Read them only as a last resort!
Conquering Flag 13 
Saving the Princess:
Exit the Royal Kingdom going east
and quickly go north up a set of
rock stairs. The stairs will only
form after the King has died.
Go north up the stairs and you
will enter the Dark Forest.
Continue north up set of stairs
and you'll enter another screen.
Go up two sets of stone stairs to
a Shade Crystal. At the crystal
jump down to your right (Shade
will be needed on the next
screen). Walk down, right and then
go up three sets of stairs.
Now go left and then up into
another screen. Go to the far
left, up a set of stairs and then
go right to where you can see a
grappling pole.
Use Shade to get across; go right
and then up a set of stairs. Jump
down to the left and then go left
to a set of stairs. Go up the
stairs and you will walk up to
your battered young sister. The
text will read...
Silver Armlet: "Love is beautiful,
isn't it? Ha - ha - ha! Give me
the Large Cube first. Good. Now
the Princess is yours. Take care
of your precious sister, she tends
to get lost easily!"
Princess: "I'm sorry, you were
unable to do anything against that
foul creature because of me. I
know that nothing I say will stop
you from following, but...please
take this for good luck and come
back safe and sound, Ali."
Guards: "Prince! Princess! Are you
all right? It's dangerous around
here. Please go back to the
castle, Princess."
Princess: "I know you're very
tough, but I'm still so worried.
Please, please be careful."
Now enter the cave opening where
the Princess was standing and
you'll enter the Non-Entity
Shrine.
Non-Entity Shrine:
1st Area
Defeat all the enemies in this
area and the blocked doorway in
the north wall will open. Go
through the doorway and enter an
area with rolling boulders (north
to south).
2nd Area (Rolling Boulders)
In this area make your way north,
past the boulders into another
area. Back into the safe zones on
the left and right to escape the
rolling boulders.
3rd Area (Water Flow)
In this area simply allow the
water flow (moves south to north)
to push you over the north ledge. 
You'll fall into a pool of water,
the 4th area.
4th Area (Water Pool)
This area is a water hole with
three waterfalls coming from the
ceiling. The only way out of this
water hole is to defeat all the
enemies that fall from the
ceiling.
Once the enemies are defeated, a
staircase will form from the north
wall. Go up the steps, into
another section of this area, and
defeat the Knights.
Once the Knights are defeated, an
opening will form in the south
wall. Walk through the opening and
you'll appear in the 5th area.
5th Area (Muchas Worms)
In this room there are three
Muchas Worms, two chests and some
evil minions. Quickly run to the
upper-left corner and jump down
into another section of this area.
Jump over the waterfall and then
go left into the 6th area.
6th Area (Waterfall Cliff)
Go to the left, jumping over the
waterfalls and watch out for the
Wizards that appear. At the far
left go north into the 7th area.
7th Area (School of Fish)
This area is a huge pool of water.
Go north past the school of fish
and walk through the opening in
the north wall. You will now enter
the 8th area.
8th Area
Use Dytto to extinguish the fire
blocking your path. You can summon
Dytto in the 7th area.
Extinguish the fire and go down
the stairs on your left. Go to the
left side of the stairs and jump
north to a small platform.
Jump north again to a large
platform that has an Ogre and a
Bow plant on it. Now go north,
jumping from platform to platform
to the 9th area.
9th Area (Bow Gate)
Walk up and around to the blue
crystal blocking the stairs.
Destroy the crystal with any fire
weapon or Summon Efreet.
Once the crystal is destroyed, go
back to the 8th area, summon Bow
and then go to the gate in the 9th
area. Position Bow in front of the
gate and he will break through it
for you.
Walk through the gateway and use
the platforms to go into the 10th
area.
10th Area (Moving Platforms)
This room consists of moving
platforms. In this area there's a
red steel door in the upper-right
corner. The key is found in the
12th area in a chest.
There's also a Shade Crystal to
the far left being guarded by a
Ogre. To get to the 12th area, you
must first use the platforms and
jump to the far right of the
screen to the 11th area.
11th Area
In this area, three Ogres will
drop from the ceiling. Defeat the
Ogres and a green switch will
appear, along with three chests.
The green switch will activate a
moving platform in the southwest
corner of the 10th Area. Now go
back to the 10th area.
10th Area (after green switch is
pressed)
Use the platforms and jump to the
one platform that leads off the
screen, going south (bottom left
corner). Once you're on the
platform, you'll see a Shade
Crystal to the north.
Go south into the 12th area.
12th Area
Defeat the Blob Spheres, use the
platforms to go south and hit the
green switch. The switch will
release several bombs onto the
rocks blocking your way.
Now go up the stairs, next to the
green switch, and go left into
another screen (right side of the
8th area). You'll appear on a
small platform next to a chest.
Inside the chest you'll find the
red key to the red steel door, in
the 10th area. Now go back to the
10th area (the area full of moving
platforms) and go to the red steel
door in the upper-right corner.
Walk through the red door and
you'll enter the 13th area.
13th Area
In the north wall of this area
there's a blocked doorway with two
chests in front of it. On the
right side of this area, past a
lava pit, there's an unlit torch.
Light the torch and the blocked
doorway will open. Watch out for
the flame throwers in this area.
Go through the doorway and you'll
appear in the 14th area.
14th Area (Summon Area)
In this area there are items
enabling you to summon any one of
the four spirits (A geyser, fire,
Shade Crystal, and plant). Go to
the right and you'll find the 15th
area.
In the 15th area you'll find green
switches that will activate a
bridge in the 14th area.
15th Area (Green Switch Puzzle)
In this room there are five
stationary platforms. There are
two to the north, two to the south
and one in the middle.
The one in the middle has a green
switch on it, while the others
have summoning items. The platform
in the upper left has a Shade
Crystal and the one in the upper
right has a fire on it.
The platform in the bottom left
has a geyser on it and the one in
the bottom right has a plant on
it. To accomplish the minor puzzle
in this room...
First jump to the middle platform
and step on the green switch. This
will cause green switches to
appear on all the other platforms.
Jump to the platforms in the
following order and step on the
green switch: Geyser platform,
fire platform, Shade Crystal
platform, and then the plant
platform.
This will cause a land bridge
going north to form in the 14th
area.
Now go back to the 14th area,
cross the land bridge and you'll
enter the Non-Entity Chamber. The
text will read...
"Welcome to the Non-Entity, Gold
Armlet. This is the border between
the shadow and the human world.
You cannot use the Armlet's power
here. This is the end of your
journey!"
Boss: Non-Entity
 * Weapon: This non-entity is
able to summon fiery balls from
the sky and use its third eye as a
powerful laser.
It also possesses a black
gravitational sphere that throws
you off balance sometimes.
 * Movement: The being is made
up of two eyes and a third
directly above them. The set of
eyes simply move from right to
left and vice versa, at the top of
the screen.
 * Environment: You're battling
on a large platform in the void of
the universe. There's only you,
the eyes and a zigzag blue and
black background.
 * How to defeat: Defeat the
being by shooting blue energy
spheres from your Gold Armlet into
one of its eyes. This will cause
the third eye to open and enable
you to strike it.
Hit the third eye with you most
powerful sword when it opens. The
stronger the sword, the shorter
the battle.
After the battle, you will
teleport and drop from the sky.
You will land near three standing
columns (to the north) and a heap
of crumbled columns (to the left).
Agito's Neighborhood:
Outside 1
Go to the right and you'll be
overwhelmed with critters,
gargoyles and water plops. Defeat
all the minions in this area and a
chest will fall from the sky,
between the ground spikes.
Inside the chest there's a gold
key that is used to open the
wooden door inside the 1st
building. Grab the gold key, jump
over the spikes (going right) and
then go down into another screen.
On this screen, there's a Shade
Crystal, a lever and a geyser that
is blocking your way up a set of
stairs. Also there's a
switch-operated door to the left
of the Shade Crystal.
Push the lever to the right and go
up the stairs. At the top of the
stairs, throw a bomb at the green
switch. This will open the
lever-operated door.
Before you walk through the
doorway, push the lever back to
the left. This will enable you to
get the red key the second time
you enter the 1st building.
1st building
Go through the water, up the
stairs and through the wooden door
(key found in Outside 1). You'll
appear on the roof.
Roof
Go to the left side of the roof
and use Shade to cross over to the
other rooftop (grab the grappling
hook). Step on the green switch
and then go back across to the
first rooftop.
Go back through the doorway and go
where the water was at. Now step
on the green switch that the water
has revealed. This will drop a
chest down in the north portion of
this room.
Go up the stairs and get the red
key out of the chest. (If there
are geysers blocking your way, go
back outside and push the lever to
the left.)
Go back to the rooftop and again
cross over to the other rooftop.
Now go up and follow the rooftop
path to a fire. Extinguish the
fire with Dytto and then destroy
the Soul Sucker.
Go down the stairs and then go
left into the second Outside
scene.
Outside 2
This area is green with trees
surrounding you and there's a blue
crystal to the left blocking your
path. Use any fire weapon or
Efreet to destroy the crystal.
Destroy the crystal and go left
into an area full of Zombies.
Slash through the Zombies and go
north into another screen. This is
the screen you started from.
The only difference is that you're
on the opposite side of the rumble
now. Go up and you will appear on
a bridge that leads to Agito's
Castle.
Enter the castle with the red key
from the 1st building. (If you
don't have the red key go back and
get it.) Go through the red steel
door and you will enter Agito's
Castle.
Inside Agito's Castle:
Main Room
In this room there are four levers
and some unlit torches. Light all
the unlit torches in order to help
you get out of the next area.
The levers will come into play
later. Defeat all the knights in
the main room and a chest will
fall down from the ceiling, near
the levers.
Inside the chest there's a gold
key. Use the gold key to go
through the wooden door in the
upper left and you will enter the
1st corridors of Agito's Castle.
1st Castle Corridors
Use the platform to jump to the
green switch in the center of the
room. Step on the switch to
activate the moving platforms on
the right of the room.
Now step on all the green switches
in this room (3 in all) and light
all the unlit torches in the room
(2 in all).
Now go through the doorway in the
upper-left corner of this room and
you will appear in a small area.
(If the door is not open, go in
the Main Room and light all the
unlit torches.)
This area has two doorways, the
one you came through and another
to the right. Walk though the door
on the right and you will appear
in another corridor.
Now go right and down into a
corridor with spikes and blob
spheres. The Blob Spheres will
continuously come out until you
hit the green switch on the other
side of this corridor.
Go south and you will appear
outside. Go right and up near the
water stream to a chest. In the
chest there's a green key for the
green steel door in the moving
platform room.
Now go back to the right and drop
down the hole. You will land in
the Main Room near the upper right
lever.
Main Room (drop near lever)
Hit the lever and make it point to
the right. This will open the door
in the center of the room. If the
door does not open, hit the two
levers on the left to the left and
the one lever on the right to the
right.
Now walk through the center
doorway and you will appear in a
room with a chest. Inside the
chest you will find the blue key
for the blue steel door in the
Main Room.
Now go back around to green steel
door in the moving platform room.
2nd Castle Corridors behind the
green steel door
Go through the green steel door
and you will appear in a Master
Wizard room. After you defeat the
Master Wizards, an opening will
appear in the south wall.
Walk through the opening and you
will appear in a room with three
flame throwers, three green
switches, and two blocks. Push
each block onto a green switch and
then stand on the switch in the
middle.
This will cause a Shade Crystal to
appear. What you have to do next
is....Ha Ha Ha.....I will never
tell.
Once you successfully pass through
the Shade Crystal room, you will
appear in a room with rolling
spikes and two green switches. 
Use Shade's dopplegangler to press
both switches at the same time.
This will cause two chests to fall
from the ceiling.
Inside one of the chests you will
find a red key. The key opens the
red steel door in the
south-blowing wind room.
Once you have the key, go up and
jump down near two doors. Go
through the door on the right and
then travel to the blue steel
door.
3rd Castle Corridors behind the
blue steel door
Go through the blue steel door, go
right and you will appear near
three blue crystals. Destroy the
blue crystal with fire. Now go up
until you reach a group of floor
spikes.
You need Shade to perform his
dopplegangler in order to hit the
green switch on the other side of
the ground spikes. The green
switch will form a path through
the ground spikes.
Go up through the path and then
defeat the Spirit Sucker. Go left
and you will enter another screen.
Go left to a gap and use Shade to
get you across by grabbing the
grappling hook.
Continue left to another screen
and then go down to ledge. Once
you drop down there's no going
back.
Note: If you would like to venture
throughout the Allat Island and
find secrets, go back to where you
started off in Agito's
Neighborhood and there will be a
blue crack there.
Use it to Warp. You will teleport
near the Non-Entity Cave.
THE FINALE: NO TURNING BACK
Once you jump and land on the
grass, go down near a plant and a
Spirit Sucker guarding a gate.
Summon Bow, defeat the Spirit
Sucker and then break down the
gate.
Go through the gateway and then go
right to a set of stairs being
blocked by fire and a blue
crystal. Destroy the blue crystal
or extinguish the fire and then go
up the stairs (preferably the
fire).
You will then enter a room with
south-blowing wind. At the north
portion of this area there's a
green switch that ends the
bombardment of enemies.
The best way to get to the switch
is by using Shade's dopplegangler
trick. Once the switch is pressed,
go through the red steel door with
the red key and you will appear in
the Silver Armlet's room of magic.
If you do not have the red key, go
back to the moving platform room
and enter the green steel door.
Once you enter the room Silver
Armlet will say...
"I have been waiting for you. It's
been an interesting game... but
now it's time to finish it. You
cannot stop the revival of the
Creator of the Silver Armlet, my
master, Agito!"
Silver Armlet will then unleash
the gray void minions of the
universe (regular enemies, just
gray).
Defeat the minions and the Silver
Armlet will say...
"Well done. I must reward you for
your persistence, Gold Armlet! I
reward you with your death!"
The Minion of Chaos:
 * Weapon: The Silver Armlet
has the power to call upon minions
and send itself teleporting around
the room. Watch out for the Silver
Armlet Backhand dance.
 * Movement: The Silver Armlet
dodges your punches by teleporting
to different points of the room,
fading in and out of existence.
 * Environment: You're battling
in a room that has a green floor
and a steel door in the north
wall.
 * How to defeat: Hit the
Silver Armlet when it's in the
process of calling another minion.
This is when the Silver Armlet is
most vulnerable. Other than that,
dodge and wait for an opening to
strike.
Once the Silver Armlet is defeated
and it will say...
"You...won. I misjudged your
superior...abilities. But...you
will not defeat Agito. He has
returned to resume his throne!"
Walk through the doorway in the
north wall and prepare to battle
Agito, Creator of the Silver
Armlet.
The room will start off dark and
then the Silver Armlet will reveal
as the horn of Agito, shedding
light on the once dark and damp
room.
Creator of the Silver Armlet:
 * Weapon: Agito must be
defeated before he regains full
strength. At first he is so weak
he can't lift his arm and legs
that are submerged in the swamp.
So he's easy prey. His only
weapons are his tentacles and his
fiery breath. His tentacles will
shoot energy spheres at you and
give birth to small Agito babies.
If the battle goes somewhat long
Agito will build up enough bad
breath to burn down the heavens.
And if the battle is truly long
and the mood is right, Agito will
stand up, shred his skin,
transform into all the Street
Fighters, Robotech type armor will
attach to all 16 forms of Agito
and he will then commence to
beating you up badly.
He fires proton beams from his
horn and launches Zombie fire from
his nostrils.
 * Movement: Agito is weak and
submerged in the swamp. He is only
able to move his head and his
tentacles. His tentacles are
positioned on the far right and
far left of his Swampy Shrine.
 * Environment: You're battling
in a Agito's Swampy Shrine.
Skeletons of those who came before
line the ground. The castle walls
behind to the left and right are
the only evidence of humanity.
 * How to defeat: In order to
defeat Agito you must behead him.
First attack and destroy Agito's
tentacles. This will cause him
stick his neck out and leave it
wide open for a sword strike.
If there are tentacles present,
Agito's head will not take any
damage. The tentacles reappear
after a few seconds and sometimes
up to four appear at once.
Once Agito is beheaded the Silver
Armlet is revealed. The only way
to know the ending is to beat the
game; not even TOWK knows the
ending.
Ending Cinema
After the Ending Cinema, the Play
Results will appear.
 * Time: How long it took for
you beat the game. Time is not
real time.
 * Rank: How many hearts you
received.
 * Max H.P.: How many hit
points you gained.
 * Max S.P.: How many spirit
points you gained for the spirits.
 * Deaths: How many times you
died through this save.
 * Kills: How many enemies you
defeated.
 * Jewels: How many jewels you
found for your spirits.
 * Class: How the game ranks
you over all.
<a name="Biohzbat.o">BIOHZBAT.O</a>
 Bio-Hazard Battle
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ENERGY SEEDS
 HINTS AND TIPS
 BROWSE HELP FILES
 Bio-Hazard Battle
 Game Description
 
 Use Up/Down to scroll text
During G-Biowar I (the first
global biowar), a powerful new
form of retrovirus was released as
a deadly reprisal from the enemy.
The viruses unleashed biological
forces which couldn't be stopped,
leaving the planet filled with new
and deadly forms of life.
Only a few survivors remain in
suspended animation in O.P.
Odysseus, an orbiting platform
circling Avaron.
The space station's purpose is to
keep the surviving humans alive
until Avaron is habitable again.
The crew of the Odysseus have been
frozen in cryogenic tanks for
hundreds of years, and now the
onboard computer has awakened
them.
Computer probes show that
conditions on Avaron are hostile
but livable. The question is;
where can the crew of Odysseus set
up a colony?
This is the question you have been
assigned to answer.
You must pilot a Bioship to
Avaron, fly over the areas which
the probes have labeled least
hostile, and check out the
conditions there.
Find a new home for the last
survivors of G-Biowar I!
 Bio-Hazard Battle
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Highlights choices in
Selection screens.
 * Highlights Bioships in the
Bioship Select screen.
 * Moves the Bioship in the
Game screens.
Start Button:
 * Returns to the Bioship
Select screen or the Title screen
from the Continue screen.
 * Starts the game from the
Title screen or the Continue
screen.
 * Pauses the game when
playing; resumes play when game is
paused.
Button A, B or C:
 * Fires weapons.
 * Returns to the Bioship
Select screen or the Title screen
from the Continue screen.
 * Starts the game from the
Title screen or the Continue
screen.
 * Selects the highlighted
Bioship in the Bioship Select
screen.
Note: Button A is the autofire
button, and can't be used to fire
the Plasma Wall.
 Bio-Hazard Battle
 Playing the Game
 
 Use Up/Down to scroll text
After you have selected a one or
two player game, the Bioship
Selection screen will appear. You
can choose any of the four
Bioships.
Highlight your Bioship choice with
the D-Button, and press the Start
Button to start the game.
Once you see the Bioship launched
from beneath the O.P. Odysseus,
get ready for action!
You are the captain of a Bioship:
both machine and living being.
It is a fantastic creation and
more; it's you and your crew's
only chance to return to Avaron
and find a place safe to live in.
You have a choice between four
types of ships, as shown on the
Ship Selection screen.
 Bio-Hazard Battle
 Energy Seeds
 
 Use Up/Down to scroll text
Energy Seeds:
Energy Seeds are scattered by the
space station along the flight
path your Bioship will take.
There are four types of Seeds;
Yellow, Orange, Blue and Green.
Each Seed changes the Bioship's
genetic structure, enabling the
ship to generate a different type
of weapon.
Your Bioship ingests Seeds by
passing over them and the energy
is transferred to your ship's
Power Star.
The Power Star, both a shield and
a weapon, floats near the Bioship.
As a shield, it stops most
creatures from hitting your
Bioship.
More importantly, it uses power
from the Energy Seeds to generate
weapons.
Seed Weapons:
Yellow Seed:
 * Spin Laser: A spinning twin
laser beam.
 * Fire Petal: A stream of
white-hot fireballs.
Orange Seed:
 * Plasma Ring: A spinning ring
of energy which bounces off of
inert matter and detonates upon
contact with living matter.
 * Seeker Laser: Homes in on
potential hazards and destroys
them.
Blue Seed:
 * Bond: Blue globes of plasma
which attach to the creature and
explode.
 * Nova: A multi-directional
burst of energy.
Green Seed:
 * Implosion Pods: Create a
vacuum upon contact, causing
damage.
Note: This is the Power Star's
default weapon.
Bioship Weapon:
The front of the Bioship is
equipped with a weapon which can
be used in two ways.
The Bioship normally fires a
plasma beam at the same time as
the Power Star.
But by holding down the fire
button for a few moments, the
Bioship pulls plasma energy into
its power core and then releases
it in one massive burst, called
the Plasma Wall.
This wall of energy is powerful
enough to destroy almost anything
with one burst.
Note: This massive build-up and
release of energy prevents the
Power Star and the plasma gun from
functioning until the Plasma Wall
is released.
 Bio-Hazard Battle
 Hints and Tips
 
 Use Up/Down to scroll text
From the Com-Tec Bioship Files:
 * August 19, 2116 pilot
briefing excerpt: "The Power Star
is a versatile weapon for defense
and offense.
Practice aiming it in different
directions to improve your
shielding accuracy and shooting
ability."
 * August 21, 2116 pilot
briefing excerpt: "The Energy
Seeds are incremental in effect,
that is, as the ship ingests the
Seeds, the weapon's power
increases.
Remember that these power
increases only happen when you
pick up Seeds of the same color.
Maximum power capability is
reached when the Bioship ingests
three Seeds of the same color."
 * August 27, 2116 pilot
briefing excerpt: "The creatures
will be drawn towards the Bioship
because of the energy it emits.
They will probably come at the
ship from all sides, so don't
allow yourself to be trapped in
valleys, dead-ends, or areas you
can't maneuver in easily."
<a name="Bladeven.o">BLADEVEN.O</a>
 Blades of Vengeance
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPELLS AND ITEMS
 BROWSE HELP FILES
 Blades of Vengeance
 Game Description
 
 Use Up/Down to scroll text
The Kingdom has been conquered by
Mannax the Dark Lady, and the
forces of good have been put to
flight. The Master has summoned
the only three remaining
adventurers who can defeat Mannax.
They are the Kingdom's only hope.
Set out alone, or with a
compatriot. Guide your character
through 8 levels of fantasy
adventure and danger.
Your Master gives you general
hints about what you will face at
the beginning of every level, but
cannot otherwise help you.
Kill the evil monsters who block
your way and find magic items to
help you in your battles.
At the end of the final level,
defeat Mannax the Dark Lady to win
the final victory over the powers
of evil and return order and
goodness to the land.
 Blades of Vengeance
 Controller Functions
 
 Use Up/Down to scroll text
Selecting a Character
D-Pad:
 * Highlight characters.
Start:
 * Select a highlighted
character.
Movement & Combat
Button A:
 * Uses item shown in Status
Menu.
Button B:
 * Attack.
 * (with D-Pad Up): Special
Attack.
 * (with D-Pad Down): Crouch
and Attack.
 * (with Button C): Jump and
Attack/Jump Higher.
D-Pad:
 * (down): Defensive Crouch.
 * (left/right): Move
Left/Right.
 * (up/down): Climb Up/Down
Ladder (press the D-Pad Up to make
a character grab onto a ladder
before trying to climb it.)
 * (up): Go Through Door (when
standing in doorway).
Start:
 * Pause/Resume.
While the Game is Paused
D-Pad:
 * (up/down): Scroll Through
Inventory.
 * (plus Button C): Preview
surrounding area.
Cinematic Sequences
Start:
 * Leave Cinematic Sequence.
Buttons A, B, C, or D-Pad Down:
 * Turn Pages.
Buying Items
D-Pad:
 * Highlight Item or Exit.
Button A:
 * Buy Highlighted Item or
Select Exit.
 Blades of Vengeance
 Playing the Game
 
 Use Up/Down to scroll text
Two Player Game
In a two player game, one player
can pause the game for his
character while the other player's
character is free to explore.
The paused character cannot be hit
or otherwise damaged while the
active character is exploring.
For a paused player to catch up
with an active player who has gone
on ahead:
1. The active player presses
Start to pause his game.
2. The previously paused
character presses Start to unpause
his game. They can then catch up
to the other character, who
presses Start to unpause.
The two characters can then resume
adventuring together. To pause
both players, both of the players
must press Start simultaneously.
Characters
There are three characters in
Blades of Vengeance: The Huntress,
The Barbarian, and The Wizard.
Selecting a Character:
1. Press the D-Pad left/right to
highlight the different characters
on the Character Selection Screen.
This screen appears at the
beginning of the game after you
have selected the game type.
2. To elect a highlighted
character, press Start.
Combat
You will face many enemies in
Blades of Vengeance. You can fight
them with normal attacks or
special attacks. Characters attack
in the direction they are facing.
Normal Attacks:
To make a Character attack
normally, press B.
To make a Character deliver a
sweeping overhead blow, press and
hold the D-Pad Up and press B.
Only the Barbarian and Huntress
can give overhead blows; the
Wizard cannot.
To make a character attack from a
defensive crouch, press B while
pressing the D-Pad down.
Special Attacks:
All Characters have a Special
Attack when they are armored.
 * The Huntress' special attack
is an extra-powerful cross-bow
missile that divides into three
power bursts.
 * The Barbarian's special
attack is to whirl his mace before
him.
 * The Wizard's special attack
is an enhanced blast of magical
energy.
To use a Special Attack:
1. Press and hold the D-Pad Up.
2. The Wizard and the Huntress
must wait for a full power
build-up to use their Special
Attacks.
The Wizard's staff and the
Huntress' crossbow will pulse with
light as their power is building
up; power must be sufficiently
built up before you can use their
Special Attack.
There is no power build-up
necessary for the Barbarian to use
his Special Attack.
3. Press B to use the Special
Attack.
Movement
Use the D-Pad to move a Character
around. This includes walking,
climbing ladders, going through
doors, etc.
To Jump, press C. Use the D-Pad to
guide the direction of a Jump.
To go through a door, stand in the
doorway and press the D-Pad Up.
To climb up a ladder, stand at the
bottom of the ladder and press the
D-Pad Up. When you reach the top,
press the D-Pad left/right and
press C.
To climb down a ladder, walk into
the ladder and press the D-Pad up
to grasp the ladder, then press it
down to climb down.
Movement in Two Player Games:
In a two player game, Player 1
uses the controller plugged into
Control 1 and Player 2 uses the
controller plugged into Control 2.
Player 1 and Player 2 can only
move a short distance apart,
roughly half the width of the game
screen. When characters get too
far apart, it can become difficult
for either of them to maneuver.
If a character falls into a hole,
off a cliff, etc., their game will
be automatically paused until the
other character reaches their
location.
To go through a door in a two
player game, both characters must
be in the doorway and press the
D-Pad up simultaneously.
Hidden Areas
While you are exploring, make sure
to look for hidden areas. To find
these, Jump into walls. You may
also find some of them by pressing
the D-Pad up or down.
Scrolling an Area
You can scroll a surrounding area
to see what's just above, below,
behind, or ahead of you:
1. Press Start to pause the
game.
2. Press and hold C to see the
Scroll icon in the equipment
window.
3. Press the D-Pad
up/down/left/right to Scroll the
surrounding area.
4. To stop Scrolling, release C
and press Start again.
Status Bar
Keep an eye on your Character's
Status Bar at the bottom of the
screen. It gives you vital
information on your Character's
well-being.
Character Portrait: What your
character looks like.
Number of Lives: The number
immediately beside the Portrait.
You begin the game with three
lives.
Life Spiral: A red helix that
shortens when hit points are
reduced and lengthens when they
are increased. When the red in
your Life Bar is gone, your
current life is over.
If you have any lives left, your
next life will begin in the Level
where you died, but at an earlier
stage of your exploration.
Score: The points you've won so
far.
Equipped Item: The Item pictured
in the frame at the right edge of
the Status Bar is your Equipped
Item; the number appearing beside
the item is how many of that item
you have.
If you have no item equipped, or
no items at all, a bag of silver
will appear in this window. To use
an Equipped Item, press A.
Power Ups: Power Ups give your
attacks extra strength. They
appear as diamonds above the
Status Bar, and twinkle when
they're activated.
Continues
You get a Continue (good for an
extra three lives) when you've won
75,000 points, and another
Continue every 75,000 points
thereafter.
Transferring Lives in a Two
Player Game
If a player runs out of lives, and
the other player has more than one
life left, a life can be
transferred to the player who is
out.
The player who is out of lives
must press A, B, and C
simultaneously to get a life from
the other player. Note that the
player who is losing a life cannot
prevent the other player from
taking it.
Silver & Gold
Silver is the coin of the realm in
Blades of Vengeance, and you need
it to buy magical items. You will
find bags of silver in chests or
left behind by monsters when you
destroy them.
You will find bags of gold, each
worth ten bags of silver. To pick
up a bag of gold or silver, walk
up to it.
 Blades of Vengeance
 Spells and Items
 
 Use Up/Down to scroll text
Spells & Items
Spells are contained in enchanted
items. You can find these items
while adventuring, or you can buy
them in stores. Items are usable
once only.
The different types of items are:
 * Invisibility Potion:
Swallowing this silvery drink
makes you invisible to monsters.
 * Healing Potion: Drinking
this red elixir restores a portion
of lost health.
 * Force Field Potion: Quaffing
this golden beverage creates a
field of force around you through
which monsters cannot attack and
traps cannot penetrate.
 * Gas Potion: Imbibing this
bubbling brew protects you against
the effects of poisonous vapor.
This is used only in the dungeon.
 * Strength Scroll: This scroll
increases the amount of damage you
do in weapon combat.
 * Transformation Scroll: This
scroll transforms all Monsters on
screen into Zombies. (NOTE: This
does not work against Bosses at
the end of levels. Also, do not
use it against Guards carrying
shields.)
 * Keys: Keys open locked
barriers. (NOTE: You don't need a
key to open ordinary doors.)
 * Armor: This is metallic
armor for the Barbarian and
Huntress, and a magic robe and hat
for the Wizard. It bestows extra
protection and the power to use
Special Attacks.
 * Midas Ring: This ring turns
opponents on screen into bags of
silver. (NOTE: This does not work
against Bosses at the end of
levels. Also, do not use it
against Guards carrying shields.)
 * Blast Wand: This magic stick
kills most things with one shot.
More than one monster at a time
can be killed by a Blast Wand.
Some monsters are damaged but not
killed by a single Blast Wand's
power.
The Bosses at the end of Levels
cannot be killed by a Blast Wand.
 * Heart of Life: These beating
hearts give you an additional
life. Hearts are found only in the
Store, never while adventuring.
Equipping an Item
1. Press Start to pause the game
and call up the Item window.
2. Press the D-Pad up/down to
scroll through your inventory of
items. You can also see how many
of each Item you have.
3. When the item you want to
equip appears, press Start again.
Buying Items
You can buy Equipment between
levels in the Store. Every item of
Equipment will not necessarily be
available from the Store between
every Level.
To buy equipment:
1. Look at your current supply
of silver. For player 1, this is
in a box above your status bar in
the lower left corner of the
screen; for player 2, it is in the
lower right corner of the screen.
Your silver supply is to the right
of a silver bag icon; the cost of
a highlighted item is directly
below it.
2. Use the D-Pad to move the
highlight to different items. The
cost of a highlighted item will
appear in the silver supply box.
The name of the item appears in
your Status Box; if you have
already highlighted Equipment in
your inventory, the number of it
you have will appear in the status
box.
3. If you want an item, and you
have enough silver to buy it,
press Start or A when the item is
highlighted.
4. To leave the Store, highlight
EXIT and press Start.
Finding Equipment
Equipment can be found in chests,
or is sometimes left behind by
Monsters you kill.
To open a Chest, hit it as per an
attack.
To add equipment to your
inventory, walk up to it.
Be on the look out for Chests that
do not appear until you have moved
past them and tripped a trigger.
Power Ups
When you are not wearing Armor,
you can have two Power Ups. Your
attacks are more effective after
you activate your Power Ups by
passing through Power Up Areas.
When you are wearing armor, you
automatically have two active
Power Ups, even though the
diamonds on your Status Bar won't
twinkle. While armored, you can
acquire two more Power Ups for a
total of four.
Power Up Areas
You will encounter sparkling areas
during your adventures. These are
Power Up Areas that activate your
Power Ups when you walk through
them.
Levels
There are 8 levels in Blades of
Vengeance. You will face a
powerful Boss at the end of each
level, whom you must kill to
advance to the next level.
Before you enter a new Level, your
Master will appear and give you a
general description of what you
are about to face.
Scoring
Scoring is based on the number of
Monsters you kill and the
Equipment you find.
Points for Monsters are awarded as
you destroy them. Points for Items
are awarded at the end of every
level.
<a name="Bob.o">BOB.O</a>
 B.O.B.
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 B.O.B.
 Game Description
 
 Use Up/Down to scroll text
Our hero's car has crashed on
Planet Goth, and he has to score
another set of wheels lest he keep
his blind date waiting.
Lo! The denizens are unfriendly!
And it's no cakewalk for our
android son, who must dispose of
the hostile natives before they
run him out of town.
You must use your wit and
B.O.B.'s firepower to get out of
Dodge and onward to the date.
Begin on Planet Goth with three
lives, a single-shot gun(50
rounds) and a trampoline remote(3
charges).
You have to make your way through
the level until you reach the
swirling orange teleporter. Along
the way, B.O.B. must deal with a
slew of enemies and obstacles.
Bob also has to use strategy and
agility in order to upgrade his
weapons, remotes and energy level.
When B.O.B. finally reaches a
swirling orange teleporter, he is
transported to the surface of
Goth, and he enters the next
level.
Sooner or later B.O.B. is bound to
find a car he can drive to pick up
his date. In any case, be prepared
to encounter some straaaaannnnge
creatures!
 B.O.B.
 Controller Functions
 
 Use Up/Down to scroll text
SUMMARY OF COMMANDS
During Play
Run/Move: D-Pad left/right
Grab overhead pipes and vines:
D-Pad up and C
Climb up or down: D-Pad up/down
Enter a recharger: D-Pad up when
centered in front of the recharger
Exit a recharger: D-Pad down.
Crouch: D-Pad down
Shoot Gun: press B
Activate current remote: Press &
release A
Jump: Press C(Keep holding to
jump higher)
Cycle through available guns:
Hold A & press B
Cycle through available remotes:
Hold A & press C
Access the Inventory screen:
Press Start
Pause: Press Start
NOTE: B.O.B. can't run or jump
or operate a remote while he's
crouching.
At The Inventory Screen
You can change weapons and remotes
and get your password at the
inventory screen.
Resume gameplay: Press Start
Cycle through available weapons:
Press B
Cycle through available remotes:
Press A
 B.O.B.
 Playing the Game
 
 Use Up/Down to scroll text
GUNS 'N REMOTES
Guns
Single-shot: The weakest of the
weapons.
Triple-shot: Moderate power,
wide effect.
Flame-thrower: Toast! For long
range sizzling, press button
repeatedly.
Rocket: Finds target all by
itself.
Bolt: Good power.
Wave: Awesome power and effect.
Punch: Hand-to Hand combat. And
what a hand!
NOTE: If a gun runs out of ammo,
B.O.B. chooses the next loaded gun
down the line. If B.O.B. runs out
of all types of ammo, the weapon
selector automatically defaults to
the punch.
If B.O.B. picks up some ammo on
the fly, the weapon selector
automatically defaults back to the
weapon that fires that type of
ammo.
Remotes
Flash: Temporarily freezes the
enemy in place.
Shield: Temporarily surrounds
B.O.B. in a force field. No
enemies can hurt him(unless he
walks through them). When the
shield starts flashing you know
it's about to wear off. 
Umbrella: Saves B.O.B. from
falls. He can only open it while
he is falling.
Trampoline: Hurls B.O.B. upward.
He doesn't have to be on the
ground to use one.
Helicopter Hat: B.O.B. flies!
Stay away from the ceiling!
Floating Bomb: Floats, counts
down and blows! B.O.B. can unleash
them in rapid succession.
Changing Guns & Remotes
From Play Screen:
Select a gun: Hold A and press B
to cycle through the available
ammunition. The Gun Indicator
Window shows the gun B.O.B. is
ready to fire.
Select a remote: Hold A and press
C to cycle through the available
remotes. The Remote Indicator
shows the remote B.O.B. is ready
to use.
From the Inventory Screen:
Access the Inventory Screen:
Press Start. The game is paused,
and B.O.B.'s circuit board
appears.
Available guns and remotes are
brightly lit, while unavailable
weapons are dimmed.
Select a gun: Press B to move the
white box over the gun you want to
use.
Select a remote: Press A to move
the white box over the remote you
want to use.
Return to play: Press Start.
On the Run
As B.O.B. is running to get
through the world, he sees icons
representing guns and remotes.
Pick up guns and remotes while on
the run: Pass over them. If the
icons are out of reach, jump or
use a remote to pick up the
weapon.
 B.O.B.
 Hints and Tips
 
 Use Up/Down to scroll text
 * B.O.B. has many weapons to
choose from, so use the most
appropriate weapon in each
situation.
 * Proceed slowly. Your enemies
may pull a surprise attack.
 * Climb up ladders to avoid
enemy bullets.
<a name="Bodycont.o">BODYCONT.O</a>
 Body Count
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Body Count
 Game Description
 
 Use Up/Down to scroll text
Invasion alert! Aliens from all
parts of the universe have joined
forces to try to destroy our
world.
It's your job as a soldier of the
Resistance to fight off the alien
forces and find out how they plan
to destroy the Earth.
Many battles will be fought in all
parts of the world. From the
subways to the canals, the alien
invaders must be defeated.
We are greatly outnumbered by the
alien forces and we must endure
through their attacks and win
every battle if we hope to save
our planet.
 Body Count
 Controller Functions
 
 Use Up/Down to scroll text
Using the Control Pad
Button A: Fires bullets
Button B: Launches missiles or
grenades
Start: Pauses and resumes the
game. Move the control pad to move
the sighting of the crosshairs.
NOTE: You may reconfigure your
buttons using the Options screen.
Also, you may choose the
difficulty setting at the Options
menu.
Mega Mouse
If you've got a Mega Mouse, Body
Count is Mega Mouse compatible.
The Mega Mouse will give you
faster access in getting to
different parts of the screen than
a regular control pad. So, if
you've got a Mega Mouse, use it!
 Body Count
 Playing the Game
 
 Use Up/Down to scroll text
GET READY FOR ACTION!!!
You begin the game with 5 hearts
on your life meter, 32 rounds of
ammo in your gun, and 5 blue
grenades.
Keep a lookout for items on the
screen throughout the game so you
can replenish your weapons supply
and life meter. You have 5
continues to try to finish the
game.
Level Bosses
At the end of each level, you
must face a level boss. The level
bosses take a lot of hits before
they are destroyed.
You will see the hit point meter
that the level boss has toward the
top center of the screen. Shoot at
areas on the level boss where you
see metal shrapnel flying.
These are the areas you must shoot
at first until that part of the
level boss is destroyed. Continue
to do the same thing on different
areas of the level boss until you
completely destroy it.
IMPORTANT INFORMATION
After you've defeated a level
boss, look towards the bottom
center of the next screen with the
two computer monitors. Look for
four square shaped colors.
One of the four colors should be
flashing. Write down which color
is flashing and be sure to keep
the sequence of the colors in
order by level because you'll need
it to defeat the last boss in
level 5.
The sequence of the colors will
change for every different game.
Items
To survive longer in the game, a
series of items will appear on the
screen. To get the items, you must
aim the crosshairs of your gun at
the items and shoot.
Ammo
Yellow Ammo: Adds 3 rounds of
ammo to your ammo meter
Blue Ammo: Adds 5 rounds of ammo
to your ammo meter
Grenades and Other Explosions
Blue Grenades: Adds 10 blue
grenades to your meter
Red Grenades: Adds 12 red grenades
to your meter
Gray Grenades: Adds 10 gray
grenades to your meter
Purple Grenades: Adds 12 purple
grenades to your meter
Red/Gray Mines: Immediately
destroys all enemies on the screen
Restoring Your Health
Blue Box, Yellow Cross Medical
Packs: Restores one heart to your
life meter.
Red Box, Yellow Cross Medical
Packs: Restores one heart to your
life meter.
Hearts: Restores three hearts to
your life meter.
Gold Disk: Gives you an extra
continue.
Double Red Cylinders: Shields your
life meter from any damage for 20
seconds.
Adding Power To Your Gun
Metallic ammo wheel: Gives your
gun medium shooting power. Enemies
will take less hits to be
destroyed.
The crosshairs on your gun will
change to a circle with a flashing
X in the middle.
Red striped ammo wheel: Gives your
gun full shooting power. Enemies
will take even less hits to be
destroyed.
The crosshairs on your gun will
change to a flashing square.
NOTE: The extra power to your
gun only lasts after a certain
amount of ammo is fired, so shoot
conservatively if you want the
power to last for your gun.
 Body Count
 Hints and Tips
 
 Use Up/Down to scroll text
 * Destroy the missiles
 that are being fired at
 you first, because they
 do more damage to you
 than the bullets.
 * Try to save grenades
 for the level bosses
 since they take more
 hit points to destroy.
 * On level two, don't 
 waste your ammo on 
 crates that are on 
 the train. There's 
 nothing in them, so
 save your ammo for
 something that's more
 important.
 * On level five, shoot
 at the arms of the 
 level boss to open the
 gates. Most importantly,
 remember the sequence 
 of the colors that you
 received earlier in
 the game and shoot one
 color at a time on the
 final level boss.
<a name="Bonabro.o">BONABRO.O</a>
 Bonanza Brothers
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Bonanza Brothers
 Game Description
 
 Use Up/Down to scroll text
The Bonanza Bros., Mike and Spike,
two of the most famous
investigators around, get a
strange phone call one day.
The caller doesn't reveal his
name-he only asks the Bonanzas to
meet him, at a special time and
place.
They hesitate at first, but the
caller's last words stick in their
minds. "I'm certain that this will
prove to be a very lucrative
partnership..."
Mike and Spike arrive at the
boarded-up front of what used to
be a grocery store. "He said we
should go on in," says Mike, and
in they go, wondering just what's
going on.
"Yo! Anybody here?" shouts Spike
into the darkness. Suddenly a
sharp click and a flash of light
send the Bonanzas diving for
cover.
"It's a set up!" they yell. They
lift up their heads slowly to
check the room. The TV has been
mysteriously turned on, and a
figure begins speaking to them.
"I can't give you my name. I'll
just tell you that I'm a
businessman with a problem. Many
of my properties have been targets
for a robbery recently.
I don't know why they've been hit,
but it's become quite a costly
situation. I need the two of you,
the renowned Bonanza Brothers, to
test my security forces.
I have already had various
items-money, papers, and the
like-placed randomly in ten of my
establishments. Your job is to
retrieve every single item.
If you succeed, the reward will
make Fort Knox look like pocket
change. Good luck..."
The figure fades out, and the
Bonanzas stare at a screen full of
static. "Ya think this guy's on
the up an' up?" Mike asks his
brother.
"I tell ya what," Spike replies,
"we're sure gonna find out!"
 Bonanza Brothers
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press left or right to move
Mike or Spike through each
building.
 * Press up to make Mike move
away from you (toward the back
wall), or down to move them toward
you.
 * Press left or right when
near a wall, and Mike (or Spike)
will press his back against it to
hide from enemies.
 * When Mike (or Spike) is
standing in front of a staircase,
press left or right and they will
climb or descend.
Start Button:
 * Press to start the game.
 * Press to pause the action;
press again to resume play.
 * Press to keep playing when
the word Continue appears.
Buttons A, B, and C:
 * Press Button A or C to jump.
 * Press Button B to fire your
stun gun or open a door.
 Bonanza Brothers
 Playing the Game
 
 Use Up/Down to scroll text
The Bonanzas have been hired to
check up on a rich businessman's
security teams. Guide Mike and/or
Spike through each building, using
the D-Button to move about.
Jump over obstacles. Watch for
rakes or empty cans lying
about-the guards aren't very tidy!
Grab the flashing objects and
carry them out to the exit.
Shoot enemies with your stun gun
every chance you get.
Some foes have shields that your
ammo can't penetrate-wait around a
corner and time your assault.
Don't let them get the drop on
you!
Screen Signals:
Use the screen indicators to keep
track of how you're doing.
While keeping your attention on
the main game screen, take an
occasional glance at the Map to
see how many treasures remain. The
Map also tells you how to get to
the exit.
The flashing objects on the Map
are the items that you have to
pick up. Each time you get hit by
an enemy attack, you drop all of
your items and lose one Player. Be
sure to pick up the goods before
continuing.
The Map also shows you where to
find the exit. It is a bit tricky
in some buildings, so look closely
before taking off.
When you arrive at the exit (at
the top of the building), the
Bonanza Blimp lifts you to safety.
So far, so good!
Know the Score:
You get points for each enemy you
wallop. Each piece of evidence you
pick up is worth 5,000 points.
If you accumulate 200,000 points
before the guards wipe out all
your Players, you get an extra
Player. Any time remaining after
you've cleared a stage earns you
points as well.
 Bonanza Brothers
 Hints and Tips
 
 Use Up/Down to scroll text
 * Some enemy guards carry
shields, so be sure to hide until
they show their backsides. Attack
from the rear!
 * If an enemy is waiting just
on the other side of a door that
you want to go through, open it
quickly and flatten him like a
pancake!
 * If a guard is standing just
at the bottom or top of a
staircase, stay on the stairs
until he moves.
You'll know you've been made when
you see the ! mark appear above
his head. If you're on the steps,
he may not see you.
 * When faced with several
enemies at once, move to the front
or back of the area. They don't
move as quickly as you, and this
is a good way to avoid their
attacks!
 * There is usually more than
one way to get around the area
you're playing. If one way is
crowded with enemies, try another
route. It may be free of guards!
 * The puppies may be cute, but
their bite is much worse than
their bark. Zap them and get out
of there!
 * When enemies are against the
door, open it to smash them
against the wall.
 * Wait until enemies
(especially the policemen) are
looking away, then open the door
and shoot at them.
 * You can shoot people as they
are getting up!
 * The enemies with shields can
only be hit from behind.
 * Stairwells can be used to
hide, as long as only your head is
showing!
 * If you are standing against
a wall, and an enemy is coming
towards you, you can walk down and
push them!
Round 1: Mansion
You can walk past the sleeping guy
and the guy looking out the
window.
Jump over the can, or you will
fall in.
Jump over the rake, or you will
get hit in the face with the
handle of the rake.
Hit the big guy four times to get
him down. Once he's down, run past
him before he can get up.
Jump on the wire at the end to get
to the exit.
Round 2: Casino
On the first floor, jump when the
guard isn't looking, then hide
behind the sign to get around him.
Round 3: Mint
Start off by going to the left.
You can smash the guy with the
shiled by pressing on the lever,
which will cause the weight to
fall down on him.
Round 4: Underground
Follow the same techniques as in
the previous rounds.
Round 5: Jewelry Store
To avoid the people, walk on the
cases behind the people.
Round 6: Laboratory
Get the first treasure, then go up
the stairs. Get the second
treasure, then go up to the third
floor and cross over.
Then, make you way down the
stairs, picking up the treasures,
eventually ending up where you
started.
Round 7: Deluxe Liner
Lead the enemy with a shield under
the weight, and then crush him.
Round 8: Art Museum
Wait until the first guy is behind
the ticket booth, then run across
and hide behind the next shelf
with the art on it.
Stay against the wall as much as
possible.
Round 9: Pyramid
Wait until the first guy on the
second floor is behind the pillar,
then cross over and hide behind
the stairs and when he turns away,
shoot him.
There are two traps on the top
floor. They are designated by
discolorations in the ground.
Shoot the enemies and jump over
the traps.
<a name="Boxngleg.o">BOXNGLEG.O</a>
 Boxing Legends
 of the Ring
 Electrobrain
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 EXHIBITION MODE
 CAREER MODE
 BATTLE OF THE LEGENDS
 BROWSE HELP FILES
 Boxing Legends
 of the Ring
 Game Description
 Use Up/Down to scroll text
Eight of the most legendary
middleweights: Sugar Ray Leonard,
Roberto Duran, Thomas Hearns,
James Toney, Marvelous Marvin
Hagler, Jake LaMotta, Sugar Ray
Robinson and Rocky Graziano
collide in gigantic proportions.
This decisive boxing simulation
features a revolutionary
perspective and knockout graphics!
Every fighter uses his authentic
style, seven power packed punches
and three pulverizing special
punches!
Throw uppercuts, right or left
crosses and devastating body
blows! Bob and weave, clinch and
block. Analyze end of round stats
to enhance your performance.
Choose from the eight fighters or
create your own legend. Train to
hone your fighting skills: choose
from three modes of game play.
Do you have what it takes to
become a Boxing Legend of the
Ring?
 Boxing Legends
 of the Ring
 Controller Functions
 Use Up/Down to scroll text
Left Move left
Right Move right
A Jab
A + Up Left Hook Head
A + Left Left Hook Body
A + Down Left Uppercut
C + Up Right Cross Head
C + Right Right Cross Body
C + Down Right Uppercut
A Press rapidly to pick
yourself off the canvas when
you've been knocked down.
A + C Super Punch
C Dodge
B Clinch
A Break Clinch
Up Block head
Down Block body
C View punches in the
Create Boxer mode and used to
dodge left.
 Boxing Legends
 of the Ring
 Exhibition Mode
 Use Up/Down to scroll text
Just think of the Exhibition mode
as the mercy mode. In Exhibition
fights, the boxers don't try as
hard and the stats don't count.
If we had to guess, we would bet
that you'll do most of your
playing right here. 
To select this mode, move the
cursor to "Exhibition" and press
the Start button. This feature is
your best chance to practice.
Do it: you'll be licking the
canvas if you don't. After you
have selected this feature, you
will be asked how many people will
be playing.
Move the Control Pad left or right
to select zero, one or two
players. Zero players is the
spectator mode.
It was designed for armchair
heroes whose mouth is always
writing checks their butt can't
cash. By the way, you look like
you have a small bank account
yourself. 
Use the zero player option to
study up on the other boxers;
you'll be doing yourself a favor.
One player allows you to fight
another boxer of your choice and
two player will let you fight one
of your cream-puff buddies. Find
your little sister and fight her.
After all, you might beat her.
After you have the correct number
of players, hit Start.
You'll then be able to choose
either a boxer to represent your
sorry self or insert a password
and practice with one of your
previously created boxers. 
To select a boxer, press the
Control Pad either left or right
to cycle through the choices.
Passwords are obtained in the
Career mode.
Hey! We'll discuss the Career mode
later, pipe down. If you're
fighting a computer boxer, press
"B" to see what you're up against.
You'll be able to view his
stamina, chin, and strength. When
you're done looking, press Start.
After you've checked his stats,
keep telling yourself it's going
to be o.k.; it won't be, but keep
telling yourself that.
After the boxer's attributes have
been viewed, press the A-button
when your desired boxer's frame is
flashing.
It doesn't matter if it is a zero,
one or two player game, all boxers
need to be selected in this
manner.
 Boxing Legends
 of the Ring
 Career Mode
 Use Up/Down to scroll text
Think of the Career Mode as the
put up or shut up phase of the
game. We think you'll be quiet. In
the Career mode, you can custom
design your own boxer.
Ideally, you'll win one or two
matches. Some might even challenge
the number one ranked boxer; you
won't, but some people might.
If the world was a perfect place,
you would achieve Legendary status
yourself. Let us fill you in on
something, kid, the world ain't
perfect.
If you still want to try then move
the cursor to "Career" and press
Start. Good luck, kid, we're
putting all of our money on the
other guys.
After "Career" has been selected
you'll be advanced to a new
screen.
If you are going to create a new
boxer, a future Legend of the
Ring, move the cursor, via the
pad, to "Create Boxer" and press
Start.
"Enter Name" will appear on the
screen. To enter the fighter's
name, press the Control Pad up or
down to cycle through the letters.
When you have found the desired
letter, press the Control Pad left
or right to advance into another
square.
To cycle through the three lines
of letters available, press the
Control Pad left or right as well.
If you wish to change a letter
move the cursor to the position
desired and then up or down to
change the letter. When your name
has been entered press Start.
If you do not enter a new name for
your created boxer, you will be
given a name by default.
If you have already created a
boxer and are on your way to
achieving legendary status, you
can enter a password to begin the
game from where you left off.
You obtain a password each time
you finish a fight in the Career
mode (We'll talk about this in a
second or two).
To enter a password, move the
Control Pad to "Enter Password"
and press Start. Enter your
password in the same fashion you
entered the name of your boxer
(outlined above).
To escape the password feature
press the B-button. If the
password has been entered, press
the Start-button. If the password
has been entered incorrectly, the
screen will read "Try Again."
If the password has been entered
correctly, you will be sent to the
"Ring Magazine" ranking screen.
(This will be discussed later).
From this point, you will be able
to resume play exactly where you
left off.
If you are creating a new boxer
and you already entered your name,
you'll need to decide where you
came from.
There are three choices, see which
best describes you. Sorry,
"Crybaby," isn't one of the
choices.
Street: This is the person who
has had to back up everything they
say while living life in the
neighborhood.
This is the hard guy who has tired
of cuffing the local bullies.
Street is the background for the
person who has prevented milk
money theft for too long and now
wants something more.
Military: If you have suffered
through too many 26 mile hikes and
food you wouldn't feed to your dog
then you should choose the
military background.
The government has finally done
something right by toughening you
up. Maybe all those calisthenics
at the crack of dawn has turned
you into a man.
If you have a chin like granite, a
chin which would scratch a
diamond, then the military
background is for you.
Olympic: If you are well
rounded, with fully developed
boxing talent, then the Olympic
background is the correct choice.
You had to hone your skills so
that you could take the best the
other countries had to offer and
then force feed them some national
pride of your own.
You spanked the other nations, you
got your medal, now see if you can
earn a championship belt as well.
All three styles have profound
differences in punch power,
stamina and chin. To cycle through
these possibilities, press the
Control Pad in any direction.
When you have decided on a style,
press Start. You will now be given
10 strength beads to allocate to
your punching power, stamina and
chin.
Move the Control Pad up or down to
cycle through the three traits. To
allocate the beads, press the A
button to add or the B-button to
take away beads from the
respective categories. 
As you progress in the game, more
beads will be earned. The boxer
will earn two beads for a win of
any type or one bead for a loss.
The more you fight, the stronger
you will become. Allocate all
earned beads as outlined above.
This is done between matches in
the Training mode.
The Training mode appears after
every fight in the Career mode. 
When you are satisfied with your
allocations, press the Control Pad
to the right. You will now be able
to choose the appearance of your
legend to be.
There are several unique skin
tones and faces to choose from. To
cycle forward through the choices,
press the A-button.
To cycle backwards through the
choices press the B-button. When
your selection is made, press
Start.
The Create Boxer screen is where
you customize your boxer's
punches. Move the Control Pad up
or down to allocate strength to
the following punches:
* Left Jab
* Left Hook Body
* Left Hook Head
* Left Uppercut
* Right Cross Body
* Right Cross Head
* Right Uppercut
To allocate beads, follow the same
procedure outlined above. When all
of the beads have been allocated
to your seven punches, move the
cursor to the super punch icon.
To view the punches, press the
C-button.
You have three Special Punches to
choose from. Be cautious in using
this weapon. You start with only
one. To cycle through the three
punches, press the B-button. Press
the C-button to view the Special
Punches as well.
* Note: In both the "Create
Boxer" and "Training" screens, all
beads must be allocated to advance
to another screen. If you've got
'em, use 'em!
Your boxer has been created! You
will begin play ranked #10 in
"Ring Magazine". These rankings
display the boxers you have to
defeat to become a legend.
To view the characteristics of
your opponents, move the cursor to
the boxer's name and press the
B-button. These characteristics
were viewed in the Exhibition
mode.
Don't start to cry again; stop it!
Stand up and fight. To escape,
press Start. When you are ready to
rumble, press Start.
After each fight you will be taken
to the "Ring Magazine" ratings
screen. This screen will enable
you to view the ranking and
records of all your opponents.
Your password is given to you on
this screen.
Occasionally, fighters you have
defeated will challenge you to a
rematch. You are obligated to
honor them.
To begin your next fight, either a
fresh fight or a rematch, press
the Start-button.
 Boxing Legends
 of the Ring
 Battle of the Legends
 Use Up/Down to scroll text
The Battle of the Legends is
reserved for only the best. In
fact, your boxer can't even play
in it. No one can enter into the
Battle of the Legends until they
have proven themselves in the
Career mode.
You see, the Battle of the Legends
is the brawl to settle all, the
war that settles the score, the
fight to set things right. 
The winner of the Battle of the
Legends has earned the right to
call himself the king of the hill.
Once your boxer has proven himself
in the Career mode, perhaps he
might gather his guts and sign his
name on the dotted line of the
Legends Battle.
Once (or in your case, if) you
complete the Career mode, you'll
receive a password which is called
a Legends Password.
If your boxer has a legend
password, then that's his key to
the Battle of the Legends.
If you have emerged victorious
from the "Career" feature, you
have received a password that will
allow you to enter your Legend of
the Ring fighter into the Battle
of the Legends.
To enter your password, follow the
instructions outlined in the
Password section of the Career
mode.
With this feature you can pit your
fighter against other created
Legends, either created or
authentic, in a single elimination
tournament.
If your boxer doesn't have the
password, then don't let the door
hit him on the back as he leaves. 
You, and up to eight of your wimpy
little chums, can fight in the
tournament. If each person has a
Legends password then shove them
in.
Select the number of players like
you did in the Exhibition mode.
All odd-numbered fighters are
selected by pressing Start on the
first Controller and all even
numbered fighters are selected by
pressing Start on the second
Controller.
Once you have the correct number
of chumps, press Start.
The Battle of the Legends mode is
a no holds barred battle where
much can be both gained and lost.
In the Battle of the Legends, up
to eight players can participate
in round 'em and pound 'em action.
Move the cursor to "Battle of the
Legends" and press Start. Select
the number of players as you did
in the Exhibition mode.
When you have selected the number
of players desired, press Start.
In the Battle of the Legends mode,
the game player or players can
either watch or not watch matches
fought between computer boxers.
Before the fights begin, the
player is given a choice to watch
the fight or not. Press the
Control Pad to Yes, No, or Cancel
and press Start.
If Yes was selected, sit back,
relax and enjoy the fight. If No
was selected, the fight will not
be viewed and the outcome will be
displayed.
If Cancel was selected the mode is
exited and you can move the cursor
around the screen.
Let's get ready to rumble! Can
you become the "Best of the Best"
of the Legends of the Ring? Press
Start to find out!
<a name="Bretthoc.o">BRETTHOC.O</a>
 Brett Hull Hockey '95
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 GAME SET-UP
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Bubbastx.o">BUBBASTX.O</a>
 Bubba 'N' Stix
 Core Designs
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 GOODIES
 HINTS AND TIPS
 BROWSE HELP FILES
 Bubba 'N' Stix
 Game Description
 
 Use Up/Down to scroll text
Join Bubba and his faithful
sidekick Stix as they fight a cast
of thousands of wacky aliens in
their attempt to get back home.
The aliens needed a star
attraction for their zoo and
unfortunately for Bubba 'N' Stix,
they're it!
Luckily our heroes managed to
escape before the alien's ship
reached its destination. Now they
find themselves on an uncharted
planet and there's no telling what
will happen next.
Help Bubba stay out of the
clutches of the evil aliens, and
at the same time prevent an
invasion of Earth! It's a good
thing you brought some extra gum!
 Bubba 'N' Stix
 Controller Functions
 
 Use Up/Down to scroll text
Start Button: Use it to start
the game. In mid-game, this button
can be used to pause the game.
Play is then resumed by pressing
it again.
A-Button: Use it to control the
action of Stix. In general,
pressing and releasing the A
Button will make Bubba either poke
or swipe Stix at an enemy.
Holding down the A Button causes
Stix to be thrown. The action of
Bubba will determine the direction
in which Stix travels.
B-Button: Used exclusively to
make Bubba jump. To perform a
standard high jump, the B-Button
must be pressed and released.
To jump even higher, hold down the
B-Button. Bubba can also jump
further if he's running when the
B-Button is pressed.
C-Button: While holding down the
Right or Left Buttons on the
D-Pad, press the C-Button at any
time to make Bubba break into a
run.
D-Pad Left/Right: Used to
control Bubba's direction of
movement and Stix's attacks.
D-Pad Down: Used to make Bubba
crouch down. If used
simultaneously while pressing Left
or Right, Bubba will crawl in the
chosen direction.
Special Controls:
Stix can be used in a number of
different ways, most of which
you'll discover along the way.
However, should you be faced with
a cliff that is too high to jump
onto or over, press Left or Right
while facing the cliff, then press
Button A to see what happens.
Bubba can stick Stix into walls,
etc. to help him bound onto or
over tall obstacles. Stix may then
be left behind. Press Button A to
make Stix return to Bubba's hand.
Should Stix be left behind and is
no longer visible on screen, or if
he is out of Bubba's view, he'll
fly back automatically to Bubba's
side.
When Bubba enters water, he can
use Stix as a snorkel. By raising
Stix above the water, Bubba can
replenish his air supply.
Simple joypad controls maneuver
Bubba while he's swimming.
However, Bubba's movements are
heavily influenced by the water's
currents.
If no control is applied while
Bubba's underwater, he'll drift
upwards.
 Bubba 'N' Stix
 Goodies
 
 Use Up/Down to scroll text
Bonus Points: Collect small
monsters in different colors and
shapes to rack up bonus points.
collect enough points, and you can
be warped into a Bonus Level.
Extra Lives: Extra lives appear
as small blue aliens with the same
hairstyle and hat as our goofy
hero Bubba.
Vitality Replenishes: Extra
vitality appears as small green
monsters carrying medical cases.
When collected, each alien
replenishes one unit of vitality.
Checkpoint Bonuses: Checkpoint
markers appear as small green
monsters with light bulbs on their
heads.
In the unlikely event that you
should die, your position will be
set to the place you last
collected one of these monsters.
 Bubba 'N' Stix
 Hints and Tips
 Use Up/Down to scroll text
 * Use the stick to help get
past obstacles and up cliff sides.
 * Watch out for the trees in
Level One. They'll follow you when
you're not looking.
 * In Level 2, there are four
walls you have to get through in
order to reach the exit.
<a name="Bubbstix.o">BUBBSTIX.O</a>
 Bubba 'N' Stix
 Core Designs
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 GOODIES
 BROWSE HELP FILES
<a name="Bubnsqek.o">BUBNSQEK.O</a>
 Bubble & Squeak
 Sunsoft
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Bubsy.o">BUBSY.O</a>
 Bubsy
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS AND STUFF
 HINTS AND TIPS
 BROWSE HELP FILES
 Bubsy
 Game Description
 
 Use Up/Down to scroll text
"I'm Bubsy. I'm tryin' to save the
Earth from Woolies. No, Woolies
aren't what you get from wearing
cheap underwear! Woolies are space
dweebs in flying saucers out to
purrloin the Earth's supply of
yarnballs. But enough about them,
go play my game!."
 Bubsy
 Controller Functions
 
 Use Up/Down to scroll text
I'm a control freak. So? Lots of
powerful mammals are. If I wasn't,
this whole place would have the
Woolies pulled over its eyes.
Now to help me beat these Woolie
Bullies, you've got to understand
a few simple things about control.
And here they are:
D-Pad:
 * Press Up, and I'll look up.
I'll also enter caves, mine
shafts, etc. if I'm standing in
front of them.
 * Press Down, and I'll duck
down and/or I'll look below me.
 * Press Right/Left, and I'll
run or glide in that direction on
the ground, in the air and on
water slides.
 * To slow me down, press the
opposite direction I'm running.
Or, speed up by pressing the same
direction I'm running.
Button B:
 * I'll pounce and if I hit a
Woolie, or one of their henchmen,
they're history.
 * The longer you hold it, the
higher I jump and the more I'll
bounce when I pounce on the bad
guys.
Button A:
 * I'll swoop through the air
and land light as a feather.
 * I can pounce on enemies
while I'm gliding. Try holding
Button B down at the same time.
I'll do a super pounce and soar
into the air.
Button C:
 * Press this and left, and
I'll look to my right (your left).
 * Press this and right, and
I'll look to my left (your right).
 Bubsy
 Playing the Game
 
 Use Up/Down to scroll text
On the Screen:
Here's a quick rundown on all the
stuff you see on the screen. Like
the nifty numbers, flashing digits
and other stuff like that, quite
frankly, detracts from little ole
me...
You probably figured all this out
anyway. But it's in my contract,
(have you heard about my
contract?) so I have to tell you
about it--here it is:
Overall Score: I give ya points,
big ones, for all the Woolies you
eliminate. (I get additional
points for each enemy I bop in
succession.) Then I add in more
points for special colored yarn
balls.
Yarn Balls Collected: You don't
really need me to explain this
one, do you?
Time Remaining: The timer keeps
counting down. Even when you're
not playing with the controller,
unless you pause the game.
Lives Remaining: Guess how many
lives I start with? Big surprise:
NINE!
Mid-Level Markers:
Congratulations! When I get to an
exclamation point, I'm part-way
through a chapter.
Make me hit it and it will change
to a spinning red yarn ball with
my handsome face on one side. When
I lose a life, I'll come back to
the last Mid-Level Marker I hit.
A Word About Water:
You know the old saying: you can
lead a cat to water but you can't
make it sink... Okay, I know.
They're wrong. You CAN make it
sink. But don't do it.
Don't get me in over my head.
P-l-e-a-s-e! Cats HATE water. I
hate water. You wouldn't want to
immerse a sweet, lovable feline
like me, would you? (Don't answer
that.)
Bonus Points:
Here's how you rack these up: you
get ten bonus points for every
second left at the end of a
chapter. You started with 10
minutes. If you had one minute
left, you'd get 600 bonus points.
Get it? Good.
 Bubsy
 Items and Stuff
 
 Use Up/Down to scroll text
Collector's Items:
As you know by now, I collect yarn
balls. Any kind. Any size. Any
color. Here's the diffs:
Wool-gas matron: Keeps wool
under extreme pressure in a high
fiber plasma state. Random point
value between 1000 and lucky
number 7777.
Colored Yarn Balls: I give you
points for all yarn balls!!!
Surprise Yarn Balls: These
change colors randomly. Points are
determined by the color of the
surprise yarn at the moment I
touch it.
Yarn Crates: A giant stash of
yarn balls. Each one holds 25 and
is worth 500 points. Not something
I'd want to pass up.
The T-Shirt Craze: Okay, you've
played these games before. So of
course you know what a power-up
is. (If you don't, go ask your kid
brother.)
These power-ups even come with a
free T-shirt! Or is it the other
way around? Here's what gets me
what:
Numbered T-Shirts: See the big
number on these shirts? That's how
many more lives I'll get. If I can
get the shirt.
Black T-Shirts: This one flashes.
And as long as it does, the
Woolies can't even see me.
Invincible T-Shirt (with an
exclamation mark on the front):
This covers me with a Super
Bubble. And as long as it does,
I'm totally invincible to Woolies
and their henchmen (of course,
water, spikes and other natural
disasters can have a deadly effect
on me).
Continues: I need these! As many
as I can pick up. Just look for
the arrow symbol. If I snag a
Continue and lose all my lives,
I'll start on the same level where
I lost my last life!
Bouncy Branches: I'd jump on one
of these photosynthesis factories
to really take off.
Water Slides: I can control
where I'm going here by pressing
the Control Pad left or right.
Slow me down by pressing the
Control Pad opposite the direction
I'm headed. Press Button B to
jump.
Cars: Jump on one of these for a
high-flying time. But avoid the
red hot convertibles. And don't
take rides with strangers.
Roller Coasters: To jump off a
roller coaster, press the Pounce
or Glide buttons. Push up to raise
my hands and collect goodies. Push
down to cover my eyes.
Rocket Cars: A great way to pick
up some easy yarn balls. Push up
to raise my hands and collect
goodies. Push down to duck and
cover my eyes.
Log Rafts: Jump on to head
downstream. And look out for
Snorkel Turtles.
Warp Caves: I know. You're
going, "Huh? Like a cave is a free
ride?" Well, okay, not all caves
give you free rides. But some
hyperwarp you to other places in
your world. And some even lead to
the Woolie's secret yarn stashes.
Manhole Covers: Most manhole
covers go down. But these also let
me go up. If I stand on them just
right...
TNT Crate: This one is dynamite!
I can bounce off the top or power
pounce off the side. Either way,
press the Pounce button for extra
height.
Strongmen: I'd jump here if I
were you. For extra height, hold
down the Pounce button when I hit
it.
 Bubsy
 Hints and Tips
 Use Up/Down to scroll text
 * Be sure to bounce on trees.
There are items at the top of the
screen that can't be seen.
 * To bounce even higher up,
press the B Button while bouncing
on a tree.
 * You get an extra life for
every 500 yarn balls collected in
a Chapter. There are at least 500
in each Chapter.
<a name="Bubsy2.o">BUBSY2.O</a>
 Bubsy II
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Bubsy II
 Game Description
 
 Use Up/Down to scroll text
A WORD FROM BUBSY:
Just think of it. Me. Bubsy
Bobcat. Fabulously talented star
of game and screen, reduced to
pushing Amazatorium Tours for Dr.
V. Reality.
Why, it seems like it was only
yesterday when I was wild. Free.
And not committed to wearing a
work outfit that comes with a
paper hat.
I'm the Official Tour Guide of Dr.
Reality's AMAZATORIUM. Oh sure. It
sounds like fun. But maybe you
should read the fine print in your
travel brochure before making me
your trusty travel guide...
 Bubsy II
 Controller Functions
 
 Use Up/Down to scroll text
Bubsy Controls
 * D-Pad: Move Bubsy
 * Button A: Jump, the longer
you press, the higher the jump
 * Button B: Glide
 * Button C: Use selected item
 * D-Pad Down + C: Change
selected item
 * Start: Pause/Resume game
Rocket and Bi-Plane Controls
 * D-Pad: Move plane/bi-plane
 * Button A: Drop pies
 * Button B: Fire Nerf
Ballzooka
 * Button C: Use selected item
 * Start: Pause/Resume game
Additional Controls-All Worlds
Friendly Two-Player Game-Press
the A Button to have the Twin
throw bananas at enemies. The Twin
can also help me collect items by
simply touching them.
Feisty Two-Player Game-Press the
A Button. The Twin will drop
bananas on me, hoping I'll step
and slide on them.
Additional Controls-Mini Games
Frogapult-Press up/down to move
Bubsy to the top or bottom of the
screen. The stunt frogs will fly
about as far as Bubsy is standing.
Press any button to fire.
Use the D-Pad to move the frog
toward its target.
Armadillo Drop-One marvelous
mess of a mechanical maze. Use the
fans (D-Pad) to steer Arnold to
the safety of the bottom of the
truck.
Keep an eye out for these helpful
gizmos: Half Bubbles open doors
and Bouncers give an extra boost.
If you beat the clock in this
game, you'll get mega bonus
points.
Liquid Lunacy-Bubsy can enjoy
his favorite pastime, Deep Sea
Diving,(what?!) while in search of
all kinds of wonderful items and
power-ups.
The most exciting of these is the
Super Marble, which is worth a
phenomenal TEN TRADING CARDS.
Oh yes, make sure Bubsy avoids
those small,
barely-worth-mentioning,
whirlpools.(Something fishy is
going on here).
 Bubsy II
 Playing the Game
 
 Use Up/Down to scroll text
AWESOME AMAZATORIUM TOURS
Taking a good trip requires a
little planning. So, I'll get
started by introducing an
incredible selection of fun and
exciting tours...
First Floor Tour
Take an "Easy" visit to the first
levels of Egypt, Music, Space,
Medieval and Aerial worlds, then
discuss the fate of the world with
Oinker.
Second Floor Tour
This Tour covers a visit to each
of the five worlds. Watch out,
things get tougher on the second
floor.
Third Floor Tour
This tour takes Bubsy directly to
the top floor of the Amazatorium.
This floor is packed with tough
henchmen and one furious boss. Is
it too late to change my
reservation?
Remember, no matter which tour you
choose, Bubsy must TAG THE END OF
LEVEL MARKER(big red marble) in
each world before the boss door
leading to Oinker will open.
After you've completed your tour
in the East Wing, try the West
Wing for a completely different
experience.
Grand Tour
The Grand Tour is the most
difficult. It covers all three
floors of Egypt, Music, Space,
Medieval, and Aerial worlds,
including an expanded version of
the first and second floor levels.
That's 15 glorious levels! Before
Bubsy can move from one floor to
another, Bubsy must TAG THE END OF
LEVEL MARKER located in each world
and fight the interim boss.
After Bubsy has completed all
floors, he'll face the ultimate
challenge of battling Oinker.
Play for Points or Time?
When you're playing for High
Score, pick up every marble and
treasure you can find. Search
thoroughly, but don't waste too
much time. You have only 15
minutes to get through each level.
When you're playing for Best Time,
the on-screen clock is counting
the time it takes for you to get
to the end of the level.
Points don't matter, so don't
waste precious seconds going after
items you don't need.
Travel Advisories For the Tour
You'll notice, as you step into
the Amazatorium, that in front of
every wild and wonderful world
there's a transporter pad.(But
there is NO food or drinks
allowed. Unless you want to
share).
To enter any of the worlds, press
left/right to put Bubsy on the
transporter pad. Then, press up
and it's "bon voyage, Bubsy."
The Amazatorium Gift Shop
As a bonus for completing a level,
use your Trading Cards to buy any
of the toys. Press up/down to
select the item you wish to buy,
then press left.
The current rate of exchange is:
Nerf Ballzooka ball = 1 card
Smart Bomb = 25 cards
Diving Suit = 3 cards
T-Shirt = 25 cards
Portable Hole = 5 cards
Press Start to get back to the
tour.
Mid-Level Markers
When Bubsy gets to an exclamation
point, he's part way through a
level. Make him tag it and it will
change to a spinning red marble
with his charming face on one
side.
When Bubsy loses a life, he'll
come back to the last mid-level
marker he tagged.
Usable Items
When the Bubsy Twins took their
bag of toys into the Amazatorium,
they didn't notice the gradually
widening hole in the bottom, which
leaked the contents all over five
different worlds.
Find and collect these nifty
items. They'll help you during the
tour.
Portable Hole
Press D-Pad down + C Button until
the Portable hole is selected.
Press the C Button once and Bubsy
will be rarin' to go.
Press the C Button again and Bubsy
will dive through the hole and
arrive back at the Amazatorium.
Diving Suit
Press D-Pad down + C button until
the Diving Suit is selected.
Press the C Button once more to
put on the Diving Suit and a
second time to take it off.
Smart Bomb
Press the D-Pad down + C Button
until the Smart Bomb is selected.
Press the C Button to set off the
bomb.
Nerf Ballzooka
Press the D-Pad down + C Button
until the Nerf Ballzooka is
selected. Press the C Button to
fire Nerf balls at Oinker's
henchmen.
 Bubsy II
 Items
 
 Use Up/Down to scroll text
ITEMS
Trading Cards
To collect trading Cards: Bop
enemies with your Ballzooka or get
the Super Marble from the Liquid
Lunacy Mini-Game.
Patch-Up
This bobcat fixer-upper looks like
a great, big bandage. It's good
for anything that ails me. If I'm
close to losing all my lives, have
Bubsy tag the Patch-Up.
The Bubsy icon in the upper right
screen will show his speedy
recovery.
Bag o' Marbles
What it says, is what it is. A big
Bag o' Marbles. But you can nab
some happy points by scooping up
one. So, keep on the lookout...
Super Marble
"Found only in the Liquid Lunacy
Mini-Game," that's what the
brochure says. Well, good luck to
you, diving for that buried
treasure.
Bubsy would do it, but you know
how much he hates water. It just
plays heck with his hair!
Marble Crates
Now, you thought the Bag o'
Marbles was something to write
home about. Just imagine a CRATE
of marbles. Just thinkin' about
all those points, makes Bubsy
wanna go buy a forklift.
The Mighty Souvenir T-Shirt
No trip would be complete without
a souvenir T-Shirt. So, if you see
one of these shirts, grab it!
It'll give you an extra life.
Continues
When you've lost all Bubsy's
lives, the game will know which
levels you've completed, and will
place you back in the Amazatorium
ready to go again.
 Bubsy II
 Hints and Tips
 
 Use Up/Down to scroll text
 * To open your "lion" share of
doors in the Egypt World, look for
hidden switches and press up.
Switches in other worlds look
like, well, SWITCHES.
 * In Two-Player Feisty games,
beware of banana backlash. If you
get bopped with one in Air Wars or
Space Pirates, your bi-plane or
rocket will temporarily go
bonkers.
 * Watch out for tires; one
wrong turn and Arnold becomes a
re-tread. And guaranteed, you will
lose your time bonus for that.
 * On all tours, except the
First Floor Tour, some of Oinker's
henchmen will take multiple hits
before they go out for lunch.
 * Also, watch for the boss
door once all the tour levels are
completed.(The Grand Tour boss
tour will lead through all
sections of the Amazatorium before
you reach your Final destination).
 * Wanna REALLY make the fur
fly? Try playing 2 Player Feisty
for Time. Run with the wildcats in
a paw-over-claw race of the
survival of the firstest. Only the
fastest bobcat can be topcat in
this game.
 * Press Start while you're in
the Amazatorium if you want to
know your current score.
 * If things look ugly, and
they will if Bubsy has two hits,
keep an eye out for the Patch-Up.
 * Each useable item can be
used only once. After that, Bubsy
will have to scramble through the
levels to pick up others or,
purchase them with Trading Cards.
<a name="Busytown.o">BUSYTOWN.O</a>
 Richard Scarry's
 Busy Town
 Sega
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Richard Scarry's
 Busy Town
 Game Description
 Use Up/Down to scroll text
FLY AWAY WITH LOWLY WORM!
Lowly Worm is on the move! Make
him hover over different places in
Busy Town to find out what they
are. You can go to those places
together!
Which playground would you like to
pay in next? Fly Lowly Worm's
Apple Car from place to place.
Press Button A, B, or C when
you're ready to land.
 Richard Scarry's
 Busy Town
 Controller Functions
 Use Up/Down to scroll text
MOVING FRIENDS IN BUSYTOWN
It's easy to make your Busy Town
friends move. Just press the D-Pad
in any direction.
You can make Huckle Cat drive his
truck, and Lowly Worm fly his
Apple Car. You can even make the
wind blow! Up, up, and away!
To help a character in BusyTown
use something, press Button A, B,
or C. Your BusyTown friends can't
wait to get started!
Press the Start Button to pause
the game. Press it again when
you're ready to play.
 Richard Scarry's
 Busy Town
 Playing the Game
 Use Up/Down to scroll text
SPECIAL ITEMS
Look for these in every scene:
Shining: This twinkles to show you
what to do next.
Arrow: This shows the way to go.
Help TV: You can get a helpful
hint.
Exit Sign: Go here to leave the
playground. Goodbye, everyone!
CAPTAIN SALTY
The parts for Captain's Salty's
boat arrive on the conveyor belt.
It's fun to hook them up.
Now take them to where they belong
in the boat. Each piece goes in
its own special place.
Here comes Captain Salty's crew,
dropping in on parachutes. Help
them land on the right spots(look
for the shining, if you have it
turned on), and watch them go to
work!
Now the boat is ready to be
painted. Be sure you don't miss a
spot. Whew, that was a lot of
work. Anchors aweigh!
BUILDING THE HOUSE
Here's an empty house. It needs
to be built and filled with
furniture. Will you help Huckle
Cat put the house together?
You can start anywhere you want.
Put all the fixtures in the right
place. Make sure everything works.
When you're finished, you've made
a lovely home. Just in time for
the Rabbit Family to move in!
THE DELIVERY TRUCK
The folks in Busy Town are hard
at work. Help Huckle and his
friend Lowly make deliveries in
Busy Town.
Load up the truck at the
Warehouse, and drive away. Where
is the next load going?
Help Huckle Cat drive safely. Uh
oh, he hit a road bump. Now here
comes Sergeant Murphy to
straighten things out!
Luckily, Huckle Cat doesn't get in
trouble. He just gets to try
again.
BRUNO'S DELI
Huckle Cat is helping out in
Bruno's Deli. Look and listen to
find out what each customer is
ordering.
Make Huckle press the right
buttons on the deli machines to
get the food. One of the snacks or
drinks will match what the
customer wants.
Try to give each person the right
food. Some people want two things
to eat. They must be hungry!
THE FIRE STATION
The Fire Chief has a busy day
ahead. He needs to get the fire
engine ready to go. Can you get
all the equipment on the fire
truck?
Now it's time to take a rest. You
never know when the alarm will
ring!
Drive safely. It's important to
get to the fire before the house
burns down. Raise the ladder to
help the Fire Chief put out the
fire. Try not to get the Cat
Family wet. Good job!
THE WIND
You can make the wind do funny
things. Try these out:
 * Fly a kite.
 * Push a cloud.
 * Sail a boat.
 * Blow away Mr. Frumble's hat.
 * Shake the trees.
 * Toss a balloon.
 * Fly a paper airplane.
 * Scare the crows.
What else can the wind do?
 Richard Scarry's
 Busy Town
 Hints and Tips
 Use Up/Down to scroll text
 * Go exploring for whatever
you can find.
 * Open everything and search
for wonderful surprises.
 * Look at the screen carefully
and observe all the details of
each section in Busy Town.
 * Learning is different for
each individual, so take your
time.
<a name="Cadash.o">CADASH.O</a>
 Cadash
 Taito
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPELLS AND ITEMS
 BROWSE HELP FILES
 Cadash
 Game Description
 
 Use Up/Down to scroll text
Your object in this game is to
overcome the demons and monsters
and get the princess back.
You are awarded a bounty for each
demon and monster that you defeat;
with this money you may purchase
other weapons, armor and other
things to help you on your quest.
Along the way, various characters
will provide clues to help you
find the lair of the Balrog.
Listen carefully to what they say.
 Cadash
 Controller Functions
 
 Use Up/Down to scroll text
Basic Controls
 * Go inside, go upstairs, or
climb: Up.
 * Move left/right: Left/Right.
 * Squat or climb down: Down.
 * Attack: Button B.
 * Jump: Button A or C.
 * Pause: Start.
 * Select store item: D-Pad and
Button B.
Special Controls
 * Attack to upper right: Up
right and press Button B.
 * Attack to upper left: Up
left and press Button B.
 * Kick downward: Down and
press Button B as you jump.
 * Downward Attack: Press Down
and Button A while jumping.
 * Attack above: Press Up and
Button B.
 Cadash
 Playing the Game
 
 Use Up/Down to scroll text
When you are the mage, press and
hold Button B to open the magic
window at the upper right. The
window displays symbols for the
spells you can use.
An experienced mage can use more
than one spell: hold the button
down until the spell you want to
use appears, then release to use
the spell.
The number of spells available
increases with play level.
Game Parameters
All good and evil characters are
assigned specific parameters:
1) Strength (STR): This is the
amount of damage a character can
make in one blow with a weapon.
2) Armor Class (AC): This is the
ability to withstand an attack.
Your opponent's strength minus
your AC rating is the damage you
will receive with each blow.
3) Agility (AGL): This is the
speed at which a character can
move, swing a weapon, and take
other action.
4) Hit points (HP): This is the
measure of life remaining. If your
hit points reach zero, you are
dead and the game is over.
5) Magic points (MP): This gauge
falls as you use up your magic.
Parameters for Players
1) Experience points (EXP):
These are awarded when you defeat
an enemy. Gather points to raise
your level.
2) Level (LV): This shows the
relative strength of the player.
Higher levels raise your values
for parameters 1-4, which make you
stronger.
3) Gold (G): This is the amount
of money you have on hand. It is
awarded when you take gold from a
monster or open a treasure box.
Spend it to buy a new weapon,
armor, herbs and potions.
Game Over
The game is over when your hit
points reach zero or the player
reaches the goal.
Continue
If you have credits left, you may
resume the game from where you
finished by pressing Start within
ten seconds. This is the only way
to resume a game.
The Display
Basic Status Window: This shows
the player's name, level, gold,
experience points, potential
experience points, STR, AC, and
stocks of herbs, Antidote and
Elixir.
When Start is pressed, this window
pops up at the upper left corner
for the first player and the upper
right for the second player.
Message Window: This pops up
when a character speaks and in
certain situations.
Hit points indicator
This shows the remaining life of
the player character. The first
player's hit points are shown at
the bottom left, and the second
player's are at the bottom right.
When hit points fall to zero, the
game is over for that player. When
your points are low, you may
restore them by staying at an inn
or taking herbs or elixir.
Your hit-point maximum rises with
your level. The indicator also
shows magic points and the
player's name.
Talking to Others
To speak with others you meet,
approach them and press Button B.
You will get a message window.
When the person has more to say,
an arrow appears in the message
window. Press Button B again to
get the rest of the conversation.
The message will appear one letter
at a time. You can speed it up by
holding down B.
All other operations are frozen
until the person finishes
speaking.
Shops and Places of Refuge
In either world, you may find
buildings and places that will
help you. To enter, move the
Direction Key upward.
If two people are playing, this
key operation will put both in the
same place.
Inn: You can stay over at an inn
in exchange for gold. A night at
an inn will restore your hit
points and magic points to
maximum.
When two players enter an inn,
only the first to speak to the
innkeeper will regain points.
Armory: Talk to the armorer to
buy a weapon or armor. You may
carry only one weapon and one kind
of armor.
Apothecary: Talk to the
alchemist to buy medicines or
magical materials.
House: There are many houses in
the human world. Talk to the
people in them to gather
information and find important
items.
You will find other special places
along your journey. Investigate
them.
Other Features
Some of your opponents will have
poison stings. When you are
poisoned, your hit points will
fall slowly. You must take the
Antidote or die.
Treasure boxes hidden here and
there offer you wealth and
power-gold, herbs, and other
wonders.
 Cadash
 Spells and Items
 
 Use Up/Down to scroll text
Magic Spells
Spells can only be used by the
mage. You learn spells, in the
following order, as you reach
higher levels.
Fireball: This flies
horizontally from your wand. This
spell is available from the start
of the game.
Storm of Daggers: This whirls
around you to protect you from
opponents at close range.
Wall of Flame: Weakens your
opponent.
Ice Tornado: This is death to
flying demons.
Lightning Bolt: This is
discharged from your wand to
instantly destroy almost any
opponent.
Important Items
 * The Elixir will restore you
to full strength.
 * Herbs will raise your hit
points.
 * The Scale of the Mermaid
will let you travel freely
underwater.
 * The Antidote will halt the
effects of poison.
 * The Lilliput Orchid will
make you small.
 Cadash
 Stages
 
 Use Up/Down to scroll text
Stages
There are five stages in the game.
All but the last consist of two
worlds, above and below ground.
Stage 1:
The human world: Dirzar, the
castle town: The game begins in
this beautiful town surrounded by
mountains and forests.
The underworld: The Cave of
Stones: Here you'll meet your
first monsters. You must defeat
the Black Pudding and consult the
Sage of the Crypt.
Stage 2:
The human world: Marinade Village:
The inhabitants of this lakeside
village are being terrorized by
the Kraken, a giant tentacled
monster.
The underworld: The Tunnels of
Brick: Here there are many traps
for the unwary and a powerful
monster. Find the Scale of the
Mermaid.
Stage 3:
The human world: The Grove of the
Gnomes and the Trackless Forest:
Here the gnomes live on the edge
of the mysterious Trackless
Forest. What lies beyond is a
mystery.
The underworld: The Maze of Roots:
Monsters lurk in this spooky
tangle of roots and tunnels. Find
the secret path to the other side
of the Trackless Forest.
Stage 4:
The human world: The Ghost
Village: This village was
destroyed by a gang of highwaymen,
and many angry ghosts lurk about.
A hanged skeleton has important
information.
The underworld: The Caves of
Skulls: Here you must find and
defeat the leader of the
villainous gang. Listen to the dog
to get something that will help
you enter the Balrog's stronghold,
Castle Cadash.
Stage 5:
Castle Cadash: This is you final
and most difficult challenge: save
Princess Salassa and destroy the
Balrog.
<a name="Caesars.o">CAESARS.O</a>
 Caesar's Palace
 Virgin Entertainment
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 USING THE ATM MACHINES
 CHIP RACK
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Calgames.o">CALGAMES.O</a>
 California Games
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 THE EVENTS
 HINTS AND TIPS
 BROWSE HELP FILES
 California Games
 Game Description
 
 Use Up/Down to scroll text
Welcome to a new state of
intensity-California. Home of the
most radical sports in the world.
Get ready to hit the beaches,
parks and dirt tracks of the
Golden State to compete in
everything from surfing to bike
racing.
Start off in the heart of
Hollywood, with skateboards in hot
competition on the radical Half
Pipe.
Then rocket up to San Francisco
for the high-flying Foot Bag and
some really wild footwork.
After that, it's down to the beach
for two of the coolest sports
under the hot California sun. Get
a tan beachside on the sidewalk
Skating obstacle course.
Awesome! Then take up the king of
coastal competition, Surfing.
Shoot the tube and carve the
biggest breakers on the
beach...and watch out for that rip
tide!
Over at the dirt track for the
grand finale, pump the pedals of a
BMX racing bike.
Whoop-ti-doo! That's five massive
events. You're gonna have your
hands full. Not to mention your
feet!
So pull on those knee pads. You're
gonna travel from the turf to the
surf. From the pipe to the parks.
Are you gonna love it, or what?
 California Games
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Up or Down moves the marker
box on the Select and Set
Parameters screens.
 * Left or Right changes the
settings on the Set Parameters
screen.
 * Up, Down, Left or Right
moves the marker box on the Player
Name screen.
 * Up, Down, Left or Right
moves your athlete during play.
Start Button:
 * Returns to the Select screen
from the Set Parameters screen.
 * Pauses the game. Press again
to resume play.
Start Button or Button A, B or
C:
 * Any button goes to the
Select screen from the Title
screen.
 * Any button advances you
through the Select and Player
screens before a game starts.
 * Any button places a selected
letter, number or symbol in your
name on the Player Name screen.
Button A, B or C:
 * Any button starts your
athlete in an event.
 California Games
 The Events
 
 Use Up/Down to scroll text
Half-Pipe Skateboarding:
It's time to get air on the half
pipe. Skateboarding is definitely
an awesome event, combining
strength and coordination-often
with amazing results.
You'll ride a skateboard on a
specially-built half pipe. You
have a 1 minute 20-second time
period, or three falls, to build
up speed and successfully complete
stunts.
Points are awarded for each stunt.
The highest score wins the event!
Button A: Press at the top of
the ramp to start a Hand Plant.
Button B: Press to change tracks.
Button C: Press to slow down.
D-Button:
 * Press Up when the skater is
going up the ramp, and Down when
he's riding down, to gain speed.
This is sort of like pumping on a
swing.
 * Spin by tapping Left or
Right, opposite the direction of
the skater.
Half-Pipe Goal:
In this event, you'll ride a
skateboard back and forth on the
ramp, trying to perform stunts
with perfect timing and execution.
The event lasts for 1 minute 20
seconds, or three falls. The clock
is at the top center of the
screen. The player's name and
score are at the top right.
In two-player simultaneous play,
both athletes skate at the same
time for a single score.
If one player falls three times
and is out of the event, the other
player can change tracks by
pressing Button B.
Half-Pipe Scoring:
You score points for each stunt
you successfully complete. Some
stunts are more difficult and earn
higher scores than others.
Your score increases with the
amount of risk you take. For
example, if you hold a turn until
the last moment, you get more
points than if you pull out early
when it's safer.
Note: Single-players Half-Pipe
has four different types of
stunts. Two-players simultaneous
Half-Pipe has only three different
types of stunts.
Kick Turn, Aerial Turn: 100 to
999 points, depending on height.
Hand Plant: 100 to 700, depending
on speed.
Changing Tracks: 100 to 300.
3 Stunts in a Row: 3,000-point
bonus.
Bouncing the Foot Bag:
This is probably the most
laid-back event in California
Games. But don't lose your cool-it
isn't easy! Bouncing the Foot Bag
is like juggling with your feet.
You work the bag for 1 minute 20
seconds, using your feet, knees,
arms, shoulders or head, but not
your hands! Score extra points by
doing stunts. The highest score
wins!
D-Button:
 * Press Left or Right to move
in those directions.
 * Press Down to turn around
(about face).
Button A:
 * In one-player events, press
to work the bag (same as Button
B).
 * In two-player simultaneous
events, press to pass the bag and
transfer control from one player
to the other.
Button B:
 * Press to kick, hit or
head-butt the bag during the
event.
Button C:
 * Press for a super head-butt.
Foot Bag Goal:
Try to keep the ball in the air
with as many kicks, hits and
head-butts as possible before time
runs out.
Before a game, you can select one
or two players, one or two bags,
and Earth or Moon gravity for this
event.
In two-player simultaneous play,
both players try to keep one or
two sacks in the air for a single
radical score.
The clock is at the top center of
the screen. The player's name and
score are at the top right. The
event ends after 1 minute 20
seconds of play.
Foot Bag Scoring:
You earn points for each
successful stunt or kick. More
difficult stunts earn higher
scores.
The following is a list of the
stunt, the points for each stunt,
and how they're done.
Regular Kick: 10; Any simple
bounce with any body part.
Five in a Row: 750; 5 (or more)
consecutive bounces.
Half Axle: 250; Any 2 kicks with
a half-spin in between.
Full Axle: 500; Any 2 kicks with
a full spin in between.
Axle Foley: 750; Any 2 kicks with
one and a half spins in between.
Horseshoe: 500; Left back kick +
right back kick.
Double Arch: 2500; Left outside
kick + right outside kick + left
outside kick.
Reverse Doda: 5000; Doda one way
+ Doda the other way.
Doda: 5000; Left outside kick +
head butt + right outside kick.
Jester: 2000; Left or right
jumping kick.
Dizzy Dean: 1500; Front head-butt
+ back head-butt.
Head Banger: 1500; Dizzy Dean +
front head-butt.
Nice Catch: 1500; Catch from
offscreen.
Pass: 3000; Pass from one player
to another.
Moon gravity (weak) earns only
one-half the scores shown. With
Earth gravity (strong), a bonus
clock appears at 10,000 points.
Hitting the clock with the bag
gains you an additional 13
seconds. Hitting the bird at any
time is worth 1000 points.
A special bonus of up to 99,000
points is awarded for the variety
and complexity of your stunts.
After two consecutive Jesters, the
bag will flash and you'll earn
double scores for every stunt,
plus an extra 26 seconds.
Surfing:
Surfing began as the sport of
Hawaiian kings. Now it rules the
California coastline.
From Santa Cruz to San Diego,
surfers and their colorful boards
dot the sun-splashed waves. And
you're about to join them!
You have 1 minute 20 seconds to
shoot the curl, shred the tube,
and probably even eat a little
sand (when you wipe out).
It's going to be hot, but you'll
be hotter. In fact you'll be
awesome!
D-Button:
 * Press Left to steer the
surfers left.
 * Press Right to steer to his
right.
Button C:
 * Press along with the
D-Button to slow the surfer down.
Surfing Goal:
Competition surfing is a game of
staying near the curl of the wave
and maneuvering your board
smoothly at high speeds.
Ride the face of the wave, moving
back and forth, in and out of the
tube. "Use" as much of the wave as
you can before your ride comes to
an end.
You can choose a Light, Regular or
Turbo board for different kinds of
action. The event ends after 1
minute 20 seconds of play.
The clock is at the top center of
the screen, with the player's name
at the right.
Surfing Scoring:
Five referees will score you on
the number and quality of your
stunts, and on how many times you
fall. On a Light board, turns earn
only half the score.
Roller Skating:
Roller skating is hot. Anyone can
skate and almost everyone does,
with a feeling of freedom unlike
any other sport.
California Games skating is as
radical as you can get. The trick
is to skate down a beach boardwalk
without falling. Sounds easy!
But you only have 1 minute 50
seconds, or five falls, to avoid
cracks, grass, sand, puddles,
grates, cast-off sandals and
more-and still finish the obstacle
course!
You'll even have to dodge flying
beach balls!
D-Button:
 * Press Up and Down to "pump"
and gain speed.
 * Press Left for a single
spin.
 * Press Right for a double
spin (only when in the air).
Button B:
 * Press and hold to squat.
 * Release to jump.
Skating Goal:
In this event, you want to avoid
obstacles and cover the course in
the best possible time, while
performing as many stunts as you
can.
You have 1 minute 50 seconds, or
five falls, to complete the event.
The game clock is at the top
center of the screen.
The player's name and score are on
the top right.
Skating Scoring:
You score points for each object
you skate around successfully.
Gain double points for jumping
over obstacles. Complicated moves,
like 360's while jumping, earn the
highest scores.
Avoiding Obstacles: 10-30
Points.
Jumping over Obstacles: 20-60.
Avoiding the Beach Ball: 50.
Hitting the Beach Ball: 100.
Avoiding the Skater: 200.
Single-Spin Jumps (360's):
40-120.
Double-Spin Jumps: 60-180.
Finish the course on time for a
most excellent prize!
BMX Bike Racing:
"BMX" stands for Bicycle
Motocross. It also stands for
radical action and challenging
competition.
In this event, riders use strong,
lightweight bikes to race on an
action-packed track in the
California desert.
There are plenty of jumps, bumps
and dips. (Rows of low bumps are
called "Whoop-ti-doos.")
You'll need speed, a good sense of
timing, and a heavy dose of
endurance to complete this 2
minute (or three falls) obstacle
course to glory!
D-Button:
 * Press Up to steer to the
rider's left.
 * Press Down to steer to his
right.
Button B:
 * Press to jump.
 * Press with the D-Button Up
for a Backward Flip.
 * Press with the D-Button Down
for a 360 degree turn.
Button C:
 * Press repeatedly to increase
speed.
BMX Goal:
The BMX Bike Racing goal is to
cover the course in the fastest
time, while performing stunts and
avoiding obstacles. The fastest
daredevil wins the event!
You have 2 minutes, three easy
falls, or one serious fall to
complete the track. (Snagging your
tire on a log is an easy fall.
Flipping on your head is a serious
fall.)
The clock is in the top center of
the screen. The player's name and
score are at the top right.
BMX Scoring:
The faster your time, the higher
your score will be. You also get
points for each stunt, with bonus
points for holding stunts as long
as possible.
Jump: 50-400 Points.
360 degree Turn: 800-2000.
Backward Flip: 1500-3500.
When you complete the course, you
get 500 points for each second
left in the time limit. Earn
40,000 points or more and win the
grand prize!
 California Games
 Hints and Tips
 
 Use Up/Down to scroll text
Half-Pipe Strategy:
 * Hand plants are a good way
to gain speed. To do them, press
Button A when the middle of the
board crosses the rail.
 * In order to do a trick like
a hand-plant or rail-slide, your
board has to face the rail on
which you will do your trick.
For example, if you want to
perform a rail-slide on the right
rail, your board has to face the
right rail and vice-versa.
 * Use the rail slide only when
you are going slowly.
 * In order to do stunts
easily, start off by doing rail
slide and getting into a rhythm.
Then graduate to harder
techniques.
 * To spin, tap the D-Button in
the opposite direction your skater
is going. For example, if your
skater is rolling to the left,
press the D-Button Right.
 * Tap the D-Button at the
bottom curve of the ramp to start
a Kick Turn. For Aerial Turns, tap
the D-Button at the moment you hit
air just off the edge of the ramp.
 * Be sure to get up plenty of
speed before attempting a Hand
Plant. Then just as you reach the
top of the ramp, press Button A +
the D-Button in the correct
direction to begin your spin.
The skater will plant his hands
and flip the board over his head.
Wait to release the D-Button until
the board arcs over and returns to
the ramp.
 * To slide, press Button B +
the D-Button when your skater is
at the top of the ramp. For
example, press Button B + D-Button
Left when your skater is at the
top right.
 * Earn top points on Kick
Turns, Aerial Turns and Hand
Plants by waiting until the last
moment to start the turn, and
holding the D-Button until the
moment before you'd wipe out.
 * Pay close attention to your
timing. You'll fall if you attempt
a turn too soon or too late.
 * Build up speed before trying
a stunt by doing a "fakie." Hold
the D-Button Up or Down for the
full length of the ramp (from top
to bottom). Remember that you'll
wipe out if you go too fast.
 * Above all, be sure to get
plenty of practice. It takes lots
of experience on the half-pipe to
get your timing down just right.
Foot Bag Strategy:
 * Success is all in the
timing. Try to "feel" the exact
right moment to kick, and you'll
keep the bag bouncing high!
 * As the bag falls toward the
ground, press Button B to kick it
just before it reaches your foot.
 * To head-butt, press Button B
just before the bag drops below
the level of your head.
 * Many types of kicks are
possible. To perform them, move to
different positions while the bag
is in the air.
For example, hop to the right so
the bag will drop next to you (but
not too far away). Press Button B
when the bag is near your foot,
and you'll perform an outside
kick.
 * Try inside kicks, outside
kicks, jumping reverse kicks, knee
kicks and back kicks. Discover the
ways to perform them all by
experimenting with different moves
and positions during practice.
Surfing Strategy:
 * The fastest way to gain
speed is to cut the wave up and
down in a rhythmic motion.
 * To make successful jumps,
try to enter the wave at the angle
that you left it.
For example, if you left the wave
going straight up, you would have
to enter the wave going straight
down in order not to wipe out.
 * The only way to get a high
score is by variety. Doing jumps,
staying under the wave, popping
the beach balls, etc. are the way
to get high variety scores.
 * Tap the D-Button Left to
avoid wiping out at the beginning
of your ride.
 * If you get too close to the
bottom of the wave, you'll either
wipe out or end your ride by
leaving the wave.
 * Pop beach balls with the tip
of your board to improve your
score.
 * "Catching air" scores bonus
points. Ride off the top of a
wave, then turn and continue your
ride.
 * Take risks! The more stunts
you do, the more points you'll
earn!
Skating Strategy:
 * When pressing the D-Pad up
and down to move your character,
the smoother the movement, the
faster you will go!
 * As in BMX, memorize where
the obstacles lie to avoid a wipe
out.
 * To max out points, do
reverse jumps over the obstacles.
 * Finish the round, and get a
"special" ending!
 * Try to avoid all obstacles.
Skating around them and jumping
over them are good tactics for
beginners.
 * Keep an eye on the sides of
the course. Rolling into the grass
will bring you to an abrupt halt.
 * Learn to time your jumps
just right for different
obstacles.
 * Many obstacles are close
together, so watch the sidewalk in
front of you.
 * Practice, practice, practice
to learn how to combine spins and
jumps.
BMX Strategy:
 * Press the C button to pedal
faster. If you've got an Arcade
Power Stick, or joystick with
rapid fire, it will help you go
faster!
 * When coming to the apex of a
large hill, press Up and Button B
at the last moment, to get maximum
height for backward flips.
 * The small hills are
especially good for doing 360
degree turns, because you don't
need too much speed.
 * As you travel, memorize the
track so you can note where the
hazards are and what tricks work
on which hills.
 * Secret! Finish the round
having over 40,000 points, and you
will get a special surprise!
 * Timing is crucial to
successful jumps and stunts. You
must time the start and the finish
of each stunt to land safely.
If you're not back in a centered
position when you complete a jump
or stunt, you will crash.
 * When you're in the air
(Button B), use the D-Button to
perform stunts. Press Up to do
Backward Flip. Press Down for a
360 degree turn.
 * Press Button B to clear the
pit at the end of the track.
Your jump will be a success if
your speed is high enough, your
timing is just right, and your
total course time is under the
maximum limit.
<a name="Captamer.o">CAPTAMER.O</a>
 Captain America
 Data East
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 BROWSE HELP FILES
<a name="Carmenw.o">CARMENW.O</a>
 Where is Carmen Sandiego?
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE ACME CRIME COMPUTER
 HINTS AND TIPS
 BROWSE HELP FILES
 Where is Carmen Sandiego?
 Game Description
 
 Use Up/Down to scroll text
The Chase is on
Monday, 5 a.m. A ringing sound
jars you awake. You grope for the
phone and drop the receiver on the
floor. Out of the darkness comes
the voice of the chief: "Wake up,
kid. Got an assignment for you."
You stumble out of bed, turn on
the light and grab your brand new
detective's notebook.
"Just got a call from Interpol,"
says the chief. "Looks like
Carmen's gang has pulled another
caper."
"Any leads?" you ask.
"Not with this bunch. They're too
slick. Can't give you any more
details on the phone. Better get
down to the office double quick.
It's going to be a rough one."
"Right chief."
As your trembling hand replaces
the phone on its cradle, you
wonder why you ever got into this
line of work.
Before this morning, Carmen
Sandiego and her Villains'
International League of Evil
(V.I.L.E.) were just sensational
headlines in the newspaper.
For more than five years, Carmen
and her gang of felons had managed
to stockpile the world's most
valuable treasures while
outwitting every so-called crime
expert from New York to Sydney.
Now they've struck again. And you,
the newest employee of the Acme
Detective Agency, have been given
the near-impossible assignment of
tracking them down.
 Where is Carmen Sandiego?
 Controller Functions
 
 Use Up\Down to scroll text
Start Button:
 * Starts game
D-Pad:
 * Moves highlight up-screen,
right, left, down-screen
 * Moves highlight on travel
map
Buttons A, B & C:
 * Selects highlighted key or
option
 Where is Carmen Sandiego?
 Playing the Game
 
 Use Up\Down to scroll text
Get on the case fast!
On all screens, use the D-Pad to
move the on-screen highlight to
your selection, then press A, B or
C to select.
First choose a language, then
press A, B or C to access the Acme
Comlink Computer.
When you are asked to log in:
 * To enter your name, D-Pad
up/down/left/right to select the
first letter of your name, then
press A, B or C to select. When
you have entered your full name,
press START.
 * Choose your sex, then press
A, B or C to select.
 * Press START to begin a new
game or
 * D-Pad up/down/left/right to
enter your three-letter password
and press START to restore your
rank.
THE ASSIGNMENT
Your starting point is the scene
of the crime -- the city where the
thief swiped the treasure.
The thief is heading for a hideout
in one of 30 locations. To win the
game and advance your career, you
must accomplish two tasks before
your deadline:
1. Track the criminal's
movements to his or her final
destination.
2. Identify the criminal and get
a warrant for his or her arrest.
Promotions are based on the number
of cases you solve. You start as a
Rookie and move up through the
ranks.
Warrants are issued based on
information you've entered in the
Database.
Clues to the identity of the thief
will be given to you as you pursue
the villain from city to city.
You'll log these clues into the
crime computer.
When the identity of the suspect
has been established the computer
will issue an arrest warrant.
There are 10 possible suspects,
any one of whom could be the
thief. Carmen Sandiego is the most
elusive of the lot.
During your search, the Dossiers
menu allows you to select the
individual crime file for any of
the suspects. This gives you a
chance to see who you're up
against.
 Where is Carmen Sandiego?
 The ACME Crime Computer
 
 Use Up\Down to scroll text
With the state-of-the-art Acme
Comlink, you can travel, gather
and process clues, and review
dossiers.
The left screen displays your
location and the date and time so
you can keep track of your
progress.
The keys on the lower right panel
of the screen control the crime
computer. They are the Options,
Travel, Search, and Data keys.
When you select the Options,
Search and Data keys, you are
presented with a list of secondary
options.
To select a secondary option,
D-Pad up/down to move the green
highlight over the option of your
choice and press any button.
To return to the main screen,
highlight EXIT MENU and press A, B
or C.
Options Key
The Options feature lets you
review and, in some cases, change
the game setup. You can read the
credit screen, view your password
and the current case brief, change
the language, or quit the game.
Travel Key
The Travel feature lets you pursue
the suspect to another location.
You can also check out the
possible destinations before you
SEARCH to assist you in evaluating
clues.
When you select the Travel key, a
map of the world appears, and
possible cities of destination are
shown.
To Travel: D-Pad
up/down/left/right until the red
box is over the city of your
choice, then press any button.
If you decide you don't want to
travel just yet, make sure the red
box is over the city where you
are, then press any button.
Search Key
The Search feature lets you
unearth clues regarding both the
identity and whereabouts of the
suspect. Clues may include
physical features, hobbies and
habits.
You may want to enter clues about
physical features directly into
the Acme Comlink. That way you
won't forget any of the important
grit you dig up!
To search for clues: Select one of
the locations you are given and
press any button. Interview as
many informants as you wish.
Data Key
The Data feature lets you view
Interpol criminal files on
V.I.L.E. henchmen and to enter
data you've gathered from your
interviews.
It also puts all of the data
together, identifies a suspect,
and issues a warrant for his or
her arrest.
To obtain data: Select DOSSIER. A
list of suspects appears. Select
the name of the file you wish to
review, then press any button.
When you've finished with the
file, press any button to return
to the previous screen. Select
EXIT MENU to return to the main
screen.
To enter data: Select WARRANT. A
character list appears. D-Pad
up/down/left/right to the
characteristic you wish to
identify, then press any button to
cycle through the possible
choices.
When the character trait you want
appears, select another
characteristic or EXIT MENU to
return to the main screen, or
COMPUTE to run a "make".
To issue a warrant: Select
COMPUTE. The crime computer
searches through all known facts
about each possible suspect.
If the characteristics you entered
into the crime computer match the
profile of one and only one
suspect, a warrant will be issued.
If the characteristics fit more
than one suspect, the names of all
possible suspects will be
displayed. In this case, you'll
have to gather more clues before a
warrant is issued.
 Where is Carmen Sandiego?
 Hints and Tips
 
 Use Up\Down to scroll text
The main screen always gives your
present location and tells you the
time and day of the week. As you
arrive in each new city, be sure
to read the descriptions that
appear on screen. 
he descriptions contain
information that will be useful in
pursuing Carmen and her gang. The
pictures themselves -- notable
landmarks or typical scenes from
that country -- may also come in
handy.
The thief cleverly stays in
hiding, but he orders a crony to
check you out. When you see a
suspicious person run across the
screen, you know you're on the
right track.
If you've traveled to the wrong
destination (you'll know if you
don't find any information or
henchmen), travel back to the city
where you last obtained
information.
Then look over the facts again and
try a different location.
No thief worth his or her salt
gives up without a fight. The
closer you get, the more dangerous
your situation becomes.
Use the Crime Computer sparingly
or you'll use up valuable hours
and may miss your deadline. And
don't waste time playing tourist
or aimlessly crisscrossing the
globe.
Be sure you've been issued an
arrest warrant by the Crime
Computer before you catch up with
the thief.
If you don't have a warrant issued
for the correct suspect, you can't
make an arrest, and the thief will
slip through your fingers. 
If you're close to capturing a
thief but you have NOT been issued
an arrest warrant, you'll want to
go through the dossiers and take a
guess at which suspect you think
is guilty.
Enter the data on the WARRANT
screen and select COMPUTE to issue
a warrant.
<a name="Castlev.o">CASTLEV.O</a>
 Castlevania Bloodlines
 Konami
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Castlevania Bloodlines
 Game Description
 
 Use Up/Down to scroll text
The latest in the Castlevania
saga, Bloodlines brings you
intense special effects and
challenging levels. Choose from
two characters in this epic
version. From Konami.
 Castlevania Bloodlines
 Controller Functions
 
 Use Up/Down to scroll text
START BUTTON
 * Press to start or pause the
game.
D BUTTON
 * Press to move in the desired
direction and to aim your attack.
 * Press up to walk up stairs.
 * Press down to crouch or to
walk down stairs.
A BUTTON
 * Press to attack with whip or
lance.
B BUTTON
 * Press to jump.
C BUTTON
 * Press to attack with special
weapon. Pressing up on D button
and C button together gives you a
"special" special weapon. It uses
more jewels, but it's powerful!
 Castlevania Bloodlines
 Playing the Game
 
 Use Up/Down to scroll text
Special Controls For John Morris
John's whip is lethal. This
mystical heirloom of the Belmont
clan has been used to defeat
vampires for centuries.
When John finds the coat-of-arms
icon, it can power-up his whip to
even more awesome levels.
Swing With Whip
 * To use your whip to swing
past obstacles, lash your whip
diagonally up at any ordinary
ceiling block.
Special Controls for Eric Lecarde
The Alcarde spear is a
devastating lance. Its powered-up
forms range from a razor-sharp axe
head to a trident-blade head which
opens at the pinnacle of thrust,
shattering enemies.
Mega Jump
 * To jump three times higher
than a regular jump, hold the D
Button down to build up jumping
strength, then press the B Button.
You will remain invincible while
moving upwards and can injure an
enemy by touching it.
 Castlevania Bloodlines
 Items
 
 Use Up/Down to scroll text
A Guide To Ghoulish Items
Candles: Destroy to reveal items
and special weapons.
Coat-of-arms: Power-up John's
whip and Eric's lance. Powers up
to three levels.
Bag of Kreutzers: Worth 100 to
2,000 points.
Mutton Chop: Restores half of
your life.
1-Up: Adds one player life.
Red Jewel: Adds one jewel to
your total.
Blue Jewel: Adds five jewels to
your total.
Spell book: Either a help or a
hindrance, only the Spirits know
for sure.
Mirror of Truth: Touch it to
destroy or inflict damage on all
enemies on screen.
Some special weapons can be
powered-up to mystical levels.
These are only legends, but the
ancients profess of their
existence.
 Castlevania Bloodlines
 Hints and Tips
 
 Use Up/Down to scroll text
CHEAT CODE:
At the title screen, press UP, UP,
DOWN, DOWN, LEFT, RIGHT, LEFT,
RIGHT, B and A. A small window
will appear, and you can select
your level! By the way, you will
also be invincible!
LEVEL PASSWORDS:
Stage 2: Empty, Axe, Bird,
Empty, Bird, Empty, Bird, Empty,
Jewel, Empty, Bird, Axe, Axe,
Empty, Axe, Axe.
Stage 3: Axe, Bird, Jewel, Axe,
Empty, Empty, Empty, Jewel, Axe,
Empty, Bird, Empty, Bird, Axe,
Axe, Axe.
Stage 4: Empty, Bird, Empty,
Bird, Bird, Empty, Bird, Empty,
Axe, Empty, Bird, Empty, Axe,
Empty, Jewel, Axe.
Stage 5: Axe, Axe, Jewel, Jewel,
Empty, Empty, Empty, Jewel, Empty,
Bird, Bird, Jewel, Bird, Axe,
Jewel, Axe.
Stage 6: Axe, Axe, Empty, Jewel,
Empty, Bird, Empty, Jewel, Empty,
Axe, Bird, Jewel, Bird, Axe,
Empty, Empty
<a name="Castle_i.o">CASTLE_I.O</a>
 Castle of Illusion
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEM DESCRIPTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Chakan.o">CHAKAN.O</a>
 Chakan the Foreverman
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPON DESCRIPTIONS
 SPELLS
 HINTS AND TIPS
 MORE HINTS AND TIPS
 BROWSE HELP FILES
 Chakan the Foreverman
 Game Description
 
 Use Up/Down to scroll text
"Darkness falls upon the land as I
wait the return of the visions
that have haunted my nights.
Many years have passed since my
arrogance doomed me to this life I
now live, for I am condemned to
walk the countryside until I can
overcome the visions that keep me
from my rest...
I can rely only on my swords and
my knowledge of alchemy to release
me from these bonds of time."
Slash out with Chakan's double
flaming swords and incredible
spinning attacks. Your weapons are
alchemy and immense power.
Your enemies are the inhuman
Royalty of Supernatural Horror.
 Chakan the Foreverman
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Skips the legend screen and
exits the game demos.
 * Brings up the Alchemy screen
and pauses the sand dripping
through the hour glass.
 * Returns to Chakan's trials
from the Alchemy screen and
resumes the dripping sand.
D-Button:
 * Moves Chakan Left or Right 
 * Makes Chakan duck or crouch
down.
 * Controls the attacking
direction of your weapon.
 * Moves the Mystic Hand on the
Alchemy screen to select an
alchemy.
Button A (Weapon):
 * Changes Chakan's weapon.
Press repeatedly to cycle through
all the available weapons.
Button B (Attack):
 * Attacks with Chakan's
current weapon in the direction
he's facing. Press along with the
D-Button Up, Down or Diagonally to
aim your attack.
 * Uses an alchemy when Chakan
is holding potions.
Button C (Jump):
 * Takes Chakan through a
Mystic Portal at the Navigation
level.
 * Makes Chakan jump up to
climb rocky stairs or reach higher
footholds. Press the D-Button
while jumping to maneuver Right or
Left.
Special Moves and Attacks
 * Descend: Press the Jump
button and the D-Button Down to
jump down difficult or blocked
descents.
 * Roll: Press the Jump button
and the D-Button Down Diagonally
to roll through narrow passages or
under attacking beings of
darkness.
 * Double Spin Jump: Press the
Jump button twice (once to jump,
and again at the top of the jump)
for a high-reaching, spinning
leap.
Press the D-Button while jumping
to maneuver Right or Left.
 * Spin Attack: During a double
spin jump, press the Attack button
to extend your weapon in a slicing
spin attack.
With practice, you'll be able to
decimate multiple swarming enemies
with one spin.
 * Projectile Attack: When
attacking with the swords of
alchemy, press the Attack button
repeatedly to launch devastating
projectiles.
The Fire Sword and Cold Fire Sword
hurl fireballs; the Earth Sword
and Air Sword launch lightning
bolts.
Use the D-Button to maneuver this
attack, spewing an avalanche of
projectiles at onrushing foes.
 Chakan the Foreverman
 Playing the Game
 
 Use Up/Down to scroll text
Chakan is doomed to search the
four portals of the world--Earth,
Air, Fire and Water--seeking out
and destroying the Inhuman Royalty
of Supernatural Darkness.
His search begins at the
Navigation level, where a huge
chart marks the four points of the
world. Here the ebb and flow of
his wanderings are counted.
Here also Chakan returns, amid the
eerie howling of beasts, when he
is overcome by the forces of
horror.
Four Mystic Portals can be found
in the Navigation level. Each
leads to one point of the world.
Move Chakan through the Navigation
level to seek and discover the
portals. When you reach a portal,
stand in front of it and press the
Jump button to travel into its
levels.
Each portal of the world has two
planes: Terrestrial and Elemental.
You must first subdue the fiends
of all four Terrestrial planes
before you are allowed entry to
the Elemental planes.
When you conquer a phase, you
return to stand before the Mystic
Portal of that point of the world.
You can now re-enter the portal,
or journey through another portal
to another point of the world.
HOUR GLASS:
As the sands recede from the upper
to the lower flask, time fades
away.
Should the upper flask empty
completely, Chakan will be forced
back to the Mystic Portal with a
stinging rebuke from the cruel
lips of Death.
He loses all weapons and potions
acquired while in the portal, and
he must start the plane of that
portal over from the beginning.
 Chakan the Foreverman
 Weapon Descriptions
 
 Use Up/Down to scroll text
Chakan always carries his twin
swords, which slice into foes with
razor edges and lightning speed.
Yet these are the weakest of his
armaments. Four other weapons of
irresistible force lie waiting
somewhere in the portals of the
world.
* Swing the Battering Mallet
to bash through walls and rocky
obstacles.
* The Scythe slashes through
enemies and tears through spider
webs.
* Wield the Battle Axe to
splinter beasts and doors.
* Heave the Grappling Hook to
catch onto ram's-heads and other
fixtures. Use it along with the
Jump button to swing over pits and
ascend otherwise unscalable walls.
 Chakan the Foreverman
 Spells
 
 Use Up/Down to scroll text
Potions are the ingredients of
immensely powerful alchemies. To
use alchemies, press Start. The
Alchemy screen will appear.
Here you'll see the potions you've
gathered, the alchemies available,
and your store of weapons.
Twelve alchemies await your
bidding. Yet they only appear if
you've collected the correct
combination of potions.
To use an alchemy:
 * Press the D-Button to move
the Mystic Hand to the alchemy you
want.
 * Press Start to return to
battle. Chakan appears, holding
two potions aloft.
 * Press the Attack button to
use the alchemy immediately. Or,
you may want to keep the alchemy
in reserve until the moment you
need it.
In that case, press the Weapon
button to switch to another
weapon. When you're ready for the
alchemy, press the Weapon button
until Chakan again holds the
potions high, and then press the
Attack button.
The alchemies are:
 * Eye: Shield you from
enemies' sight.
 * Firebolt: Gives you the blue
lightning Air Sword.
 * Snowflake: Arms you with the
blue Cold Fire Sword.
 * Arrow: Slows down enemies.
 * Star: Hurls bombs, causing
instant death to most visible
foes.
 * Cross: Restores your Skull
Bar.
 * Fire: Gives you the orange
Fire Sword.
 * Shield: Shields you from all
enemies.
 * Doorway: Creates a passage
where none exists. (Beware: it may
not take you where you want to
go.)
 * Feather-foot: Imparts the
power of the super high jump.
 * Mound: Provides the green
lightning Earth Sword.
 * Hourglass: Reverses the Hour
Glass, tempering the threat of the
slipping sands.
 Chakan the Foreverman
 Hints and Tips
 Use Up/Down to scroll text
 * When fighting the stage one
boss monsters, kneel and slash.
The guard sword will keep the
monster at bay.
His weapon will flail over your
head and you will be able to
inflict major damage.
 * LEVEL SKIP: Skip the
Terrestrial Plains and start at
the Elemental Plains. If you have
a "doorway magic", go to an area
just above the entrance of the air
gate and jump across to the right.
You'll be on a small platform.
Press pause and the only magic you
can select is the "doorway";
unpause and Chakan will be
kneeling and holding up to two
potions.
Then press the B Button and the
entire screen will flash (you've
just skipped through half the
game).
General Tips:
Double-Roll: To do the
double-roll, you'll want to roll
off the side of any ledge and (as
you're still rolling in the air)
press the "jump" button again and
you'll do a second roll in the
air.
NOTE: This is extremely hard to do
and may require non-stop
practice(Timing is a key factor in
mastering the "Double-Roll.")
Potions: If you enter a level
and collect all the potions, you
can destroy yourself without
finishing that level. Enter the
same level to collect the same
potions again.
This is to load up on potions
before bosses or extremely
difficult levels! NOTE: Clear Air
Potions will only appear once
during the game!
Doorway Magic: When you reach a
difficult boss and/or your time is
running out, use the "doorway
magic" (on the screen the boss is
on) and you'll exit that stage.
When you enter it again, you'll
start out at the boss again!
Water Phase 1: Terrestrial
Planes
In this stage, you have a choice
of going under water or jumping
from pillar to pillar above water.
Try jumping from pillar to pillar
to the right (you travel much
faster above water).
As you jump from pillar to pillar
you'll find a blue "water potion."
Keep going right and you'll find
another blue "water potion" on a
low pillar.
Try to jump and roll to reach the
top of that pillar. When you land
on top of that pillar, jump to a
platform to the left of it and
you'll find a green "earth
potion."
Keep going right and you'll
encounter a Green Fisherman.
Destroy him (2 hits) and keep
going right. Underwater, you'll
face the Tentacle Creature.
Use your invisibility (2 Blue
Water Potions) then stand next to
the Tentacle Creature. Point your
sword down on it until it is
destroyed. From there, continue
right and you'll find the
Grappling Hook!
Fire Phase 1: Terrestrial Planes
Defeat the 2 ghosts (2 hits each)
and head right. You'll eventually
jump on a platform. This part
seems a dead end but it's not!
Press down on your D-Pad and press
the jump button and you'll drop
down to 2 platforms. Wait on top
of the second platform to the
right and eventually a moving
platform will come down.
Jump on this moving platform and
it will take you up. When you
reach the top, go left and drop
down. Continue left, jump up on a
platform above you and go right.
Jump up to another area above you
and just to the right, you'll jump
again to an area above where
you're at now. Continue jumping up
to the top, then go left.
Defeat another ghost and when you
go all the way left, jump up to
yet another area. Continue right
and you'll drop down a corridor
with a moving platform in it.
When you reach the bottom, move to
the right and wait for another
moving platform to take you to the
top. When you reach the top, drop
down to the right through another
corridor.
When you reach the bottom, move to
the right and wait for yet another
platform.
When you reach the top again, drop
down to the right through your
last corridor and at the very
bottom you'll find the Scythe
Weapon!
Air Phase 1: Terrestrial Planes
You'll start on a platform, jump
and roll to the platform to the
right. From this platform, jump
and roll to a platform above you
to your left.
From this platform, jump and roll
to the platform directly above
you. From this platform, jump and
roll to a platform above you to
the right.
From this platform jump and roll
to another platform above and to
the right.
From this platform, you'll see a
brick long platform with a purple
hooved mace wielding monster that
throws rocks directly above and to
the left of the platform you just
reached.
Use your orange Fire Sword magic
(1 Blue Water Potion and 1 Red
Fire Potion). Then just jump up
and shoot the monster with the
fire swords (Fire Swords shoot
fireballs).
Once you've defeated the monster,
he'll leave 2 clear air potions.
Get the potions (on the brick
platform where the monster was),
stand on the edge of the highest
point of the brick platform and
jump and roll to the right to a
platform above you.
From this platform jump and roll
to the left to another platform
above you. On this platform,
you'll get 1 clear air potion and
1 green earth potion.
From this platform, jump and roll
to another platform to the left,
then stand there and shoot the
second purple monster with your
Fire Sword until it's defeated.
Once it's defeated jump to the
right and collect 2 clear air
potions and continue right until
you reach a wall with an orange
gate that will automatically open.
Enter it and you will find the
Battering Mallet Weapon!
Earth Phase 1: Terrestrial
Planes
Start out by jumping and rolling
across to a platform. Drop to the
right side of the platform and
when you reach the bottom, go
right and you'll reach a dead end
with a "blue potion".
Go back left and jump back up to
the platform, then drop to the
left side of that platform. Drop
all the way down to the bottom
then go all the way right past
alot of spiders.
At the far right you'll have to
jump and roll your way up to the
top. When you reach the top, jump
and use your grappling hook to
swing from a hole in the wall
where the spiders drop from a
ledge to the left.
From that ledge, jump across the
gap and continue left, killing all
the spiders you encounter.
Drop down to the left of the ledge
and go right jumping over the
Spider Monster Boss, continue
right, and you'll find a Battle
Axe Weapon!
(NOTE: You don't need to defeat
the Spider Boss.)
Air Phase 1: Elemental Planes
When you first start out, stand in
an open area and hold out your
grappling hook.
Eventually, a gladiator on the
giant flying insect will come down
and attack, continue to hold out
the grappling hook (while standing
still), and just wait for the
enemy to fly into the hook until
it destroys itself.
Then you can jump on the flying
insect and fly it up to the left
where you will find a gunner that
controls a laser barrier above.
To defeat the gunner, fly up and
hit him with your battering
mallet, then fly down. You'll then
fly back up and hit the gunner
again with the battering mallet to
defeat him.
Once the gunner is defeated, the
laser barrier above will
disappear. Proceed up to the next
gunner, defeat him, and continue
up and right.
At this point, you'll want to fly
down between 2 laser beams (this
part is tricky! Remember that you
can be hit by the beam, but your
insect won't be affected by a
hit).
Defeat the 2 gunners and fly up
the corridor above. You'll find 2
more gunners. Defeat them and go
up and take the first left to find
the exit.
Earth Phase 1: Elemental Planes
Start out by dropping down a gap
in front of you. When you land,
drop down to an area below.
Continue right, and drop down
another gap and you'll land on a
thin green line (hold D-Pad in the
down position + the jump button
and you'll drop down through the
green line).
You'll then land on an area below
you, go right and drop down
another gap with a green thin
line. From here you'll want to
drop down to a small platform with
a gap on the right and left side.
You'll want to drop down the gap
to the left, and go right to yet
another gap. Drop down that gap,
and go left to another gap.
You'll then want to go right and
jump up to an area slightly above
you. Drop down the gap, and you'll
continue right to the exit.
Water Phase 1: Elemental Planes
Start out by going down an iced
slope, drop to another platform,
and you'll notice an iced
covering.
Use your battering mallet to break
the iced platform. Drop down that
gap, and you'll want to hold it to
the right and time it so that you
land on a platform that moves down
when you land on it.
Take the platform down to a second
platform on the right, and take
that platform down. Continue right
and jump across a gap to another
area above, and continue right to
the exit.
Fire Phase 1: Elemental Planes
Start out by jumping right to a
platform, and from the far right
side jump directly across to
another platform. Then, jump up
and to the right to the next
platform.
Jump up and left to yet another
platform, and from this platform,
jump up two more platforms. At the
top platform, jump to the platform
that is slightly lower and to the
right.
From that platform, jump to the
right, and as you fall, hold
towards the right and you should
land on a platform that sticks out
of the side of a wall of lava.
From this platform, jump up and
right to a small platform floating
on top of lava. When you land on
this platform, hold your sword
down to defeat 4 firebirds that
fly out of the lava.
Once you've defeated them, then
wait for a moving platform on the
right. When the moving platform
comes down, jump on it, then off
it to another platform on the
right.
From this platform, drop down to
the right to another platform that
sticks out from a wall of lava.
Wait until another moving platform
on the right comes down, jump on
it, then off it to another
platform that sticks out of a wall
of lava on the right.
On that platform, stop and jump up
to the right to a small platform,
and jump across to another
platform to the right.
Wait for another moving platform
to come down, jump off it to
another platform to the right.
Then drop to the right and you'll
land on a platform that sticks out
of a wall of lava. From this
platform, drop to the right and
you'll land on a floating
platform.
Continue right, jumping from
platform to platform, and the exit
is all the way to the right.
Water Phase 2: Terrestrial
Planes
Walk to the right, jump on the
pillar next to the skull infested
ground (don't jump on the skulls
because there is a hidden creature
that can destroy you).
Jump up and swing the Battering
Mallet to knock the breakaway
blocks on the ceiling. When they
break away, use your grappling
hook on a small gold platform that
appears after you get rid of the
blocks.
Swing on it using the Grappling
Hook to the area above you. Then
jump to the left past another
skull infested part, but watch out
for the worms that pop out.
All the way left you'll find
anohter gold platform that you can
use your grappling hook to swing
on.
Use this to go to another area
above you, then go right and swing
from another small gold platform
to the platform above.
Then go left past a skull infested
area and at the far left, swing on
another small gold platform to an
area above.
Then go left past a skull infested
area and at the far left, swing on
another small gold platform to an
area above.
Go right by jumping from platform
to platform and go past another
skull infested area (watch out for
the Mantis Worm!).
Get a clear air potion at the far
right then you'll also see another
small gold platform. Use it to
swing and jump up to another area
above.
Continue left, and go past a skull
infested area (watch out for the
worms!), and at the far left
you'll go up by taking 3 small
gold platforms up.
Once at the top, you'll see a
small gem on a small platform at
the upper left but you can barely
see it because a waterfall is
covering that platform.
Jump and swing onto that platform
to get the gem. Then you'll go
right past another skull infested
area (watch out for a Mantis
Worm).
All the way to the right, jump up
to a higher platform and from this
platform jump and swing up from
another small gold platform to an
area above.
Defeat the Tentacle Monster, go
left then go up another area by
using another gold platform to
swing on and defeat the second
Tentacle Monster and you'll
automatically finish this phase.
Fire Phase 2: Terrestrial Planes
Go right, defeat the Winged Harpy,
and at the far right (you'll
notice a small thin floor about 2
blocks long) stand on it, hold
"straight down" and press the jump
button to drop down to another
area.
Go left and drop down the first
gap and you'll land on a platform.
Drop off the ledge to the left and
as you drop, hold it to the right
and you'll fall between two small
platforms and you'll land on
another platform.
Drop from the right side of that
platform and hold it to the right
as you fall so that you can land
on a ledge of a platform (if you
don't hold it to the right, you'll
fall into the fire and die).
Go to the right side of the
platform and you'll notice what
looks like bull skulls to the top
right and you'll go up a corridor
(still using the bull skulls to go
up).
You find, that once you reach the
top, go right and at the far right
you'll reach a dead end (part of
the floor is made of breakaway
blocks).
Swing the Battering Mallet from
the up position and down in a
half-circle formation (like in the
form of the letter "C" or
backwards "C").
If you do this correctly, you'll
break the block floor and drop
down to more bull skulls. In this
area you'll find the exit at the
bottom left.
Earth Phase 2: Terrestrial
Planes
Use your shield magic to get
through the Blue Glowing Orb
(NOTE: If you don't have
invincibility and destroy the orb,
every hole you see in the
background will hit you with a gas
cloud).
The gas clouds won't appear if you
walk through the orb with shield
magic. Continue left to a ledge,
and jump up and to the left to
reach a ledge.
From this ledge jump to a ledge
above you.
Jump to the top where you'll land
on a platform, walk to the left
ledge of that platform and drop
down to a platform slightly below,
and to the left of the ledge you
just dropped from.
From this platform jump up and
left to a small platform high up
above you, and when you land on it
jump left to a corridor.
Go left and do a "Double Roll"
across a gap to another platform
then jump up and left to a small
ledge in the gap above you.
From this small ledge, jump up and
left to the top of a platform
slightly above the small ledge you
were on.
Jump up and right to the next
platform above and again jump up
and right to yet another platform
above. Continue right until you
reach a huge gap.
Do a "Double Roll" across the gap
to reach a platform at the far
right. Continue right and drop
down a narrow chasm, and when you
land, go left and drop down
another chasm and go right to the
boss.
BOSS: It's recommended to use your
potions (shield, flame, sword),
but if you don't have any potions,
corner it at the far right and
continually use the spin attack.
Air Phase 2: Terrestrial Planes
You'll start on a ledge and you'll
want to jump across to the right
to another ledge. Equip your
Battle Axe, and use it to break
down the door to the right of the
ledge.
Go four windows to the right and
wait for a moving platform to come
down. Jump on the moving platform
and ride it up and when you reach
the top, jump up and left to a
platform.
Then you'll want to wait until
another moving platform comes
down, and when you see it, you'll
want to jump on it and ride it up.
When you reach about half way to
the top, try and jump across to
the right to a tiny ledge.
From that ledge, you'll jump up
and left to another tiny ledge,
wait for the moving platform to
come down, jump on the moving
platform and ride it up.
At the top, jump across to an area
above and go right to face the
boss.
BOSS: Use your grappling hook for
a longer reach and use the spin
attack to hit him.
Or stand on the moving platform
you took to get to the boss and
use your Green Lightning Earth
Sword or any other long distance
shooting weapon, and shoot the
boss when the moving platform is
at or near the top.
Fire Phase 2: Elemental Planes
Use your grappling hook to swing
from the pillars towards the upper
right. At the far right, jump and
fall towards the right.
You should land on a solid area at
the bottom. Make your way up to
the upper right side and jump and
hold it to the right side and
you'll land on a slope.
Make your way up to the top, and
swing directly to a floor to the
right and you'll find the exit.
Water Phase 2: Elemental Planes
Start out by heading right to the
2nd ice floor, equip your
battering mallet and break the ice
floor beneath you (hold D-Pad in
up position + "B" Button + a half
circle motion of the D-Pad towards
the down position), and you'll
fall and land on another ice
floor.
Break that one as well, and you'll
land on a 3rd ice floor. Break
that one, and drop straight down,
and you'll land on an area below
that has a gap to the left.
Fall down this gap and you'll land
on a second area with a gap
towards the left.
Drop straight down this gap and
you'll land on a platform floating
on iced water.
Continue right jumping from
platform to moving platform until
you reach a solid area. The exit
is on the right side of the solid
area.
Earth Phase 2: Elemental Planes
Start out by dropping down a gap
to the right and you'll land on a
platform.
Jump or "double roll" across to
another platform, go right to the
edge of that platform and jump and
swing from a bullskull (using your
grappling hook of course) up to a
platform above you.
Watch out for the Giant Claw Worm
because if it grabs you, it will
put you where you started.
Go right, and you'll take the
first way up, continue right, and
at the far right drop down a gap
to the exit.
Air Phase 2: Elemental Planes
First, start out by going to the
left and you'll get a clear air
potion. Then, go to the far right,
and you'll defeat the flying
insect riders.
Jump on the flying insect and fly
it up, go left, and go down
between the lasers and take out
all 3 gunners you see.
At the far left, you'll want to
fly up and take out another
gunner, and continue up to another
gunner.
Defeat this gunner, continue up,
and take out yet another gunner.
Fly up then right, and up to the
very top (you'll reach a ceiling),
and you'll then go to the far
right then you'll have to fly all
the way down to the bottom.
Then fly right, then up, and
finally you'll fly left to the
exit.
 Chakan the Foreverman
 More Hints and Tips
 Use Up/Down to scroll text
Fire Phase 3: Elemental Planes
Start out by going right and jump
off the edge to a platform below.
From about the center of the
platform roll off the edge to the
left and hold down the jump button
to do a long roll and you'll land
on a platform floating on lava.
Make your way left jumping from
platform to platform. All the way
left, you'll drop down on the left
side to land on platforms sticking
out of walls of lava.
Once you reach the bottom jump
across to a platform floating on
lava. Make your way right jumping
from platform to platform.
At the far right, you'll drop down
to solid ground. When you reach
the bottom, proceed left and roll
off the edge and you'll land on a
platform sticking out of a wall of
lava.
Jump across to a floating platform
and roll off it to the right and
you'll land on another floating
platform.
Then, you'll want to roll off to
the right to an area below to
fight the boss.
BOSS: Big Flying Demon. At first,
you must stand still and wait for
the creature to spit out 3
fireballs, then walk left or right
to try and avoid them.
Hold out your sword constantly
pointing it diagonally at the
boss. The boss will fly towards
you and impale itself on your
sword and then fall to the ground.
The boss will be grounded for
about 2 seconds, hit it before it
flies away and repeat this pattern
until defeated.
Try not to jump or roll, because
the boss will stay in the air and
it will continue to spit
fireballs.
You should have enough potions for
at least 1 shield, and 2
invisibilities. It took 27 hits of
the sword to kill it!
Earth Phase 3: Elemental Phase
Drop down to the right through a
gap, and you'll drop down to
another gap to a small platform.
Next, you'll want to jump across
to another platform and go right
and jump up a gap before the Claw
Worm gets you.
From this point, jump up to the
right to a platform, and you'll
want to do a "double roll" to a
platform across to the right.
Go up the first gap you see (use
grappling hook), and you'll reach
another platform up above. Then go
right and do a "double roll"
across to a long platform.
Drop down the right side of that
platform and at the very bottom
you'll reach the boss.
BOSS: Giant Claw Worm.
Quickly start out by going to the
right side of the room until
you're touching the wall.
Next, hold out your sword in the
upper right (diagonally) corner,
and when the Worm comes out, it
will impale itself on your sword
(you won't be hit and the worm
goes back in the wall).
Stand there with your sword in the
above mentioned position and
eventually you'll defeat it.
Air Phase 3: Elemental Planes
Jump across to the right to a
platform above you. Drop down the
gap on the right side of that
platform, and you'll land on a
small platform directly below.
Next, you'll want to do a "double
roll" across to solid ground to
the right. Defeat a gunner and
acquire a flying insect, and
you'll fly up to the top (you'll
hit a ceiling).
Continue left and you'll defeat
another gunner.
Proceed to the right through a
small corridor (at this point
leaving your insect behind) and at
the right defeat 2 other gunners,
then fly up to defeat yet another
gunner.
Once defeated, fly up to the very
top and go left to face the boss.
BOSS: Jousting Insect Rider.
If you have 2 red potions, use
your earth lightning sword (or if
you don't, if you reach the boss
twice collect the red potion at
the left side).
When the boss flies in front of
you, shoot him with your earth
lightning then move up so that his
lance misses you as he charges
you.
Repeat the pattern until the lance
falls off. Shoot him and avoid his
charge by moving down and repeat
until defeated.
Water Phase 3: Elemental Planes
Roll down the slope and you'll
land on another slope. You'll want
to roll up that slope and jump
across to the right.
Use your grappling hook to swing
across to the right and across to
the red elevators (2 next to each
other).
Take the one to the right, and
ride it down to another set of
elevators. Ride the one on the
right down to the bottom.
At the bottom you'll reach water
moving ice platforms.
Take the ice platforms to the
right to a large platform, and
from there use your grappling hook
to go up to the top where 2
monsters are above you.
Use your grappling hook to go up
another ice slope. Roll off the
edge to another area and defeat
the monster there.
Continue right and drop into the
first gap you see, and then go
left and drop down to an area
below.
Finally, drop down to the left,
but quickly hold it right to land
on an ice platform. Jump to the
right from the 2 elevator
platforms to a snow area where you
will face the boss.
BOSS: Icy Borrower.
Stay at the far left on the steps
and wait for the monster to appear
twice. Go right and stand to the
right of the waterfall and wait
for the borrower to show its face.
First, duck down to avoid the
laser beam that shoots out of the
monster's eye.
Second, when the monster pops out
for the 2nd time, jump up and roll
in the air to avoid its claw.
Finally, when the monster pops up
again hit him and he'll go back
down in the snow (if you miss him
or hit him too late, then the
monster will shoot out spikes in
the air).
Remember, you can only hit him the
3rd time he sticks his head out of
the snow. Repeat this pattern
until defeated.
Air Phase 3: Terrestrial Planes
You'll start out on a ledge and
wait for a flying boss enemy.
When the enemy arrives from the
right, walk to the left as soon as
possible and use your grappling
hook to hit him (and vice versa
when he appears on the left side).
If you time it just right, he
won't hit you. After a while the
boss will do a charge. It is hard
to avoid and even hard to hit him
when it charges.
The best way to hit him is to
stick out your weapon so that it
charges into Chakan's weapon
(recommend using shield or
invisibility magic).
Water Phase 3: Terrestrial
Planes
You'll start out on a ledge with a
door. Don't take the door but drop
to the left and you should land in
an area underwater.
Go left underwater and you'll
reach a dead end with breakable
blocks. Use your Battering Mallet
to break the blocks and break the
set of blocks to the left as well.
Continue left underwater and
you'll reach a small area above
water with a door all the way on
the left side and a small gold
platform above.
To the right of this door you'll
want to ignore the door and jump
up and use your Grappling Hook to
swing from that small gold
platform onto another just above
the first one.
From that second small gold
platform you're hanging on, jump
to the left to a regular platform.
Walk to the left side of that
platform and do a "double roll" to
the other sid eof the gap and
you'll land on a small
gold-greenish brick pillar.
Drop down to a fish-head statue,
drop down to the left, and
continue left underwater.
Eventually you'll reach an area
above water that has a thing that
looks like a reddish-orange tree
(it will hit you with tentacles if
you get too close).
What you've got to do, is to try
and jump above it where you will
find another fish statue, but that
has 2 blue gems for its eyes.
Grab the gems and drop back down
to the tree monster and it will
sink into the ground and you can
proceed left and see 3 doors next
to each other.
Take the middle door to reach the
boss.
BOSS:
The spin attack works really good
on this boss and remember to use
the Grappling Hook to swing away
from it when necessary.
Fire Phase 3: Terrestrial Planes
Start out by going right and jump
across to a small platform and
make your way up to the top
jumping from the platforms,
swinging at the bull skulls with
your Grappling Hook.
At the very top, continue left and
go up where you'll reach the left
side of the screen. At the very
top, continue right and you'll
reach the Boss.
BOSS: The Winged Witchress.
Watch out for the sword she swings
because she can throw fireballs at
you.
The best way to defeat her if by
doing direct non-spin attack blows
and constantly keep moving while
you're hitting her.
Earth Phase 3: Terrestrial
Planes
Start out by going right and roll
off the edge and you'll land on a
small ledge.
The next thing you want to do is
equip your Scythe, jump up and
break the spider web above you
(about 3 swings to break the
spider web), then proceed to jump
up to the platform where the
spider web was on, and drop down
the right side of that platform.
When you reach the bottom, you'll
be able to get a clear air potion.
Backtrack back up the platform and
drop down the left side of the
platform.
When you reach the very bottom
equip your Scythe to break a
spider web on the right.
When you break the spider web, you
can go right, and you'll want to
drop down a narrow corridor.
At the bottom of the corridor,
you'll want to go left from here.
You'll want to drop down to the
left through another corridor.
After you land, you'll jump up to
a platform with a spider web on
it. You'll then want to break the
spider web and drop down to the
left, and when you land, you'll
face the boss.
BOSS: Spider Queen.
She is very difficult to beat.
Always keep your sword in her face
and duck and roll down to keep up
with her.
Ice blade works well on her head,
and use shield magic when down to
one skull.
<a name="Champool.o">CHAMPOOL.O</a>
 Championship Pool
 Data East
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL FEATURES
 HINTS AND TIPS
 BROWSE HELP FILES
 Championship Pool
 Game Description
 
 Use Up/Down to scroll text
Here's a straight game of 8-ball
to play against your friends - no
trick stuff, with an angled view
of the table and rock 'n' roll
riffs dancing on your eardrums.
All the thrill of one of the
world's most popular games is
yours whenever you want it, and
you'll never even have to wait for
a table!
Championship Pool gives you all
the excitement of pure pool play,
with more unique features than any
other electronic billiards
product.
And this Sega Genesis pool game is
officially endorsed by The
Billiard Congress of America.
 Championship Pool
 Controller Functions
 
 Use Up/Down to scroll text
Directional Pad:
 * Adjust your shot Left,
Right, Up and Down.
 * Move the cue stick pointer
during many screens such as menus.
Start-Button:
 * Open the Game Menu and the
Game Controls menu.
 * Closeup button. Before you
start a shot, press Start and Down
to get an overhead closeup view of
the pool table.
 * Press Start and Down again
to see an angled closeup view.
 * Press Start and Left or
Right to rotate around the table
in an angled closeup view.
Button A:
 * Action button. During game
play, press A to activate the
phantom ball. After you aim a
shot, press A again to shoot the
cue ball.
Button B:
 * Aim button. Before you shoot
the cue ball, hold B down and use
the Directional Pad to aim the
shot with the phantom ball. You
can also hold B down to speed up
the moving cursor.
 * Place ball button. Used to
place the cue ball for a ball in
hand or to place any ball in
Freestyle. First move the cursor
over the ball, then press B to
pick it up.
Move the ball, then press B again
to release it. You can also use B
to call a shot. First point to a
ball and press B, then point to a
pocket and press B.
Button C:
 * Open the Power screen.
 Championship Pool
 Playing the Game
 
 Use Up/Down to scroll text
There are four game options:
Freestyle: Make up your own
games! Use B to drag balls into
pockets for a unique rack or to
place balls anywhere for a trick
shot.
Party: Up to eight players can
party down with fun game and
special game features.
Tournament: Qualify in 8-Ball or
9-Ball and make it to the World
Championship!
Challenge: A great way for one
player to practice six games and
to test skills, such as shooting,
speed, accuracy, and touch.
Party, Tournament and Challenge
game options are all played
according to the rules. They
include similar menus. From any of
these pool table views, you can
press Start to open the Game Menu
and choose these options:
Game Directional: Press Start to
get to this menu.
Set Spin: Adjust the spin of
your cue ball.
Help!!: Use the online help.
Press the Directional Pad to
select a help topic, then press A.
When you are done reading, press A
again to return to the game.
Juke Box: Press the Directional
Pad to select a song or turn music
off, then press A.
Instant Replay: View an instant
replay of your last shot at full
speed, in slow motion, or in
reverse.
Numbers: Used in an overhead
view to show or hide numbers on
the object balls. The numbering
only shows up for pertinent balls,
for example stripes or solids,
depending on the game and your
call.
Never Mind: Return to the game
in progress.
GAME DIRECTIONAL MENU
From the Party, Tournament, or
Challenge Game Menu, press Start
to open the Game Directional menu
where you can choose these
options.
Scoreboard: Check your score or
all scores for the current game.
Special Actions: Depending on
the game you are playing, you can
call up to seven game actions,
such as Push Shot or Reject and
Break. 
Instant Win: Grant yourself a
win (in Party only).
Stalemate: Call it a tie (in
Party Challenge only)
Abandon Game/Give Up: Return to
the main menu and choose another
game option.
Never Mind: Return to the game
in progress.
 Championship Pool
 Special Features
 
 Use Up/Down to scroll text
Power
Anytime you are looking at a pool
table view, you can press C to
open the Power screen.
 * Press Right and Left to set
the power of the shot.
 * Hold B down and use the
Directional Pad to fine tune the
power setting.
 * Press C to exit the Power
screen and resume game play.
Set Spin
From any pool table view you can
also adjust the spin of your cue
ball.
 * Press Start to open the Game
Menu.
 * Select the Set Spin option
and press Start or A to open the
Spin screen.
 * Use the Directional Pad to
set the point where the cue hits
the cue ball.
 * Press C to raise the cue
angle.
 * Press B to lower the cue
angle.
 * Press A to exit the Spin
screen and resume game play.
Instant Replay
From any game mode, press Start to
open the menu, then choose Instant
Replay to review your last shot.
The game controls are:
 * A Button: At the beginning
of replay mode, press A to start
the replay. After that press A to
change the speed of replay.
 * B Button: Change direction
to backwards. Also backs up a
frame in Step mode. Press B and A
together to rewind.
 * C Button: Change direction
to forward. Also advances frame in
Step mode.
 * Start Button: Return to the
game in progress.
 Championship Pool
 Hints and Tips
 Use Up/Down to scroll text
 * Hit the cue ball high to
follow your shot. Hit the cue ball
low to draw the ball back.
 * Press Button A once to
simulate your shot, then line up
the perfect pocket.
<a name="Champroa.o">CHAMPROA.O</a>
 Championship PRO-AM
 Tradewest
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 ITEMS
 BROWSE HELP FILES
<a name="Chasehq2.o">CHASEHQ2.O</a>
 Chase H.Q. II
 Taito
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 JUMP START
 PLAYING THE GAME
 BROWSE HELP FILES
 Chase H.Q. II
 Game Description
 
 Use Up/Down to scroll text
The tach explodes into the redline
pulling the engine into a
screaming bass frenzy that drowns
out the wailing siren.
Slamming in the clutch you shift
into high; the acceleration pushes
you against your seat. Whipping
through traffic you can see the
getaway car burning down the road.
Slap the turbo and the boost kicks
in throwing the world into a blur.
You're on his tail. Cutting hard
on the wheel you send your car
slamming into his.
Still not yielding. You smash him
again and again until his car is a
smoking hunk of road junk. You've
made the collar again.
 Chase H.Q. II
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * This pauses the game during
play.
D-Pad:
 * Press up to shift into high.
Press down to shift into low.
 * Press left/right to steer
left/right.
A Button:
 * Press to hit the brakes and
slow down.
B Button:
 * Press to stomp on the gas
and speed up.
C Button:
 * Press the C Button to kick
in the turbo for high speed
thrills.
 Chase H.Q. II
 Jump Start
 
 Use Up/Down to scroll text
Jump Start
Cruise through this section to
crash into the action.
 * Press the Start button to
advance to the Menu screen.
 * Press the D button up/down
to select Game Start.
 * Press the Start button to
advance to the Dispatch screen.
 * Press any button to advance
to the Garage screen.
 * Press the D button
left/right to select a vehicle.
 * Press any button to enter
your selection and begin.
Options:
Options allow you to tailor the
game to your playing style.
 * From the Menu screen press
the D button to select Options.
 * Press the Start button to
advance the Option screen.
 * Press the D button up/down
to select option.
 * Press the D button
left/right to change the setting
of the selected option.
 * Press the Start button at
any time to return to the Menu
screen.
 * Select Exit and press any
button to return to the Menu
screen.
Level: Choose from Normal or
Hard.
Credit: Choose from 1, 2, or 3
credits.
Sound test: Allows you to hear
the music and sound effects from
the game.
 * Press the D button
left/right to select a sound.
 * Press the A, B, or C button
to hear your selection.
Gear: Choose from a manual or
automatic transmission.
Control: Allows you to configure
the buttons on the Joy Pad.
Exit: Returns you to the Menu
screen.
 Chase H.Q. II
 Playing the Game
 
 Use Up/Down to scroll text
The following sections details the
instruments in your vehicle. If
you don't pay attention to them
you could end up a grease spot on
the road.
 * Stage: Indicates current
stage.
 * Gear: Indicates High or Low
gear.
 * Time: Indicates time
remaining to catch perpetrator.
 * Distance: Indicates distance
to the criminal.
 * Damage: Damage the enemy
vehicle has taken.
 * Score: Your current score.
 * Turbo: The number of Turbos
remaining.
 * Tachometer: Indicates RPMs.
Shift into high when it hits
yellow.
 * Speed: Current speed.
 * Turbo Boost: Indicates
boost.
Dispatch
Orders are orders and dispatch has
plenty of them for you. Make sure
you listen to Nancy, she has all
the information you need to ID and
bust the crooks.
 * Location: Sets the scene.
 * Road Condition: Gives you a
hint as to which vehicle to
choose.
 * Orders: Tells you what to
do.
 * Rap sheets: Shows you who to
bust and what they drive.
Garage
Run into the garage and pick your
ride. Remember to try to match
your choice with the road
conditions and the enemy vehicle.
 * Speed: Indicates vehicle's
top speed.
 * Attack: Indicates damage
vehicle inflicts on suspect.
 * Mass: Indicates how quickly
your car will recover from a spin.
Road Hazards
It's not just the criminals. You
have to keep an eye peeled for
road hazards.
 * Civilian's Cars: Pass
several at once for a bonus.
 * Barricades and Towers: Hit
one of these and you'll fly off
the road.
 * Waves: If one of these waves
hits, then you'll spin out.
 * Rocks and Ramps: Going over
these will send you jumping into
the air or launch you into
two-wheel driving.
 * Snow and Sand: Smashing into
one of these obstacles will slow
you down.
 * Ice: Thunder over a patch of
ice and you'll spin out.
 * Toll Booth: Drive through
the toll booth.
 * Forks: Follow the arrows or
you'll lose time.
<a name="Chikiboy.o">CHIKIBOY.O</a>
 Chiki Chiki Boys
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Chiki Chiki Boys
 Game Description
 
 Use Up/Down to scroll text
GET 'EM, BOYS!
The land of Alurea was once a
peaceful place. Bumblebees bumbled
their way from flower to flower.
Schools of fish swam to school
every morning.
The Burrowing Blobs were happy to
burrow their way from place to
place. King Chiki Chiki was
especially happy. The Queen had
just given birth to twins!
But this happiness wasn't going to
last. One dark night, a bunch of
grimy, gloomy creatures decided
they had had enough of peace and
happiness, and attacked Alurea!
Suddenly, Alurea was filled with
monsters of all kinds!
Alurea's remaining hope was King
Chiki Chiki's twin sons. The
people of Alurea hoped that when
they became old enough, they would
defeat the monsters and bring
peace back to their land.
The Chiki Chiki Boys have grown
up, and are ready to fight the
monsters that have taken over
Alurea.
But they're going to need your
skills to help them get through
the dangers that are waiting.
 Chiki Chiki Boys
 Controller Functions
 
 Use Up/Down to scroll text
Take Control!
D-Pad:
 * Moves your Chiki Chiki Boy
in the game screen.
 * Moves the Cursor in the Name
Select screen.
 * Moves the Pointer in the
Shops.
 * Makes your Chiki Chiki Boy
duck when pressed down.
Start:
 * Starts the game.
 * Pauses the game when
playing; restarts the game when
paused.
 * Starts the game from the
Continue screen.
Button A:
 * Uses one of your Magic Orbs.
Button B:
 * Swings your sword.
Button C:
Makes your Chiki Chiki Boy jump up
by pressing Button C and the D-Pad
up.
Jump higher by pressing and
holding Button C as you jump.
Makes your Chiki Chiki Boy jump
down by pressing Button C and the
D-Pad down.
 Chiki Chiki Boys
 Playing the Game
 
 Use Up/Down to scroll text
Meet the Boys!
After you press the Start Button,
you'll see a screen with the two
Chiki Chiki Boys on it.
The Chiki Chiki Boys are very
special twins. Born exactly 32.2
seconds apart, these boys are the
pride of the Kingdom of Alurea.
The older of the two is a master
swordsman, like his father King
Chiki Chiki, so he can defeat
enemies more easily than his
younger brother.
The younger twin takes after his
mother, who was very good at
magic, so he can carry 5 Magical
Orbs, while his brother can only
carry three.
Move the D-Pad left or right to
light up the Chiki Chiki Boy of
your choice, then press any button
to choose.
Once you make your choice, you'll
see the Name screen.
After you choose your warrior, you
should give him a name. You can
make a name up to four characters
long. Move the cursor with the
D-Pad and select the character by
pressing any button.
If you make a mistake, just select
"Back" and move the flashing
underliner to the letter you want
to change, move the cursor to the
new character with the D-Pad, and
select it with any button.
After you've entered the four
characters, the cursor will
automatically highlight "End."
Press any button to see the Round
Select screen.
If you don't want to worry about
picking a name, let the Earth
Goddess choose one. Put the cursor
on "Name" and press any button.
The goddess will name the Chiki
Chiki Boy for you!
Next you'll see the Round Select
screen. You have to pick where
you'll start your adventures.
Pick Round 1, 2 or 3 by moving the
D-Pad, and that Round will light
up. Once you pick a Round, press
any button to start playing.
THE BATTLE BEGINS
Once you pick a round, the game
will start. There are 2 parts to
the game. The first part has 3
rounds, where you pick the order
of play.
Once you finish these first
rounds, you go on to face the
creatures of Monster Castle.
Each round you enter has only one
exit, and a lot of nasty creatures
standing, crawling, swimming, and
floating in your way.
At the end of each round is also a
special Monster Menace who has
been sent by the head of Monster
Castle just to stop you!
COINS
The land of Alurea is a very rich
place, filled with all kinds of
treasures. Your Chiki Chiki
warrior can find Coins floating
around here and there.
You can also get Coins, Capsules
or Bonus Stars inside Treasure
Chests...if you can find them.
Unfortunately, the Treasure Chests
are hidden away, so the only thing
to do is to swing your sword
around until you hit one. Once the
treasure Chest appears, it falls
to the ground.
Hit it with your sword again to
open it, and walk past it to get
what's inside. Be careful, though,
'cause sometimes the stuff inside
isn't friendly!
Also, you can find Coin Fountains.
These special places will send
Coins into the air when you swing
your sword.
Just stand underneath to catch the
Coins. How do you find these
places? Swing your sword and see!
Another way to collect Coins is by
fighting the monsters roaming
around in Alurea. Every time you
defeat a monster, a Coin drops out
of it.
All you have to do is walk, jump,
swim or fly past the Coin to get
it. The more Coins you have, the
more things you can buy in the
Shop, so save up!
NOTE: If you lose a Life, you
lose 1/2 of your Coins.
BUYING ITEMS AND WEAPONS
The boys start off their
adventures with a sword, a shield,
and some Magic Orbs. At the end of
each Round, they enter a Shop.
In the Shop, they can buy better
Items and replace Magical Orbs and
Continues. Here's an explanation
of what you see in the Shop:
Magical Orb: Whatever kind of
Magic Weapon your warrior is
using, you need Magical Orbs for
power. No orbs, no magic!
If you picked the older Chiki
Chiki Boy, you can carry as many
as 3 Orbs. If you picked this
Item, you'll see the energy in
your Life Meter increase.
Blue Capsule: This restores some
of your Life Meter's energy. It's
cheaper than the Red Capsule, but
doesn't give you back as much
energy.
If you pick this Item, you'll see
the energy in your Life meter
increase.
Red Capsule: This restores all
of your energy(unless you are
carrying the Power Shield). Watch
your Life Meter fill up to the
very top!
Power Sword: This is a much
stronger sword than your first
one, so you can defeat your
enemies faster!
Once you've bought a Power Sword,
the next time you enter an Items
Shop, you'll be able to buy a
Battler Sword. This sword is even
stronger than the Power Sword. And
the next sword...?
Power Shield: This shield
protects your Chiki Chiki Boy from
attack much better than the one he
starts out with! Once you buy the
Power Shield, you can get an Ace
Shield at the next Item Shop.
This amazing shield actually
increases your Life Meter's size!
Save up your money, because you
may need it for an even stronger
shield later on!
Continue: In the land of Alurea,
Chiki Chikis only have 2 lives. If
this Item is flashing, it means
you only have one Life left, and
that you should buy another one.
If you don't, you're risking
everything you're fighting for. If
you haven't lost a Life, this Item
will be dark, which means you
can't buy it.
Once you're finished with your
purchases, highlight Exit with the
Pointer and press a button to get
back to the action!
GAME OVER/CONTINUE
If your Chiki Chiki Boy loses all
the energy in his Life Meter, he
waves a white flag, and then he
waves a white flag, and then the
Continue screen appears.
If you want to play again, press
the Start Button before the timer
reaches zero, and you'll start the
game again from where you were
defeated.
If you don't have any Lives left,
the words "Game Over" appear,
followed by the Sega logo and the
Title screen.
 Chiki Chiki Boys
 Hints and Tips
 
 Use Up/Down to scroll text
 * Whether you're floating,
swimming or just walking, make
sure to stay near the center of
the screen. You never can tell
where the monsters are going to
come from!
 * Swing your sword wherever
you can, because there are lots of
treasure chests hidden in the land
of Alurea.
 * Make sure you don't get too
greedy in dangerous areas. If you
lose all the Energy from your Life
Meter, you lose 1 life and 1/2 of
your Coins.
If you want to get to the end of
the game, you'll need your Lives
more than you'll need a few Coins.
LEVEL WALKTHROUGH:
Round 1: The Earth Callia:
Go right past the trees, jump
across the platforms, and you'll
reach the boss at the far right.
Blue Beaver Boss: 
He'll fly towards you with
orbiting beavers. Stand on one of
the top platforms, constantly
swinging your sword and wait for
the boss to fly towards you.
Keep swinging your sword to defeat
the orbiting henchmen. Then,
you'll be faced with the actual
boss.
Swing your sword and eventually
the boss's flying ship will blow
up and he'll fall to the ground.
At this point, stay with him and
continue to hit him until
defeated.
Round 1: Part 2 (The Cave): 
Start out by going right, and
you'll reach an area where you'll
wait for a moving platform. Jump
on it when possible and ride it to
the right. Continue right to face
the boss.
Red Rock Monster Boss:
When the boss pops out of the
ground, hit the arms until they
fall off, and then continue to hit
hte head until it is defeated.
Round 2: The Heavens Meius:
Start out by flying to the right,
hitting the Cannon Blasters so
that they won't fire upon you.
Continue right and break the
shower faucets. All the way to the
right is the boss.
Cloudboy Boss:
Start out by going right to the
boss and wait for the golden
barrier to open. Once it is open,
fly right next to cloud boy and
keep hitting him with your sword
until defeated.
Round 2: Part 2:
Start out by going all the way
down, and from the bottom go right
to the boss.
Green Turtle Dragon Boss:
Go right, stay constantly under
its head and hit his neck with
your sword. Keep hitting it with
your sword until both heads are
destroyed.
Round 2: Part 3 (Bonus Stage):
Collect all the coins as you fly
up, and you'll get 10,000 points.
At the very top, you'll find a sky
base with 4 doors. Defeat the 4
enemies hidden behind the doors to
pass this level.
Round 3: The Sea Poseidon:
Start out by swimming to the
right. Destroy the enemies while
swimming right and eventually
you'll reach the boss.
Lobster hidden in Giant Clam
Boss:
Swim with the lobster and hit it
until defeated.
Round 3: Part 2:
Proceed right, enter the boat and
continue right breaking through
the wooden blockades with your
sword. Eventually, at the top and
to the right, you'll find the exit
to the boat that leads to the
boss.
Manta Ray Boss:
Hit him when he is moving up and
down. Watch out when he stops
moving, because he'll charge
directly at you. Keep hitting him
until defeated.
After the first time, he will move
back to the right and you'll have
to defeat him the same way you did
the first time.
Round 4: Battle Stage 1
(Discovery of Monster Castle):
Start out by going right, jumping
from platform to platform. At the
far right, you'll find the exit.
Round 4: Battle Stage 1 (Part
2):
Start out by going right and use
the wall climb technique. Continue
right over another wall, keep
going right and eventually you'll
reach a fairy. Continue righ to
the boss.
Turtle Dragon Boss:
Defeat him the same way you beat
him the first time. The only
difference is that this time he
shoots 5 fireballs instead of 3.
Round 4: Battle Stage 1 (Part
3):
You'll immediately meet a fairy.
Keep going right, jumping form
platform to platform and
eventually you'll reach a line of
clouds. Go right across the clouds
to find the boss.
Bean Boss:
First, he drops down green bean
men. Then he'll attack you with
yellow bean men. Finally, he will
attack you as himself.
When he jumps, run under him to
avoid being hit. As he lands, hit
him with your sword until he's
defeated.
Round 5: Battle Stage 2 (Invasion
of Monster Castle):
Start out by hitting the monsters
that come out of the castle's
mouth. Then you'll want to hit it
in the nose above the mouth to
enter the castle through its
mouth.
Once inside, defeat all the
enemies to proceed downward to the
next room. In this room, you'll
face the lobster boss again.
Defeat him the same way you did
the first time.
After you defeat the lobster,
you'll be able to go down to the
next room. In this room, you'll
face a boss.
Bouncing Ball Boss:
He'll appear where the bubbles
originated from. Keep hitting him
as he bounces (sometimes he'll
spit out enemies). Continue to hit
him until defeated.
Round 5: Battle Stage 2 (Part
2):
Talk to the fairy and proceed
right. Eventually you'll reach an
area where spikes will rise from
the right. Proceed right through
all the spike walls and you'll
reach the Boss.
Scorpion Boss:
You'll want to duck and swing your
sword at his head. Avoid the green
glop that it spews at you from its
tail. Also, jump over the
fireballs it shoots out of its
mouth.
Round 5: Battle Stage 3:
In this Stage, go right on the
bottom, and you'll meet a fairy.
Keep going right, hitting the
Gargoyle heads to avoid the fire
that comes out of their mouths.
Eventually, all the way to the
right, you'll face the Boss.
Bonehead Boss:
He likes to jump a lot, so keep
swinging your sword and you'll
defeat him. His skull will fly up
in the air. Jump up and catch his
helmet and you'll get a lot of
gold.
Round 5: Battle Stage 3 (Part
2):
Continue right and swing your
sword on the gargoyle heads to get
over to the other side. Proceed
right and you'll meet the Boss.
Curacula Boss:
You can only hit him when he opens
his bat cape. Sometimes bats will
fly out. Eventually, he'll fly
down to the ground and move left
or right (jump over him at this
point).
Repeat the pattern until you
defeat him. (NOTE: don't catch his
shorts or you won't get any
money).
Round 5: Battle Stage 4 (Into the
Sky):
As you fly up, defeat the enemies
and try to avoid the slow spike
missile. Continue up, and defeat
the gold bats (NOTE: in the the
mouths of the statues you'll find
treasure chests).
Eventually, you'll face the
Scorpion boss. Defeat him the same
way you defeated him the first
time you fought. Finally, you'll
pass an area of flames in a cloud
area.
Keep going right and you'll face
the boss.
Tank Boss:
Stand on the bottom platform, and
constantly swing your sword with
repeated strikes to destroy the
tank portion of the boss. He'll
now bounce towards you swinging
his pick-axe.
When he gets close to you, time it
so that the pick-axe misses you.
Keep hitting him until you defeat
him.
Round 5: Battle Stage 5 (Top of
Monster Castle):
Start out by quickly jumping your
way up to the top (if you go slow,
you'll get burned by the
gargoyles). Once you reach the
very top, you'll enter a tower. Go
right and face the boss.
Riepotman Boss:
First, watch out for the green
flying Turtle Gunner. After you
defeat him, the actual boss will
fight you. Hit him as he appears,
and avoid his fire rings.
Also, while you're fighting him,
hit the greeen throne he was
sitting on to get the "final key".
Keep hitting him until he's
defeated.
Round 6: Escape to Paradise:
Start out by running down to the
bottom where you will find the
exit. A cloud will whisk you away
and take you to the princess.
On this stage, collect a lot of
money. Then, you will
automatically fall down to the
Home Kingdom to once again face
the Villainy of Riepotman.
Riepotman (Giant Clown Balloon):
Constantly hit the balloon and hit
the fire rings to avoid being hit.
Keep hitting him until he's gone!
<a name="Clue.o">CLUE.O</a>
 Clue
 Parker Brothers
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTERS
 HINTS AND TIPS
 BROWSE HELP FILES
 Clue
 Game Description
 
 Use Up/Down to scroll text
In Clue, you'll assume the
identity of one of the famous Clue
suspects, then move through the
Boddy Mansion collecting clues as
to who killed Mr. Boddy.
Whether you're a rank Amateur, or
you've elevated your rank to
Gumshoe, Sleuth, P.I., or
full-fledged Detective, you're
bound to enjoy this game.
To succeed, you've got to ask the
right questions, collect the right
information, and make the right
deductions in order to solve the
mystery.
Unlike other games, each Clue game
depends on a lot more than blind
luck to win. So get out your
Detective Notepad and start
sleuthing.
When you've collected enough
evidence to prove which Suspect,
Weapon and Room were involved in
the crime, you'll have the answer!
 Clue
 Controller Functions
 
 Use Up/Down to scroll text
The Controller
Start: To begin the game.
A Button: To select options or
move to the next screen if there
are no options.
B Button: To un-select, and to
re-start a Suggestion,
Interrogation or Accusation if you
made a wrong selection.
C Button: Hold it down and use
the D-Pad to view the entire board
on screen.
D-Pad: To move the cursor
through different options.
NOTE: There will be brief
instructions and reminders on
screen while you're playing.
 Clue
 Playing the Game
 
 Use Up/Down to scroll text
Your Assignment
Moving through the Boddy Mansion,
you will enter various Rooms in
order to make "Suggestions" and
collect circumstantial evidence
about exactly what was happening
at the time of the murder.
You are trying to ascertain which
three cards are not in any
player's possession: THEY are the
solution to the mystery.
Twice during the game, when you're
close to the solution, you may
hold an "Interrogation" to prove
the innocence of a person, place
or thing, so that you can
eliminate it from your suspicions.
Once-and only once-you may make
your "Accusation" and state, for
all to hear, Who did it, with
What, and Where. If you're
correct, you win!
Taking Your Turn
Use the D-Pad to move through the
following options, then press the
A Button to select one. If you
change your mind, press the B
Button to pick a different option.
The screen will only reveal
options that "legal" at the time;
you will never be able to make an
illegal move!
NOTE: The black box shows what you
see on-screen. Hold down the C
Button and use the D-Pad to scroll
around the entire playing board
and check where the other players
are before you make your move.
Roll the Die...
When the hand appears, hold down
the A Button to shake the die.
(Your alternative is to Take a
Secret Passage; see below.)
Release it to stop the roll.
Use the D-Pad to move your token
(it's flashing, so you can spot
it) that number of spaces; the red
dots will show your tracks.
NOTES:
 * You may move your token
horizontally, vertically, forwards
or backwards (but not diagonally).
You may change directions as many
times as your roll will allow.
 * You may retrace your steps
to un-do part of a move.
 * You may never land on a
square occupied by another token.
If you come up to another player's
token, move AROUND it!
If at any time you are blocked by
another player and can't finish
your move, press Start to end your
turn.
 * When Entering a Room, you do
not have to land in a Room by
exact count. A door does not count
as a space. You may not re-enter a
room on the same turn.
Take a Secret Passage
If you select this option instead
of rolling, you will automatically
be moved to the room at the other
end of the passage, where you may
make a Suggestion. (You don't roll
the die).
To Make a Suggestion
Once you've entered a Room, make a
Suggestion in order to collect a
clue.
Who did it?
Use the D-Pad and the B Button to
suggest a Suspect (you may, of
course, name yourself). Note that
the person you suggest, other than
yourself, is automatically pulled
into the Room with you.
With What?
Next, select a Weapon. (You've
already selected the Room by
virtue of being there!)
For example: "I suggest the crime
was committed by Mr. Green with
the Knife in the Dining Room."
Now sit back, hit the A Button,
and get the clue! The animated
sequence will reveal a clue, and
the written message will confirm
it.
Depending on the play level, it
might say "Mr. Green had the
Wrench."
If you are holding the Mr. Green
card-so you know he wasn't the
murderer-then you now know that
the murder could not have been
committed with the Wrench!
Remember, all players get the same
clue at the same time. Press the A
Button to end the vignette.
NOTES:
 * After entering one of the
Rooms, you may make only one
Suggestion. To make another, you
must wait until another turn where
you are in a different Room.
Sometime after your next turn, you
could also re-enter the Room you
most recently left. You may not
forfeit a turn to stay in a
particular spot.
 * If another player included
you in a Suggestion, you will find
yourself in the "suggested" Room
at the start of your next turn!
You may either move out of it in
one of the usual ways, or you may
make a Suggestion from that Room.
If the latter, you do not roll the
die or move your token.
You only need to select the
Suggestion option and proceed.
 * There is no limit to the
number of Suspects that may be in
one Room at the same time.
 * If you make a mistake
entering the Suspect or Weapon,
and you catch your error before
the curtain rises on the vignette,
hit B and re-start your
Suggestion.
To Conduct an Interrogation
Each player may make an
Interrogation only twice during a
game. When you made a Suggestion,
you were looking for
circumstantial evidence-what or
who was where at the time of the
murder.
In an Interrogation, the innocence
of a person, place or thing will
be proved by the system, as it
searches all player's hands.
The game then lets you know if
another player can prove (by
virtue of having been dealt that
card) that one of the three
elements of your Interrogation was
not involved in the murder.
To make your Interrogation, use
the D-Pad to select one item from
each screen: Suspect, Weapon and
Room.
The system will show you an
enactment of your Interrogation
and prove or disprove one aspect
of it.
Example: Mrs. White might say,
"Wait! I am certain it could not
have been Mrs. Peacock. I have
proof."
This means that the player who is
Mrs. White was dealt the Mrs.
Peacock card-so he or she has
"proof" it could not have been
Peacock!
Remember, quickly press B to
re-start your Interrogation and
change a selection before the
curtain rises. Press A to progress
through the vignettes.
If you want, you may now
immediately make an Accusation-but
you'd better be sure you've got it
right! Otherwise, wait until your
next turn.
To Make An Accusation
When you think you've solved the
mystery, you may, on your turn,
make an Accusation. You may do
this only once! If you're right,
you win the game. If you're wrong,
you're out!
To make an Accusation, select Who,
What and Where and announce that
"It was (Suspect) with the
(Weapon) in the (Room)." The
system will let you know if you're
right-or wrong!
If you were Miss Scarlet, as shown
above, your Accusation was not
correct. You've lost your chance
to win, and you take no more turns
yourself.
But your character is still
involved in other players'
Suggestions, and others may still
move you into locations where they
make Suggestions.
Remember...
 * To make a Suggestion, you
must be in the Room you name.
 * You may make only two
Interrogations per game.
 * To make an Interrogation or
an Accusation, you may name any
Room without actually being in
that place.
 * As long as the curtain has
not gone up on a vignette, you may
press B and re-start your
Accusation and change it.
 * Press A to progress through
the vignettes.
Winning
The first player who correctly
identifies the Suspect, Weapon and
Room, wins.
 Clue
 Characters
 
 Use Up/Down to scroll text
The Usual Suspects
Colonel Mustard: Colonel
Mustard, late of the Bengal
Lancers, held regimental honors as
a marksman with both elephant gun
and small caliber pistol.
After he was mustered out, the
Colonel traveled halfway around
the world to see Mr. Boddy on a
matter of grave importance.
But why does Mustard sleep with a
revolver under his pillow?
Mrs. Peacock: After
single-handedly saving the
loggerhead shrike from extinction,
ornithologist Peacock turned her
beady eye on the pied-bill grebe.
Spotting a pair nesting near the
manor house, she has come to
beseech Mr. Boddy to donate his
entire estate to her to create a
bird sanctuary.
Does Mrs. P. have her eye on more
than the grebe?
Professor Plum: Professor Plum,
Ph.D., head of Archaeology at a
correspondence school, came to the
manor to solicit financing for a
bone-hunting expedition.
He knows just where to unearth a
prehistoric skeleton to rival the
Piltdown Man-he says he can feel
it in his bones.
But why does the Professor clam up
whenever anyone digs into his
past?
Miss Scarlet: Called the
Mercenary of Macao-but never to
her face-the sultry and sinister
Scarlet will entertain any
proposition that makes her a
profit.
After reading a how-to piece in
Fortune Hunters Quarterly, she
decided to try her hand at gold
digging. But could the price of
gold be murder?
Mr. Green: Mr. Green, reputed
kingpin in the "family" business,
is a whiz at the numbers, but he
finds himself dangerously short of
cash at the moment.
He figured he'd get out of the jam
with Mr. Boddy's help. Did he make
him an offer he couldn't refuse?
Mrs. White: The maid at Boddy
Mansion since before the War-she
won't divulge which one-Mrs. White
has seen 'em come and go.
Trouble is, she's seen 'em when
and where they weren't supposed to
be comin' and goin'.
Did she finally spy something that
made her see red?
 Clue
 Hints and Tips
 
 Use Up/Down to scroll text
1. Making Suggestion: You may
want to name one or more of your
own cards in order to gain
information...or mislead your
opponents.
2. Sneaky Move: If an opponent's
token appears to be heading to an
important Room, on your turn you
may want to block that player, or
include that person's character in
a Suggestion in order to move him
or her away from that Room.
<a name="Cmbatcar.o">CMBATCAR.O</a>
 Combat Cars
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Combat Cars
 Game Description
 
 Use Up/Down to scroll text
Heat seeking missiles, anti-auto
mines, slippery sludge slicks.
This ain't your usual drive around
the block. This is the most
action-packed arcade racing game
ever to hit the highways.
You'll need every awesome
enhancement your prize money can
buy to win on all 24 grueling
tracks.
Whether it's rocky mountains,
congested urban sprawl, gusty
harbor drives or shifty sand
beaches, in this game only the
strong survive, and Sunday drivers
get wasted.
 Combat Cars
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Selects highlighted menu
item.
 * Cycles through highlighted
options in Options Menu.
 * Pauses race.
D-Pad:
 * Steers car left and right.
 * Highlights menu items.
Buttons A, B and C:
Button A: Brake
Button B: Accelerate
Button C: Activates Special Weapon
 Combat Cars
 Playing the Game
 
 Use Up/Down to scroll text
Play Modes:
1 Player Mode
Scorch the tracks against five
ruthless competitors. Bang doors
against five ruthless competitors.
You must elude heat-seeking
missiles, shotgun blasts, smoke,
glue, oil slicks, and anti-auto
mines.
Your prize hungry opponents will
do their worst to gain the
winner's circle!
2 Player Team
Join forces with a buddy and
dominate the tracks. They'll never
know what hit 'em! Player 1 races
in the top screen, and Player 2
uses the lower screen.
2 Player Head-to-Head
Prove your driving ability and
challenge a friend to a furious
head-to-head battle! Player 1
races in the top screen, and
Player 2 uses the lower screen.
The other four racers sit this one
out.
Character Profile
This screen gives you background
information on each character.
Weapon, Car Handling, Top Speed,
and Acceleration ratings are also
shown; the ratings with the most
yellow squares are the strongest.
Read the character profile, then
press START to go to the Pre-Race
Screen.
Pre-Race
This screen lists the track type,
its Lap and Track Record and the
name of the driver who holds the
record. Take a good look at the
time, then try to shatter it on
the track. Press START to begin
racing.
Start Your Engines
Get ready to inflict some damage!
The race will start after "Ready,"
"Set," "Go!" appears on screen.
You will have an overhead view of
the track and nearby opponents as
you race.
The following information is
displayed to keep you updated on
your car's status and performance:
Score: You earn prize money
every time you round a lap, and
when you finish in the top three.
You can also gather money for the
amount of Time shown at the end of
the race.
When you enter The Shop, use your
winnings to replenish your car's
weapon supply, buy new tires, or
improve your engine's performance.
Time: Time is set by the length
of each track. This will count
down as you race, so finish each
lap before it reaches
zero-otherwise you'll be
disqualified!
Once you round the first, second
and third lap, more time is added.
When the race is over, your
remaining time is multiplied by
$100 and added to your score.
Speed: Displays your car's speed
in KPH (Kilometers Per Hour).
Lap: Displays the current lap (1
through 4).
Rank: Your position (1st through
6th) is displayed.
Weapon: The name of your car's
weapon is shown along with a red
bar graph. This bar graph goes
down as you use the weapon.
Every time you cross the starting
line, your weapon supply is
immediately refilled. If you don't
use up all your weapons these old
weapons are also added to your new
supply.
Race Results
When you've finished the final
lap, your Lap Time, Track Time,
and Rank Bonus are shown.
* Lap Time: The time of your
final lap.
* Track Time: Your total time
for all four laps.
* Rank Bonus: A dollar bonus
based on your difficulty mode and
your rank.
If you cross the finish line in
the first three places, you'll be
on the Top Six Screen!
The character's rank and overall
times are displayed. "Retired"
will be listed next to characters
who couldn't handle the heat.
Pressing START will bring you to
The Shop where you can upgrade
your car before the next race. If
you didn't finish in the top
three, you'll go to the Top Ten
Drivers Screen.
The Shop
Go nuts with your prize money!
Purchase upgraded tires, improve
your engine's performance, or
enhance your car's weapon.
When you enter, the Items Window
will appear. It shows you four
items, an Information/Cost
Window, your Score (in
dollars), and Exit.
If you have enough money, you can
purchase any of these items. Here
are the four car upgrades you can
choose from:
* Mega Tires: Each upgrade
increases your car's gripping
abilities on the track.
* Power Engine: Each upgrade
increases your car's overall top
speed.
* Turbo Charge: Each upgrade
enables your car to accelerate
faster from a dead stop.
* Special Power-Up: Every
upgrade increases your car's
standard equipment weapon count.
Information/Cost Window
This window gives you a
highlighted item's description and
price. It also asks you to finish
choosing your item and lets you
know if you can't buy this item.
Score
Shows the money available for
purchases.
Exit
Takes you to the next track's
Pre-Race Screen.
 Combat Cars
 Hints and Tips
 
 Use Up/Down to scroll text
Hints and Tips
 * As you move up in track
levels, the computer opponents
become even more merciless, so
dish out some punishment of your
own before they come after you.
 * Keep the character's car
ratings in mind when buying parts
to improve your car's abilities.
 * Be alert and aggressive! If
you don't place in the top three,
on any track level, you'll start
from scratch on the first track of
the first level-with no cash.
 * Pulse the accelerator rather
than using the brakes.
 * Save your weapons for the
later laps. The weapons will add
up as you complete a lap. Once
you've gained your maximum
weapons, on the last lap you can
unleash your weapons on your
opponents when it counts the most!
<a name="Coachkbb.o">COACHKBB.O</a>
 Coach K
 College Basketball
 Electronic Arts
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SEASON PLAY
 HINTS AND TIPS
 BROWSE HELP FILES
 Coach K
 College Basketball
 Game Description
 Use Up/Down to scroll text
WHY COACH K?
You don't get to the NCAA
Tournament semifinals seven times
in nine years without some serious
coaching skills. So when EA SPORTS
decided to make a college
basketball game, we thought it
would be a good idea to call on
Mike Krzyzewski(pronounced
Sha-shef-ski) of Duke for
assistance-what Coach K doesn't
know about college ball you could
fit on the head of a pin.
The result of this collaboration
is Coach K College Basketball, a
game for all fans of college
basketball. You can play it as a
serious simulation, or you can
play it as a not-so-simple arcade
game. Coach K is designed to be as
flexible as possible. For
instance, you can completely
control your playcalling and
substitution patterns, or let the
computer call the plays and sub
players while you pound the
buttons in an all-out slam-o-rama.
Whichever style you prefer, you're
in for some serious fun-so whaddya
waiting for? Read on!
 Coach K
 College Basketball
 Controller Functions
 Use Up/Down to scroll text
During gameplay:
D-Pad: Move player
Start: Pause game
Button A: Turbo mode(burst of
speed)
Offense-with the ball
Button B: Pass(D-Pad to choose
receiver)
Button C: Shoot(press to jump;
release to shoot)
Offense-without the ball
Button B: Switch players(D-Pad
to choose player)
Button C: Jump/Rebound(or make
computer ball handler pass)
If you don't press the D-Pad when
switching players, you take
control of the player with the
ball(if the ball handler is
human-controlled, you control the
player nearest the ball).
Defense
Button B: Switch to player
nearest the ball(or press D-Pad to
choose player)
Button C: Jump to rebound or
block shot
Playcalling
Start + A, B, or C(Hold Start and
press a button before releasing):
Call offensive or defensive play
corresponding to selected button
Menu controls
D-Pad up/down: Move highlight
up/down
D-Pad left/right: Change
highlighted option
Start: Continue
Start + B: Return to previous
menu
Button A: Change highlighted
option(cycle left)
Button B: Select highlighted
option; Toggle between
home/visitor teams
Button C: Change highlighted
option(cycle right)
 Coach K
 College Basketball
 Playing the Game
 Use Up/Down to scroll text
PREGAME INTRODUCTION
Before the game, the pregame
introduction screens set the stage
for the basketball action to
follow. First, the GAME
INTRODUCTION screen announces the
teams and home court.
Press Start to continue. The
MATCHUPS screen appears.
The MATCHUPS screen compares the
two teams. One to three
basketballs indicate strength in
each of five categories: Overall,
Scoring, Rebounds, Ball Control,
and Defense.
Press Start to go to the tip-off.
THE TIP-OFF
Every game starts with a tip-off
between the centers.
To jump for the tip-off, press C
when the ball is in the air.
PLAYING THE GAME
You control the man over the star.
Depending on which controller
you're using, the star has a
different color:
Player 1: Red star
Player 2: Blue star
Player 3: Green star
Player 4: Yellow star
Computer: Gray star
Just like the real college game,
offense and defense require
different skills in Coach K
College Basketball. While the
D-Pad is always used to move your
player, the buttons have different
functions on offense and defense.
If your player is offscreen, an
arrow the same color as your
control star points toward him
from the edge of the screen. D-Pad
in the opposite direction to bring
him back onscreen.
When PLAYER STAR from the Set
Options menu is set to
POSITION(the default), you can
tell which player you control by
the text under his star. 1G and 2G
are guards, 3F and 4F are
forwards, and 5C is the center.
OFFENSE
MOVING WITH AND WITHOUT THE BALL
Press the D-Pad in the direction
that you want to move. You
continue to move and dribble as
long as you hold down the D-Pad.
When you release the D-Pad, you
stop moving, but maintain your
dribble.
When you start to pass or shoot
the ball, you stop dribbling. Once
you stop dribbling, you cannot use
the D-Pad to move again, or the
refs call traveling.
To run faster, hold down A while
moving. This kicks you into Turbo
mode, where you may be able to
catch another player from behind
or drive to the bucket more
effectively.
To perform post-up moves, you must
catch a pass when you are
stationary in the low post area.
When you D-Pad, the player swivels
on his pivot foot rather than
running and dribbling. To move
normally again, press A + D-Pad.
PASSING
To pass to the closest receiver,
press B.
To retain control of the
passer(perfect for give and go
plays), hold B until the receiver
catches the ball.
To pass to a specific player, use
the D-Pad to aim the pass while
pressing B.
To call for a pass when you don't
have the ball, press C. If a
computer-controlled player has the
ball, he passes it to you. If your
buddy has the ball, C has no
effect.
To throw an alley-oop pass, throw
the ball to a player with a clear
path to the basket. If he's in a
position to jump for an
alley-oop(and has the ability to
make the play), an alley-oop is
automatically executed.
SHOOTING
Players shoot differently
depending on who and where they
are. For instance, when shooting
from the outside, the player will
try a jump shot. Closer in, and he
may try a hook shot. Near the hoop
he'll try one of a variety of
layups or slams(and yes, you can
break the backboard with a monster
dunk).
To shoot, press and hold C.
Release the ball at the top of
your jump by releasing the button.
To fake a shot, tap C.
FREE THROWS
When a player goes to the free
throw line, the perspective
changes to a view from behind the
shooter, and the T-Meter appears
so you can aim your shot.
The ball moves left/right on the
horizontal bar to control the
left/right accuracy of your shot.
1. Press A, B, or C when the
ball is in the center of the bar
to aim your shot.
The ball moves up/down on the
vertical bar to control the
distance of your free throw.
2. Press A, B, or C when the
ball is in the center of the
vertical bar to set the distance
of your shot. The player shoots
the ball, and normal play resumes.
The speed the basketball travels
on the bars of the T-Meter is
controlled by the player's Free
Throw rating-the better the
rating, the slower the ball
travels.
Playcalling
You can assign three different
sets and/or specific plays for
both offense and defense from the
COACHING OPTIONS menu, and then
call them on the fly during the
game.
To call the set/play assigned to
A, B, or C, press and hold Start,
then press A, B, or C and release
Start.
DEFENSE
You may be able to put points on
the board, but remember,
championship teams always play
tough D.
Switching Defenders
You can switch to the defender
nearest the ball at any time,
assuming he isn't controlled by
another human player.
To take control of the defender
closest to the ball(between the
ball and basket), press B.
To take control of a specific
defender, D-Pad in the direction
of the defender and press B.
Steals
When you're close to the ball
handler, your player automatically
tries to reach in and steal the
ball.
To try to steal the ball from an
opponent, position yourself in
front of the offensive player.
You have to be close to the man
with the ball to pull off a steal,
but don't get too aggressive, or
you may get whistled for a foul.
Shot Blocking and Rebounding
Just as players hoot differently
in different situations on
offense, defensive players react
differently when they jump on
defense. If you jump near a player
who's shooting, your player tries
to block the shot.
If you jump near a ball coming off
the rim, your player tries to pull
in the rebound.
To jump to reject a shot or work
the glass, press C.
PAUSE MENU
The Pause menu appears whenever
you press Start during a game. You
must pause the game to call a time
out, make a substitution, or
choose from other menu options.
The TIME OUT and SUBSTITUTION
options are not always
available-for instance, you can
only make a substitution when the
play clock is topped. When options
are grayed out, they cannot be
selected.
Instant Replay
When you need to see that
backboard-shattering alley-oop one
more time, you can replay the last
few seconds of game
action-backwards, forwards,
reverse-angle, you got it.
To go to the Replay screen while
the game is paused, highlight
Replay from the Pause menu and
press B. An overlay displaying the
game clock and the button
functions appears at the bottom of
the screen.
To move the center of the Replay
screen to lock onto a player or
the ball, hold B and D-Pad in any
direction.
To toggle between normal and
reverse angle, press A + B.
Time Outs
You must have possession of the
ball to call a time out. The
number of time outs remaining is
listed after TIME OUT in the Pause
menu. You get 5 time outs per
game.(If you call a time out after
your 5 are exhausted, a technical
foul is called and the other team
shoots a free throw-but the clock
is stopped).
Highlight TIME OUT from the Pause
menu and press B. The SUBSTITUTION
option becomes available, and your
team is charged with a time out.
Substitution
You can make player substitutions
when the play clock is stopped
between periods, during a time
out, or after a violation such as
a fouler out of bounds has been
called. When the clock is running,
the SUBSTITUTION option isn't
available.
1. When the clock is stopped,
select SUBSTITUTION from the Pause
menu. The SUBSTITUTION screen
appears. The 5 players currently
in the game are listed in the
screen.
To cycle between game stats,
player ratings, and 1993-94 stats,
press A/C.
To cycle through the available
statistics/ratings for the
players, D-Pad left/right.
2. To substitute for a player,
D-Pad up/down to highlight the
player, and press B. A screen
listing the available bench
players appear.
3. D-Pad up/down to highlight a
player, and press B to insert that
player into the lineup. If you
decide not to make a substitution,
press Start to return to the Pause
menu.
STATISTICS MENU
Player Stats
Go to PLAYER STATS screen to view
statistics for the players in the
game. The team you control is
shown by default; press B to
switch to the other team. To cycle
between rating and stat types,
press A/C. Note that you can view
the STAMINA rating for each player
from his screen, so you can check
their fatigue factor even if the
clock isn't stopped.
Team Stats
Go to TEAM STATS screen to view
both teams' statistics for the
current game.
User Stats
Go to USER STATS screen to view
stats(sorted by Controller) for
all human players participating in
the current game. To cycle between
CURRENT GAME, career HISTORY AVG.,
and career HISTORY TOTAL stats,
press A/C.
COACHING OPTIONS MENU
Coach K College Basketball gives
you complete coaching flexibility.
By default, the computer calls
offensive and defensive plays and
sets automatically(based on the
real-life tendencies of each
team), but you can select your own
plays and sets and call them on
the fly.
OFFENSIVE PLAYS
Go to OFFENSIVE PLAYS screen to
set playcalling and offensive
strategy. You can have the
computer automatically choose sets
and plays, or you can choose 3
sets/plays to call during the
action.
AUTO SWITCH
Toggle auto switching Y/N. When
set to Y, the computer chooses
offensive sets and plays
automatically(but you can still
call your own plays when you
want). When set to N, you call all
your plays manually, and any play
or set you call is run until you
call another.
Crash Boards
Go after offensive rebounds
aggressively if Y, and get back on
defense if N.
OFFENSIVE SETS AND PLAYS
Eleven offensive sets are
available in Coach K College
Basketball, and each set contains
from 3-8 plays.
To highlight an offensive set,
D-Pad up/down.
To cycle through the plays for the
highlighted set, D-Pad left/right.
As you select plays, the animated
diagram on the right displays the
motion of the players and the
ball. In the diagram:
1. Point Guard
2. Shooting Guard
3. Small Forward
4. Power Forward
5. Center
*1*: Player with the ball
The first play in each set has an
(A) for automatic after it. When
an Automatic play is selected, the
computer randomly chooses a play
from the offensive set when the
set is called, and then keeps
calling plays from that set until
another set or play is called. If
you select a specific play(i.e.,
any play other than (A), that play
is run until you select another.
To select the highlighted set/play
and assign it to a button, press
A, B, or C. The selected play is
assigned to that button, and any
other play assigned to that button
is cleared.
DEFENSIVE SETS
Go to DEFENSIVE SETS screen to
select defensive sets and options.
Auto Switch- When set to Y, the
computer selects defensive sets
automatically. When set to N, any
defensive set you call is
maintained until you call a
different set.
Def Pressure- Select L(low),
M(med), or H(high) defensive
pressure. Higher pressure may lead
to more steals, but also more
fouls.
DEFENSIVE SETS
Fourteen(!) defensive sets are
available, including man-to-man,
zone, and trapping sets. The
clipboard diagram on the right
side of the screen shows the
alignment for the highlighted set.
Sets are selected in the same
manner as offensive sets, except
that there are no individual
plays-only basic sets.
DEFENSIVE MATCHUPS
Go to DEFENSIVE MATCHUPS screen to
set who your players guard in a
man-to-man defense(in a zone
defense, they guard areas of the
court rather than specific
players).
To select the highlighted player,
press B.
To change the opponent the
selected player guards, D-Pad
up/down to highlight the opponent
you want to guard, and press B
again. The player who was guarding
the opponent you selected now
guards the original man.
To set double-teaming to YES or NO
for the selected player, D-Pad
left/right. When set to YES, the
computer-controlled defensive
players try to double-team the
player when he gets the ball.
SUBSTITUTIONS
Toggle between AUTO(computer subs
players when tired and calls time
outs when necessary) or MANUAL(you
must make substitutions yourself).
SETUP MENU
The Setup menu lets you jump to
the various options menus or quit
the game in progress.
Rules Setup: Go to Set Rules
menu to change rules and
simulation options.
Game Options: Go to Set Options
menu.
Player Setup: Change controller
options.
Quit Game: Go to Quit Game menu.
Highlight Quit Game and press B to
quit the game; highlight CANCEL to
return to the PLAY OPTIONS menu.
In Season or Tournament mode, you
have the option to quit the entire
season or tournament as well as
the current game. Stats for the
game in progress aren't stored if
you quit.
INFRACTIONS
When the refs catch an infraction
on the court, they blow the
whistle to stop play, and the
violation is displayed onscreen.
Fouls
Offensive players get to take free
throws as follows:
When a non-shooting foul is
committed after there are 7 or
more team fouls in a half, the
fouled player gets a one and one
opportunity at the foul line(if he
makes the first shot, he gets a
second shot). After 10 team fouls
in a half, the fouled player gets
2 free throws.
When a player is fouled in the act
of shooting, he goes to the line.
If his field goal attempt was
good, he gets one free throw; if
it wasn't good, he gets two free
throws(three if he was fouled
during a three-point attempt).
After a flagrant foul, the offense
gets 2 free throws plus possession
of the ball.
END OF THE HALF/GAME
END OF THE HALF: After the score
is displayed, press Start, and the
Half-time Report screen appears.
Press B to activate the
highlighted option. When you're
ready to continue, press Start.
Points in the Paint: View a
graphic showing the distribution
of made/missed shots in the key.
D-Pad left/right to cycle
displaying Made/Missed, Missed,
and Made shots; press B to toggle
between the two teams.
Inside Shooting: View graphic of
shots from inside the three-point
line.
3 Point Shooting: View graphic
of three-point shot distribution.
Leading Scorers: View stats for
the leading scorer on each team.
Statistics: Go to STATISTICS
menu. Highlight PLAYER STATS, TEAM
STATS, or USER STATS and press B
to go to the appropriate stat
screen.
Instant Replay: View Instant
Replay of the last few seconds of
the half.
END OF THE GAME: After the final
buzzer, the final score is
displayed.
Press Start, and the GAME SUMMARY
screen appears, with the same
options as the HALF-TIME REPORT
screen. Press Start when you're
ready to continue.
After a multiplayer game, the
PLAYER OF THE GAME screen rewards
the human player with the best
stats.(Like you really need an
incentive when it comes to
schooling your buddies.)
 Coach K
 College Basketball
 Season Play
 Use Up/Down to scroll text
SEASON PLAY
You can take a team through an
entire season in Coach K College
Basketball. Three memory slots for
saving season and tournament
series are provided, so you can
save and resume your season.
Statistics are tallied and saved
for every player throughout the
season. You can view these stats
from the PLAYER STATS screen.
STARTING A SEASON
1. From the GAME SETUP menu,
select SEASON from the MODE
option.
2. Set up the remaining options,
then press Start. The TEAM SELECT
screen appears.
To continue a saved Season:
1. From the GAME SETUP menu,
select CONTINUE from the MODE
option. Press Start to continue,
and the CONTINUE SERIES screen
appears.
2. D-Pad up/down to highlight
one of the three memory slots.
Press any button, and you return
to the position at which the
season was saved.
Season Team Select Screen
In Season mode, the Team Select
screen allows you to choose the
team you'll control through the
season and choose the number of
games in the season.
1. D-Pad left/right to select
from the 32 available teams.
Ratings for the selected team are
displayed below the team name and
logo.
To sort teams by rating, D-Pad
up/down to highlight a rating.
D-Pad left/right to cycle through
the teams as sorted by that
rating.
To view Coach K's comments for the
selected team, highlight COACH K
REPORT and press B.
2. Press Start to continue. The
TOURNAMENT TYPE screen appears.
3. Highlight the number of teams
you want for your postseason
tournament(4, 8, 16, or 32).
4. Press any button to continue.
The BEGIN SEASON screen appears.
5. To select one of the three
memory slots, D-Pad up/down to
highlight a slot, and then press
any button to select that shot.
The TEAM SCHEDULE screen appears.
TEAM SCHEDULE SCREEN
Use this screen to play or
simulate games throughout your
team's season, and view standings
and statistics. Note that some
stat screens only appear after a
season game has been played.
1. To move through your team's
schedule by day, D-Pad left/right.
2. To highlight options from the
menu, D-Pad up/down.
3. To activate the highlighted
option, press B.
4. To jump to the next scheduled
game, press Start.
Play Game: Play the currently
highlighted game. You can only
play or simulate the next game;
you cannot skip any unplayed game;
you cannot skip any unplayed
games. Gameplay proceeds as
normal, except that additional Top
25 Poll and Team Rankings screens
are available from the Statistics
menu.
Simulate: The computer uses
statistical ratings to simulate
the currently highlighted game.
The results of the game appear
beneath the logo of the opposing
team.
Top 25 Poll: View a coaches'
poll of the current team rankings.
Your tea is highlighted in gold.
Rankings: View team rankings by
statistical category for the top
ten teams. If your team isn't in
the top ten, it appears at the
bottom of the list with its
current ranking.
To page through the categories,
D-Pad left/right.
Team Stats: View current team
stats. Your team appears in the
right column. Stats for our next
opponent appear in the left
column.
To cycle the team displayed in the
left column, D-Pad left/right.
Player Stats: Go to PLAYER STATS
screen to view Season stats for
the players on your team.
Coach K: Go to the COACH K
REPORT screen for an up-to-date
overview of your team's rankings
by stat category. This option
becomes available a few games into
the season.
To cycle alphabetically through
the other teams, press A/C.
To return to your team's rankings,
press B.
Note: It takes 2-3 weeks(4
games) for the rankings to take
effect.
Calendar: View the season
schedule by day.
To page through the league
schedule by day, D-Pad
left/right(to move by mouth, press
A/C).
Next/Prev Month: Jump
forward/back one month in the
season schedule.
Exit: Exit and save the current
season.
AFTER THE GAME
After a Season game, the endgame
screens appear as normal. Press
Start to continue, and you return
to the TEAM SCHEDULE screen.
End of the Season:
When the season ends the
TOURNAMENT option appears on the
TEAM SCHEDULE menu.
Highlight TOURNAMENT and press B
to advance to the TOURNAMENT TREE
screen. If you made the
tournament, see Starting a
Tournament below. If you didn't
make the tournament, the
TOURNAMENT TREE is displayed to
show the tournament results. Press
Start to advance to the GAME SETUP
screen.
TOURNAMENT PLAY
You can create your won tournament
excitement any time you want in
Coach K College Basketball. You
can start with a team in Season
play and try to make the
tournament, or set up your own
custom tournaments using any
teams.
STARTING A TOURNAMENT
From the Game Setup menu: When you
start a new tournament from the
Game Setup menu, you can choose
the teams that play in the series,
as well as which teams are
human-controlled.
1. From the GAME SETUP menu,
select TOURNAMENT from the MODE
option.
2. Press Start to continue. The
TOURNAMENT TYPE screen appears.
3. Highlight the number of teams
you want for your postseason
tournament(4, 8, 16, or 32).
4. Press any button to continue.
The BEGIN TOURNAMENT screen
appears.
5. Highlight a memory slot and
press any button to select that
slot. The TOURNAMENT TREE appears.
From Season play: Select
TOURNAMENT from the TEAM SCHEDULE
screen to advance to the
TOURNAMENT TREE after the end of
the season-if you made the
tournament, your team is
highlighted to indicate that it is
human-controlled. The tournament
proceeds as normal, except that
you cannot change the teams or
human control options.
To continue a saved Tournament
series: Select CONTINUE from the
GAME SETUP menu and then select
the tournament from the CONTINUE
SERIES screen.
THE TOURNAMENT TREE
To highlight a team in black,
D-Pad in any direction.
To toggle the human control star
on and off for the highlighted
team, press B. Games involving
controlled teams are played; other
games are simulated.
To change the team in the
highlighted slot before the
Tournament begins, press A/C to
cycle through the teams. A team
can appear in more than one
Tournament slot. NOTE: If
duplicate teams are selected, Team
Stats are not tracked during the
Tournament.
To advance to the next scheduled
Tournament game, press Start. The
PLAYER SETUP screen appears, and
gameplay proceeds as normal,
except that additional Top 25 Poll
and Team Rankings screens are
available from the STATISTICS menu
after the first game of the
Tournament.
End of the Game
After a Tournament game, the
endgame screens appear as normal.
Press Start to continue, and the
Tournament Tree screen appears.
End of the Round
If you win your game, the
procedure is the same as any other
game, except when you return to
the TOURNAMENT TREE your team is
moved to the next bracket, where
you face a new opponent.
If you lose a round, you return to
the TOURNAMENT TREE screen to see
the final Tournament results.
Press Start to advance to the TEAM
STATS and GAME SETUP screens.
End of the Tournament
If you win the tournament, you
return to the TOURNAMENT TREE
screen to see the final Tournament
results after the postgame
screens. Press Start to advance to
the Tournament Win screen, and
then the TEAM STATS and GAME SETUP
screens.
SETS AND PLAYS
OFFENSIVE SETS
Follow the play diagram animations
in the OFFENSIVE SETS menu to
execute the play.
Computer-controlled players move
as outlined on the diagram, but
you must control the actions of
the ball handler.
Box
The constant slashing, cutting
and screening of this offense is
geared to get the ball inside to
your two post players. The post
players will set screens to free
themselves inside or free the
other players on the wings. The
perimeter players must be good
passers and work hard to get open.
Inside Triangle
This set gives you a great inside
attack, and allows you to take
advantage of mismatches if you
have a bigger team. It allows for
excellent rebounding position and
inside play, and the movement by
the inside players creates good
post position for the big men
inside.
Sideline Triangle
The Sideline Triangle creates
excellent perimeter movement as
well as good spacing to take
advantage of your inside strength.
Constant movement, screening, and
cutting make this offense
difficult to defend, but offensive
rebounding is limited due to the
spacing. If you're patient, you're
sure to get an open shot or an
open seal in the post.
Motion
This offense provides good floor
balance and lots of player
movement, which allows you to play
to your team's strength. Proper
spacing and motion will give you
good one-on-one opportunities or
open shots. If you're predictable
with your movement, however,
defenses will shut you down.
UCLA Highpost
This longtime favorite covers just
about every option you need-a low
post seal, a cutter, a screen for
shooters, and opportunities for
all the players due to the
outstanding spacing. This offense
is predictable, but when properly
executed still works as well as it
did for its originator, the
legendary Coach Wooden.
Three Point
If you've got the shooters, you
can score points in a hurry with
this set, which is set up to get
you the open trey. The three-point
shot helps break down a zone by
forcing the other team to extend
their defense. It also leads to
long rebounds and an up-tempo game
for your opponent.
Double High
This offense temporarily takes
your post layers away from the
hoop, where they set screens for
the perimeter players and/or each
other. After setting screens, the
post players slash to the low
post. They must be able to shoot
in this offense, and due to their
poor rebounding position, they
need to crash the boards to get
any rebounds. The offense's
strength lies in crating jump
shots for your perimeter players
off of screens.
Wheel
The Wheel Offense is effective for
teams with quick perimeter
players. In order to succeed,
though, you need excellent cutters
and screeners who can break down
defenders one-on-one. You also
need proper floor balance and post
players with good rebounding
skills, as the post players may
not be near the basket when a shot
is taken. This offense creates
open shots and/or players in good
scoring position.
Flex
The Flex set creates excellent
movement, with all five players
playing each of the five positions
on offense. Strong cuts and good
screens are essential for creating
open shots and wearing down the
defense. The Flex will bring big
defenders away from the basket and
may create mismatches, but be sure
you have shooters who can hit the
fifteen foot jumper to succeed
with this offense.
4 Around 1
This offense takes advantage of a
strong post player by surrounding
him with the other four players
and working the ball until he gets
open. Good spacing is created for
the other players to drive and
then dish inside or kick the ball
back out for a three.
Isolation
Isolation is a great offense for
getting the ball to a dominant
player, a hot player, or someone
guarded by a weak defender. By
isolating a player one-on-one, you
can take advantage of your
strengths and your opponent's
weaknesses. However, good
defensive teams will double-team
and rotate players to compensate
for the isolation you've set up.
DEFENSIVE SETS
Full Court
In a Full Court Press you play
pressure man-to-man defense over
the entire court. Try to deny the
inbound play, and then is the ball
is inbounded, get all over the
ball handler. If your team doesn't
have excellent conditioning and
quickness, you'll give up easy
scores. Use this defense when
you're trying to get back into a
game-it can create turnovers and
quick points for your team.
3/4 Court
In this man-to-man defense, your
players pick up their man at the
opponent's three-point line and
use pressure to force the offense
to work to get the ball over the
halfcourt line. As with Full
Court, your players need to be
quick and in shape of the game or
if you're behind and need to
create turnovers.
Half Trap
Two defenders try to trap the ball
handler at half court and force
him to give up the ball to someone
else, while the other defenders
try to shut down the passing
lanes. this gives the defense a
chance for a turnover, as well as
taking the ball out of the hands
of the primary ball handler.
However, you risk giving up easy
shots if the ball handler beats
the trap.
Half Court
In this pressure defense,
defenders pick up their man at the
half court line, forcing the other
team to start their offense far
away from the basket. This defense
will hurt you if you can't contain
the ball handler, and is also weak
for rebounding purposes.
Quarter Court
Your team retreats quickly to
play tough man-to-man defense
inside the three-point line. This
is an excellent defense for
defending teams that fast break.
It's probably the most widely-used
defense in college ball, and
different teams play it with
different degrees of intensity
depending on their style or
defensive ability.
Man to Man
When this set is called, the
computer automatically selects
from the five man-to-man sets.
3-2 Zone
In this zone, three players guard
the perimeter, leaving two players
to defend close to the hoop. It's
very effective at stopping
three-point shooters, but is weak
at defending down low and
rebounding. Use this zone if you
must play a zone against a team
with good outside shooting but
poor inside play.
2-3 Zone
This zone defense provides strong
back line defense and rebounding,
but is weak when it comes to
defending shooters on the wings.
The top two defenders really have
to work to deny open shots. Use
this zone if your opponent has
poor shooters and a strong inside
game.
2-3 Zone Ext.
The Extended 2-3 Zone or Match Up
defense is similar to the 2-3
except that the back line usually
sends its ball-side forward to
contest the wing, denying open
shots but leaving the basket more
vulnerable. The guards must rotate
down to help rebound. This defense
helps stop great players, but
won't usually hold up for a long
period of time.
1-3-1 Zone
This defense is strong at the
point and wing positions, where
teams tend to place their
shooters. It also guards the high
post and basket well, but its
weakness is the baseline jumper.
Make sure you rotate quickly, as
the weak side wings must help the
low post defenders rebound as well
as defend the basket.
1-2-1-1 Trap
This full court defense can be
used to get back into a game or
challenge the ball handling and
decision-making of the opponent's
ball handlers. It attacks and
traps the first pass. If you don't
get a steal or turnover on the
first pass, retreat quickly to
prevent an easy basket. This set
takes some time to set up-try it
after a made free throw.
1-2-2 Trap
The goal of this set is to get the
ball out of the point guard's
hands. The ball is forced to the
sideline, where you can trap along
the side. You can slow down a fast
breaking team by forcing them to
think about breaking the press
instead of running. Use this set
to help change the tempo of a
game.
2-2-1 Trap
This zone press is ideal for
slowing teams down-it's more of a
retreating zone press than an
attacking press. The goal is not
to force turnovers but to use up
the shot clock by forcing the
offense to make cross-court passes
to advance the ball past half
court.
 Coach K
 College Basketball
 Hints and Tips
 Use Up/Down to scroll text
 * When a player's star is
pulsing, he's on a Hot Streak, and
his shooting ratings are boosted.
 * When FATIGUE is ON, Turbo
mode wears out your players in a
hurry, so use it sparingly.
 * When passing, look for the
player with his hand raised.
 * Passing is the quickest way
to move the ball on the court.
Rotate the ball from strong to
weak side, and then shoot quickly
before the defenders recover.
 * You'll increase the
probability of making a shot if
you get your feet set before you
shoot.
 * If the SHOT CONTROL setting
in the Set Options menu is set to
MANUAL, you'll have a better
chance of making your shot if you
release the ball at the top of
your jump.
 * If you press B before you
release C, you can still pass the
ball after you leave your feet to
shoot.
 * Even when playing a zone
defense, your first rule should be
to stop the ball. To stop easy
penetration, get a man in front of
the ball handler before he reaches
the top of the key.
 * You can make more steals if
you double-team the player with
the ball.
 * Track the STAMINA rating for
your players throughout the
game-when a player's bar turns
orange or red, sub for him as soon
as possible.
 * The plays and sets are
guidelines, but the players aren't
robots-you make the play happen.
We've drawn the X's and O's, but
it's up to you to orchestrate your
team.
 * To create more steals, try
setting DEF PRESSURE to H(high)
when using a trapping defense.
<a name="Collgfb1.o">COLLGFB1.O</a>
 College Football I
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 LEAGUE PLAY
 HINTS AND TIPS
 BROWSE HELP FILES
 College Football I
 Game Description
 
 Use Up/Down to scroll text
It's time to get your degree in
football with 32 of the toughest
college teams in the nation! Be
the Fighting Irish of Notre Dame.
Go long as Alabama's Crimson Tide,
chomp all corners as the Florida
Gators, or maul a backfield as the
Michigan Wolverines!
You can play as any of 32
collegiate powerhouses!
 College Football I
 Controller Functions
 
 Use Up/Down to scroll text
Pre-Game Controls:
Start:
 * Advances through pre-game
screens to the Title screen.
 * Advances to the Options
screen from the Title screen.
 * Advances to the Team Select
screens from the Options screen.
 * Advances to the Tournament
screen from the Team Select screen
for Tournament play.
D-Pad:
 * Moves the highlight on the
Options screen and Tournament Team
Select screen.
 * Brings up Teams and
Conferences on the Exhibition Team
Select screen.
Button A or C:
 * Changes the highlighted
settings on the Options screen.
 * Highlights Home or Visitor
teams on the Exhibition Team
Select screen.
 * In all modes except
Exhibition, Button A simulates
play for all non-player controlled
teams on the Weekly Match-Up
screen. Button C begins play from
the weekly Match-Up screen.
Play Selection Controls:
Start:
 * Pauses game and displays the
Options screen.
 * Returns to gameplay from the
Options screen.
D-Pad:
 * When "Personnel" is
selected, Left/Right scrolls
through the Personnel options.
 * When "Formations" is
selected, Left/Right scrolls
through the plays.
 * When "Plays" is selected,
Left/Right scrolls through the
plays.
 * DOWN displays Timeout, Flip
Plays and Quarterback Formation.
DOWN + Left/Right displays
Formation Shift and Man in Motion.
Button A:
 * Selects the play at the top
of the screen.
 * Returns to gameplay from the
Options screen when "Resume Game"
is highlighted.
Button B:
 * Selects the play in the
middle of the screen.
Button C:
 * Selects the play at the
bottom of the screen.
 * Returns to gameplay from the
Options screen when "Resume Game"
is highlighted.
Before the Snap:
Start:
 * Pauses the game.
Button A:
 * Calls Timeout when the game
is paused.
 * Selects the controlled man
(circled) on Defense.
Button B:
 * Changes the primary receiver
(yellow arrow).
 * Selects the controlled man
(circled) on Defense.
Button C:
 * Signals for an audible. On
Offense, press Button A, B, or C
to select the following plays:
A: FB Punch (run up the middle)
B: Double Slant (short pass)
C: Hail Mary (long pass)
 * On Defense, press Button A,
B, or C to select an audible from
the last Play Calling screen.
Play Controls:
D-Pad:
 * Controls the selected
player.
Button A:
 * Snaps the ball.
 * Hands off, throws a pass or
pitches out.
 * After a pass, hand-off, or
pitch-out, makes the ball carrier
stiff arm attacking defenders.
 * Spikes the ball after a
hand-off.
Button B:
 * Changes the intended
receiver.
 * After the catch, hand-off,
or pitch-out, makes the ball
carrier do a 360 degree spin juke.
 * Celebrate!
Button C:
 * Press and hold to give the
controlled man a furious burst of
speed.
 * Press twice to make the
controlled man dive. Press once
for a ball carrier dive after a
speed burst.
Kicking Controls:
A kicker can boot his team to
victory. The Kick Meter helps you
execute kicks with just the right
amount of juice and position.
1. Press Button A to start the
Kick Power Meter which sets the
football in the meter in motion.
2. Press D-Pad Left/Right to aim
the ball up the middle or to the
sidelines.
3. Press Button A again to
adjust the kick distance. The
closer the ball is to the end of
the meter, the farther the ball
will travel.
 College Football I
 Playing the Game
 
 Use Up/Down to scroll text
Exhibition Play
 * Press Button A or C to
highlight the Home or Visitor
window.
 * Press D-Pad Up/Down to
select a division on the U.S. map.
 * Press D-Pad Left/Right to
scroll through the teams.
 * Press Button B to begin
entering a team name. Press D-Pad
Up/Down to display the
letter/number/symbol you want, and
press it Left/Right to move the
cursor.
Press Button B again to confirm
the name. (The team name will also
appear in the Record Book.)
 * Press Start to make your
choice and exit to the Runway
screen.
League Play
 * Highlight any team with the
cursor. Press Button C to select
it. The team name will change
color when chosen.
 * Press Button B to highlight
the personal team designator box.
You can create your own
eight-character designator.
Press D-Pad Up/Down to select a
letter, number or symbol, and
Left/Right to move the cursor.
Press Button B again to exit.
 * Press Start to exit the Team
Select screen.
Division Challenge:
Enter the Weekly Match-Up screen.
Your team will be highlighted in
white.
Race For #1:
Enter the 12 week Schedule screen.
Press D-Pad Up/Down to scroll
through the teams. Hold Button A
and press D-Pad Up/Down to
position a team next to the
desired play week.
Press Button B to designate a home
game or Button C for an away game.
You can also press Start for an
automatic schedule.
Press Start to enter the Weekly
Match-Up screen. Your team will be
highlighted in white.
Tournament Play:
When you exit the Team Select
screen, view the Tournament Tree
by pressing D-Pad Left/Right.
Also, Button A, B, or C quickly
shifts the view to show left,
center, or right sections of the
tree. Your team will be
highlighted in red.
Press Start again to enter the
Weekly Match-Up screen.
Hitting the Runway
It's time to hit the field! Before
the kickoff, a man representing
each player comes down the runway.
Player 1's man has a yellow circle
at his feet. Player 2's has a red
circle.
If you are using Team Player,
Player 3's circle is green and
Player 4's is blue.
Each player runs his man in front
of the team logo he wants to play
on. Each player's team jersey will
change to the chosen team's
colors.
In 2 Player co-op play, Player 1
will quarterback and call plays
for Offense. Player 2 will call
plays on Defense.
Kickoff Set-Up
The Playbook screen displays the
Visitor play options on the left
and Home team options on the
right.
Look at the Plays to see if your
team is kicking or receiving. Call
your play by pressing the button
matching the play letter.
Kicking Team Plays:
If you're kicking, select from
five plays. Press D-Pad Left/Right
to see all selections:
 Menu 1 Menu 2
A: Onside Left Squib Kick
B: Kickoff Kickoff
C: Onside right Onside middle
Receiving Team Plays:
If you're receiving, select from
three plays:
A: Return left
B: Return wedge
C: Return right
Make it snappy. You have 25
seconds to call the play and kick
the ball. Use up your time, and
it's a five-yard penalty. Watch
the countdown at the top of the
Playscreen.
The Kickoff
Kicking Team:
1. Press Button B before the kick
to change your controlled man (the
player with the circle around his
feet).
2. Use the Kick Meter to select
how far the ball will travel.
3. Press Button B after the kick
to switch control to the player
closest to the ball.
4. Use the D-Pad to charge in for
the tackle.
Receiving Team:
1. When the ball is kicked, a
receiver is positioned
automatically.
2. You control the ball carrier as
soon as he catches the ball.
3. Remember those Offensive moves:
straight arm, 360 degree spin. and
speed burst.
4. If you receive in the end zone,
down the ball or try to bring it
out for some positive yardage.
Calling Plays
It's first down and time to call
the first plays from scrimmage.
The Play Calling screen displays
the play options for Offense and
Defense.
The lines on each play diagram
show routes for important player
moves.
Offensive Route Lines:
Red: Running
Blue: Primary Receiver
White: Other Receivers
Yellow: Blocking
Defensive Route Lines:
Yellow: Coverage
Red: Blitzing Players.
Calling Offensive Plays
1. Make Personnel Decisions:
View personnel options by pressing
D-Pad Left/Right. View Timeout,
Flip Plays and Quarterback
positions by pressing D-Pad Down.
Then press D-Pad Left/Right to
view Man in Motion and Formation
Shift options. Press Button A, B
or C to make a choice and open the
Formation options menu.
2. Select a Formation:
Press D-Pad Left/Right to view
formations. Press Button A, B, or
C to chose a formation and open
the Play options menu.
3. Select a Play:
Press D-Pad Left/Right to view the
plays that match your previous
personnel and formation choices.
Don't forget the Flip Plays Option
(D-Pad Down) if you want to run a
play to the other side of the
field.
Press Button A, B, or C to call
the play and break the huddle.
Remember: You have 25 seconds. If
you need time to think, call a
Timeout by pressing D-Pad Down and
then pressing Button A.
Calling Defensive Plays
1. Set Formation:
View formation options by pressing
D-Pad Left/Right. Press Button A,
B, or C to make a selection and
open the Play options menu.
To call a Timeout, press D-Pad
Down to open the Timeout option
and press Button A.
2. Select a Play:
View the Play options by pressing
D-Pad Left/Right. Press Button A,
B, or C to call a play and break
the huddle.
...And There's The Snap!
When both sides have called a
play, the action goes to the
field. Before the snap and in
play, use the D-Pad to maneuver
the controlled man.
Buttons X, Y, and Z listed below
are for the Sega Arcade Pad.
Offensive Moves:
Before the Snap
Snap ball: Button A
Select primary receiver: Button B
Call an audible: Button C
Preset formation change: Button X
Preset motion man: Button Y
QB cadence: Button Z
QB After the Snap and Before
Passing
Pass: Button A
Change receivers: Button B
Speed burst: Button C (hold)
Dive: Button C (twice)
Throw ball away: Button X
Spin: Button Y
Dive: Button Z
Ball Carrier After Hand-Off Or
Reception
Stiff Arm: Button A
360 Degree Spin: Button B
Speed Burst: Button C (hold)
Dive: Button C (twice)
Hurdle: Button X
Spin: Button Y
Dive: Button Z
Defensive Moves:
Before the Snap
Cycle player control: Button A
Reverse cycle: Button B
Call an audible: Button C
After the Snap
Switch to player closest to ball:
Button B
Speed burst: Button C (hold)
Dive: Button C (twice)
Hurdle: Button X
Spin: Button Y
Dive: Button Z
 College Football I
 League Play
 
 Use Up/Down to scroll text
League Play
Want to be the National Champ?
League Play is where you take the
air and ground attack to the
nation! The Exhibition Games were
a great Saturday skirmish.
Now here's the whole war!
Division Challenge:
Go for the Playoffs! Battle for
division dominance through 11
games and three rounds of
Playoffs. Take on the other
division champs and wildcard teams
in the winner-take-all Playoff.
Survive all that and play
quarter-finals, semi-finals and
the National Championship.
Race for #1:
Take your team soaring to the top
of a 25-team poll. Play 12 games:
six away and six home. Drive to
the summit based on ranking and
score differential.
Every category of gameplay is
tallied: Offense, Defense,
Passing, Pass Defense,
Interceptions, Rushing and more.
After 12 games, the eight
top-ranking teams compete in a
playoff for the #1 spot.
Tournament Play:
The advantage of Tournament play
is that you can choose how long
you want the Championship campaign
to last. The four-team Tournament
is two games to Championship.
The 32-Team Tournament can make
you a champ in five games.
Are You in the Running?
In League Play, watch the progress
of your team and other teams too.
The following screens show vital
stats.
Drive Summary:
After a score, the Drive Summary
screen gives you a detailed view
of your progress to the goal. A
color-coded breakdown of each down
shows yardage and how your team
made its gains.
Press Start to continue the game.
Game Stats:
At the quarter, the half, and
after the game, check the Game
Stats screen. Press D-Pad
Left/Right to highlight a
category.
Then press Button A, B, or C to
display the stats of both teams.
You can check out the Offense and
Defense, Passing, Kicking, and
Miscellaneous.
Break it down by the quarter or by
the game. Press Start to exit the
screen.
Standings:
View the Standings screen after a
League Game to see how you stack
up with everyone else. Press D-Pad
Left/Right to select the
conference you want to review.
Press Start to exit the screen.
Top 25:
In Race for #1, this screen shows
rankings for the 25 best teams.
Press D-Pad Up/Down to check out
this screen. Press Start to Exit.
League Leaders:
In Division Challenge and Race for
#1, this screen gives a detailed
breakdown of all the teams and
performance categories.
Check it out to really see how you
stack up and how the other teams
play ball.
Press D-Pad Left/Right to pick a
category. Press D-Pad Up/Down to
scroll through the leaders. You
can select a single conference or
take an overall look.
Press Button A, and then press
D-Pad Left/Right to select the
conference.
Weekly, Semi-Final and
Championship Screens:
These screens appear before you
begin a game. Which one you see
depends on how far you have
progressed through the season.
They show the team you are about
to play and all the other
scheduled games. Your team is
listed in white.
To see the results of another
game, press D-Pad Up/Down to
highlight it and press Button B.
To see the results of all the
other games except yours,
highlight any other game and press
Button A.
To begin your game, highlight it
and press Button C.
 College Football I
 Hints and Tips
 
 Use Up/Down to scroll text
Gridiron Tips
 * Watch where you're going.
Your quarterback can sack himself
by banging into his own backs.
 * Pass quick. The longer you
hold the ball in the pocket, the
better the chance the Defense will
cover your receivers.
 * Trouble completing passes?
Try letting your receiver run out
to the pass on his own. When he
catches it, take control.
 * Spin! Slide by those tackles
by spinning (Button B).
 * Speed! Use Speed Burst on
Offense and Defense.
 * Follow your blockers. Your
line is clearing the way.
 * On an option play, hold the
ball until the last second before
you pitch to the running back.
 * When you're behind, the
two-point conversion can be a game
saver. Use it wisely. College
coaches follow a general rule: go
for two at home.
Kick when you're playing an away
game.
<a name="Collgfb2.o">COLLGFB2.O</a>
 College Football II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 LEAGUE PLAY
 HINTS AND TIPS
 BROWSE HELP FILES
 College Football II
 Game Description
 
 Use Up/Down to scroll text
It's time to get your degree in
football with 32 of the toughest
college teams in the nation! Be
the Fighting Irish of Notre Dame.
Go long as Alabama's Crimson Tide,
chomp all corners as the Florida
Gators, or maul a backfield as the
Michigan Wolverines!
You can play as any of 32
collegiate powerhouses!
 College Football II
 Controller Functions
 
 Use Up/Down to scroll text
Pre-Game Controls:
Start:
 * Advances through pre-game
screens.
 * Advances to the Options
screen from the Title screen.
 * Advances to the Team Select
screens.
 * Advances to the Tournament
screen from the Team Select screen
for Tournament play.
D-Pad:
 * Moves the highlight on the
Options screen and Tournament Team
Select screen.
 * Brings up Teams and
Conferences on the Exhibition Team
Select screen.
Button A or C:
 * Changes the highlighted
settings on the Options screen.
 * Highlights Home or Visitor
teams on the Exhibition Team
Select screen.
 * In all modes except
Exhibition, Button A simulates
play for all non-player controlled
teams on the Weekly Match-Up
screen. Button C begins play from
the weekly Match-Up screen.
Play Selection Controls:
Start:
 * Pauses game and displays the
Options screen.
 * Returns to gameplay from the
Options screen.
D-Pad:
 * When "Personnel" is
selected, Left/Right scrolls
through the Personnel options.
 * When "Formations" is
selected, Left/Right scrolls
through the plays.
 * When "Plays" is selected,
Left/Right scrolls through the
plays.
 * DOWN displays Timeout, Flip
Plays and Quarterback Formation.
DOWN + Left/Right displays
Formation Shift and Man in Motion.
Button A:
 * Selects the play at the top
of the screen.
 * Returns to gameplay from the
Options screen when "Resume Game"
is highlighted.
Button B:
 * Selects the play in the
middle of the screen.
Button C:
 * Selects the play at the
bottom of the screen.
 * Returns to gameplay from the
Options screen when "Resume Game"
is highlighted.
Before the Snap:
Start:
 * Pauses the game.
Button A:
 * Calls Timeout when the game
is paused.
 * Selects the controlled man
(circled) on Defense.
Button B:
 * Changes the primary receiver
(yellow arrow).
 * Selects the controlled man
(circled) on Defense.
Button C:
 * Signals for an audible. On
Offense, press Button A, B, or C
to select the following plays:
A: FB Punch (run up the middle)
B: Double Slant (short pass)
C: Hail Mary (long pass)
 * On Defense, press Button A,
B, or C to select an audible from
the last Play Calling screen.
Play Controls:
D-Pad:
 * Controls the selected
player.
Button A:
 * Snaps the ball.
 * Hands off, throws a pass or
pitches out.
 * After a pass, hand-off, or
pitch-out, makes the ball carrier
stiff arm attacking defenders.
 * Spikes the ball after a
hand-off.
Button B:
 * Changes the intended
receiver.
 * After the catch, hand-off,
or pitch-out, makes the ball
carrier do a 360 degree spin juke.
 * Celebrate!
Button C:
 * Press and hold to give the
controlled man a furious burst of
speed.
 * Press twice to make the
controlled man dive. Press once
for a ball carrier dive after a
speed burst.
Kicking Controls:
A kicker can boot his team to
victory. The Kick Meter helps you
execute kicks with just the right
amount of juice and position.
1. Press Button A to start the
Kick Power Meter which sets the
football in the meter in motion.
2. Press D-Pad Left/Right to aim
the ball up the middle or to the
sidelines.
3. Press Button A again to
adjust the kick distance. The
closer the ball is to the end of
the meter, the farther the ball
will travel.
 College Football II
 Playing the Game
 
 Use Up/Down to scroll text
Exhibition Play
 * Press Button A or C to
highlight the Home or Visitor
window.
 * Press D-Pad Up/Down to
select a division on the U.S. map.
 * Press D-Pad Left/Right to
scroll through the teams.
 * Press Button B to begin
entering a team name. Press D-Pad
Up/Down to display the
letter/number/symbol you want, and
press it Left/Right to move the
cursor.
Press Button B again to confirm
the name. (The team name will also
appear in the Record Book.)
 * Press Start to make your
choice and exit to the Runway
screen.
League Play
 * Highlight any team with the
cursor. Press Button C to select
it. The team name will change
color when chosen.
 * Press Button B to highlight
the personal team designator box.
You can create your own
eight-character designator.
Press D-Pad Up/Down to select a
letter, number or symbol, and
Left/Right to move the cursor.
Press Button B again to exit.
 * Press Start to exit the Team
Select screen.
Division Challenge:
Enter the Weekly Match-Up screen.
Your team will be highlighted in
white.
To set up your own division
line-ups, highlight "Divisional
Setup" and press Button A or C.
On the Division Line-Up screen,
press Button C to activate the
highlight box on the Central
division. Press Button A plus a
D-Pad direction to activate a
different division.
Press Button A to remove an
unwanted team. Available
unassigned teams are highlighted
in the Unassigned list.
Press Button C plus a D-Pad
direction to activate the list,
select a team with the D-Pad, and
press Button B to move the team to
the active division line-up.
You can assign up to eight teams
to each division.
Race For #1:
Enter the 12 week Schedule screen.
Press D-Pad Up/Down to scroll
through the teams. Hold Button A
and press D-Pad Up/Down to
position a team next to the
desired play week.
Press Button B to designate a home
game or Button C for an away game.
You can also press Start for an
automatic schedule.
Press Start to enter the Weekly
Match-Up screen. Your team will be
highlighted in white.
Tournament Play:
When you exit the Team Select
screen, view the Tournament Tree
by pressing D-Pad Left/Right.
Also, Button A, B, or C quickly
shifts the view to show left,
center, or right sections of the
tree. Your team will be
highlighted in red.
Press Start again to enter the
Weekly Match-Up screen.
Hitting the Runway
It's time to hit the field! Before
the kickoff, a man representing
each player comes down the runway.
Player 1's man has a yellow circle
at his feet. Player 2's has a red
circle.
If you are using Team Player,
Player 3's circle is green and
Player 4's is blue.
Each player runs his man in front
of the team logo he wants to play
on. Each player's team jersey will
change to the chosen team's
colors.
In 2 Player co-op play, Player 1
will quarterback and call plays
for Offense. Player 2 will call
plays on Defense.
Kickoff Set-Up
The Playbook screen displays the
Visitor play options on the left
and Home team options on the
right.
Look at the Plays to see if your
team is kicking or receiving. Call
your play by pressing the button
matching the play letter.
Kicking Team Plays:
If you're kicking, select from
five plays. Press D-Pad Left/Right
to see all selections:
 Menu 1 Menu 2
A: Onside Left Squib Kick
B: Kickoff Kickoff
C: Onside right Onside middle
Receiving Team Plays:
If you're receiving, select from
three plays:
A: Return left
B: Return wedge
C: Return right
Make it snappy. You have 25
seconds to call the play and kick
the ball. Use up your time, and
it's a five-yard penalty. Watch
the countdown at the top of the
Playscreen.
The Kickoff
Kicking Team:
1. Press Button B before the kick
to change your controlled man (the
player with the circle around his
feet).
2. Use the Kick Meter to select
how far the ball will travel.
3. Press Button B after the kick
to switch control to the player
closest to the ball.
4. Use the D-Pad to charge in for
the tackle.
Receiving Team:
1. When the ball is kicked, a
receiver is positioned
automatically.
2. You control the ball carrier as
soon as he catches the ball.
3. Remember those Offensive moves:
straight arm, 360 degree spin. and
speed burst.
4. If you receive in the end zone,
down the ball or try to bring it
out for some positive yardage.
Calling Plays
It's first down and time to call
the first plays from scrimmage.
The Play Calling screen displays
the play options for Offense and
Defense.
The lines on each play diagram
show routes for important player
moves.
Offensive Route Lines:
Red: Running
Blue: Primary Receiver
White: Other Receivers
Yellow: Blocking
Defensive Route Lines:
Yellow: Coverage
Red: Blitzing Players.
Calling Offensive Plays
1. Make Personnel Decisions:
View personnel options by pressing
D-Pad Left/Right. View Timeout,
Flip Plays and Quarterback
positions by pressing D-Pad Down.
Then press D-Pad Left/Right to
view Man in Motion and Formation
Shift options. Press Button A, B
or C to make a choice and open the
Formation options menu.
2. Select a Formation:
Press D-Pad Left/Right to view
formations. Press Button A, B, or
C to chose a formation and open
the Play options menu.
3. Select a Play:
Press D-Pad Left/Right to view the
plays that match your previous
personnel and formation choices.
Don't forget the Flip Plays Option
(D-Pad Down) if you want to run a
play to the other side of the
field.
Press Button A, B, or C to call
the play and break the huddle.
Remember: You have 25 seconds. If
you need time to think, call a
Timeout by pressing D-Pad Down and
then pressing Button A.
Calling Defensive Plays
1. Set Formation:
View formation options by pressing
D-Pad Left/Right. Press Button A,
B, or C to make a selection and
open the Play options menu.
To call a Timeout, press D-Pad
Down to open the Timeout option
and press Button A.
2. Select a Play:
View the Play options by pressing
D-Pad Left/Right. Press Button A,
B, or C to call a play and break
the huddle.
...And There's The Snap!
When both sides have called a
play, the action goes to the
field. Before the snap and in
play, use the D-Pad to maneuver
the controlled man.
Buttons X, Y, and Z listed below
are for the Sega Arcade Pad.
Offensive Moves:
Before the Snap
Snap ball: Button A
Select primary receiver: Button B
Call an audible: Button C
Preset formation change: Button X
Preset motion man: Button Y
QB cadence: Button Z
QB After the Snap and Before
Passing
Pass: Button A
Change receivers: Button B
Speed burst: Button C (hold)
Dive: Button C (twice)
Throw ball away: Button X
Spin: Button Y
Dive: Button Z
Ball Carrier After Hand-Off Or
Reception
Stiff Arm: Button A
360 Degree Spin: Button B
Speed Burst: Button C (hold)
Dive: Button C (twice)
Hurdle: Button X
Spin: Button Y
Dive: Button Z
Defensive Moves:
Before the Snap
Cycle player control: Button A
Reverse cycle: Button B
Call an audible: Button C
After the Snap
Switch to player closest to ball:
Button B
Speed burst: Button C (hold)
Dive: Button C (twice)
Hurdle: Button X
Spin: Button Y
Dive: Button Z
 College Football II
 League Play
 
 Use Up/Down to scroll text
League Play
Want to be the National Champ?
League Play is where you take the
air and ground attack to the
nation! The Exhibition Games were
a great Saturday skirmish.
Now here's the whole war!
Division Challenge:
Go for the Playoffs! Battle for
division dominance through 11
games and three rounds of
Playoffs. Take on the other
division champs and wildcard teams
in the winner-take-all Playoff.
Survive all that and play
quarter-finals, semi-finals and
the National Championship.
Race for #1:
Take your team soaring to the top
of a 25-team poll. Play 12 games:
six away and six home. Drive to
the summit based on ranking and
score differential.
Every category of gameplay is
tallied: Offense, Defense,
Passing, Pass Defense,
Interceptions, Rushing and more.
After 12 games, the eight
top-ranking teams compete in a
playoff for the #1 spot.
Tournament Play:
The advantage of Tournament play
is that you can choose how long
you want the Championship campaign
to last. The four-team Tournament
is two games to Championship.
The 32-Team Tournament can make
you a champ in five games.
Are You in the Running?
In League Play, watch the progress
of your team and other teams too.
The following screens show vital
stats.
Drive Summary:
After a score, the Drive Summary
screen gives you a detailed view
of your progress to the goal. A
color-coded breakdown of each down
shows yardage and how your team
made its gains.
Press Start to continue the game.
Game Stats:
At the quarter, the half, and
after the game, check the Game
Stats screen. Press D-Pad
Left/Right to highlight a
category.
Then press Button A, B, or C to
display the stats of both teams.
You can check out the Offense and
Defense, Passing, Kicking, and
Miscellaneous.
Break it down by the quarter or by
the game. Press Start to exit the
screen.
Standings:
View the Standings screen after a
League Game to see how you stack
up with everyone else. Press D-Pad
Left/Right to select the
conference you want to review.
Press Start to exit the screen.
Top 25:
In Race for #1, this screen shows
rankings for the 25 best teams.
Press D-Pad Up/Down to check out
this screen. Press Start to Exit.
League Leaders:
In Division Challenge and Race for
#1, this screen gives a detailed
breakdown of all the teams and
performance categories.
Check it out to really see how you
stack up and how the other teams
play ball.
Press D-Pad Left/Right to pick a
category. Press D-Pad Up/Down to
scroll through the leaders. You
can select a single conference or
take an overall look.
Press Button A, and then press
D-Pad Left/Right to select the
conference.
Weekly, Semi-Final and
Championship Screens:
These screens appear before you
begin a game. Which one you see
depends on how far you have
progressed through the season.
They show the team you are about
to play and all the other
scheduled games. Your team is
listed in white.
To see the results of another
game, press D-Pad Up/Down to
highlight it and press Button B.
To see the results of all the
other games except yours,
highlight any other game and press
Button A.
To begin your game, highlight it
and press Button C.
 College Football II
 Hints and Tips
 
 Use Up/Down to scroll text
Gridiron Tips
 * Watch where you're going.
Your quarterback can sack himself
by banging into his own backs.
 * Pass quick. The longer you
hold the ball in the pocket, the
better the chance the Defense will
cover your receivers.
 * Trouble completing passes?
Try letting your receiver run out
to the pass on his own. When he
catches it, take control.
 * Spin! Slide by those tackles
by spinning (Button B).
 * Speed! Use Speed Burst on
Offense and Defense.
 * Follow your blockers. Your
line is clearing the way.
 * On an option play, hold the
ball until the last second before
you pitch to the running back.
 * When you're behind, the
two-point conversion can be a game
saver. Use it wisely. College
coaches follow a general rule: go
for two at home.
Kick when you're playing an away
game.
<a name="Columns.o">COLUMNS.O</a>
 Columns
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 DESCRIPTION DU JEU
 FONCTIONS DU CONTR‘LEUR
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 Columns
 Description du Jeu
 
 Use Up/Down to scroll text
Remontez dans le temps vers une
civilisation disparue, la PhÈnicie
antique et jouez ‡ un jeu inventÈ
‡ l'origine par les commerÁants
phÈniciens : les colonnes.
Ce jeu est passionnant. Vous
perdrez toute notion du temps. Et
pourtant, il est trËs simple. Pas
besoin d'Ítre un gÈnie pour
arriver au niveau le plus
difficile.
Des colonnes de joyaux
multicolores tombent l'une aprËs
l'autre. Disposez trois joyaux ou
plus ‡ l'horizontale, ‡ la
verticale ou en diagonale et
sortez-les de l'Ècran de jeu.
Si les colonnes s'empilent
jusqu'en haut, le jeu se termine.
Si vous avez envie d'essayer
quelque chose d'autre, essayez les
colonnes Èclair.
Dans la version ´colonnes Èclairª,
on vous chronomËtre pendant que
vous essayez de faire disparaÓtre
un joyau clignotant.
 Columns
 Fonctions du ContrÙleur
 
 Use Up/Down to scroll text
Bouton directionnel :
* DÈplacez-le vers le haut ou le
bas pour choisir un mode de jeu.
* DÈplacez-le vers la gauche ou la
droite pour dÈplacer les colonnes.
* DÈplacez-le vers le bas pour
augmenter la vitesse de la chute
des colonnes.
Bouton ´STARTª :
* Pour commencer.
* Pour faire une pause et pour
reprendre la partie.
* Pour terminer la dÈmonstration.
Bouton A :
* Pour choisir un mode de jeu.
* Pour disposer les joyaux.
Bouton B :
* Pour retourner ‡ l'Ècran
prÈcÈdent de choix du mode de jeu.
* Pour disposer les joyaux.
Bouton C :
* Pour choisir le mode de jeu.
* Pour disposer les joyaux.
Disposition des joyaux
Pour changer la disposition,
appuyez sur le bouton A, B ou C.
 Columns
 Trucs et Astuces
 
 Use Up/Down to scroll text
QUELQUES TUYAUX : 
* Des miracles peuvent se
produire! Lorsque vous jouez au
niveau facile de la version arcade
et que vous avez vraiment besoin
d'aide, la chance vous sourira
peut-Ítre!
* Essayez de dÈclencher des
rÈactions en chaÓne.
* Vous pouvez remporter de
meilleurs pointages si vous jouez
aux niveaux plus difficiles.
<a name="Columns3.o">COLUMNS3.O</a>
 Columns III
 Vic Tokai
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL JEWELS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Comixzne.o">COMIXZNE.O</a>
 Comix Zone
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MUTANTS
 BROWSE HELP FILES
 Comix Zone
 Game Description
 
 Use Up/Down to scroll text
SAVE THE WORLD
Sketch Turner is in up to his
inkwell. Mortus is drawing
horrendous creatures to destroy
Sketch in every frame of the
strip.
If Mortus destroys Sketch, this
crazed mutant will become real and
Planet Earth is doomed to the rule
of a meglomaniacal comic strip
character.
But there is hope. Now that he is
a comic book super hero, Sketch
can act like one and kick some
serious butt. Instantly Sketch can
fight like a one man mercenary
platoon.
His pet rat Roadkill transformed
into a tail shocking killer attack
rodent. Sketch can sic him on the
Mortus Mutants.
Each panel contains a peril,
puzzle or obstacle for Sketch to
master. A yellow arrow will prompt
Sketch to the next panel when he's
conquered the one he's in. 
Sometimes Sketch will have a
choice of two routes. Take your
chances!
 Comix Zone
 Controller Functions
 
 Use Up/Down to scroll text
OPTIONS
 1. At the title screen press
 the D-Pad down to
 highlight Options and 
 press Start.
 2. Highlight a category and 
 press Start.
 3. Move the D-Pad to make a 
 selection and move 
 through the categories.
 4. Press Start to exit a
 screen, highlight Start 
 again to begin the game.
Control
 * Configure the action,
 jump and select/custom 
 buttons.
 * Assign a custom move
 (6 Button controller only)
Custom Move
 * Block or one of the
 Special Moves.
Jukebox
 * Listen to your favorite 
 Comix Zone tune.
Start
 * Highlight and press Start 
 to begin the game.
NOTE: Unless the user assigns 
 the Block as the Custom 
 Move, the Blocking is 
 automatic.
PLAY CONTROLS
Start:
 * Begin the game.
 * Pause/resume the game.
Button A:
 * Action
 * Use inventory item when 
 selection box is activated.
Button B:
 * Jump
Button C:
 * Select inventory item
 (3 Button controller only).
 * Custom Move(6 Button).
Buttons X, Y, Z:
 * Quick inventory, select 
 and use item.
D-Pad:
 * Move Sketch in any
direction.
 * Activate various punches
 and kicks(+ Action)
 * Crouch by pressing Down
OTHER ACTIONS
 * Pick up objects by
 positioning Sketch over 
 them and pressing the
 D-Pad down.
 * Jump and hang by pressing
 the Jump button. Sketch 
 can kick while hanging 
 using the Action Button
 and the D-Pad.
 Move him while hanging by
 pressing the D-Pad Left
 or Right.
 * Pull a lever by getting
 close enough for Sketch
 to grab it. Then press 
 the Action Button.
 * When using a 3 Button
 controller, select 
 inventory items by 
 pressing the Select Button
 to select an item and then
 the Action Button to use it.
 * Push objects by pressing
 left or right.
NOTE: Sketch's moves are the 
 same with either the 3
 Button or 6 Button 
 controller.
FIGHTING
Here are the real mutant mashing
attacks that Sketch must master to
escape the Comix Zone.
 * The Attack Button actions
 change based on the 
 position of the D-Pad.
 * Press the D-Pad before or
 simultaneously with the 
 Attack Button for the 
 right punch or kick.
 * Experiment and find 
 deadly special moves!
 * You can fool most enemies
 by performing combination
 moves. The enemies cannot
 block rapidly alternating
 attacks!
 So, hit him once and then
 quickly again with a
 different move.
 * Tap the Action button
 rapidly to perform one of
 the 3 Serial Attacks.
 The enemies may attempt to
 block but as soon as you
 manage 3 valid hits, you'll
 finish off with a special
 move!
MORE MOVES
Serial double punch:
 * D-Pad right + A.
Serial high kick:
 * D-Pad up right + A.
Serial low kick:
 * D-Pad down right + A.
Uppercut:
 * D-Pad up + A.
Floorsweep:
 * D-Pad down + A.
Back kick/Turn around:
 * D-Pad left + A.
Whirlwind jump kick:
 * Press B then A.
Somersault leap forward:
 * D-Pad up right, right,
 down right + B.
Flying dragon kick:
 * D-Pad up right, right,
 down right + B, then A.
Grab-a-mutant:
 * Hold A, then D-Pad
 left + A to toss 'em.
 * Hold A, then A again to
 scissor-kick 'em.
Roll:
 * D-Pad up, then left.
NOTE: The following Button 
 combinations use Button A
 as the Attack button. You 
 can change the Button 
 controls on the Options 
 screen.
 These button combinations
 show an attack in the 
 RIGHT direction. Serial 
 and combination attacks
 only valid when fighting 
 humanoid enemies.
 Comix Zone
 Playing the Game
 
 Use Up/Down to scroll text
THE INVENTORY
Sketch can pick up some life
saving items during his travel
through the comic book. Keep
looking for them in each panel.
Pick up an item, stand over it and
press the D-Pad down.
Power Ice Tea:
 * A drink of this can
 partially restore a
 depleted health meter.
 Save some for bad times!
Roadkill:
 * This is Sketch's pet rat.
 His tail got electrified 
 during the warp, so let
 him use his new found 
 ability to your 
 advantage-ZAP 'em! 
 And don't forget, Roadkill
 has a good sense of 
 smell-he can often sniff
 out some hidden goods!
Fist(Superhero Power-Up):
 * Turns Sketch into a 
 Superhero! Use it when 
 the going gets tough.
Knife:
 * Good old fashioned 
 long-range weapon. Great 
 for turning switches at
 long distances.
Grenade:
 * Some hard to reach bozo 
 giving you a hard time?
 Throw him one of these 
 and watch the fireworks!
Surprise Item:
 * Pick up the "?" item and 
 you may get one of the 
 above, or...KABOOM! So, 
 don't touch these if your
 health is low!
COMIX ZONE EPISODES
Comix Zone is a comic book with 3
Episodes.
Night of the Living Mutants
The sewers are alive with
mutants, traps and dead ends.
Learn the ropes here.
The Temple
You will fight for your life while
a screaming crowd calls for your
head.
The Dead Ships
This wreckage graveyard holds a
lethal secret.
 Comix Zone
 Mutants
 
 Use Up/Down to scroll text
MUTANTS
Gravis:
 * This android appears to
 be dumb and slow. But 
 watch out for his
 sentinel attacks.
Strigil:
 * This shadow assassin has
 a deadly way with their
 crowbars.
Spawn:
 * The Mutants' true form?
 Don't try to grab him or
 you'll find out!
Mongoria:
 * These super quick terrors 
 may be the worst threat
 short of Mortus himself.
 They hate each other so
 play that to your advantage.
Cocoon Crawler:
 * Intended as food source
 for Newborn Mutants,
 these creatures will
 sting no matter who you
 are.
Styx the Monk:
 * Gives an entertaining 
 gymnastic show while
 tearing you apart.
<a name="Contrahc.o">CONTRAHC.O</a>
 Contra: Hard Corps
 Konami
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ENEMIES
 HINTS AND TIPS 
 BROWSE HELP FILES
 Contra: Hard Corps
 Game Description
 
 Use Up/Down to scroll text
A NEW BREED ARISES
Five years had passed since the
Alien Wars, and mankind was slowly
beginning to recover.
Nevertheless, civilization was
still in turmoil.
The extreme concentration of
people and goods in the few areas
that escaped devastation during
the fighting had turned the cities
into hotbeds of crime.
Worse, the rapid development of
genetic engineering and cyborg
technologies during the war has
spawned a new, fearsome type of
crime unimaginable before the
conflict.
To combat this threat, the
government set up a special team
of elite troops, the "Unified
Military Special Mobile Task
Force."
Taking the name of the heroes who
had saved the planet during the
Alien Wars, the public called them
the "HARD CORPS."
It's the holiday season. The
chaotic city festively decorated,
its citizens looked for a respite
from the usual hustle and bustle.
But unknown to the populace, the
forces of evil were using this
otherwise peaceful moment to
advance their dark plans.
Someone infiltrates the city's
defense computer complex and
unmanned weapons begin to run
amuck on the streets, attacking
the populace at random.
Receiving orders to destroy these
rampaging machines, the HARD CORPS
heads out.
But this was to prove to be only
the opening chapter in their fight
against an enormous conspiracy of
evil.
 Contra: Hard Corps
 Controller Functions
 
 Use Up/Down to scroll text
CONTROLS
Basic Controls
D-Pad:
 * Controls player movement
 and weapon aim
Button A:
 * Weapons select(also works
 when the game is paused)
Button B:
 * Shoots weapon
Button C:
 * Jump
Hold B and press A:
 * Toggles between shot types.
 * Type 1: Player can move
 while firing.
 * Type 2: Player cannot move
 while firing.
The functions of the A, B, and C
Buttons can be reassigned through
the Options Menu.
Special Controls
Moving on walls and ceilings:
Your character can climb walls and
move along ceilings.
You can even shoot while hanging
on to a wall or ceiling, but you
cannot move while firing(except
for Brad Fang's Power Punch or
Psychic Blaster).
Sliding: Simultaneously pressing
the C Button and diagonally down
on the D-Pad will make your
character slide.
You cannot take damage while
sliding, and you can use it as an
attack on enemies.
Jumping Down: Pressing straight
down on the D-Pad + pressing the C
Button while on a moving object or
while grabbing a ceiling or wall
will cause your character to jump
down.
Conversation scenes: During the
game, after clearing stages and at
other points, characters will
appear and force you to make a
decision of some kind.
Use the D-Pad to select your
command, and the C Button confirms
your selection. During
conversations, the B Button
scrolls the message.
 Contra: Hard Corps
 Playing the Game
 
 Use Up/Down to scroll text
Weapons
The Hard Corps are always
equipped with a machine gun, but
you can pick up other weapons
during play.
Additional weapons may appear when
you destroy the flying item pods,
or by defeating certain enemies.
There are four additional weapons
available to each character. These
weapons are different depending on
the character you have selected.
When a character dies, you lose
the weapon that they were using at
the time.
When the game ends, you lose all
your extra weapons and must
restart play with just the machine
gun.
Weapon Descriptions
These vary for each character. See
the following character profiles
for various weapon descriptions.
Bombs: Bombs damage all the
enemies on the screen at the time
they are used, but can only be
used once. You can carry more than
one bomb at a time.
The Contra Hard Corps
Ray Poward
Born and raised among the filth
and pestilence of the city's slum,
Ray at one time was the leader of
a bunch of rowdy, delinquent
youths. 
Recruited by the HARD CORPS for
his unsurpassed combat skills and
superb instincts, his cool
exterior hides a burning lust for
battle.
Ray is a central figure in the
HARD CORPS.
Weapon A:
 * Vulcan Laser-A short-range,
 rapidfiring laser gun.
Weapon B:
 * Crash-Hits an enemy, or
 explodes after flying a
 certain distance.
Weapon C:
 * Spread-Fires in five
 directions at once!
Weapon D:
 * Homing-A powerful machine
 gun with homing bullets.
Sheena Etranzi
A fierce warrior whose abilities
go far beyond those suggested by
her appearance.
Especially skilled in guerrilla
tactics, in jungle combat she
alone is said to be the equal of
an entire squad.
Weapon A:
 * Genocide Vulcan-A
 large-caliber machine
 gun.
Weapon B:
 * Shower Crash-Shells rain
 down and explode.
Weapon C:
 * Break Laser-A powerful,
 long-range laser. Shoots
 through enemies!
Weapon D:
 * Ax Laser-A wide-beam
 homing laser.
Brad Fang
The ultimate fighter-created using
the latest in genetic engineering
and cyborg technology.
Always calm and collected, he is
well-trusted by the members of the
force. He is best at close-range,
hand-to-hand combat.
Weapon A:
 * Beast Shooter-A Vulcan
 cannon with devastating
 power.
Weapon B:
 * Power Punch-Damage enemies
 with hurricane-force winds
 created by the speed of his
 punch!
Weapon C:
 * Flame Thrower-Short range,
 but it incinerates
 everything nearby.
Weapon D:
 * Psychic Blaster-Holding
 the button down stores up
 Brad's psychic power.
 Releasing it shoots a beam
 of mental energy.
 The longer you hold, the
 stronger the blast!
Browny
Officially known as Model
CX-1-DA300 Combat Robot, the
members of the force refer to him
as "Browny" because of his warm
personality.
His ability to link up with
numerous data systems makes him an
unsurpassed intelligence tool.
Weapon A:
 * Victory Laser-A rapid-fire
 laser which shoots a
 V-shaped beam.
Weapon B:
 * Gemini Scatter-Returns
 like a boomerang.
Weapon C:
 * Electromagnetic
 Yo-Yo-Holding the button
 down causes it to
 automatically attack
 the enemy.
Weapon D:
 * Shield Chaser-Holding the
 button down causes it to
 rotate around Browny,
 releasing it fires it at
 an enemy.
Pressing the C Button during a
jump causes Browny to hover.
 Contra: Hard Corps
 Enemies
 
 Use Up/Down to scroll text
THE ENEMIES
Major Bahamut
A hero of the Alien Wars, he
planned-and failed-to overthrow
the government in a coup d'etat
two years ago. Has been in hiding
since.
Noiman Cascade
A skilled hacker who infiltrated
the military's computers. He will
do anything to put a stop to the
Hard Corps.
Deadeye Joe
An evil terrorist who has had most
of his body converted to cyborg
parts. Combat is his only source
of pleasure. A truly dangerous
character.
Doctor Geo Mandrake
A genius working in the military's
genetic engineering labs. he was
apparently involved in the
development of biological weapons
during the Alien Wars.
 Conra Hard Corps
 Hints and Tips
 
 Use Up/Down to scroll text
 * Keep moving! This is a
fast-paced action game and your
enemies come at you quickly. So be
prepared to jump and run like
crazy.
 * Pick up power-ups when you
see them.
 * You'll have an easier time
getting through the game if you
team up with a friend.
<a name="Coolspot.o">COOLSPOT.O</a>
 Cool Spot
 Virgin
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS AND BONUSES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Counting.o">COUNTING.O</a>
 Counting Cafe
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 Counting Cafe
 Description du Jeu
 
 Use Up/Down to scroll text
BIENVENUE AU CASSE-CRO€TE 1-2-3!
Bonjour, c'est moi, votre ami
Maigrebleu. Je vous souhaite la
bienvenue au Casse-cro˚te 1-2-3.
Venez vous amuser ‡ compter avec
nous. Nous allons faire des
additions et des soustractions
avec l'aide de tous nos amis de la
Rue SÈsame!
Venez vite, nos clients nous
attendent et il ne faut pas les
faire languir!
 Counting Cafe
 Fonctions du ContrÙleur
 
 Use Up/Down to scroll text
POUR D…PLACER MAIGREBLEU
* Pour dÈplacer Maigrebleu,
dÈplacez le bouton directionnel
vers le haut ou le bas.
* Pour sauter, appuyez sur A, B ou
C.
* Pour monter et descendre les
Èchelles, dÈplacez le bouton
directionnel vers le haut ou le
bas.
TOUJOURS PLUS HAUT!
Parfois, il faut grimper de plus
en plus haut dans le Casse-cro˚te
1-2-3 pour trouver de la
nourriture et des amis de la Rue
SÈsame. Voici comment grimper :
* Grimper sur des Èchelles.
* Sauter sur des boÓtes ou des
ÈtagËres.
* Flotter sur des bulles (il
suffit de monter sur une bulle
pour se faire emporter vers le
haut).
* Se faire porter par Pioupiou.
Placez-vous sous lui et sautez, il
vous emportera vers le haut.
Sautez encore une fois pour
descendre de son dos. 
 Counting Cafe
 Jouer le Jeu
 
 Use Up/Down to scroll text
UNE JOURN…E AU CASSE-CRO€TE 1-2-3
Maigrebleu travaille comme serveur
au Casse-cro˚te 1-2-3. Tous les
jours, son client prÈfÈrÈ vient
manger et il a gros appÈtit!
Maigrebleu doit prendre sa
commande et chercher la nourriture
dans le casse-cro˚te.
Lorsque Maigrebleu lui apporte sa
commande, le client lui donne en
rÈcompense une belle Ètoile jaune!
¿ la fin de la journÈe, lorsque
Maigrebleu a accumulÈ cinq
Ètoiles, il joue ‡ cache-cache
avec le singe.
Aidez Maigrebleu ‡ faire son
travail
1. DÈplacez Maigrebleu dans le
Casse-cro˚te 1-2-3 jusqu'‡ trouver
la nourriture voulue.
2. Mettez Maigrebleu sous la
nourriture, puis sautez. Un
morceau apparaÓt sur son plateau.
(Pour avoir un autre morceau,
sautez encore une fois.)
3. Continuez pour trouver toute la
nourriture commandÈe par le
client, puis bougez Maigrebleu
vers la gauche pour retourner ‡ la
salle ‡ manger.
Le client commande cinq repas par
jour : le petit dÈjeuner, une
collation, le dÓner, le souper et
le dessert. Il y a six jours en
tout.
Le jour 1 est le plus facile, puis
chaque jour devient plus
compliquÈ, alors faites bien
attention!
On se trompe?
Si vous vous trompez dans la
commande, le client vous rÈpËte ce
qu'il veut.
Retournez et essayez encore une
fois. T‚chez d'apporter toute la
nourriture commandÈe par le
client!
Trop de nourriture? Soustrayez!
Oh non! Le client a demandÈ deux
oranges, mais Maigrebleu en a
trois sur son plateau. Ne vous en
faites pas, il suffit d'une petite
soustraction.
On peut soustraire de deux faÁons
:
* Pour soustraire toute la
nourriture, dÈplacez Maigrebleu
vers la droite jusqu'‡
Croque-croque.
Croque-croque est trËs content de
prendre de la nourriture du
plateau. Mettez Maigrebleu devant
lui et sautez!
NOTA : En plus, Croque-croque
remplit toutes les boÓtes de
nourriture!
Certains amis de Maigrebleu
peuvent soustraire de la
nourriture de son plateau.
* Pour soustraire seulement une
partie de la nourriture, marchez
prËs de Gargote et ses amis. ils
prendront une partie de la
nourriture (mais seulement aux
jours 2 ‡ 6).
Pas assez de nourriture?
Additionnez!
Des fois, il n'y a pas assez de
nourriture dans les boÓtes pour
exÈcuter la commande du client.
¿ ce moment l‡, il faut
additionner. BÈbert, Ernest et
compagnie travaillent de temps ‡
autre au casse-cro˚te pour aider
Maigrebleu ‡ exÈcuter la commande
du client.
* Pour avoir l'aide des amis de
Maigrebleu, observez quelle
nourriture ils ont. S'ils ont ce
que Maigrebleu veut, dÈplacez
Maigrebleu vers la gauche ou la
droite jusqu'‡ ce que la
nourriture arrive sur son plateau.
N'en demandez pas trop!
Pour remplir les ÈtagËres
Si vous ne pouvez pas trouver la
nourriture dont vous avez besoin
dans le Casse-cro˚te, allez voir
Croque-croque. Il mange toute
votre nourriture (si vous en avez)
et remplit vos ÈtagËres.
Des tours de magie!
Certains amis de Maigrebleu ne
savent pas additionner ou
soustraire. Mumford le Magicien et
Sam le Robot transforment la
nourriture sur le plateau de
Maigrebleu.
Ils peuvent transformer une tarte
en banane ou un steak en biscuit.
Cela vous aidera si vous ne
rÈussissez pas ‡ trouver la bonne
nourriture.
Observez Mumford et Sam pour
connaÓtre la nourriture qu'ils
peuvent transformer. La premiËre
nourriture que vous voyez est
celle qu'ils transforment. 
Puis, vous voyez un nuage de
fumÈe. Enfin, vous voyez la
nourriture qu'ils ont fait
apparaÓtre.
Par exemple, Mumford tient une
pomme. Vous voyez un nuage de
fumÈe et abracadabra! Il tient
tout d'un coup un biscuit. Mumford
a pu transformÈ la pomme en
biscuit.
* Pour demander ‡ Mumford ou ‡ Sam
de transformer votre nourriture,
mettez-vous devant eux ou sautez
si vous Ítes pressÈ.
Cache-cache! 
¿ la fin de la journÈe, le client
remet ‡ Maigrebleu sa cinquiËme
Ètoile. Mais voil‡ que ce coquin
de singe lui arrache son Ètoile et
s'enfuit!
C'est le moment de jouer ‡
cache-cache!
Pour reprendre son Ètoile,
Maigrebleu doit courir dehors
aprËs le singe et le toucher.
Facile? Oh non! Le singe connaÓt
toutes les bonnes cachettes.
Grimpez sur des Èchelles, sautez
sur des nuages, sur des tremplins,
sur des pots de fleurs et sur des
ascenseurs ou demandez ‡ Pioupiou
de vous amener ‡ la cachette du
singe.
Lorsque vous l'avez trouvÈ,
dÈplacez Maigrebleu vers lui et
hop! Vous avez retrouvÈ l'Ètoile
et vous pouvez commencer une autre
journÈe de travail.
LA PROCESSION FINALE
¿ la fin de la journÈe 6,
dÈtendez-vous et regardez
Maigrebleu et ses amis de la Rue
SÈsame quitter le Casse-cro˚te
1-2-3 l'un aprËs l'autre.
 Counting Cafe
 Trucs et Astuces
 
 Use Up/Down to scroll text
* Chaque journÈe, les bulles et
Pioupiou vous emportent un peu
plus haut!
* C'est plus facile de jouer avec
le contrÙleur devant soi (ou
encore sur la table ou le tapis).
* C'est bien de sauter sur des
Èchelles, mais se faire emporter
par des bulles ou s'envoler avec
Pioupiou est encore plus amusant!
Qu'est-ce que vous prÈfÈrez?
* Il y a d'autres faÁons de
trouver de la nourriture. Cherchez
mes amis de la Rue SÈsame dans le
Casse-cro˚te 1-2-3; ils pourront
vous aider ‡ remplir la commande
du client.
* Les amis qui font des
soustractions en font parfois un
peu trop! Il faudrait prÈvoir un
peu plus de nourriture pour eux!
* Si vous Ítes pressÈ, mettez-vous
devant un ami qui additionne et
sautez pour qu'il se mette ‡
additionner tout de suite.
* Attention aux bananes qui
tombent, elles indiquent o˘ se
cache le singe!
* Appuyez sur n'importe quel
bouton pendant la procession
finale pour voir vos personnages
prÈfÈrÈs de la Rue SÈsame.
<a name="Cpool.o">CPOOL.O</a>
 Championship Pool
 Data East
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL FEATURES
 BROWSE HELP FILES
<a name="Crackdwn.o">CRACKDWN.O</a>
 Crack Down
 Sage's Creation
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ENEMY CHARACTERS
 BROWSE HELP FILES
 Crack Down
 Game Description
 
 Use Up/Down to scroll text
The United Nations has called in
top class Special Forces Officers,
Ben and Andy.
Their mission (and yours) is to
secretly enter Atlants, the
enemy's central base, and destroy
the city by using Sigma, a newly
developed time bomb.
Good luck!
 Crack Down
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Starts and pauses game
(during play).
D-Pad:
 * Moves the player against
walls and other objects.
A Button:
 * Switches to machine gun &
cannon.
B Button:
 * Fires machine gun or cannon.
 * Throws punches during close
range battle with the enemy.
C Button:
 * Emits Super Bomb.
 Crack Down
 Playing the Game
 
 Use Up/Down to scroll text
Viewing The Screen
On the left side of the screen,
the data for Player 1 (Ben) will
be shown, and the data for Player
2 (Andy) will be shown on the
right.
The information shown is:
Remaining plays, score, machine
gun shots, cannon shots, super
bombs, the countdown for time bomb
explosion, the map (the red light
shows where the bomb is set), the
field of Player 1, and information
on enemies.
While destroying enemies in the
given time limit, go to areas
marked by an "X" and set the
bombs.
When the bombs are set, the red
lights on the map will disappear.
When they are successfully set in
all "X" areas, the player may exit
from areas designated in each act
and proceed to the next act.
When the time count becomes 0:00,
one play is used up and you will
return to the beginning of the
act.
BONUS: When the act is completed
during the given time limit, bonus
points are given.
Game Over
When there are no remaining
players, the game is over, and the
following screen will appear. At
this time, if you press the Start
button before the count becomes
"0", you will be able to continue
playing.
Continuous play can only be played
up to the number of credits given.
In the 2 Player mode, even if one
player's game becomes over, the
other player will still be able to
continue the game.
Name Entry
When the completed score is within
the top seven scores, you may
enter your name. Use the
left/right buttons to choose the
letters and the up/down buttons to
make the changes.
When the letters are changed,
press the A or C Button to make
the selection.
1-Up in Number of Play
When you reach a specific score,
you will be given an additional
play, and the scores needed will
depend on the difficulty level.
Easy: 1-Up when you reach 10,000
points at the beginning,
thereafter every 30,000 points.
Normal: 1-Up when you reach
10,000 points at the beginning,
thereafter every 40,000 points.
Hard: 1-Up when you reach 20,000
points at the beginning,
thereafter every 50,000 points.
Weapons
There are three types of weapons
that the player may use, and that
can be stocked.
Machine Gun: A weapon for
one-on-one situations. When saving
the shots, the stock may increase
between 10-60.
Cannon: Far more powerful than
the machine gun, the cannon can
destroy enemies that are lined up
in just one shot. When saving the
shots, the stock may increase
between 10-60.
Super Bomb: An extremely
powerful bomb. It can destroy
enemies in the same area easily.
When saving the shots, the stock
may increase by one.
 Crack Down
 Enemy Characters
 
 Use Up/Down to scroll text
Enemy Characters
Because of his strong desire for
"power", a mad scientist created
some evil artificial creaures. The
only thing that matters to him is
power.
But for the scientist, ultimate
power is having control of the
world.
Amasunio: An artificial creature
that resembles a dog. Attacks
swiftly, chases the player and
bites to the death.
Hi-Thrower: Be aware of the
fireballs he fires.
Mad-Murderer: Attacks by double
or triple machine gun shots.
Tateken: Uses a sword and
shield. But cannons are not
effective when he uses the shield.
Wallcutter: A threatening one
that will come after you by
swinging a chain saw.
Mandrill: An artificial creature
that resembles a large ape.
Attacks with sharp claws and makes
powerful body blows.
Crash Soldier: Fires shots in
four directions and destroys the
player.
Bio Seed: Attacks the player by
going through walls. The basis of
the artificial life.
Dizzy Metal: Metal-based
artificial creature that moves at
high speed and attacks with laser
beams.
Magamera: Attacks while swiftly
circling in the air.
Robot-K: Extremely powerful
robot that resembles Mr. K.
<a name="Cryspony.o">CRYSPONY.O</a>
 Crystal's Pony Tale
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
<a name="Cyborgju.o">CYBORGJU.O</a>
 Cyborg Justice
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
 Cyborg Justice
 Game Description
 
 Use Up/Down to scroll text
As a Galactic Unity Agent, you're
on a routine patrol mission
through deep space. Suddenly, your
ship starts rocking like a leaf in
a cyclone. You're caught in a
massive meteor storm!
Meteors the size of dinosaurs
hurtle by your frail patrol craft.
You struggle with the controls,
desperately twisting the ship
through the onrushing boulders.
But even your practiced skills
aren't enough. With a mighty
crash, you're hit! Your fighter
loses control and swerves into the
orbit of a nearby asteroid.
Once in the atmosphere, it catches
fire and plummets toward the
surface. With a tremendous crash,
everything goes dark. There's
nothing more to remember...
You spend your days tearing
through heavy metal, shoving tons
of steel, welding together huge
cannon parts.
As slave cyborgs, you and hundreds
of others are forced to work in
the computer-controlled munitions
factories of the Cydrek
Federation.
You are a machine, a body and
brain made of steel and
electronics. But something in your
mental wiring keeps bothering you.
Every hour, unsettling thoughts
break through your programming.
You're being held against your
will ... you're not really a
cyborg ... the munitions factory
and the Cydrek Federation are
incredibly evil.
Suddenly it all comes back. You
remember the patrol mission, the
meteor storm and the crash.
You recall the laser surgery that
rebuilt the shreds of your body
and brain into a mass of metal
muscle and electronic skill.
And finally, you relive the horror
of the memory erase process that
kept bleeping "Error" while
missing the deepest part of your
brain. You're a cyborg with a
memory-and a vengeance!
Now you know what's going on. The
Cydrek Federation is amassing a
huge armory of intraspace
ballistic war machines.
Their scheme is to launch an
overpowering strike against the
Galactic Unity. And they're almost
ready. Unless you can stop them,
they'll soon blaze across space in
a surprise global takeover!
You lurch away from the work area.
But you're spotted! Cydrek guards
sound the alarm. Waves of cyborgs
begin moving toward you.
Now you've got to decimate an army
of deadly cybernetic soldiers-all
under orders to "Seek and
Destroy!"
 Cyborg Justice
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Skips the story screens or
game demo.
 * Brings up the Game menu on
the Title screen. Press again to
go to your menu selection.
 * Returns to the Game menu
from the Options screen.
 * Exits the Test Room during
cyborg assembly. Also, exits the
Assembly Room and starts combat.
 * Pauses the game. Press again
to resume play.
 * Restarts a game from the
Continue screen.
D-Button:
 * Moves the marker on the Game
menu and Options screen, and
changes the options settings.
 * Moves the selection box in
the Assembly Room, and cycles
through the cyborg parts. Also,
brings up the Test Room.
 * Moves your cyborg in battle.
 * Moves the arrow on the Name
Entry screen.
 * Punches rapidly with the
Normal hand.
Button A, B or C:
 * Skips the game demo.
 * Goes to your selection on
the Game menu.
 * Plays a Sound FX or Music
selection on the Options screen,
or views the High Scores.
 * Adds a letter to your name
on the Name Entry screen, or
deletes a letter.
Button A:
 * Does a short forward hop.
 * Press twice quickly and hold
to activate your special hand.
Button B:
 * Jabs with your special hand.
Button C:
 * Blocks when your cyborg is
standing still.
 * Jumps when your cyborg is
moving forward.
 Cyborg Justice
 Playing the Game
 
 Use Up/Down to scroll text
Creating the Ultimate Cyborg:
As soon as you choose a "1 Player"
or "2 Players" game on the Game
menu, you'll enter the Cyborg
Assembly Room.
In this futuristic laboratory, you
can devise the ultimate cybernetic
soldier from over 200 combinations
of hands, bodies and legs.
To use the Assembly Room:
1. Press the D-Button Down or Up
to choose hands, body or legs with
the selection box.
2. Press the D-Button Right or
Left to cycle through the hi-tech
cyborg parts in the selection box.
As each part shows up, it appears
on the cyborg model at the upper
right, and is described in the ID
box at the lower right.
If the part is moveable or
launchable, the cyborg model
demonstrates it.
3. Press the D-Button Up from the
hands rack, or Down from the legs
rack, to enter the Test Room. Here
you can try out your cyborg and
experiment with kicks, punches,
jumps and somersaults.
4. Press Start to exit the Test
Room.
5. Continue selecting parts until
you're satisfied with your
cyber-warrior. Then press Start
again to take on the enemy!
After conquering a level, you'll
return to the Assembly Room where
you can refit your cyborg.
Cyborg Parts:
Hands:
Normal: Delivers solid,
body-crushing blows.
Crusher: Spins three spiked,
armor-shredding balls at high
speed.
Saw: Slices through metal like
butter, with a gratifying rasping
whine.
Launch: Hurls itself at the enemy
like a mega-ton of concrete.
Laser: Blasts a high-powered,
lethal beam clear across the
battleground.
Fire Spray: Chars metal at close
range for the final meltdown!
Note: Activate hands with a
quick double-tap on Button A +
hold, while pressing the D-Button
toward your opponent.
Bodies:
Normal: Solid armor that
withstands plenty of punishment.
Lobster: Armor-spiked shoulders
deliver damage at close range.
Insect: Rounded, close-fitting
protection.
Frog: Strong, compact armor that
can take a beating.
Big Booster: Massive protection.
Quasimodo: The muscled look.
Legs:
Jogging: Wiry design for
deadly-fast footwork.
Spiked: Light weight for extra
speed.
Somersault: Performs
head-over-heels forward and
backward flips. (Double-tap on
Button C.)
Tank: Creates a small frontal
forcefield as it rams into
enemies. (Double-tap on Button C.)
Big Foot: Super-heavy legs make
you impossible to throw and immune
to Death Traps. (The same is true
for enemies with Big Foot legs.)
Pneumatic: Takes your high jumps
outta sight! (Press the D-Button
Up Left or Up Right + double-tap
on Button C.
Head-to-Head Duel:
Two cyborgs brutally clash in an
intense duel to the death! Take on
a computer opponent, or grapple
for domination with another
real-live player.
 * In both 1 and 2 Player
Duels, finish off your opponent in
two out of three rounds to win!
 * All button controls are the
same as for Arcade play. You have
only one life, so watch those
Strength bars!
 * After each round, you'll see
your score on the Fighting
Sub-System Report. After the Duel,
one or both opponents may achieve
high-score status.
Use the Name Entry screen to enter
your name on the High Scores
screen.
 Cyborg Justice
 Power Moves
 
 Use Up/Down to scroll text
Power Moves:
Getting the power moves down is
basically a matter of timing.
Practice these button controls in
the Test Room and in 2 Player Duel
mode (with one cyborg idle).
Then turn yourself loose on the
Cydrek army or another player for
cyborg slice 'n dice!
Note: For D-Button controls,
"forward" means press in the
direction your cyborg is facing,
and "back" means press opposite to
the direction he's facing.
General Moves:
 * Move left/right: D-Button
left/right.
 * Move up/down: D-Button
up/down.
 * Block: C.
 * Activate power hand: Quick
double-tap on A and hold.
 * Activate Tank or Somersault
legs: Double-tap on C.
 * Activate Pneumatic legs:
D-Button up left/right +
double-tap on C.
 * Rotate away from your
opponent: Double-tap on the
D-Button in the direction you want
to go.
Crouches:
 * Crouch: D-Button down + C.
 * Low punch: Crouch + B.
 * Low kick: Crouch + A.
 * Low block: Crouch + D-Button
back.
 * Low back flip: Crouch + C.
 * Low special attack: Crouch +
quick double-tap on A + hold.
 * Low shoulder ram: Crouch +
D-Button forward + C.
Punches:
 * Jab: B.
 * Backhand punch: B (when
opponent is behind you).
 * Shoulder bump: B (when close
to opponent).
 * Uppercut: D-Button up + A.
 * Hammer fist: D-Button down +
A.
 * Shoulder smash: A + hold.
 * Head smash: D-Button forward
+ A (when away from opponent).
Flips:
 * Back flip: D-Button down +
C.
Kicks:
 * Forward kick: D-Button back
+ A.
 * Knee kick: D-Button forward
+ A (when right on opponent).
 * Face kick: D-Button back + C
+ A.
 * Air kick: D-Button up
left/right + C + B (Use the air
kick or Pneumatic legs to
broad-jump over Death Chasms).
Jumps:
 * Regular jumps: D-Button up
left/right + C.
 * Flying jump: D-Button up +
C, then quickly D-Button down + A.
 * Jump kick from ground:
D-Button forward + tap on B, then
quickly D-Button down diagonally
toward enemy.
Body Attacks:
 * Waist-latch attack: D-Button
up + C, then quickly D-Button down
+ C (you'll straddle your opponent
and pound him, sapping his
strength while increasing your
own).
 * Pick up enemy: Get close to
opponent, then D-Button down + C,
then D-Button forward, then smash
opponent into ground-A; throw
him-B; set him down-C.
 * Rip off arm: D-Button back +
A (when you're right on your
opponent); then: replace your arm
with his-A; throw it-B; drop it-C.
 * Rip off torso: First rip off
an enemy's arm; then use the same
moves to rip off his torso; then:
gain torso's energy-A; throw it-B;
drop it-C.
 * Pick up body parts: Stand
near part, then D-Button down + C,
then D-Button forward.
Notes:
 * If you saw off an enemy's
arm, you can pick it up.
 * If you rip off a torso, you
can then pick up the enemy's legs
(if you can get to them before
they self-destruct).
 * If all of a cyborg's pieces
collapse at once, you can't pick
up any of them.
Additional Moves:
Destroy a collapsed cyborg:
Forward kick (D-Button back + A)
twice.
Assemble a collapsed cyborg:
Forward kick, then pick up the
cyborg's torso (great in 2 Player
battles for reviving a defeated
buddy).
 Cyborg Justice
 Hints and Tips
 
 Use Up/Down to scroll text
A shredded cyborg drops to the
dirt and explodes into a blast of
flames! This is it-fitting justice
for the metallic killers of the
Cydrek Federation!
In Arcade mode, you'll face wave
after wave of deadly attackers.
Keep these survival facts in mind:
 * Strength bars show each
combatant's power level. Taking
damage shortens the bars. Bash on
your opponents, always trying to
keep their strength bars shorter
than yours.
 * In 2 Player battles, Player
1's cyborg is marked with a yellow
spot, and Player 2's warrior has
an orange spot. Player 1's
Strength bar is yellow; Player 2's
is blue.
 * Remember, you can gain back
strength, while sapping your
enemy's, with the waist-latch
attack or by gaining the enemy's
torso.
 * Your remaining number of
lives is shown next to your
Strength bar. When your strength
disappears, you lose one life.
If you lose your last life, the
cyborg war ends and the Cydrek
Federation triumphs.
 * In 2 Player combat, one
player can borrow lives from the
other. If you lose all your lives,
but your buddy has two or more
lives left, you can press Start to
revive.
Watch for the "Press Start"
message in your Strength bar.
 * If your torso is ripped off,
you'll lose all your lives in one
blow.
 * Watch for the flash in your
opponent's eyes. It means you're
level with him and in perfect
striking range. Give him your best
flying kick, tackle or body slam!
 * Dodge the random missiles!
Or lure an opponent into position,
then jump and let the missile hit
him!
 * Force attackers into Death
Traps to drain their strength.
Avoid the traps yourself like a
bad case of metal fatigue! Hint:
Big Foot legs are immune to Death
Traps.
 * After firing your Launch
hand, make sure you pick it up.
 * You can move right, left,
up, down or stand still. Of these
five positions, one of them is
always fatal. Keep moving!
<a name="Cybrball.o">CYBRBALL.O</a>
 Cyberball
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 PERSONNEL
 CHALK TALK
 STARTING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="C_ripkin.o">C_RIPKIN.O</a>
 Cal Ripkin Baseball
 Software Toolworks
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Dashdesp.o">DASHDESP.O</a>
 Dashin' Desperadoes
 Data East
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Dd_warrs.o">DD_WARRS.O</a>
 D&D Warriors 
 Of The Eternal Sun
 Sega
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CAMPING AND COMBAT
 SPELLCASTING
 HINTS AND TIPS
 BROWSE HELP FILES
 D&D Warriors
 Of The Eternal Sun
 Game Description
 Use Up/Down to scroll text
Standing atop the castle walls,
you stare wearily down at the
howling goblin hordes below. Smoke
from a thousand goblin torches
burns your lungs.
The goblins scream at you, waving
the heads of your fallen comrades
on the ends of spears.
Weeks of fighting saw hundreds of
men and goblins die in battle
throughout the duke's lands. Now
all that remains is the duke's
castle, and soon that will fall.
With blood-curdling shrieks, the
goblins launch one last assault on
the castle.
Goblins swarm over the walls,
slaughtering the weakened
defenders. You raise your sword
for a final blow, but then 
FLASH! a brilliant flare of
light blinds you.
Deafening thunder drowns out the
screams of goblins and men alike.
There's a wrenching feeling and
you're falling, certain that
you'll die on the cobbled streets
below.
Then it suddenly stops. You open
your eyes and gasp as you look
around. The castle is now in a
strange land, a highwalled valley
illuminated by a red sun.
The goblins are gone, but you and
your remaining comrades are
miraculously alive!
You have been spared certain death
at the hands of the goblins, but
what fate awaits you here?
You may not have long to wait for
the answer, because the monsters
that inhabit this land continually
assault the castle.
Though all attacks have failed
thus far, the monsters are gaining
in strength. You must assemble a
party of heroes and set out on an
epic journey.
The survival of your people
depends on how quickly you solve
the mysteries of this valley!
 D&D Warriors
 Of The Eternal Sun
 Controller Functions
 Use Up/Down to scroll text
D-Pad:
 * Press to move up or down in
a menu.
 * Press up, down, right, left
and diagonally to move the
characters in the castle and
wilderness.
 * In a dungeon, press up or
down to move the party forward or
backward. Press right or left to
turn your party.
Start Button:
 * Press to skip the
introductory screens and reach the
Title/Starting Options screen.
 * Press to enter the Camp menu
when in the castle, in travel mode
or in a dungeon.
 * Press to enter the Combat
Options menu when in outdoor
combat.
 * Press to exit any menu,
sub-menu or option screen.
 * Press to end a conversation.
Buttons A or B:
 * Press to confirm an option
on the Title/Starting Options
screen.
 * Press to confirm a choice on
a menu, sub-menu or option screen.
 * Press to end a conversation.
Button A:
 * Press to confirm a choice on
a shop screen when in the Magic,
Armor, Weapon or Caravan Shop.
 * Press during combat to use a
weapon, spell or item that is
readied in the left slot.
Button B:
 * Press to cancel a choice on
a shop screen or to exit the
screen.
 * Press during combat to use a
weapon, spell or item that is
readied in the right slot.
Button C:
 * Press to move the blinking
arrow cursor to the next character
in the party.
 * Press during combat to
cancel a chosen weapon or target
and choose another.
 * Press during combat to skip
the rest of a character's turn.
 D&D Warriors
 Of The Eternal Sun
 Playing the Game
 Use Up/Down to scroll text
The DUNGEONS & DRAGONS Game and
the World of the Eternal Sun
WARRIORS OF THE ETERNAL SUN is set
in a world of the DUNGEONS &
DRAGONS game.
Creatures of legend and nightmare
lurk within every shadow-beastmen,
wolves, dragons and many other
deadly monsters.
Your heroes face death at every
turn. Only by solving the
mysteries of this land can they
save their people from certain
doom.
Your characters find themselves in
a strange, red-hued world in which
the horizon slopes upward in all
directions, eventually vanishing
into a crimson haze at the limits
of sight.
It's as if the castle is at the
bottom of a huge bowl whose extent
can only be guessed at.
Illuminating the landscape is the
Eternal Sun-a fiery red orb that
stands stationary in the exact
center of the sky.
The high-walled valley is infested
with vast numbers of monsters.
Attacks upon the castle walls are
thrown back at great cost in
lives.
It seems only a matter of time
before the castle's defenders are
overwhelmed. Duke Barrik believes
that the only chance of survival
lies in finding allies.
A group of adventurers is now
being assembled. They must explore
the deepest recesses of the
valley, searching for answers to
the mysteries that haunt the
duke's sleep.
If these heroes fail, your people
are doomed!
Quick Start
The first time you play WARRIORS
OF THE ETERNAL SUN, you may want
to use the default party to
familiarize yourself with the
world and the strengths and
weaknesses of various characters.
You can load the default party by
pressing Button A or Button B at
the Title/Starting Options screen.
You then see a bird's-eye view of
a party of four characters
standing in the throne room of the
duke's castle.
Press Start to enter the Camp
menu, and then press Button A to
enter "Inventory." The following
text describes the entries and
statistics you see on the
character's Inventory screen.
Next to each character's portrait
are two squares. These show which
items a character has readied for
combat. A character can have only
two items readied at a time.
The character information in the
upper box is explained in this
section. The lower box shows items
the character carries (weapons,
scrolls and so on) and special
abilities and spell powers the
character can call upon.
Creating a Character
Once you're ready to create your
own characters, pick "Create a New
Party," the second option in the
Title/Starting Options screen. The
Character Creation screen appears.
Use the following procedure to
create each of the four characters
in your party.
When picking each aspect of a
character, move the sparkling
cursor with the D-Button, then
accept the choice by pressing
Button A or Button B.
Choose the Character's Class
The sparkling cursor starts on the
portrait of a male cleric. Use the
D-Pad to move the cursor to the
class you want for this character.
The "Choose Class" entry above the
character portraits tells you
which class the cursor is
currently on. Press Button A or
Button B to accept the class the
cursor is on.
There are seven character classes
available to your characters in
this game. Human characters can be
clerics, fighters, magic-users or
thieves.
There are also three non-human
character classes: dwarves, elves
and halflings.
Dwarves and halflings resemble
fighters in many ways, while elves
combine many of the abilities of
fighters and magic-users.
You choose the class to which a
character belongs when you create
the character. The first four
classes are available only to
humans.
Dwarves, elves and halflings have
special racial abilities that set
them apart as their own character
classes.
There are male and female
characters for each character
class. The sex you choose for each
character is totally up to you; it
has no effect on game play or the
character's abilities.
For each character class, the
female portrait appears once the
male is chosen.
To change to a female character,
use the D-Button to move the
sparkling cursor to her portrait,
then press Button A or Button B.
Reroll Ability Scores
Look at the character's current
ability scores. If you're
satisfied with them, press Button
C to move on to creating the next
character.
If you want to try for higher
scores, move the sparkling cursor
to the dice icon next to "Roll
Again."
Press Button A or Button B until
you are satisfied with the
character's ability scores, then
press Button C to move on to the
next character.
Ability scores (Strength,
Intelligence, Wisdom, Dexterity,
Constitution and Charisma)
represent a character's
proficiency in skills that are
important to the success of your
party.
These scores range from nine to
18. The higher the number, the
better the character is at that
skill.
Strength (STR): Strength affects
how well your character hits with
melee weapons (hand-held weapons)
and how much damage each hit
causes. Strength is an important
characteristic for fighters,
dwarves, elves and halflings.
Intelligence (INT): Intelligence
is a measure of your character's
ability to think, analyze and
memorize. This is most important
for magic-users and elves.
Wisdom (WIS): Wisdom reflects
your character's ability to learn
from experience. This ability is
most important for clerics.
Dexterity (DEX): Dexterity
measures your character's agility
and hand-eye coordination. A high
Dexterity decreases your
character's armor class, making
the character harder to hit in
combat.
A high Dexterity also makes it
easier for a character to hit with
missile weapons.
Constitution (CON): Constitution
reveals how sturdy your character
is, including how resistant the
character is to the effects of
poison. High Constitution scores
grant a character extra hit
points.
Charisma (CHR): Charisma
measures how likable your
character is, taking into account
appearance and personality.
Additional Character Information
Level: Level is a measure of a
character's skill within the
chosen character class. Hit points
and abilities increase as the
character's level increases.
HP/Max: The first number is the
character's current number of hit
points (HP); the number after the
slash is the character's maximum
number of hit points.
A character's hit points measure
how much damage the character can
take. When a character suffers
damage, the current hit points
decrease.
After resting or being healed, the
character's current hit points
increase, but never above the
maximum.
When a character gains a new
level, the current and maximum hit
point numbers increase.
AC: The lower the armor class
number, the harder it is to hit
the character.
Armor class depends on the armor
the character is wearing, whether
the character has a shield, and
the character's Dexterity.
A character can use only one set
of armor and one shield at a time.
The best armor and shield are
automatically used if the
character has more than one.
Nxt Lvl: This category tells how
many more experience points (XP)
the character needs to reach the
next level.
As characters defeat monsters,
gain gold and reach certain goals,
they gain experience points and
their "Nxt Lvl" numbers decrease.
Once a character's "Nxt Lvl"
number reaches zero, the character
gains a level.
Gold: This entry tells how many
gold pieces the character has
accumulated. This loot can be
spent on new equipment, spells and
other items.
Exploring the Castle
Within the walls of Duke Barrik's
castle are many areas for your
characters to explore. In the
throne room itself, each of the
towers holds something of
interest.
The duke's chief advisor,
Marmillian, resides in one of
these towers.
Your characters should visit the
shops outside the throne room to
purchase equipment and arm
themselves with weapons and spells
before investigating the towers.
Talk to the people in the castle
(your heroes must stop moving to
talk to these characters).
Even the simple things they say
may help prepare your party for
the dangers that await outside
(and inside) the castle.
Be sure to talk to the duke and
Marmillian in the throne room.
On the eastern side of the castle,
be sure to visit the shrine and
the tower in the shrine's
graveyard.
When a character reaches zero hit
points, go to the shrine for
healing.
In between the throne room and the
shrine are a number of shops where
the characters can purchase
equipment.
Purchasing Equipment
There are several shops in the
castle that buy and sell equipment
your characters will need on their
adventures.
Be sure to check in at the Magic
Shop, Armor Shop and Weapon Shop
every so often to see what wares
are being offered.
To buy or sell items in a shop,
walk up to the counter. The
shopkeeper's screen will appear.
Move the sparkling cursor to the
desired option ("Buy," "Sell" or
"Leave") and press Button A.
 * To buy an item, select the
"Buy" option. Press Button C to
choose the character to buy the
item, then use the D-Pad to select
the item and press Button A to
complete the purchase.
 * To sell an item, select the
"Sell" option. The screen now
shows all the items your
characters possess. Move the
cursor to the unwanted item with
the D-Pad and press Button A to
complete the sale.
 * To cancel a selection, press
Button B or Start.
To leave the shopkeeper's screen,
either move the cursor to "Leave"
and press Button A, or press
Button B or Start until the screen
shows your party in the shop.
Magic Shop
The proprietor of the Magic Shop
sells a variety of magical scrolls
(though only one is available at
the start of the game).
After your characters purchase a
scroll, enter the Camp menu and
rest to scribe the scroll into a
spellcaster's spell book.
Armor Shop
This shop sells armor and shields.
When characters purchase armor or
shields, these immediately improve
the characters' armor class.
Armor and shields cannot be
readied in the two slots beside
the characters' portraits.
Characters automatically use these
items as long as they have them.
Only one set of armor and one
shield is used at a time.
Characters automatically use the
best armor and shield they own.
Weapon Shop
Weapons of many different types
can be bought here, though the
selection is limited at first. To
use a weapon, a character must
first ready it.
To do that, choose "Inventory"
within the Camp menu, and then
place the weapon in either slot
next to the character's portrait.
Caravan Shop
Once your heroes have been to an
area outside the confines of the
valley, check with this shopkeeper
if you want them to return to that
area.
If there is a caravan heading that
way, the shopkeeper will let your
party ride along for a fee. This
makes for a much faster and safer
trip.
Moving Around
To move your adventurers around in
the castle and in the wilderness
outside the castle, press the
D-Pad in the direction you want
them to go.
The character whose portrait is at
the top of the screen leads the
group. The others follow in a
diamond pattern that conforms to
the terrain.
When your characters are inside a
dungeon or cavern, you see through
their eyes.
The view you see on the right side
of the screen is the first-person
perspective your characters have
of the dungeon or cavern.
To the left is a compass that
shows the direction your heroes
are facing. Press the D-Pad up to
move forward; press it down to
move backward.
Pressing the D-Pad to the right
rotates the party clockwise;
pressing it to the left rotates
the party counterclockwise.
An overhead-view map ls
automatically created as your
characters move through a dungeon
or cavern.
To see this map, press the Start
button to enter the Camp menu, and
then choose "View Map." The party
shows up as an arrowhead on this
map. This map is lost when you
leave the dungeon or cavern.
 D&D Warriors
 Of The Eternal Sun
 Camping and Combat
 Use Up/Down to scroll text
The Camp Menu
Most of the non-combat actions
available in the game are found
within the Camp menu.
You can rest your party, save your
game, arm your characters with
weapons, check their position on
the map of the valley, and much
more.
To enter the Camp menu, press
Start at any time while traveling
in the castle, in the wilderness
or in a dungeon.
The Camp menu appears with a
number of options for you to
choose from. To make a selection,
move the sparkling cursor to your
choice and press Button A or
Button B. To exit the Camp menu or
any of its sub-menus, press Start.
Camp Menu Options
Explanations of Camp Menu options
Inventory: When you pick this
option, you see the Status screen
for the character to whom the
blinking arrow is pointing.
The character's statistics and
other game data appear in the box
at the upper left of the screen.
The character's items, spells and
abilities are displayed in the
lower left.
To ready a weapon, spell or
ability for combat, move the
sparkling cursor to the
appropriate icon, then press
Button A or Button B.
The best armor and shields are
automatically used by characters
and cannot be readied in either
slot.
A beeping sound means that either
the item you have tried to ready
cannot be used by that character,
or it is a shield or piece of
armor and thus cannot be readied
by any character.
A readied item has a circle around
it in the character's inventory.
If a spellcaster has no spells
depicted in the "Abilities/
Spells" section, the party must
rest before the spellcaster can
regain any spells.
Once the party has rested, return
to the Inventory screen to ready
that character's spells.
Leave Camp: When the sparkling
cursor is next to this option,
pressing Button A or Button B
makes the characters break camp.
Their figures appear on the travel
screen, ready to explore once
again. (You can also press Start
to leave camp.)
Rest Party: The party makes camp
and stays there to rest.
Warning: A poisoned character
will die if you rest your party
before curing the character!
You have the following choices to
make:
 * If members of your party are
injured and the party includes a
cleric who can cast healing
spells, you'll be asked if you
want the cleric to cast the
spells.
The cleric can still receive a
different spell to use during
combat. Use the D-Pad to move to
"Yes" or "No" and press Button A
or Button B.
 * Your spellcasters will be
asked if you want to change their
spell lists (learn or memorize a
different spell).
Use the D-Pad to move to "Yes" or
"No" and press Button A or Button
B.
If you choose "YES," the sparkling
cursor appears with the memorized
spells at the top of the screen.
Press Button A or Button B to
remove the spell the cursor is on.
Use the D-Pad to move the cursor
to the bottom half of the screen
to make your choice for a new
spell and press Button A or Button
B.
Press Start to confirm your
selection(s) and exit the screen.
After your party has rested, you
must go into "Inventory" to ready
that spell into either slot before
your spellcaster can use it in
battle.
If you choose "No," the spell list
does not change.
 * Once you have taken care of
the spellcasters, the message
"Your Party Rests..." appears at
the top of the screen.
Eight hours are counted off,
during which spellcasters recover
spells. If you have damaged
characters, you'll be asked if you
want to rest to heal them.
A "No" answer returns you to the
Camp menu with any new spells you
chose, but no damage is healed.
A "Yes" answer rests your party
until all damage is healed, until
monsters attack, or until you
interrupt the rest by pressing
Button A, B or C, or the Start
button.
The party rests in increments of
eight hours, with one point of
damage healed for every eight
hours of rest.
Important: Characters with zero
hit points cannot be healed. They
must be brought to the cleric in
the shrine to be revived.
Save Game: Use this option
often! Every time your heroes gain
something you'd hate to lose
(experience points, a lot of
travel time, items, treasure and
so on), press Start to enter the
Camp menu, then choose "Save
Game."
You can save your game in any of
four positions.
You can use the various positions
to save games with different
parties (if you're experimenting
to find the optimum mix of
character classes), or you can use
them to save different stages of a
party's adventures.
The latter option is useful when
you try something risky and you
want to be sure you can start over
if things don't work out.
You cannot save a game while your
party is inside a dungeon or
cavern. Always save just before
your characters enter a
subterranean area.
Each saved position tells the
approximate location of the party
on the game map.
Remember: Save your game often!
Load Game: Choosing this
sub-menu enables you to load the
adventure stored in any of the
four Save Game positions.
Use the D-Pad to move to the game
you want to load, then press
Button A or Button B to start that
game.
Important: Loading a stored
adventure erases whatever your
heroes have done since the last
save.
If you want to save your current
position, go to "Save Game" before
you load another game.
Transfer an Item: Choosing this
option brings up a screen showing
all the items your characters are
carrying.
To transfer an item from one
character to another, position the
sparkling cursor over the item you
wish to transfer, then press
Button A or Button B.
Pressing Start after you've
selected an item will cancel that
choice and enable you to choose
another item; pressing it again
will return you to the Camp menu.
Now use the D-Pad to move the
chosen item to the character you
want to receive the item. Press
Button A or Button B to give it to
this character.
To transfer an item to a character
who already has eight items (the
maximum allowed), follow the above
procedure.
When you try to give the item to
the loaded down character, the
sparkling cursor moves to the
first item in that character's
list.
To complete the transfer, move the
cursor to an item that you want to
exchange for the item you are
transferring.
Note: When you take a readied
weapon from a character, that slot
is now vacant. Go into "Inventory"
to give that character another
weapon.
View Map: You can view the map
of the area your party currently
occupies. The white box shows your
party's approximate position on
the map.
In a dungeon or cavern, this
displays an overhead map of the
part of the dungeon or cavern that
your party has explored.
When you leave the dungeon or
cavern, the map disappears!
Combat!
Anywhere your heroes go, they'll
meet ferocious monsters of every
description. The only way to deal
with them is with sword and bow,
mace and spell.
The monsters fight back, of
course. In addition to tooth and
claw, many monsters have special
attacks that often leave
characters helpless.
Spells and monster abilities can
also result in special conditions
for characters. Characters may
sometimes be under one of the
following conditions:
Bless: This beneficial condition
is the result of a bless spell. It
wears off when the party rests.
Blind: Blind characters suffer a
large penalty to their chance to
hit a foe. This condition can be
removed by the reverse of the
spell that caused it.
Diseased: Monster bites
sometimes cause horrible diseases.
A diseased character cannot be
healed.
This condition can be remedied by
a cure disease or cureall spell or
by a visit to the castle's shrine.
Hush: This condition prevents
the character from casting spells.
It wears off when the party rests.
Poisoned: This condition
gradually drains a character's hit
points. A poisoned character dies
if the party rests!
Poison can be removed by a potion
of cure poison, a cure poison or
cureall spell, or by a visit to
the castle's shrine.
Stuck: This condition appears
when a character becomes
paralyzed, webbed or turned to
stone.
A character who is paralyzed or
webbed is freed when the party
rests, but a stone character needs
a dispel magic or stone to flesh
spell to recover.
This condition can also be cured
by a visit to the castle's shrine.
Wilderness Combat
Wilderness combat occurs on the
terrain your characters were
traveling through just before they
made contact with their foes.
When it is any character's turn to
act, a white box appears around
the character's figure. The battle
is suspended until you decide what
to do with that character.
When it is a monster's turn to
act, it moves and attacks
automatically.
Be sure to move a character into
position before the character
attacks, casts a spell, uses an
ability or uses an item.
Once a character takes one of
these actions, the character's
turn is over. You can also press
Button C to end a character's
turn.
The turn then passes to the
character or monster who gets to
act next. Use the D-Pad to move a
character.
When you are done moving the
character (or the character can
move no farther), press Button A
or Button B to use the weapon,
spell, ability or item readied in
the left or right slot,
respectively.
You can also press Button C to end
the character's turn.
Wilderness Combat Actions
Attacking: When a weapon is
readied in the left or right slot,
the character prepares to attack
with that weapon when you press
Button A or Button B,
respectively.
After you press the button, cross
hairs appear on the screen (they
usually appear over the closest
foe or the one targeted last
round).
If the cross hairs are red, the
target is within range and your
character can attack it. If the
cross hairs are white, the target
is out of range and your character
cannot attack it.
You can move the cross hairs to
another target with the D-Pad.
Pressing the other button or
Button C cancels the chosen attack
and enables you to move the
character closer or to use another
weapon.
The character can still attack
after moving or choosing another
weapon.
Once you have the red cross hairs
over a target, attack the target
by pressing Button A or Button B,
whichever you pressed to start the
attack.
If you press the button when the
white cross hairs are over a
target, you hear a beep to tell
you the target is beyond your
hero's reach. You see your
character attack on screen.
If the attack succeeds, the target
flashes briefly. When an attack
kills a monster, the monster
disappears from the screen.
Melee weapons (axes, daggers,
maces, spears, staves, swords and
war hammers) can strike only at
nearby foes.
Missile weapons (bows and slings)
can strike at nearby or distant
foes. Again, the color of the
cross hairs tells you whether or
not a target is within range.
Casting a Spell: A magic-user,
elf or cleric can cast a spell
that has been readied in either
slot. Pressing Button A or Button
B (whichever is appropriate)
brings up the cross hairs.
If the cross hairs are red, the
spell can be cast on that
character, monster or area. If the
cross hairs are white, the spell
cannot be cast there.
Once a spell has been cast, its
icon disappears from the slot it
was readied in. (But if the
spellcaster has a second spell of
the same type, the slot is
automatically refilled with the
spell.)
Another spell or item can be
readied in the slot during the
character's next turn by pressing
Start and entering "Inventory."
Using an Ability: A character
can use an ability (such as the
thief's hide in shadows ability)
that has been readied in either
slot.
Using an Item: A character can
use a potion or other item that
has been readied in either slot.
The cross hairs again appear for
you to designate which character
to use the item on.
Press the same button to use the
item.
Combat Options
If your party gets into a battle
and a character doesn't have a
weapon readied or has the wrong
items readied, you can quickly
change what's in either slot.
To do this, press Start at the
beginning of a character's turn.
You now see the Combat Options
menu. One of these options
("Inventory") lets you change the
choices for the slots.
The four menu options are
described below:
Inventory: To change what your
character has readied in either
slot, press Button A or Button B
when the sparkling cursor is next
to this option.
You now see the Status screen for
that character.
Move the cursor to the item,
weapon, spell or ability you want
to ready, then press Button A or
Button B to change what's readied
in the left or right slot,
respectively.
Press Start to return to the
Combat Options menu.
Return to Combat: To leave the
Combat Options menu and return to
battle, press Button A or Button B
when the sparkling cursor is next
to this option.
Attempt to Flee: When a battle
turns ugly, this is the option for
you. To flee successfully, you
must have put some distance
between your characters and the
pursuing monsters.
If your characters are too close
to their foes, a beep sounds and
they aren't allowed to flee.
Load Game: Choose this option to
load a previously saved game.
Combat in the subterranean areas
of WARRIORS OF THE ETERNAL SUN is
seen in a first-person
perspective.
Your characters' foes appear
before you in all their glory.
These battles are fought in real
time; characters attack as fast as
you press the buttons (Button A
and/or Button B).
Your characters need their best
weapons-and you need
lightning-fast fingers and nerves
of steel-to survive these
conflicts.
You can pause the action and ready
other spells or weapons by
pressing Start.
This brings up the Camp menu. You
cannot rest the party while in
combat, nor can you save the game
while underground, but all the
other options can be used.
Bestiary
There are over 100 monsters to
challenge your heroes as they
explore the world of the Eternal
Sun. The monsters come in all
shapes and sizes, and they also
come mixed together in randomly
generated groups.
This means that your characters
will seldom face the same group of
monsters twice.
The ones they'll meet as they
first venture forth from the
castle are the weakest foes in the
game.
The Woods: The woods north of
the castle are crawling with
beastmen of all varieties. These
seemingly crazed creatures come in
a variety of shapes, sizes and
colors.
Many wild animals also inhabit
these woods.
The Swamp: The swamp southeast
of the castle is home to the most
dangerous foes in the vicinity of
the castle, so tread carefully
down there.
There's talk of black dragons
prowling the marshy ground, but
few believe these tales.
Across the Bridge Southwest of the
castle is an ancient bridge that
spans a wide river.
No scouts have ever returned from
across the river, so it is assumed
that the monsters there are even
more dangerous than the ones found
near the castle.
 D&D Warriors
 Of The Eternal Sun
 Spellcasting
 Use Up/Down to scroll text
Spellcasting
There are two types of spells in
WARRIORS OF THE ETERNAL SUN:
clerical spells and magical
spells.
Only clerics can cast clerical
spells, while both magicusers and
elves can cast magical spells.
(Thieves of 10th or higher level
can cast magical spells from
scrolls.)
The spells a character can cast
are limited by the character's
level (and by the contents of the
spellcaster's spell book, for a
magical spellcaster).
Few spells are available to a
beginning spellcaster (a 1st level
cleric has none!). The spells that
are available are relatively weak.
As the spellcaster rises in level,
however, more spells become
available and they increase
quickly in power.
Clerical and magical spells are
grouped into levels that indicate
their power, in much the same way
that characters' levels indicate
how skilled they are.
As spellcasters rise in level,
they can cast higher-level spells.
Clerical and magical spells of 1st
through 3rd level are discussed
here. Higher-level spells are
waiting to be discovered by your
heroes!
Clerics receive their spells from
a higher power that they serve.
First level clerics receive no
spells, but they do have the
ability to turn undead.
Second level clerics can choose
any one of the 1st level clerical
spells in the game.
The more powerful clerics become,
the more spells they can choose,
and they get to choose from new
lists of higher-level spells.
Fourth level clerics, for example,
get to pick two 1st level spells
and one 2nd level spell.
Magic-users and elves learn spells
from scrolls the party finds or
buys. When these spellcasters have
a scroll, they should scribe it
into their spell books so they
have a permanent record of it.
The spellcaster must memorize the
spell from the spell book to be
able to cast it.
Spell Notes
 * A spell cast against an
opponent is not always successful.
There is often a random chance
that the opponent will resist the
effects of the spell.
This chance varies according to
the spell and how powerful the
opponent is.
 * Beneficial spells that are
cast on a spellcaster's comrades
are automatically successful.
 * Most spells last for only a
certain length of time. Some
spells are permanent.
Clerical Spellcasting
Clerical spells deal mainly with
healing and protection. A cleric
of 2nd level or above petitions a
higher power for spells. The
spells then appear in the cleric's
mind.
The number of spells a cleric can
know at a time depends on the
cleric's level. A 2nd level
cleric, for example, can know only
one 1st level spell at a time.
The cleric can cast these spells
any time after receiving them; the
spells are remembered until the
cleric casts them.
After casting one or more spells,
a cleric must rest to receive
replacement spells. A cleric can
also replace unused spells with
other spells while resting.
When you rest the party, you are
asked which spell or spells you
would like your cleric to learn.
The cleric gets to choose from all
the available spells.
When the party rests, the icons
for all 1st level spells appear
and you must choose one of them
for your cleric to learn.
A higher-level cleric can learn
more spells at a time, including
higher-level spells.
1st Level Clerical Spells
Cause Fear: May make a monster
run away. There is a chance that
the monster will be unaffected by
the spell.
Cause Light Wounds: Inflicts
several points of damage to a
target. Caster must be adjacent to
the target.
Cure Light Wounds: Removes
several points of damage
(increases a character's current
hit points, but never above
maximum hit points).
Darkness: Blinds an opponent or
cancels a light spell.
Detect Magic: Detects any foes
that use spells or magical items.
Light: Blinds an opponent or
cancels a darkness spell.
Protection from Evil: Gives the
cleric a bonus to armor class and
to the ability to resist hostile
magic.
Remove Fear: May prevent a
character from running away out of
fear.
Resist Cold: Enables all beings
within an area to better withstand
the effects of magical or natural
cold.
2nd Level Clerical Spells
Bless: Improves the attacks of
the cleric and the cleric's
allies.
Blight: Weakens the attacks of
the cleric's enemies.
Resist Fire: Enables the
recipient to better withstand the
effects of magical or natural
fire.
Silence 15' Radius: Prevents
spellcasting in an area.
3rd Level Clerical Spells
Continual Darkness: A 1st level
darkness spell but permanent
unless dispel magic or continual
light is cast. Also cancels a
continual light spell.
Continual Light: A 1st level
light spell but permanent unless
dispel magic or continual darkness
is cast. Also cancels a continual
darkness spell.
Cause Disease: Weakens the
attacks and defenses of one
monster.
Cure Disease: Cures a character
of disease.
Striking: Enchants any weapon
with a damage bonus for the
duration of the spell.
Note: More powerful spells will
be learned once your cleric
reaches the appropriate level of
experience.
Magical Spellcasting
Magic-users and elves can both
cast magical spells, but
magic-users are more adept at it.
Magic-users and elves can cast
only those spells that they have
memorized from their spell books
or that they read from scrolls.
A scroll is a rolled-up piece of
parchment on which are written the
instructions for casting a spell.
A scroll could be found while the
party is out adventuring, or it
could be bought in the castle's
Magic Shop. No matter what its
origin, a scroll can be used only
once.
After a spell is read from a
scroll, the scroll loses its
magical powers and crumbles into
dust.
A spell book is a large book a
magic-user or elf always carries.
On the spell book's pages are
written the formulas for all the
spells the magic-user or elf
knows.
These spells are permanently
inscribed in the spell book.
The spellcaster can memorize a
spell from the spell book and the
spell remains written down for the
spellcaster to memorize again and
again.
A spell book has enough blank
pages to accommodate all the
spells a magic-user or elf might
find or buy.
A wise spellcaster will not cast a
spell directly from a scroll.
The magic-user or elf should
scribe the spell from the scroll
into a spell book; the scroll
crumbles into dust, but now the
spellcaster has a permanent record
of the spell.
To scribe the scroll spell into a
spell book, rest the party. The
spell is scribed into the spell
book of the magical spellcaster
who possesses the scroll.
If a non-magical spellcaster has
the scroll when the party rests,
the spell is scribed into the
spell book of the next available
spellcaster who does not already
have the spell.
Check carefully to see which
character has the scroll before
the party rests!
Magical spellcasters can scribe
into their spell books only those
spells the characters are high
enough in level to cast.
For example, 1st level
spellcasters can scribe only 1st
level spells into their spell
books. Spellcasters must reach 3rd
level before they can scribe 2nd
level spells.
For levels beyond this, you must
experiment to discover which
spells your spellcasters can
scribe into their spell books.
A 1st level magic-user or elf can
memorize a spell from a scroll or
spell book and have that spell
ready for use.
Once the spell is cast, the
magic-user or elf must rest to
memorize another spell. When the
party rests, you will be asked
which spell or spells you wish the
spellcaster to memorize.
A magic-user's spell book contains
the magic missile spell at the
start of the game. An elf's spell
book contains the sleep spell at
the start of the game.
As magic-users and elves gain
levels, they can memorize more
spells at a time.
The spells available to these
spellcasters are still limited to
those in their spell books or
those scrolls they find or buy.
1st Level Magical Spells
Darkness: Blinds an opponent or
cancels a light spell.
Detect Magic: Detects any foes
that use spells or magical items.
Light: Blinds an opponent or
cancels a darkness spell.
Magic Missile: Fires magical
arrows that always hit opponents
in wilderness combat. Within a
dungeon or cavern, a monster may
dodge out of the way.
Protection from Evil: Gives the
spellcaster a bonus to armor class
and to resist hostile magic.
Shield: Grants excellent
protection against melee attacks
and missiles, including some
protection against magic missile
spells.
Sleep: Puts low-level creatures
to sleep.
2nd Level Magical Spells
Continual Darkness: A 1st level
darkness spell but permanent
unless dispel magic or continual
light is cast. Also cancels a
continual light spell.
Continual Light: A 1st level
light spell but permanent unless
dispel magic or continual darkness
is cast. Also cancels a continual
darkness spell.
Entangle: Binds an enemy with
vines.
Web: Causes a mass of spider
webs to appear and entangle its
victim(s).
3rd Level Magical Spells
Dispel Magic: May remove any
magical effects in an area. The
chance of success improves as the
spellcaster's level increases.
Fireball: Creates an exploding
ball of flame that damages anyone
within the area of effect.
Haste: Causes allies within the
spell's area of effect to move and
attack twice as often as normal.
Lightning Bolt: Creates a bolt
of electricity. When cast
underground, this bolt bounces off
solid objects.
Protection from Evil 10' Radius:
Improves ability of spellcaster
and allies to resist hostile
magic; weakens enemies' attacks.
Repulses some creatures.
Protection from Normal Missiles:
Makes one being invulnerable to
small, non-magical missiles.
Slow: Causes enemies within the
spell's area of effect to move and
attack half as often as normal.
Note: More powerful spells
exist, but these must be
discovered by your characters as
you play the game.
 D&D Warriors
 Of The Eternal Sun
 Hints and Tips
 Use Up/Down to scroll text
General Hints
 * Save your game often and
always before entering dungeons!
 * Be sure to check the shops
in the castle whenever a character
goes up in level. The shopkeepers
bring out new items from time to
time.
 * Pick party members so as to
have a good mix of spellcasting
and fighting skills. You'll need
plenty of both to complete this
game!
 * When in combat, gang up on
monsters so as to quickly cut down
on the number of monsters making
attacks. Go after the monsters who
are causing the most damage first.
 * Use terrain to your
advantage in wilderness combat.
 * Use missile weapons to
attack from a distance.
 * Position area-effect spells
so as to affect the most monsters.
 * Use sleep spells often! (But
remember that they are most
effective on weak enemies.)
 * Run away when your heroes
are overmatched.
 * Approach cautiously when you
get to the swamps. You don't know
what may pop up!
<a name="Decpattk.o">DECPATTK.O</a>
 Decapattack Starring
 Chuck D. Head
 Sega
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Decapattack Starring
 Chuck D. Head
 Game Description
 Use Up/Down to scroll text
Right now you're Chuck D. Head.
You used to be someone else-or
several someones. But they're not
around anymore. And only Frank N.
Stein knows who they were...
See, it's like this: Dr. Stein
made you. Or at least he tried to.
Somehow he never got your real
head on exactly right-or is it
tight?
Anyway, something else went wrong
too. You got an extra head-one in
your chest. Oh well...they say two
heads are better than one.
Now the reason you were created
was to help pull things back
together. They have started to get
out of hand. And out of legs, and
arms and eyes and hearts...
Because the fearsome Max D. Cap
has recruited Dr. Frank N. Stein's
weird creations for his own
personal army.
Confused yet? Well you're on an
island. And all the sections of
the island are made up of body
parts.
But the big bad boss of all
bosses, Max D. Cap, has separated
all the parts in order to gain
total control.
Your job? Use your head to get
through each of the seven parts of
the island. Punch bad guys,
collect coins, find and use
power-up potions and more.
When you complete a level (each
level has three rounds) a part of
the island will be reconnected.
You'll meet all kinds of strange
and bizarre creatures...
Man-eating plants. Werewolves.
Biting totem poles. Ghoulish
Ghosts. Land-stalking fish.
Walking skulls and much, much
more.
And those are just the little
guys! Wait till you see the
bosses! Giant toads. Monstrous
brains. And mutated moles. Yikes!!
Beat them all and Dr. Frank N.
Stein has a very personal reward
for you. It's something to help
you get ahead in this world. We
refuse to say any more. But you'll
see...
 Decapattack Starring
 Chuck D. Head
 Controller Functions
 Use Up/Down to scroll text
D-Button:
 * Moves Chuck D. Head in
different directions.
Start Button:
 * Begins play.
 * Pauses/Unpauses Game.
Button A:
 * Takes you to The Lab.
Button B:
 * Punches with Head or throws
Head.
 * Takes you out of The Lab.
Button C:
 * Jumps.
 * Swims.
 * Selects items in The Lab.
Controlling Chuck:
Move Chuck D. Head in Different
Directions: To move Chuck D. Head
either forward or backward, press
the D-Button to the right or the
left.
Punch: To punch with the head
inside Chuck's chest, press Button
B.
Throw a Head: To throw a head
when you have one, press Button B.
Jump: To jump up, press Button
C.
Swim: Press Button C to keep
afloat and press the D-Button to
control direction.
 Decapattack Starring
 Chuck D. Head
 Playing the Game
 Use Up/Down to scroll text
When you finish all three rounds
of a level, you're invited to a
Bonus Game-if you've collected any
coins.
You start with 1 to 5
Chucks-depending on how many coins
you've collected in the previous
rounds.
First choose your path(s). To do
so, press the D-Button right or
left until the white arrow points
to the desired path. Use Button C
to put each Chuck on a path.
Press Button B to put a Chuck on a
different path. After you've
placed your last Chuck, they'll
walk down the paths. When they get
to the end of the paths they'll
stop in front of a moving maze.
Press Button C to stop the maze
and start them on their way again.
Then wait and see what special
prizes they pick up.
Dr. Frank N. Stein and Igor are
concocting some very special
power-up potions for you.
Some make you stronger, some make
you faster and one causes a rather
significant earthquake. To get to
The Lab, press Button A.
To select something, first use the
D-Button to point the arrow at
your selection. Then press Button
C.
If you selected one of the
power-up potions, you then choose
between using it or asking about
it.
Note: In order to use potions,
you must first have collected
them. The number you have
collected is displayed next to
each potion.
Press the D-Button down to select
ASK. Or press it up to select USE.
Then press Button C.
To return to the playing screen
press Button B.
Power Potions Revealed:
Xenon: Causes an earthquake.
Swill: Surrounds you in a ball
of protective light.
Trioxy: Use this powerful ball
of light as a weapon.
Freeiz: Freezes all baddies on
the screen.
Claxy: Makes you run faster,
jump higher.
OozeO2: Makes you reach farther
and punch harder.
Here are some ways you can use
both of Chuck's heads:
Scattered throughout the islands
are many useful items, hidden
potions, special treasures, coins
and extra lives. The trick is to
find them. And know how to use
them.
Shrunken Head Statues:
These statues are scattered
throughout the island. Sometimes
you'll find as many as three
together. And they'll always hold
special surprises.
To open a shrunken head statue,
punch it. But look out-they don't
all house goodies. Some house
ghosts!
Springpoles:
These useful contraptions appear
at various points throughout the
islands. They're a great way to
get a head start on things.
To boing off a pole, jump as close
as you can to it. And try to hit
it as high as you can. It will
then swing you back and forth and
fling you on your way.
Bone Bonkers:
These bone bonkers flash up from
the ground-or out of walls.
Sometimes you'll find just one.
Other times you'll find a towering
stack. Use them to catapult Chuck
to new heights.
 Decapattack Starring
 Chuck D. Head
 Hints and Tips
 Use Up/Down to scroll text
 * Never leave a shrunken head
statue unopened. Behind it may lie
an extra life, valuable potions or
the special treasure that gets you
to the next level.
 * Statues may hold enemies
too. Be careful!
 * Stay away from the roving
Totem Pole. If you get too close,
he'll bury you alive.
 * When boinging off a pole,
use the movement of the pole to
give yourself as much of a thrust
as possible.
 * To scale a Bone Bonker wall,
press the D-Button in the
direction the Bone Bonker throws
you and hit Button C repeatedly.
 * Repeatedly hit Button C to
float gently down.
 * For extra height when
jumping, hold down Button C
instead of just tapping it.
<a name="Desrtdmo.o">DESRTDMO.O</a>
 Desert Demolition
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Desert Demolition
 Game Description
 
 Use Up/Down to scroll text
Now you can be the Road Runner and
Wile E. Coyote in the same game!
It's another fast-action caper
from Sega.
This time, run through the desert
with these two wild and crazy
characters, getting into high and
low places, but always with hijinx
tailing you!
If you're Road Runner, leave
Coyote in the dust! If you're
Coyote, it's time for some Road
Runner rotisserie! On your mark,
get set, GO!
 Desert Demolition
 Controller Functions
 
 Use Up/Down to scroll text
CHOOSING YOUR CHARACTER
The first thing to do is choose
your game character.
1. Press the D-Pad for Road
 Runner. He zips through the
 zones, trying to stay one
 jump ahead of the hungry
 Coyote.
2. Press the D-Pad to the LEFT
 for Coyote. He has a special
 set of Acme gadgets to help
 him catch that speeding bird.
 Watch Out! 
 He could get creamed by his
 own contraptions!
3. Press the Start button to
 begin the game.
4. To set your game options
 before you play, press the
 D-Pad DOWN to highlight the
 word OPTIONS, and then
 press the Start button.
PLAY CONTROLS
D-Pad:
 * Walk RIGHT/LEFT.
 * Press UP to look up.
 * Press DOWN to activate a
 switch or handle.
 * Road Runner-press DOWN to
 eat bird seed.
 * Coyote-press UP/DOWN to
 climb; DOWN to crouch; DOWN
 + LEFT/RIGHT to crawl;
 RIGHT/LEFT to balance on
 tightropes.
Start:
 * Speed through text screens.
 * Pause/resume play.
Button C:
 * Jump
Button B:
 * Road Runner-Turbo speed
 burst, if you have a Turbo
 Boost power-up.
 * Coyote-Run. Double press
 for Turbo speed burst, if
 you have a Turbo Boost
 power-up.
Button A:
 * Road Runner-"Beep! Beep!"
 to scare Coyote from
 behind.
 * Coyote-Lunge or pounce on
 Road Runner.
 Desert Demolition
 Playing the Game
 
 Use Up/Down to scroll text
ROAD RUNNER
Devil-may-care Road Runner has the
fastest feet in the West! He
speeds from sand dune to rock to
rooftop with a rowdy "Beep!
Beep!"-keeping one blink ahead of
that desert bird-Ivore, Wile E.
Coyote.
Road Runner is tearing up the
tracks on a stampcollecting spree.
The only thing he brakes for are
piles of delicious bird seed.
And the only thing that can stop
him is that sly Coyote, cleverly
hiding in Acme Boxes. But Road
Runner has a few tricks of his
own...
 * Collect Stamps to get to
 the Bonus Rounds.
 * Collect Turbo Boosts for
 speed.
 * Peck Bird Seed to restore
 health.
 * Collect Road Runners for
 extra lives.
 * Collect Clocks for more
 time.
 * Avoid Acme Boxes and
 Coyote!
ROAD RUNNER'S SPECIAL MOVES
 * Stand near piles of Bird
 Seed and press the D-Pad
 DOWN. Road Runner's health
 improves in a flash!
 * Collect a Turbo Boost, then
 press Button B for a burst
 of speed!
 * Run over a Speed Wheel for
 another short burst of Road
 Runner Rapid Transit!
 * Bounce on Trampolines for a
 shy-high boost!
 * Jump into Cannons and
 Catapults for a
 high-flying fling!
 * Make Coyote drop his
 Stamps. Lure him into
 bashing into a wall, or
 get behind him and
 "Beep! Beep!"(press Button
 A) to scare him.
 These moves take some
 talent.
WILE E. COYOTE
Crafty Coyote is just drooling
for a Road Runner snack. He's sure
he'll catch the speedy bird with
one of his souped-up Acme gadgets!
The chase is on! Coyote can follow
the Arrow signposts to find the
elusive Road Runner. If he can
catch him, he'll be rewarded with
an explosion of bonus Acme Stamps!
 * Collect Stamps to get to
 the Bonus Rounds.
 * Collect Turbo Boosts for
 speed.
 * Eat jars of Vitamin Pills
 to restore health.
 * Catch Road Runner!
 * Collect Coyotes for extra
 lives.
 * Collect Clocks for more
 time.
 * Jump inside Acme Boxes to
 spring one of their
 contraptions!
COYOTE'S SPECIAL MOVES
 * Collect a Turbo Boost,
 then press Button B
 twice-once to run and
 again for a burst of speed!
 * When you're near Road
 Runner, press Button A for
 a diving grab!
 * Bounce on Trampolines for a
 sky-high boost!
 * Jump into Cannons and
 Catapults for a high-flying
 fling!
 * Jump on ropes, then press
 the D-Pad Up to climb.
 Watch out for that burning
 fuse...or it's Coyote
 Bar-B-Q!
SCREEN INDICATORS
Be sure to watch the indicators
on screen. They tell you how
you're doing. Watching them can
help you win!
Lives
This is the number of chances you
have to win the game. You lose a
Life when your Health Bar runs
out.
If you lose all your lives,
"Adios, amigo!" Get extra Lives by
collecting Road Runner or Coyote
power-ups.
Turbo Boosts
Collect these, then press Button
B(once as Road Runner or twice as
Coyote) for a burst of Turbo
speed.
Each Turbo Boost is good for one
speed burst.
Health Bar
The red line shows how much more
damage you can take before you
lose a life.
If the line is getting short, find
a health power-up fast. As Road
Runner, peck a pile of Bird Seed.
As Coyote, collect a jar of
Vitamin Pills. You will get some
or all of your health back.
Stamps
This shows the number of Stamps
you've collected.
If you collect 125 stamps or more
during the level, you will be
whisked off to the Bonus Round
when you finish the second act.
Clock
You've only got a short time to
finish each level. Check the Clock
to see how many seconds you have
left.
If the Clock runs down to zero,
you'll lose a Life, and you'll
have to start the level over.
(Of course, if you have no more
Lives left, you're outta there!)
Collect more Clock power-ups for
extra time.
NOTE: The Difficulty level
 you're playing at affects
 your Lives, Health and
 Clock.
 As the Difficulty level
 gets harder, your
 character starts with
 fewer Lives, has less
 time to complete each
 level, and takes damage
 more quickly.
 You can change the
 Difficulty level on the
 Options screen.
DESERT LEVELS
Red Rock Rendezvous
Kick off the chase with a hot
pursuit into the sandstone.
Prickly cactus are best avoided.
As Coyote, watch out for "rope
burns."
Buttes And Ladders
It's an up and down climb through
a peaceful village. Road Runner
finds a surprise in one of the
rooms.
Coyote balances on a
tightrope(press the D-Pad
RIGHT/LEFT). Be ready for bombs
that can singe both fur and tail
feathers!
Choo Choo Terrain
Ride the rails, jumping between
freight cars, tankers and
flatcars. Try not to get
sidetracked on this tricky
"fright" train!
Karl's Bad Caverns
In the mine, Coyote chisels his
way to the elusive bird with Acme
jack-hammers. Ride the mine cars
and elevators to find your way
through the maze.
Look out for rolling barrels of
dynamite!
Granite Gulch
It's night patrol in the desert.
Take a step in the wrong
direction, and you're in for an
eyeball-popping crash in the
chasm!
Acme Factory
There's no time to catch your
breath in this final duel on the
Acme loading docks! Beware of
forklifts bearing bombs.
Whoever wins the showdown gets a
great reward! That's all, folks!
BONUS ROUNDS
Each Desert Level has two acts.
If you collect 125 Stamps or more
during both acts combined, you'll
get to play a Bonus Round.
Each Bonus Round is different.
Use the tricks you learned in the
Desert Level to keep going and
collect loads of Turbo Boosts,
Lives, Clocks and other power-ups.
Don't forget: the Bonus Rounds are
timed, too.
 Desert Demolition
 Hints and Tips
 
 Use Up/Down to scroll text
 * Use Trampolines, Cannons,
 and Catapults to reach
 Stamps way up high.
 * As Road Runner, get extra
 Stamps from Coyote. Let
 Wile E. get close, then
 jump! Sometimes he'll bash
 into an obstacle in an
 explosion of stamps!
 * Try using your "Beep! Beep!"
 (Button A) to scare Coyote
 from behind and make him
 drop his Stamps.
 * Run over Coyote with a
 Turbo Burst. When he flings
 his stamps in the air,
 grab 'em.
 * As Coyote, catch Road Runner
 to make him drop a flurry of
 Stamps. Then quickly gather
 'em up.
<a name="Dheaddy.o">DHEADDY.O</a>
 Dynamite Headdy
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER UP HEADS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Dickvita.o">DICKVITA.O</a>
 Dick Vitale's Awesome
 Baby! College Hoops
 Electronic Arts
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 RULES AND SUCH
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Dinohire.o">DINOHIRE.O</a>
 Dinosaurs for Hire
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Dinosaurs for Hire
 Game Description
 
 Use Up/Down to scroll text
War is hell unless you're a
dinosaur with a major attitude.
Then it's fun! Stomp into battle
with three tough-talkin' dino
dudes with a zest for action and
high-caliber weapons!
Archie the Tyrannosaurus Rex is a
seek-and-destroy kinda guy. He
sports a leather jacket and fully
automatic machine gun.
Lorenzo the Triceratops strikes a
classy tone in his Hawaiian shirt
and .50 caliber elephant gun.
He'll polish off his gun barrel or
the guy beside him with equal
flair!
Stegosaurus Reese goes nowhere
without his pulse cannon. A loose
cannon himself, this big guy will
fly into a bone-busting tantrum at
the drop of a gun clip!
The boys get happy when they smell
the aroma of gun powder. Oh sure,
they'll tip the scales of justice
toward the good. But hey, the
fun's in the guns, right?
Speaking of guns, have you shot
yours today? Well, load up, 'cuz
it's time to unload some reptilian
rage on the criminal crust who
want to wreck cable TV and take
over the world. 
As Reese would say, "Make my
millennium, punks!"
 Dinosaurs for Hire
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Pause/resume game and exit
 Boss Combat Hints screen.
D-Pad:
 * Press left/right to move in
 those directions.
 * Press up/down to climb up
 and down.
 * Press down to lie prone
 and fire.
 * To aim your weapon, move
 the D-Pad up, left, right
 or diagonally while
 standing still. 
 When moving, you shoot in
 the direction you're going.
 * To speed up the jet ski,
 move the D-Pad right.
 * To slow down the jet ski,
 move the D-Pad left.
Button A:
 * For a close-up attack,
 Archie delivers slashing
 pistol whips, Lorenzo
 pounds 'em with head butts,
 and Reese lashes out with
 a tail sweep.
Button B:
 * Fire gun.
Button C:
 * Jump.
 * To jump down, hold this and
 the D-Pad down.
 * To do the Dino Stomp, hold
 this and the D-Pad down.
Buttons A, B + C together:
 * Detonate a Smart Bomb.
 Dinosaurs for Hire
 Playing the Game
 
 Use Up/Down to scroll text
Stampede through the urban front
lines, stomping, blasting, and
annihilating everything that comes
your way. 
Keep an eye on the bottom of the
screen so you don't wind up
extinct!
Health Bar: Decreases as you
 take damage. When
 the bar empties,
 you lose one life.
Lives: Shows the number of
 lives you have left. You
 start each game with four
 lives. 
 You lose a life when you
 lose all your health, but
 you will return to the
 game as long as you have
 lives left.
Smart Bombs: Shows the number of
 Smart Bombs you have.
 You start the game
 with one Bomb, and
 you can pick up
 more during battle.
To use a Smart Bomb, press Buttons
A+B+C together to obliterate all
enemies on screen.
Score: This tells your score so
 far for annihilating
 punks, thugs, ninjas,
 commandos, creeps,
 monsters and scumwads.
Power-Ups:
Blast the Crystals you find in the
battlezones, and then jump or move
into them to gain their power-ups.
They contain smart bombs, extra
lives, and stuff that keeps a
combat-weary dinosaur in top
fighting condition.
Multishot triples your weapon's
 shots.
Power Field makes a dino
 invincible for a
 short time.
Dino Juice restores some
 health.
Dino adds another life.
Nuclear Holocaust gives you
 another Smart
 Bomb.
Universal Firepower fully powers
 up your
 weapon.
 Dinosaurs for Hire
 Hints and Tips
 
 Use Up/Down to scroll text
Combat Tips:
 * Use the Dino Stomp. The
 boys learned this one back
 in the swamp days and it
 works just as good in the
 urban jungle. It squashes
 almost everything.
 * Lay down and fire to blast
 low targets and dodge enemy
 counterattacks.
 * Slash out with a close-up
 attack for in-your-face
 enemies.
Boss Combat Hints:
 * Before you tangle with
 mid-level and end-level
 bosses, Cyrano wings into
 view to give you some vital
 survival hints.
<a name="Dinoland.o">DINOLAND.O</a>
 DinoLand
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
 DinoLand
 Game Description
 
 Use Up/Down to scroll text
THE STORY
Over one hundred million years
ago, in between the Jurassic and
the Cretaceous periods, a
prehistoric hero was born-a small
and apparently insignificant
dinosaur named DINO-Bunz.
But when he rolled himself into a
ball, he could knock down the
mightiest of dinosaurs.
DINO's heroic adventures begin
when he must protect his
sweetheart, Meeshell, from
gigantic, vicious and carnivorous
dinosaurs.
 DinoLand
 Controller Functions
 
 Use Up/Down to scroll text
TAKE CONTROL
Start Button:
 * Start and resume play.
D-Pad:
 * Move left to use the left
flipper.
 * When Dino is in dinosaur
mode, press this button to move
Dino in any direction.
A Button:
 * Plunger shot(shoot a ball
into the scene).
B Button:
 * In a normal scene, rocks the
game scene.
 * In the boss stage, Dino
turns into a dinosaur.
DINO'S TRANSFORMATION AND
ACTIVITY
In the normal stage; you get
points by using the left and right
flippers to knock down enemy
dinosaurs and to bump into the
bumper with Dino(the ball).
In the boss stage; press the B
Button to change Dino into a
dinosaur and he can move in 8
directions.
In the boss stage; Dino must knock
down enemy dinosaurs and shake off
other bothersome dinosaurs.
When Dino is in dinosaur mode, the
C Button is off; therefore you
cannot shoot Dino with a flipper.
 DinoLand
 Playing the Game
 
 Use Up/Down to scroll text
FIND THE SECRET OF MOVING TO THE
NEXT SCENE
DINOLAND has three scenes: the
land, the bottom of the ocean and
the sky.
In order to move on to another
scene, you must clear various
obstacles, as well as manipulate
the contraptions.
If you wish to move on to the
upper part of the land scene or
the sky scene, you must be carried
by a bird.
How you manage to have the bird
carry you to the sky is a secret
that you must discover for
yourself.
Unique Characters
Meeshell
She is Dino's sweetheart. She is
sweet but clumsy and she is always
getting captured by enemy
dinosaurs. Let's help her out!
Ball Eater
This is the ultimate enemy of
Malchi who must be very careful
not to run into the Ball Eater,
for he is eaten when he does.
Malchi
He is a great help for Dino on the
land scene. He fights enemy
dinosaurs with Dino.
<a name="Doubldrb.o">DOUBLDRB.O</a>
 Double Dribble
 Konami
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 PLAY MODES
 HINTS AND TIPS
 BROWSE HELP FILES
 Double Dribble
 Game Description
 
 Use Up/Down to scroll text
It's time for the real action!
Double Dribble puts you in the
playoffs, where the battle for a
national title is on the line.
You've got a chance to test your
game against teams from the other
big league cities and see if you
have what it takes.
Play through the playoffs by
yourself, or use the Sega Team
Player adapter to take on up to
seven more players in a game.
We've put together 192 players
with different shooting,
ball-handling, stealing, speed,
power and stamina ratings.
They have what it takes to do the
job, if you have what it takes to
control them.
 Double Dribble
 Controller Functions
 
 Use Up/Down to scroll text
Basic Controls:
 * D-Button: Use to move around
the options.
 * A, B, C or Start buttons:
Press to enter selections.
Player Controls-Offense:
 * D-Button: Move player, fix
pass direction.
 * A Button: Press to jump,
release to shoot. Before shooting,
press again quickly to pump-fake
or dunk.
 * B Button: Press to pass, or
press and hold to keep a player
moving in his current direction,
then release to pass in the
direction of the D Button.
 * C Button: Press in mid-air
to shoot or dunk.
 * Start: Press to pause (and
call Time Out or Exit).
Player Controls-Defense:
 * D Button: Move player.
 * A Button: Block a shot.
 * B Button: Change a player.
 * C Button: Steal the ball.
How to Start:
When the title screen appears,
press either the A, B or C button
on the 1-Player control pad. When
the game selection screen appears,
choose the mode with the D Button,
and accept it with the A, B or C
button.
Playoff: Tournament mode. Single
player only.
Exhibition: Exhibition game for
one or two players.
Multi-Play: A hoopfest for two
to eight players!
Setup: Change game settings.
 Double Dribble
 Playing the Game
 
 Use Up/Down to scroll text
The toss-up:
The game starts with a jump ball
at center court in the center
circle. The highlighted player on
your team is the player you
control.
After the toss, gauge your timing
and press the A button to jump.
You'll want to hit the ball when
it's at the peak of the toss.
Offensive Controls
Move your highlighted player with
the D button. The player will
automatically dribble the ball.
Press and hold the B button to
lock the movement of the player.
You can then use the D button to
aim your pass. Release the B
button to pass the ball. If more
than one of your teammates is in
the direction of the pass, the
closest guy will take the pass.
Shooting:
Press the A button and release to
shoot the ball.
Tap the A button twice to do a
windmill jam or a double clutch
shot (effective to fake-out or get
past a defender).
Dunking:
By moving the D button while in
the air you can perform a variety
of dunks. See how many super dunks
you can pull off!
Time-outs and substitutions:
Press the Start button to call a
time-out. You can only do this
when your team has the ball. You
are allowed two time outs per
quarter.
To make a substitution (you must
call a time out first), select a
player you want to take out of the
game by using the A button.
Select your replacement player by
using the A button again. The two
players will switch places.
If you select EXIT, the game play
resumes.
Defensive Controls
When your team is not in
possession of the ball, your team
takes a defensive stance. You
can't make player substitutions.
Change the player you want to
control by pressing the B button.
Pause the game:
Press the Start button.
Blocking a shot:
Use the A button to jump and block
a shot.
Stealing the ball:
Press the C button. Your best
chance at stealing is when you are
facing your opponent straight on.
The end of the game
The statistics are displayed at
the end of each quarter. Push the
Start button to start the next
quarter.
After all four quarters have been
played (and one team has won-a tie
results in overtime) the game
results appear.
In Playoff mode, a password is
displayed from the semifinals on
so that you may continue your game
at a later time.
 Double Dribble
 Play Modes
 
 Use Up/Down to scroll text
Playoff Mode
In single player mode, you select
a team from among the 16 teams in
the league, then play in the
tournament against the other
teams.
 * The first round consists of
a best-of-five series (the first
team to win three games wins the
series).
 * The remaining rounds are
best-of-seven (first team to win
four games).
From the Beginning:
1. At the game select screen,
use the D button to select Playoff
and press the A, B or C button to
accept your selection.
2. At the Playoff screen, press
the Start button.
3. The Playoff Tree screen
appears. Select a team (with the D
button) and accept your selection
with the A, B or C button
4. Next, the Player Select
screen will appear. Choose your
team players by highlighting a
player with the D button. Press
the A button to select that
player, then highlight another
player with the D button.
Press the A, B or C button again
to swap the two players.
Repeat this until you are
satisfied with your starting
lineup.
5. At the end, select EXIT to
end player selection and start the
game.
Exhibition Mode
This is a one-game mode against a
specific team, either against the
CPU or head-to-head with another
player.
1. At the Game Selection screen
choose Exhibition.
2. At the Versus Mode screen
choose either MAN VS. COM, or MAN
VS. MAN (to play against another
player), then press the A button
to enter.
3. At the Team Select screen,
set the 1P (1st player) team
first, then the CPU's team (for 2
players, use the 2P controller).
4. At the Player Select screen,
choose the starting lineup for
your respective team.
5. When you are done with the
above steps, select EXIT and the
game will begin.
Multi-Play Mode
Teams are divided into East and
West, and from two to eight
players can join in.
(For three or more players the
Sega Team Player is required. For
five to eight players, plug the
second adapter into Control Port
2.)
1. At the Game Selection screen
choose Multi-Play.
2. At the Joypad Entry screen,
use the A, B or C button to lock
in the number of players.
After confirming, press the Start
button.
3. After all the players have
entered, they can each select
which team (East or West) they
want to play on with the D button.
The message "Really OK?" will
appear. Press the Start button
again to accept your team. Press
any other button to cancel and
select teams again.
Each team must have at least one
player but no more than five,
otherwise, an ERROR message will
appear and you will have to do it
again.
4. The player selection screen
appears next. Select your players
here.
Press left/right on the D button
to select a team, and then up/down
to choose players. Enter your
selection (any player in the
league) with the A button.
Players 2-8 should use the same
method of selection.
5. When all team members have
been chosen, a "Y" appears. Press
left/right on the D button to
toggle between "Y" and "N". Press
the A, B, C or Start buttons to
confirm.
If you have no more changes to
make and everything is okay,
choose "Y". If any of the players
choose "N", the team player
settings are canceled and you must
start again from step 4.
Once all players select "Y", the
game will start.
Setup Mode
Change rule settings before play
or arrange tournament teams in the
Playoff mode.
Rule Select:
At the Setup screen, choose Rule
Select.
The configuration screen will then
appear:
 * Action Mode: In Arcade mode
you play a more exciting, powerful
game of hoops because the fouls
are turned off! In Normal mode you
play the game with the fouls
turned on.
 * Quarter Time: Set number of
minutes per quarter.
 * Shot Time: Set the shot
clock.
 * BGM mode: Choose music or
real game sounds.
 * BGM type: Choose stereo or
mono playback. For hardware that
cannot use stereo, select
Monaural.
 * Exit: After you have the
settings the way you want them,
select this to return to the title
screen.
Playoff Edit
At the Setup screen, choose
Playoff Edit. The Tournament tree
screen will appear.
Use the D button to move the
cursor. Press the A, B or C button
to select a team to move.
Next, select the team you want to
swap and press the A, B or C
button again.
Repeat this procedure to set up
the tournaments tree however you
like.
Press the Start button and the
tournament structure will be set.
Finally, select playoff and the
game will start with your revised
tournament tree the way you set it
up.
 Double Dribble
 Hints and Tips
 
 Use Up/Down to scroll text
 * Improve your areas of
weakness by looking at the stats
between the quarters.
 * Look carefully at areas of a
team's stats before choosing that
team from the Team Select screen.
 * Here are the teams with the
best attributes:
Charlotte has the best speed and
power.
New York has the best defensive
ability overall.
Washington has the best jumping
abilitiy.
New Jersey is the most balanced
team overall.
<a name="Drobotnk.o">DROBOTNK.O</a>
 Dr. Robotnik's
 Mean Bean Machine
 Sega
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OBJECTIVE
 HINTS AND TIPS
 BROWSE HELP FILES
 Dr. Robotnik's
 Mean Bean Machine
 Game Description
 Use Up/Down to scroll text
Dr. Robotnik, that malicious
mastermind of planet Mobius, is
always coming up with new ways to
menace the world and its
inhabitants. 
Witness his newest plan: the Mean
Bean-Steaming Machine, a nasty
device that changes the jolly folk
of Beanville into devious little
robots that will help the deranged
doctor rid Mobius of music and fun
forever! 
Only you can help by grouping the
bean folk together and allowing
them to escape. 
If you like Tetris, you'll love
the fast head-to-head action of
the Mean Bean Machine! From Sega.
 Dr. Robotnik's
 Mean Bean Machine
 Controller Functions
 Use Up/Down to scroll text
D-Button:
 * Press to make selections
 in menu screens.
 * Press left or right to
 move your beans around
 the game screen.
 * Press down to speed up
 the descent of the beans.
Start Button:
 * Press to start the game.
 * Press to pause the game.
 Press again to resume play.
 * Press to make selections
 in menu screens.
Buttons A, B and C:
 * Press to arrange your
 beans on the game screen.
 You can customize the
 functions of these buttons
 in the Options screen.
 * Press to make selections
 in menu screens.
 Dr. Robotnik's
 Mean Bean Machine
 Playing the Game
 Use Up/Down to scroll text
SCENARIO MODE:
Here you'll match wits with Dr.
Robotnik's finest mechanical
minds. Each henchbot is more
cunning than the last, and each
has his own strategy. 
With each victory, the action gets
faster and more mind-boggling
until you take on the evil Dr.
Robotnik himself!
You can gauge your progress by the
look on your opponent's face in
the center of the screen--for a
robot, he's not very good at
hiding his expression!
1P VS 2P MODE:
You and a friend can challenge
each other to a bean-slinging
match of 1, 3, 5, 7, 9, 11, 13, or
15 games. 
When the game screen appears, both
players can choose from five
levels of difficulty by pressing
the D-Button up or down. 
The game begins when both players
have selected a difficulty level
and pressed the Start Button.
Player 1's dungeon is on the left
side of the screen, and Player 2's
on the right side.
EXERCISE MODE:
Need some practice? Use this mode
to sharpen your skills alone or
with a friend. First select your
skill and bonus level, then press
the Start Button to begin play.
As your score climbs, so does the
level of difficulty and the speed
at which the beans drop. 
You won't have any refugee beans
to worry about, as in the Scenario
and 1P VS 2P Modes, but the action
will be fast and furious enough to
keep you hopping.
Two guest characters appear just
when your future starts looking
bleak:
 * HAS BEAN used to be one of
 the jollier beans in the
 village...until Dr. Robotnik
 changed him into a robot. 
 Usually he prefers to clown
 around on the sidelines, but
 he hasn't forgotten his 
 humble past. 
 Occasionally he'll drop
 into your dungeon and take
 a little walk. Any beans he
 walks over change to the 
 same color and disappear.
 * BIG BEAN is just that--a
 really big bean. So big, in
 fact, that any beans he
 drops on immediately vanish
 just to get out of his way. 
 You'll usually find Big Bean
 lurking around the higher
 levels to give you and his
 buddies some help.
 Dr. Robotnik's
 Mean Bean Machine
 Objective
 Use Up/Down to scroll text
GAME PLAY:
When the game begins, beans drop
from the top of the dungeon in
pairs. When two beans of the same
color touch, they link. 
Make the beans disappear from the
dungeon by linking up four or more
beans of the same color.
You can move a pair of beans
around the dungeon by pressing the
D-Button left or right. Rotate the
beans by pressing Button A, B or
C. 
To speed up their descent, press
the D-Button down.
If you drop a pair of beans
horizontally on an uneven surface,
any bean left hanging will
separate from the pair and drop to
the lowest point. 
When a group of beans disappears,
any beans left on top drop into
the remaining space. Use this to
create chain reactions for bonus
points!
As you play, the beans drop faster
and faster. The dungeon can only
hold so many beans, and if they
reach the top of the dungeon, the
bottom drops out and you lose the
game.
REFUGEES:
If you are playing an opponent,
you can block your opponent's
moves by dropping refugee beans
into his or her dungeon. 
Refugee beans don't come from
Beanville, and can't be grouped
with any clan--they can only leave
the dungeon with a neighboring
group of four or more beans. 
Call up refugee beans by making as
many of your beans disappear as
you can--preferably in chain
reactions. 
The more beans you get rid of at
one time, the more refugee beans
get dumped into your rival's
dungeon.
 Dr. Robotnik's
 Mean Bean Machine
 Hints and Tips
 Use Up/Down to scroll text
When possible, set up chain
reactions. To ensure lots of chain
reactions, create groups of three
beans at the bottom of the
Dungeon.
Try to beat bosses under 120
seconds (if not, the boss becomes
harder).
Group beans together in sets of
three or two when possible.
Practice against the computer
until you are able to do multiple
chain reactions (2 to 3).
LEVEL PASSWORDS:
1. None
2. Blue,gray rock,pink,
 yellow
3. Has Bean,gray,yellow,
 yellow
4. Orange,blue,blue,purple
5. Has Bean,green,blue,
 orange
6. Green,purple,purple,
 orange
7. Purple,blue,green,
 Has Bean
8. Green,Has Bean,gray rock,
 yellow
9. Blue,purple,Has Bean,
 Has Bean
10. Has Bean,pink,yellow,
 gray rock
11. Gray rock,pink,pink,blue
12. Green,green,gray rock,
 yellow
13. Purple,yellow,Has Bean,
 gray rock
<a name="Drobsupc.o">DROBSUPC.O</a>
 David Robinson's
 Supreme Court Basketball
 Sega
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 TEAMS
 HINTS AND TIPS
 BROWSE HELP FILES
 David Robinson's
 Supreme Court Basketball
 Game Description
 Use Up/Down to scroll text
Monster slams and awesome net
attacks are part of David
Robinson's "TIP"--Total Individual
Performance.
You'll dazzle 'em with 24
incredible moves, including fast
breaks and tomahawk slams. Stuff
in spin dunks, one-handers and
hoop-hangers at rim- rattling
speed.
The competition is smart and fast.
They block, steal and intercept
passes, just like the pros.
 David Robinson's
 Supreme Court Basketball
 Controller Functions
 Use Up/Down to scroll text
SCREEN CONTROLS
Start Button:
 * Starts the game.
 * Exits from one screen to the
next.
 * Pauses the game action.
Press again to resume play.
D-Button:
 * Moves the highlight on the
Options screen (UP/DOWN) and
changes the settings (LEFT/RIGHT).
 * Scrolls through the choices
on the Team and Player screens
(UP/DOWN).
 * Sets/changes a character in
the brackets on the Password
screen (UP/DOWN) and moves the
brackets (LEFT/RIGHT).
Button B:
 * Selects a team on the Team
screen.
 * Selects players on the
Player screen.
GAME CONTROLS
On Offense:
 * Throw in: Press the
D-Button to turn, and Button A to
throw in.
 * Dribble: Press the
D-Button in any direction. Release
for a stationary dribble.
 * Pass: Press Button A.
 * Shoot: Press Button B.
Press, hold briefly and release
for a higher jump.
 * Call for pass: Press
Button C (only in Role Play mode).
 * Call time out: Press
Start, then press Button A to go
to the Time Out screen.
On Defense:
 * Run: Press the D-Button in
any direction. Release to stand
still.
 * Steal: Press Button A.
 * Block: Press Button B.
 * Switch Man: Press Button C
to switch control to the man
nearest the ball.
On Either Team:
 * Tip: Press Button B.
 * Free throw: Press and hold
Button B. Release when the Free
Throw indicator is directly over
the basket.
TIME OUT SCREEN CONTROLS
 * Move the highlight: Press
the D-Button in any direction.
 * Select a team player:
Highlight the team player and
press button A.
 * Make a substitution:
Select a team player. Then move
the highlight to a sub at the top
of the screen and press Button A.
 * Change the man a player is
guarding: Select a team player.
Then move the highlight to a man
on the other team and press Button
A.
 * Change the level of
defense: Highlight a team player
and press Button B.
01: Loose defense;
02: Standard defense;
03: Tight defense;
04: Last-ditch defense)
 * Exit: Press Start.
 David Robinson's
 Supreme Court Basketball
 Teams
 Use Up/Down to scroll text
DETROIT:
 * Loaded with fast runners.
 * Fouling always plagues them.
 * Best at fast breaks.
CHICAGO:
 * All men have hot shooting.
 * Defense is the missing link.
 * Good for quick scoring.
LOS ANGELES:
 * Tenacious defensive
pressure.
 * Limited offensive firepower.
 * Effective when team is
ahead.
NEW YORK:
 * Good rebound & ball control.
 * General lack of speed.
 * Best against slow offenses.
 David Robinson's
 Supreme Court Basketball
 Hints and Tips
 Use Up/Down to scroll text
DEFENSE:
The best way to play defense is to
get your best offensive player
(the one that jumps highest) under
the opponents basket.
When the ball comes close to the
rim, jump, and you will block the
shot (there are no goaltending
fouls in the game!)
When trying to steal the ball, get
in front of the person with the
ball and when he passes it, press
Button A for the steal.
This doesn't always work, but with
practice, it will work more often
than not!
OFFENSE:
Three point shots are easily made
(as long as the opponent is the
computer, and you aren't playing
Superstar mode).
Jump and let the button go at the
top of the jump. If the shooter
has decent three point shooting
(check in the beginning of the
game, where you select your
players), he will make 95% of
them!
REALLY SHORT GAMES: In the
Options screen, select "Minutes
per Quarter", you can choose
quarters as quick as 20 seconds by
holding down the A, B and C
Buttons.
<a name="Dyheaddy.o">DYHEADDY.O</a>
 Dynamite Headdy
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER UP HEADS
 HINTS AND TIPS
 BROWSE HELP FILES
 Dynamite Headdy
 Game Description
 
 Use Up/Down to scroll text
ON-STAGE RAMPAGE!
The curtain is raised, and the
Treasure Theater Show begins. The
star of the show is Dynamite
Headdy, the guy with the coolest
head on stage.
But danger lurks backstage-Trouble
Bruin, a henchman of Dark Demon,
stirs up trouble as he tries to do
away with Headdy!
But Trouble Bruin is small
stuffing compared to Dark Demon,
who strives to rule the world by
converting its inhabitants into
his evil minions!
Most devastating are the
Keymasters, who serve as Dark
Demon's elite guard.
As Dynamite Headdy, it's up to you
to defeat Dark Demon and restore
peace to the world.
Step into the spotlight and a
world where the props go wild and
nothing is as it seems. Remember-a
cool head always prevails!
 Dynamite Headdy
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Starts the game.
 * Pauses the game/ resumes
play when paused.
 * Cancels screen messages.
 * Skips score addition
sequence.
D-Pad:
 * Guides Headdy around the
screen.
 * Guides Headdy's attacks.
 * When pressed down, makes
Headdy duck.
Button A:
 * Cancels effects of Power Up
Heads.
 * Proceeds through dialogue
screens.
Button B:
 * Makes Headdy attack.
 * Proceeds through dialogue
screens.
Button C:
 * Makes Headdy jump.
 * Proceeds through dialogue
screens.
 Dynamite Headdy
 Playing the Game
 
 Use Up/Down to scroll text
STUFF HEADDY CAN DO:
Attack: Use your head-literally.
Press Button B to hurl your head,
and press the D-Pad in the
direction you want to attack.
Jump: Press Button C to jump,
and use the D-Pad to guide your
jumps. While holding the D-Pad
down, press Button C to jump down
from a platform.
While jumping, you can attack in
any direction-even directly
beneath you!
Grab/climb: Grab onto a HangMan
and either pull yourself up
platforms, or pull a platform or
ladder down to where you can jump
onto it.
Press and hold the D-Pad UP, and
press Button B to grab a HangMan
above you. Release Button B to let
go. You can also grab a HangMan
while in mid-air.
YOUR CUES:
As Dynamite Headdy, you travel
from scene to scene, exploring
backgrounds, grabbing goodies, and
defeating Dark Demon's evil
minions.
The spotlight in the upper left
corner of the screen shows your
health. The light starts out
green, and as you suffer damage,
it turns yellow, then red, and
begins to blink.
As the colors change, the "H" icon
inside the light grows smaller and
finally disappears.
If the light goes out, you lose a
life. Use certain goodies and
Power Up Heads to restore your
health and turn the light green
again.
When you face a Keymaster in
battle, a spotlight with an "E"
icon-representing the Keymaster's
health-appears in the upper right
corner of the screen.
THE SUPPORTING CAST:
Along with your fans cheering you
on, you have a number of friends
who are always willing to help.
Early in the game, you'll come
across a street with three doors.
Each door leads to a Practice Room
where you will meet one of these
friends and sharpen your skills
for later. Stand in front of a
door and press the D-Pad UP to
enter.
Hangman hangs from platforms,
signs and other devices. Use him
as a hook to pull yourself up to
high places, or to pull things
down to you.
HeadCase carries a box with two
or more different Power Up Heads
at a time. To use a Power Up Head,
attack HeadCase when the icon for
the desired Power Up Head appears.
To cancel a Power Up Head, press
Button A. Not all Power Up Heads
can be canceled.
Beau gives directions and points
out a Keymaster's weak spots. This
may not be safe for him, since
it's not polite to point, but
he'll never steer you wrong.
THE INTERMISSION GAME
Grabbing a Liberty Head Power Up
sends you to the intermission
basketball bonus game. Time to
shoot some baskets!
The screen display tells you how
many baskets you must make. When
you're ready to begin, press
Button A, B, or C.
Basketballs are fired from two
machines. As they come out, use
your head to bounce the balls into
the proper baskets.
Once the balls bounce on the
ground, they turn blue and can't
be used. Look out for the
occasional bomb that gets fired-it
won't damage the machine, but it
can hurt you!
Shoot for baskets with STAR icons
for points. Shooting a basket with
a KEY icon causes one of your ball
machines to explode.
Try to avoid this. Shooting a
basket with a BASKETBALL icon
causes more balls to shoot out of
the ball machines for a short
time.
Shooting a basket with a SLOW icon
slows the movement of the baskets
for a short time.
The basketball game ends when:
 * The required number of
baskets are made.
 * Your health light begins
blinking rapidly.
 * Both ball machines explode.
 * You press Button A during
the game.
After the results appear, press
Button A, B, or C to return to the
main game. Your health is fully
restored once you return to the
main game.
If you made the required number of
baskets, a secret number appears,
which you'll need later in the
game.
 Dynamite Headdy
 Power Up Heads
 
 Use Up/Down to scroll text
When you run into HeadCase, you
can choose from two or more Power
Up Heads. The effect of most Power
Up Heads lasts for only a short
time, and can be changed by
striking HeadCase a second time.
To cancel a Power Up Head, press
Button A. But beware-not all Power
Up Heads can be canceled.
Lotsa Heads gives you a multiple
attack when you press Button B.
Three heads are better than one.
Liberty Head lets you enter the
intermission bonus game.
Head Trip is a head to avoid.
Your head becomes so big and heavy
that it's difficult to move
around, and it's easy for your
enemies to stomp on you.
Slammer Head gives you extra
pounding power.
Pig Head lets you fire weapons
from your nose when you press
Button B. Press and hold for
continuous fire.
War Head automatically sprays
fire all around you.
Protector Head surrounds you
with a barrier of spinning
fireballs that can damage enemies.
Spike Head lets you climb walls.
Approach the wall and fire at it
slightly above you, then pull
yourself up.
Empty Head makes you invincible
to most attacks, but not falls.
Super Head makes you move faster
and jump higher, and increases
your attack range.
Sleepy Head restores your health
with a little nap. Howerver, an
enemy can give you a rude
awakening if you're not careful!
Pin Head brings you down to
mini-size.
Bomb Head destroys all enemies
on-screen when the bomb is thrown
and detonated. Press Button B to
throw.
Vacuum Head sucks in all goodies
and enemies within reach when you
press Button B.
Ticker Head freezes the action
for a few seconds so you can get
in a few good hits.
You'll find the following Power Up
Heads flying around in shooting
scenes. Touch them to pick them
up. Press and hold Button B for
continuous fire.
Rocket Head lets you fly in the
air and fire lasers from your
nose-the latest in laser
technology.
Air Head gives you both flying
ability and triple fire.
Feather Head lets you fire a
stream of angry birds from your
beak.
 Dynamite Headdy
 Hints and Tips
 
 Use Up/Down to scroll text
 * There's no time limit, so
take your time and think about
your moves.
 * Practice firing your head in
all directions, especially while
jumping. You'll need these skills.
 * Get familiar with your
available heads so you can time
their use to the best advantage.
Each one may have a special
purpose in upcoming areas.
 * Use the shadows on the
ground to gauge the position of an
airborne attacker.
 * Explore! There are lots of
things to see and bonuses to grab
in every stage.
<a name="D_robins.o">D_ROBINS.O</a>
 Supreme Court Basketball
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 TEAMS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="D_strike.o">D_STRIKE.O</a>
 Desert Strike
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 QUICK START
 THE MAP SCREEN
 MISSION 1 WALKTHROUGH
 HINTS AND TIPS
 BROWSE HELP FILES
 Desert Strike
 Game Description
 
 Use Up/Down to scroll text
Without warning a madman has
emerged in the Middle East and
threatens to start Armageddon.
The international community knows
very little about this menace, the
self-styled "General" Kibaba, but
we have enough evidence of his
military capabilities to take his
threats very seriously.
The President of the United States
has chosen you to fly a series of
dangerous preemptive campaigns in
the desert to vanquish this
inimical despot.
 Desert Strike
 Quick Start
 
 Use Up/Down to scroll text
* Use the D-Pad to fly and the
buttons to fire.
* During the game, press Start
to call up the map.
* Use the D-Pad to locate
targets, supplies, and enemy
weapons on the map.
* Hover over crates, drums, and
people to pick them up.
* Complete the missions in
order.
* Drop off passengers in landing
zones to restore armor.
* Read all the text on the
screen.
* Supplies are sometimes
concealed inside targets.
 Desert Strike
 The Map Screen
 
 Use Up/Down to scroll text
You will need to refer to the
battle map continually throughout
each campaign to locate yourself
in relation to your targets and
objectives. The action pauses when
you call up the map screen.
From the Map Screen you can access
military data specific to your
current campaign and call up a
record of your status for that
campaign.
 Desert Strike
 Mission 1 Walkthrough
 
 Use Up/Down to scroll text
The first order of business in any
modern military conflict is to
establish air superiority.
Accordingly, in your first mission
you must demolish the enemy's
airfields.
But before you can do that safely,
you need to take out his radar and
power stations.
After the airfields come the
command centers, where the enemy
commanders cower.
To accomplish the final mission of
the first campaign, you have to
blow up the command centers and
abduct an enemy commander, for
only then will you learn where the
allied spy is being held captive.
The spy holds the madman's secret
nuclear plans.
A WALK-THROUGH
For the purposes of this
walk-through, the top of the
screen is north.
Press anywhere on the D-Pad to
lift off the frigate.
As soon as you lift off, press
START to check out the map. As you
see, land lies to the East and the
enemy's radar sites are blinking.
To destroy both radar sites is
your first objective. It will help
to know how well defended the
radar sites are.
D-Pad left/right to see what kind
of weapons the enemy has deployed
near the radar sites. When you
come to AAA (Anti-Aircraft
Artillery) you see that each radar
site is defended closely by two
AAA batteries.
Press B for more information about
AAAs. You see that the enemy's
AAAs are not heavily armored and
pack only a 20 point wallop. Their
accuracy is poor, but they fire
rapidly.
They rotate at medium speed and do
not benefit from radar. In all,
AAAs do not appear to be very
formidable defenses. You should be
able to handle them easily.
Press START to return to the
campaign.
Fly to the southernmost radar
site. You might have to call up
the map again to get your
bearings.
On your way there you will likely
run across soldiers skirmishing on
the ground, or be fired upon by a
lone enemy. Soldiers dressed in
khaki are MIAs in need of rescue.
Rescuing MIAs is part of your job
and also can be a great benefit to
you. You may not land at a landing
site if you do not have a least
one passenger.
Each passenger you drop off
restores 150 points to your armor,
with a maximum of 600 points.
If you like, destroy the enemy
aggressor and hover over the MIA,
who is probably flailing his arms.
The rope ladder will descend as
you approach the MIA.
When you are correctly positioned
over the MIA, he will grab the
ladder and your copilot will pull
him aboard.
At the beginning of Campaign #1
there are at least 20 MIAs. As
time advances, the MIAs are
gradually killed. That in mind,
you might find it expedient to
take out all the enemy ground
troops you come across.
Apart from adding to your point
total, you will be protecting the
lives of your MIAs, and hence your
own longevity.
When you reach the radar site you
find one AAA inside the fence and
one just outside. The AAAs begin
to shoot at you as soon as you are
in range.
Attempt to destroy the AAAs with
either your chain guns (C) or a
couple of hydras (B).
You might find it possible to
dodge the AAAs and destroy the
radar sites without having to
expend any heavy ammunition.
See if you can find a position
where your chain guns reach the
radar dish but where you are out
of reach of both AAAs.
Conserving ammunition is not so
important in Campaign #1, where
ammo is not scarce; but in later
campaigns you will want to be
conscious of the different ways to
conserve ammunition.
As soon as you're safe from AAA
fire, attack the radar dish. Since
the radar dish cannot fire back,
there is no need to use your
heavier firepower to destroy it.
Blast away with your chain gun (C)
as fast as you can. Your fuel is
always diminishing.
After you destroy the radar dish,
press START to check the map. When
you left this screen last you were
looking at the mission data log on
AAAs, so press (A) to call up the
map screen.
Notice that the radar site you
just destroyed no longer appears
on the map. Before you move to the
next radar site, you might want to
see what objects lie between it
and your present position.
D-Pad left/right to toggle through
map characters. You will see that
there are two AAAs protecting the
site, two MIAs nearby, and an ammo
crate in the vicinity. This one
looks like a cake walk.
Fly north toward the radar site.
Take out enemy targets along the
way as you see fit. REMEMBER:
Virtually everything on the screen
is destructible, but you are
required only to destroy the seven
targets on the map.
Destroy the radar site as before.
At this point you still should
have more than half a tank of
fuel. This should be enough to
complete the second mission.
NOTE: It is unwise to attempt to
complete the objectives out of
order. For example, if you try to
complete mission 2 without first
destroying the radar sites, the
enemy's defense will be better
prepared and you will waste ammo
and/or lose lives unnecessarily.
Check the map for the next
objective: the Power Station.
Toggle through the enemy weapons
listed in the selection display to
find the safest route and the best
probable direction of approach.
Notice that AAAs are placed
strategically, and that Rapier
SAMs guard all the remaining
targets.
Try flying North and East,
avoiding the heavily defended
airfield. When you come across a
guard post or a group of tents you
may or may not attack. Enemy
buildings and tents sometimes
contain useful supplies.
Take out the Rapier and the AAAs
guarding the power plant. If you
still have plenty of fuel, you
might take the time to destroy the
power plant with your chain gun
and save your Hydras and Hellfires
for more urgent situations. This
is a good policy generally.
Notice the toolbox in the crater
where the power plant was. Go to
the map and check your armor
points.
If you have fewer than say, 300
armor points left, then you might
want to pick up the toolbox. The
toolbox restores your armor to
full strength.
Pick up the toolbox in the same
way that you picked up the MIA.
Hover over it and your copilot
will lower a hook and pull the
toolbox up with the winch.
At this point, you could probably
use some fuel and some ammo. There
is a crate in one of the barracks
to the south and some fuel drums
nearby, unless one or both were
accidentally destroyed in the
battle.
Also, there are two MIAs in the
area.
Find the fuel barrels and ammo
crate if necessary, and hover over
them to pick them up.
Now fly to the nearest airfield.
The airfield is heavily defended,
and you could bite the dust
easily. Try to sneak up on the
AAAs and Rapiers and destroy them
before they can turn around and
fire.
Never hesitate to retreat. If you
take several hits and find your
armor dangerously low, retreat to
the nearest landing site and drop
off your MIA.
This action restores your armor,
and you can return to your present
objective with a new lease on
life. You might want to check the
map for MIAs and pick up the
nearest one. If possible, always
have an MIA on board.
Finish destroying the airfield.
You have to take out all the
planes and all the buildings
before the airfield is considered
destroyed. When in doubt, check
the map.
If the airfield icon. still
appears on the map, then at least
one object critical to the
airfield remains intact.
Destroy the other airfield.
Before moving on to the command
centers, make sure you are
well-fueled, armed, and armored.
It's a terrible feeling to lose
your third life at the end of a
campaign because of a careless
oversight.
It's possible that there are no
MIAs left, in which case you need
to be extra cautious and willing
to use more and heavier firepower
against targets that fire back.
When you destroy a command center,
the enemy commander will attempt
to escape. Chase the commander and
take him prisoner. Only then will
you learn where the allied spy is
being held captive.
You need only destroy one command
center and capture one commander
to get the location of the spy,
but you receive bonus points for
destructive actions above and
beyond the call of duty.
Make sure you are well-fueled,
armed and armored, especially if
you're down to your last life.
At the site where the spy is
located you will find three
buildings. One of the buildings
conceals an underground trap door.
Pick a building and destroy it. If
the underground door does not
appear, destroy another building.
When you find the trap door, fly
above it and the Apache will
automatically land. Your copilot
will run in to rescue the spy.
In the meantime, a few VDA guns
will appear on the scene. Destroy
the guns and your copilot and the
spy will emerge from the trap
door.
Pick up the spy and your copilot
and return to the frigate.
After you land, you and your
copilot celebrate on the deck of
the frigate and your commander
gives you a summary of your score.
Read your debriefing and get your
assignment for Campaign #2. If you
want to stop now and return to the
game later, write down the
password.
Note: you must complete a
campaign to obtain a password for
the next campaign. You cannot
return to the middle of a
campaign.
 Desert Strike
 Hints and Tips
 
 Use Up/Down to scroll text
Keep Moving:
 * You can't win the game if
you don't learn how to
out-maneuver the enemy's weapons.
The President picked you to
head-up this mission because of
your consummate skills as a pilot.
He would be mighty disappointed if
he saw you going toe-to-toe with a
SAM launcher in a government-owned
Apache, when you could easily
dodge and fire.
Fuel and Ammo Conservation:
 * In Campaigns 2, 3 and 4
there are more fuel drums and
ammunition crates in the field
than are indicated on the map. The
map shows only those supplies
exposed above ground.
Numerous fuel and ammo dumps are
hidden in buildings, under sand
dunes, etc. The only way to find
these hidden supplies is to blow
up the structures that conceal
them.
 * You might find it a useful
strategy (especially in the later,
more difficult campaigns) to
explore the field for hidden
supplies, taking note of where
they are, before attempting to win
a campaign.
 * Whenever possible, use your
chain gun to destroy non-hostile
targets, such as bunkers, sand
dunes, and small buildings.
You'll find in the later campaigns
that your Hellfires and Hydra are
precious commodities not to be
squandered.
So when you clear an area of enemy
weapons, use your chain gun to
destroy the targets if you have
enough fuel, firing rapidly with
the C-Button to conserve fuel.
 * Don't waste fuel and ammo by
picking them up when you're
already full or nearly full. It's
best to let them sit where they
are and return when you need them.
 * You will notice that your
Apache does not consume fuel when
you're flying over water.
Accordingly, fly over water
whenever possible to conserve
fuel.
Jinking:
 * Certain targets are
difficult to hit, even with Jake
as your copilot. The Oil Spill and
Bomb Shelter missions are two
examples of difficult targets,
where you have to strike a small
spot on a large object in order to
do damage.
Jinking will help you increase
your precision. (Press and hold A
in combination with a D-Pad
direction to jink.)
Neutral Targets:
 * Some targets, such as
buildings and dunes, are neutral,
which means that your gunner will
not fire on them automatically.
If you want to hit a neutral
target, you must point the Apache
directly at it and fire. Jinking
often comes in handy here.
Picking Up Passengers:
 * When there is a crowd of
waiting passengers, your copilot
will pick out the closest one and
drop the ladder for him.
You must pick up that passenger or
back away from him before the
ladder will drop for another
passenger.
 * You can capture unarmed
enemy foot soldiers, but if you
leave the area after spotting
them, they may not be there when
you return.
Dropping Off Passengers:
 * When you land at a landing
zone, all passengers (except
commandos) will disembark. Try to
drop off your passengers at
appropriate times so as not to
waste the armor value they bring.
You need not pick up all available
passengers to win a campaign, but
you should remember the locations
of the people you did not pick up
so that you can use them for armor
points later if you need to.
<a name="Earthj2.o">EARTHJ2.O</a>
 Earthworm Jim 2
 Playmates
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 STUFF
 HINTS AND TIPS
 BROWSE HELP FILES
 Earthworm Jim 2
 Game Description
 
 Use Up/Down to scroll text
Earthworm Jim is back in a bigger
and more exciting adventure than
ever before! 
He's enlisted his pal, Snott, to
help him chase down Psy-Crow and
nab the woman of his dreams!
 Earthworm Jim 2
 Controller Functions
 
 Use Up/Down to scroll text
CONTROLS
Button A:
 * Fires current weapon
Button B:
 * Head whip
Button C:
 * Jump/Activates the Snott
swing/grab
D-Pad:
 * Moves Jim
Start:
 * Pause/resume game
 Earthworm Jim 2
 Playing the Game
 
 Use Up/Down to scroll text
LEVEL DESCRIPTIONS
Anything But Tangerines
Bob's summer home, A.B.T. is also
the home to blunderbuss wielding
octopi, #4's bowling alley, and
umbrella-wielding geriatrics. 
Even though the pigs aren't good
looking, you can still heft one up
and use it to your advantage. 
Use the E-Z stair climber to get
to the real action, but watch out
for the jealous grannies who want
their turn on the lift.
Lorenzen's Soil
Jim has followed Psy-Crow here and
has been buried alive in the
depths of the excavation site. 
Now the maggots of the underworld
are throwing everything they can
at him: babies, chairs, cups of
really hot coffee, you name it. 
Jim must dig, dodge, and drill his
way past these malevolent maggots
to reach the surface soil...or eat
dirt forever. 
You'd better hurry though, another
earthquake is due to strike the
planet at any time!
The Flyin' King & Peter Pain
Jim, on his trusty pocket rocket,
flies over the lochs and castles
in search of his Princess.
Psy-Crow has warned the mayor,
Major Mucus, of Jim's arrival. 
Jim has to get through the
planet's defenses and dethrone the
Major so that he can continue
after his beloved princess. 
From homing missiles, cannon
balls, and flying sumo/Roman
centurions, Jim has to evade them
or shoot them out of the sky in
order to stay alive. 
Guide the blimp to its destination
and drop the bomb.
Special Level Controls
Button A:
 * Fires rocket guns
Button B:
 * Orders large pepperoni pizza
Button C:
 * Turns rocket around
 Earthworm Jim 2
 Stuff
 
 Use Up/Down to scroll text
Suit Power
Each one of these gives Jim's suit
an extra 4% on the life meter.
Super Suit Power
This will give you 100% suit
power.
Chip Butty
A tasty snack that'll boost Jim's
suit power to 200%!
Meal Worms
Grab these and earn chances to
earn extra bonuses later in the
game.
Extra Life
What do you think?
Stopwatch
Buy yourself time in Lorenzen's
Soil. It'll postpone the sky from
falling.
Standard Machine Gun Plasma
Power
Gives Jim 250 rounds of ammo.
Mega Plasma
Good for two rounds of plasma
energy.
3 Finger Gun
Let's Jim hit the broad side of a
barn without looking.
Barn Blaster
This one-shot wonder will blast
everything off the screen.
Homing Missile
What do you think?
Bubble Gun
Not very effective, but nice to
look at.
Ammo Booster
Grab these to increase the power
of whatever Jim is holding.
Worm Flag
Icon dos for the password (for our
Spanish friends).
Earth Flag
One of three items Jim needs to
find on each level. Find all three
and receive a level password.
Jim Flag
Icon san banme for the
password(for our Japanese pals).
Continue Icon
What do you think?
Turbo
Gives Jim extra turbo power!
Express Lane
Use this to bolt back to the
beginning for more bomb laden
balloons in Peter Pain.
Big Block Engine
Makes the pocket rocket twice as
maneuverable and speedy. Cheaper
than a trip to your local auto
parts supplier for new valves.
Can O'Worms
We fooled you in the first
one-there was no hidden can of
worms. Find them now for an extra
continue.
 Earthworm Jim 2
 Hints and Tips
 
 Use Up/Down to scroll text
 * The longer you hold the jump
button, the higher Jim jumps.
 * Snott can stick to a number
of different areas. Just keep your
eyes open and look for
slime-covered pipes and rocks.
 * The Snott parachute works
the same way as the Helicopter
head used to.
 * Simply hold down the button
to rapidly fire a weapon.
<a name="Earthjim.o">EARTHJIM.O</a>
 Earthworm Jim
 Playmates
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE LEVELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Earthworm Jim
 Game Description
 
 Use Up/Down to scroll text
Ever raced through a 3D plasma
tube? Yeah? Well have ya ever
bungie jumped into a pool of snot?
OK tough guy, how many times have
you been able to obliterate the
screen in 64 directions?
What about finding weapons that
toast half the screen? Can you
perform crazy acrobatics to avoid
certain death? How many games have
you played with exploding organs?
Ever seen a queen with a slug of a
butt? Well then, let Earthworm Jim
whip some life into your Sega
Genesis. And get ready to EAT
DIRT!
(Warning: If you like cheesy
puzzle games this ain't for you!)
 Earthworm Jim
 Controller Functions
 
 Use Up/Down to scroll text
Button A:
Fire your Plasma Blaster, or any
other weapon you get. Also acts as
an accelerator for your rocket.
Button B:
Does the Head Whip, the "Hamster
Bite" (you'll find out...), and
the Bungee Shove. Activates
shields during the rocket flights.
Button C:
Makes Jim jump, or when in flight,
turns Jim's head into a rapidly
rotating helicopter blade.
D-Pad:
Controls which way you move which
direction you look. What did you
think it did?
 Earthworm Jim
 Playing the Game
 
 Use Up/Down to scroll text
The Game Screen
Worms Left:
(in the upper left corner) This is
the number of additional Jim lives
you have left to complete the
game.
There are many hidden free lives
to help you on your quest to save
the Princess. Look everywhere for
them!
Suit Energy:
(just to the right of "worms
left") This is the percentage of
energy the suit has left.
Whenever you are attacked by an
enemy, touched by an enemy or
generally do something stupid this
number goes down. If this number
reaches zero you will lose one
life.
Additional energy can be found
floating throughout the levels, or
when you defeat an enemy.
Plasma Shots:
(in the lower left corner) This is
the number of rounds of plasma
energy you have left to fire.
Additional energy clips can be
picked up while you are playing,
but you must use your shots
carefully as many enemies await
you.
If you run completely out of
shots, the plasma gun
automatically recharges itself
very slowly by gathering energy
from around it, but it is strongly
advised not to let the gun run out
of ammo.
ITEMS
Plasma Power:
Each time you pick up one of these
you get an additional 250 rounds
of plasma power. Plasma shots are
limited so get as many of these as
you can find!
Mega Plasma:
The Big Wally of plasma
detonation! This weapon will
generally wipe out anything you
can point it at and fire! Every
time you collect one of these you
only get one mega-shot, so use
them wisely!
Suit Power:
Atomic energy that the suit needs
to function. Collecting these
items increases your overall suit
energy. More healthy than a big
bowl of chicken soup.
Super Suit Power:
We're talking full suit power.
Like a double espresso and a hunk
of cheesecake, prepare to be
energized to the extreme!
Asteroid Shields:
During the Rock Races, grab these
to protect yourself from colliding
with the asteroids.
Atomic Accelerator:
Catch one of these power gems to
throw yourself into overdrive.
Useful for a quick burst of speed
to avoid Psy-Crow.
Fuel Pods:
While racing, grab these items for
fun and profit.
Extra Life:
Hidden throughout the vast levels
are these items that will give you
an extra try at rescuing the
princess.
 Earthworm Jim
 The Levels
 
 Use Up/Down to scroll text
New Junk City:
Menacing crows, giant mutant
garbage cans, the junkyard's owner
Chuck and his dog Fifi, want to
welcome you to the junkyard in
their own special way--by trying
to kill you.
Bounce from tire to tire, or slide
across zip lines to grab extra
power-ups. Watch out, compared to
Fifi's bark, those bites are even
worse!
What the Heck?:
Welcome to Planet Heck. As Evil
the Cat dances, you wander through
the devilishly tricky maze. Step
quickly...it can get a little too
hot for Jim even in his
indestructible suit.
For an uplifting experience, take
a jog on a gem, but don't let Jim
get a hot foot! There'll be a hot
time in the old town tonight for
sure!!
Down the Tubes:
Bob the goldfish knows that EWJ's
super suit could make him ruler of
the world. Maybe even the
universe!!!
Controlling the drone cat minions
in his underwater lair, Bob will
use his servants to find you
wherever you hide, high or low.
Don't let the size of Bob's kitten
guards fool you--they're just as
powerful as the cats!! Hamsters
galore!
Snot a Problem:
Bungee jumping is scary enough
without Major Mucus trying to bash
you into the walls, but that's
exactly his plan.
As your bungee cord gets thinner
and thinner, your life hangs on a
few measly threads!!! But that's
not all.
Mucus Phlegm Brain is waiting for
you to get too close to the pool
of snot or fall in--he's waiting
for lunch!
Level 5:
The Professor would love to have
Earthworm Jim on the dissection
table, but that darn super suit
keeps him safe.
The Professor wants that suit
back--after all, he designed it
for the Queen. Of course, he could
make another one...if only that
darn monkey hadn't eaten the
blueprints.
That's another can of worms
entirely. You'd better keep an eye
out for the professor's creepy
science experiments, they're
everywhere. Careful when the
lights go out!
Remember when you were afraid of
the dark? Relive the horror (if
you can find it) and find your way
out!
Andy Asteroids:
Ready for a wild ride through
space? Well hold on to your seat
because between each level
Psy-Crow is right on your tail!
Dodge the asteroids and try
knocking Psy-Crow off his rocket
backpack to help you get to the
finish line alive.
Grab the Atomic Accelerators along
the way to leave Psy-Crow eating
your heavy ions. Of course if
you're traveling that fast, you'll
want to stock up on
shields...unless you're an expert
pilot.
For Pete's Sake:
Walking the dog was never like
this!!! If you let little Peter
fall, watch out--his temper gets
the best of him and he mutates
into a ravenous hulking giant!
If the meteor showers don't rain
on your parade, and the flying
saucers don't blow you away, then
maybe, just maybe you'll make it
through okay.
Oh, did I forget to mention that
the Unipus' (like an octopus but
with one arm) tentacles can kill
you...?
Intestinal Distress:
Disgusting gross bad guys (like
you were expecting less?). Flying
fish spitting biting fish? And a
boss that will put a major squeeze
on you! Now, would you like to see
what you just had for lunch?
Buttville:
It's dark, there's lightning in
the distance, and you've got to
keep your head in order to stay
alive. You're now facing the Queen
and her minions head to head, so
use yours.
The Queen is using her control
over all the insects in order to
stop you. Everywhere you turn, one
of her followers is going to be
there.
You may think it's hopeless, but
it's Snot. Try to control your
every move here. Any mistakes will
probably be your last.
 Earthworm Jim
 Hints and Tips
 
 Use Up/Down to scroll text
 * Try not to stay in the same
place too long. As a moving
target, Jim is a lot tougher to
hit.
 * Limit your firing to short
bursts of plasma. This will help
you save much needed rounds for
later.
 * Use your head--literally!
Your whip-like head can do more
than destroy your enemies. You can
use it to swing from place to
place.
Hmmm...what sort of thing could
you swing from? Using your head
more often will often help you to
save your ammunition for the
bosses.
 * Don't be afraid to make a
leap of faith. With a part-time
propeller for a head, Jim can
gently glide down a chasm that
he's leapt into--even though you
couldn't see where he was going to
land.
 * Sometimes hanging around
isn't such a hot idea and you'll
need to get out of somebody's way.
Just pull yourself up by your
bootstraps (you'd be amazed at how
many enemies don't look up...).
 * Surrounding yourself with
Earthworm Jim action figures,
watching the new television show
and buying anything with Earthworm
Jim, the Playmates logo, or Shiny
Entertainment's logo on it will
automatically make you the coolest
person in your neighborhood.
 * Gather as many atoms as you
can before the end of each stage.
You'll need as much energy as you
can get to defeat the bosses.
And watch your plasma gun's energy
level--recharging only seems to
take longer when you're in a jam.
 * Open your eyes and search
around. There are many secrets to
be found. Closely look at what you
see, for many secrets are off the
screen...
 * There are a ton of goodies
on each level. If you can't find a
way to get to something you see,
the answer may lie just ahead, or
below, or above you, or this-away,
or that-away...
 * To keep Psy-Crow out of the
action, you've got to beat him in
the asteroid...race. Otherwise
he'll give you problems on every
level. (Lose a turn for not
laughing at the asteroid joke.)
 * Defeating the Queen involves
stopping her from laying eggs.
Now, how can you do that? Don't
you wish you stayed awake during
health education?
 * Most of the time, keeping
Peter moving along is the best
plan of action. But how can you
stop him, or slow him down, when
you need to? Click.
 * Making cookies with
butter-flavored shortening rather
than butter or margarine keeps
them from flattening out too much
during baking.
 * Finding the can of worms is
one way to get a continue, the
other...well, that's fuel for
thought.
 * To see early credits and a
hidden Andy Asteroid Stage, do the
following:
1. Load up the game and press
reset on the Genesis.
2. At the Sega logo, press Start.
3. Wait at the title screen until
the screen with Earthworm Jim's
face comes up with the stage's
name above it.
4. Press start to skip through
that.
Repeat steps 1-4 several times.
After a few tries, the game's
credits will roll by and you will
find yourself in a mysterious Andy
Asteroid Stage.
<a name="Ecco.o">ECCO.O</a>
 Ecco the Dolphin
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 DOLPHIN FACTS
 ECCO'S FAMILY
 SURVIVAL TIPS
 PASSWORDS
 HINTS AND TIPS
 BROWSE HELP FILES
 Ecco the Dolphin
 Game Description
 
 Use Up/Down to scroll text
Life was a carefree adventure for
Ecco, the young dolphin, until one
day a huge gust of swirling wind
tore all life from Ecco's Home
Bay.
Now Ecco must fight to stay alive
and find the lost dolphin pod.
From the rip tides of the southern
gulfs to the frozen chill of the
northern seas, Ecco must search
through sunken worlds where razor
teeth and poison stingers lurk.
 Ecco the Dolphin
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Skips the opening sequence
or the demo games and goes to the
Title screen.
 * Exits the Title screen and
goes to the submerged cavern.
 * Exits the Password screen
and starts the quest from your
password level.
 * Exits Ecco's Map and returns
to the quest.
 * Pauses a game during play;
resumes a paused game.
D-Button:
 * Moves Ecco right or left to
leave the submerged cavern at the
beginning of the game. Right takes
Ecco to the start of a new quest;
left goes to the password screen.
 * Moves the highlight on the
Password screen.
 * Makes Ecco swim in any
direction. Hold down the button
for cruising speed, and to make
Ecco leap when breaking the
surface of the water.
Tap the button lightly to swim
slowly through dangerous passages.
Press Button C to speed up.
D-Button:
 * Exits Ecco's Map and returns
to the quest.
Button A (Sonar):
 * Makes Ecco sing. The song
ripples out in the direction Ecco
is facing. Songs can call to other
singers and fight off danger.
 * Echoes back information
about the surrounding ocean. Hold
down Button A until Ecco's song
returns.
Then Ecco's Map will appear,
showing important undersea
features in the direction Ecco is
facing.
Button A (Sonar):
 * Exits Ecco's Map and returns
to the quest.
 * Exits any title screen.
 * Erases a letter on the
Password screen.
Button B (Charge):
 * Makes Ecco dart forward in a
short-range, high-speed attack.
Ecco can charge schools of small
fish to grab food, or attack
enemies to make them dissolve.
 * Exits Ecco's Map.
 * Enters a letter on the
Password screen.
Button C (Speed Swim):
 * Pumps up Ecco's swimming
speed. Press the button
repeatedly, and then hold it down
to maintain speed.
 * Makes Ecco flip. Use the D-
Button to make Ecco swim toward
the surface, then press Button C
when Ecco jumps. The faster Ecco
is going, the more spectacular the
spin jump will be.
 * Enters a letter on the
Password screen.
 Ecco the Dolphin
 Dolphin Facts
 
 Use Up/Down to scroll text
 * The earliest known ancestors
of bottlenose dolphins were the
squalodonts, the first true
toothed whales, which flourished
about 30 to 35 million years ago.
 * The average length of
bottlenose dolphins is 10 feet,
their average weight is about 440
pounds (but they can reach up to
600 pounds), and their average
life span is 25 to 30 years.
 * Bottlenoses can reach a top
speed of about 25 mph.
 * The scientific name of
bottlenose dolphins is Tursiops
truncatus, meaning "cut-off face."
Bottlenoses belong to the
superfamily Delphinoidea, named
after a legend in which the god
Apollo rose from the sea in
dolphin form.
The ancients commemorated this
event in the constellation
Delphinus, a group of five stars
in the shape of a dolphin that can
still be seen in the northern
skies.
 * In self-defense, bottlenoses
have been seen ramming large
sharks hard enough to push them
above the water.
 * Dolphins communicate with a
wide range of sounds. They
whistle, clap, grunt, chuckle,
squeak, rasp, pop and belch.
Bottlenoses can also produce a
rapid series of clicks, up to 1000
separate sounds per second.
They "see" even the most complex
shapes with their sonar. Each
individual dolphin has a personal
"signature whistle," just like we
each have our own voice.
 * Bottlenoses often school
with other species, such as
shortfin pilot whales. They
sometimes accompany great white
whales and humpback whales on
their migrations.
 * In an aquarium, a dolphin
watched a human diver cleaning the
viewing window. The dolphin then
copied the diver, using a seagull
feather held in its beak as a
scraper.
The bottlenose was so efficient
and conscientious at the task that
the human worker was never needed
again.
 Ecco the Dolphin
 Ecco's Family
 
 Use Up/Down to scroll text
Ecco is a bottlenose dolphin,
whose family (or species) is
remarkable for being almost
totally unafraid of humans.
They readily approach ships and
boats, and are wonderful to watch
at play. They are graceful and
agile, rising in turns to "blow,"
and they seldom if ever rudely
jostle each other for position.
Bottlenoses group in small social
units of about 15 dolphins or
less. While feeding, each dolphin
follows its own track, rising up
in the water two or three times a
minute. 
Occasionally before diving,
dolphins will "lobtail," loudly
flapping their flukes on the
water's surface.
Usually, they dive for less than a
minute, but their underwater stays
have been clocked at as long as 10
minutes! At times, individual
dolphins will suddenly "breach",
hurling themselves 16 feet or more
into the air.
Dolphins make their home all over
the globe in warm and temperate
waters. One of their secrets to
being able to live world-wide is
their less-than-picky appetite.
Bottlenoses eat 15 to 33 pounds of
food a day, usually feeding in
shallow waters on inshore
bottom-dwelling fish.
But they'll also pleasurably dine
on eels, catfish, sharks, rays,
hermit crabs and shrimps.
Cooperation seems to be the rule
with bottlenoses. On record is the
story of a dolphin pod that chased
a school of bluefish into a
shallow bay.
Then, they stationed two guards to
keep the fish captive, while the
rest took turns chowing down.
In another report, three dolphins
were seen in a tight cluster, two
of them supporting the third, that
was stunned, and assisting it to
the surface to breathe.
 Ecco the Dolphin
 Survival Tips
 
 Use Up/Down to scroll text
STAYING HEALTHY:
Like fish and coral, dangers
abound in the open seas. Many
things can and will hurt you, and
when they do, you lose strength.
If your health runs out, you'll
sink to the ocean depths, and
you'll have to start the level
over.
To stay healthy:
 * Charge into a school of
small fish for food.
 * Find healing clams, known as
the Shelled Ones. Figure out how
to get and use their energizing
gifts.
BREATHING:
You need to breathe to stay alive.
You can dive to the deepest parts
of the ocean, and into the darkest
waters, but you must always be
close to air.
Without it, your breath ebbs away.
If you run out of breath, your
questing ends, and you must start
the level over.
You can breathe in two ways:
 * Leap out of the water,
either into the open air or into
an air pocket you find in the
rocky submerged caverns. You'll
regain full breath immediately.
 * Push your nose above water,
especially in tight submerged
pockets where you can't jump.
You'll gradually recover breath.
Try to regain full breath, but
stay on watch for dangers that may
force you to move on before your
breath meter is full.
SINGING:
Use your dolphin songs to survive
and thrive on your long journey.
Sing to the sea life, to other
singers and shells, to Glyphs and
to anything you don't understand. 
SINGING:
Learn to listen to your songs;
they all have different meanings.
Songs are powerful. They can:
 * Call to other singers, who
will respond with songs of their
own. You may get clues, pleas for
help or important directions.
 * Ward off the deadly Hungry
Ones and other enemies.
 * Get new songs, special
powers and information from Glyphs
scattered throughout the mazes of
the sea.
MAPPING WITH SONGS:
Songs that echo back to you bring
long-range information.
This is called "echolocation."
When you hold down Button A, your
song reverberates through the
currents and caverns, returning to
you with a map of your
surroundings.
Ecco's Map shows you:
 * Your position and passages
through the rocky walls.
 * Prowling enemies and
dangerous objects (shown as orange
circles).
 * Glyphs and other interesting
objects.
 * Healing clams and air
pockets (shown as bubbles).
 * Barriers and moveable rocks
and shells (shown as orange
blocks).
GLYPHS:
Glyphs are mysterious crystals
scattered in the ocean depths. The
secrets they hold are as old and
timeless as the sea itself.
Figure out how to gain their
powers and knowledge, by singing
or charging, or just by swimming
near them.
Some Glyphs give you messages.
Others impart new songs you'll
need to continue the journey.
Barrier Glyphs push you away and
you must discover how to move
them. Power Glyphs can bestow
invincibility (you can't be
injured while the power lasts) or
fill up your health and breath
meters.
ENEMIES:
The sea is a beautiful yet
dangerous place. Most undersea
life is your enemy! Use your songs
to ward off attackers, or charge
to scare them away or dissolve
them into sea foam.
Some enemies, like the octopus,
are so quick that only your wits
or a hint from a Glyph can save
you.
BARRIERS AND CURRENTS:
Rocks, shells and island barriers
will block your progress. You may
be caught in overpowering currents
that are too swift to swim
through.
For every obstacle, there's a
solution. It may be in a message
or waiting in a Glyph. Search for
moveable rocks, free-floating
shells and unusual sea life.
Then figure out how to use them.
Try charging to break barriers or
fight through currents. And
remember: the shortest route is
not always under water.
RESCUING LOST DOLPHINS:
Three young dolphins have
floundered in the craggy depths.
You must find them all and guide
them back to safe waters.
When you locate a lost dolphin,
glide slowly over him, close to
his back and a little ahead of
him.
Try to swim in the direction he's
going, but if he turns, that's OK.
Wait a few seconds, and he'll turn
around again. When he begins
swimming like you, he's ready to
follow.
Now you can lead him back to his
pod. 
 Ecco the Dolphin
 Passwords
 
 Use Up/Down to scroll text
Level Name 
Password
In The Beginning none
Undercaves 
KDKBONCB
The Vents 
DCHEINCN
The Lagoon 
BKUQBMJR
Ridge Water 
COSPLYMS
Open Ocean 
DVYAMYMS
Ice Zone 
WTBQOYME
Hard Water 
CIJMOYMD
Cold Water 
XMQIOYMF
Island Zone 
RECMLYME
Deep Water 
LNOTLYMA
The Marble Sea 
ATMXNYMZ
The Library 
VDGBOYMD
Deep City 
UFVTNYMK
City of Forever 
TQAFOYMM
Jurassic Beach 
ENMMJKMU
Pteranodon Pond 
UXFQJKMR
Origin Beach 
GHZTJKMK
Trilobite Circle 
RLSXJKMW
Dark Water 
SFMBKKMQ
Deep Water (2nd) 
LBBAKNLV
City of Forever (2nd) 
JSFTVLMR
In The Beginning (2nd) none
The Tube 
QZETWQNL
Welcome To The Machine 
SCBXOFNY
The Last Fight 
DKPWBAIH
 Ecco the Dolphin
 Hints and Tips
 
 Use Up/Down to scroll text
INVINCIBILITY CODES:
Method 1:
 1. Start a new game
 2. Push and hold both A and
Start at the same time as the
screen fades out (after Ecco swims
to the right to start a new game).
 3. The game should be paused as
the level fades in. Unpause the
game.
 4. If the trick worked, you
should be invincible (your life
and breath meters will deplete as
you get hit and lose air, but Ecco
will stay alive!)
Method 2:
 1. Enter a password for any
level.
 2. When the text appears on the
screen, push and hold both A and
Start.
 3. When the level starts, the
game should be paused (because
you're still holding down both A
and Start. Unpause the game.
 4. If the trick worked, you
should be invincible (your life
and breath meters will deplete as
you get hit and lose air, but Ecco
will stay alive!)
NEW ECCO POWERS: If you
successfully rescue all the
dolphins from "The Vents" and "The
Lagoon," you obtain 2 new
abilities.
The first is the power to freeze
certain enemies (like jellyfish)
with your sonar. The second is to
confuse enemies (like sharks) with
your sonar.
Also, by using these powers in
conjunction with charging (Button
B), you can destroy some enemies
from a distance! To make this
work, freeze or confuse an enemy.
Alternate pushing buttons A and B
rapidly to destroy your enemies
from a (short) distance.
To make other dolphins follow you
(in "The Vents" or "The Lagoon"),
swim closely and slowly in front
of them, then swim over them to
"pick" them up.
To pick objects up (boulders,
cone-shaped shells, etc.), try
this: swim straight down on the
object, then swim straight back up
to pick it up and move it around
(push, don't charge).
Sometimes you'll find a Ring of
Starfish to help you break through
walls of boulders or other
obstacles.
Move them around by using your
sonar. You have to be quick
though, because they tend not to
last too long.
Clams can either help or hinder
you. Clams that release blue
bubbles restore your health.
Clams that release red bubbles
take your health away. Charge into
or sonar them to make them open.
You can push blocks and stones
into a heavy current and follow
them down, letting you get into
areas you could not reach by
swimming alone.
NOTE: If you use certain
passwords to cheat in the game,
you will not be able to complete
the game! 
Examples of "cheat" passwords are:
 SHARKFIN
 ALNILSEN
 FASTFISH
 ATLANTIS
USE THESE AT YOUR OWN RISK!
<a name="Ecco2.o">ECCO2.O</a>
 Ecco: The Tides of Time
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 STRATEGIES
 HINTS AND TIPS
 BROWSE HELP FILES
 Ecco: The Tides of Time
 Game Description
 
 Use Up/Down to scroll text
A VAST STREAM OF TIME
The waters of Home Bay swell with
the deep blue of peace. Ecco swims
and frolics in the surf. The sea
is warm, calm and full of good
fish. Best of all, Ecco's pod is
with him, safe again.
In fact, it's Ecco who's making
waves, leaping, twisting and
joyously jumping, challenging his
podmates to races and feeding
contests! The Vortex now seems so
far away.
The Vortex-the nearly invincible,
secret, yet supremely dangerous
enemy. It's only been a short time
since this monster, in a churning
whirlpool, tore Ecco's family from
Home Bay.
Then Ecco braved the terrors of
unknown waters to find and defeat
this evil menace that fed on the
creatures of the sea. The Vortex
queen, though weakened, was not
destroyed.
She followed Ecco from her hive in
deep space back to this new,
nourishing planet.
Now, plunging into the warm waters
of Earth, she seeks out a deep
chasm and sinks into the abyss.
Here she can feed upon the Earth
as she spawns stream after stream
of Vortex young.
Ecco must rid the world of this
engulfing evil. Even as he tumbles
in the waves, the future is
unfolding. But must it be a dark
future ruled by the Vortex,
lifeless, miserable and cold?
Does Earth have any chance for a
warm future, teeming with
energetic life? Ecco must stop the
Vortex!
He is "the stone that splits the
stream of time." He now faces a
quest far more dangerous than any
he's yet undertaken.
For Ecco must save not only his
dolphin pod, but the Earth and all
living beings!
 Ecco: The Tides of Time
 Controller Functions
 
 Use Up/Down to scroll text
PLAY CONTROLS
D-Pad:
 * To swim. Hold the D-Pad for
cruising speed.
 * Hold the D-Pad to make Ecco
leap when breaking the water's
surface.
 * Tap the D-Pad lightly to
swim slowly through dangerous
passages.
Button A:
 * Sing(use sonar). Ecco's song
ripples out in the direction he is
facing.
 * Sing to other beings and
objects for information.
 * Sing to perform tasks.
 * Sing to repel enemies and
ward off dangers.
Button A twice:
 * 360 sonar blast. Ecco gains
the 360 sonar ability when he
sings to a Pulsar.
 * Use this enhanced weapon to
blast enemies in all directions at
once, especially when under
incessant attack.
Hold Button A:
 * Map with songs
(Echolocation).
 * Ecco's song ripples out and
returns, displaying a map of
important undersea features.
 * Press any button to exit
Ecco's map.
Button B:
 * Charge. Ecco darts forward
in a short-range, high-speed
attack.
 * Charge schools of fish for
food.
 * Charge enemies to destroy
them in a cloud of sea-foam.
Button B twice:
 * Double charge. Tap once to
charge an enemy, then again
immediately so the enemy doesn't
reappear.
Button B, then Button A:
 * Sonar charge. Ecco charges
in place and fires sonar that
destroys enemies.
Button C:
 * Speed swim. Tap the button
repeatedly to increase speed, then
hold down to maintain speed.
D-Pad toward surface, then Button
C when Ecco jumps out of the
water:
 * Ecco will flip.
Press Buttons A-C:
 * Exit text screens.
Start:
 * Pause/resume play.
 Ecco: The Tides of Time
 Playing the Game
 
 Use Up/Down to scroll text
STARTING ECCO'S QUEST
In a calm, submerged cavern, Ecco
waits to begin his long journey
through the timeless seas. You can
start him off in one of four ways:
 * Press D-Pad right to start
Ecco's quest from the beginning,
at the NORMAL skill level.
 * Press D-Pad up-right to
start Ecco's quest from the
beginning, at the EASY skill
level.
 * Press D-Pad up-left to start
Ecco's quest from the beginning,
at the DIFFICULT skill level.
 * If you have a password from
a previous game, press D-Pad left
to go to the Password screen. From
there, you can start Ecco's
adventures from somewhere in
mid-journey.
Staying Healthy
Dangers abound in Ecco's world.
Aggressive enemies will attack.
Cruising jellyfish, spiky shells,
sea worms and many unexpected
hazards injure Ecco when he
unwittingly strikes them.
To restore Ecco's health:
 * Charge schools of fish for
food. Each fish Ecco swallows
restores two units of health in
the meter.
With a full health meter, Ecco can
withstand four hits. On the fifth
hit, the first unit of health
disappears.
From then on, Ecco can only take
two hits before losing another
health unit.
If the health meter disappears
completely, Ecco will fade from
view, and you'll have to start the
level over.
Keep Ecco healthy, or you'll soon
be overcome by lurking or
attacking foes.
Breathing
Ecco needs to breathe to stay
alive. When Ecco is underwater,
the units in his air meter ebb
away. He must find an air source
to replenish his breath.
Otherwise, if he runs out of air,
his questing ends and you must
start the level over.
To restore Ecco's air:
 * Leap out of the water into
the open air. Ecco will regain
full breath immediately, filling
the meter.
 * Push Ecco's nose above water
to gradually recover air. This
method takes longer to fill Ecco's
air meter.
While he's resting, he's an easy
target for enemies, so stay aware
of Ecco's surroundings.
 * Find a submerged source of
air(shown as a bubble on Ecco's
map), and the rest in the flow of
bubbles to gradually restore air
meter.
 * Keep Ecco's air meter full.
Never take a chance on getting
caught without an air supply.
Singing(Using Sonar)
Use Ecco's dolphin songs to
survive and thrive on his long
journey. Sing to the sea life, to
other singers and shells, to
Glyphs and to anything you don't
understand.
Learn to listen to your songs;
they have many different meanings.
To sing, tap Button A:
 * Songs are powerful. They
call to other singers, who will
respond with songs of their own.
You may get clues, pleas for help
or important directions.
 * Songs ward off the deadly
Hungry Ones(sharks), jellyfish and
other enemies.
But always be ready to either
charge into an enemy to attack it,
or dart away from fast-moving
danger to avoid it.
 * Songs elicit new songs,
special powers and information
from Glyphs scattered throughout
the mazes of the sea.
 * Songs help Ecco solve
puzzles. When in doubt, test your
surroundings with songs.
Mapping with Songs(Echolocation)
Songs that echo back to you bring
long-range information.
This is called "echolocation."
When you hold down Button A,
Ecco's song reverberates through
the currents and caverns,
returning with a map of Ecco's
surroundings.
To see Ecco's map, press and hold
Button A:
 * A sonar map will appear,
showing Ecco's position, undersea
passages and outlets to the
surface.
 * Prowling sharks, cruising
jellyfish, floating shells and
other enemies are easily
identified.
 * Dangerous objects such as
spiky shells appear as orange
circles.
 * Large transparent bubbles
indicate submerged air pockets.
 * Clusters of small colored
dots are nourishing schools of
fish.
 * Glyphs are shown as large
crystals.
 * Teleport rings appear as
circles with yellow arrows at the
bottom.
 * Pulsars are shown as curves
spreading from a central point.
 * Metaspheres appear as
glowing, solid circles.
 * Look for a ring of stars and
discover what they can do.
 * Press any button to exit
Ecco's map.
 Ecco: The Tides of Time
 Strategies
 
 Use Up/Down to scroll text
STRATEGIES
Glyphs
Glyphs are mysterious crystals
scattered in the ocean depths,
tucked in narrow submerged niches,
drifting buoyantly in water tubes
and resting in the great stone
bowls in the sky.
The secrets that the Glyphs
protect are as old ad timeless as
the sea itself. Glyphs hold the
essential secrets of the stream of
time.
Sing to them(Button A) or touch
them(Button B) to gain their
powers.
 * Key Glyphs give clues and
messages. They may also impart new
songs needed to continue the
journey.
 * Puzzle Glyphs must be joined
with others of their kind in order
to release their powers.
 * Barrier Glyphs push Ecco
away. See if you can discover how
to get past them.
 * Cracked Glyphs heal quickly,
but can only be passed by when
they are cracked.
 * Broken Glyphs must be pieced
together; then Ecco can receive
their gifts.
 * Milestone Glyphs appear as
point markers in certain levels.
Use Ecco's song to awaken them.
When activated, Milestone Glyphs
elongate, and retain everything
you accomplish in the level.
If Ecco fails, by losing all his
health or air, you have the option
of continuing the level, or
restarting from the beginning.
Whichever choice you make, Ecco
must reawaken the Milestone Glyph
to keep it active.(The level can
only be continued if the Glyph is
maintained in its elongated
shape).
Solving Problems
Ecco's world is an incredibly
beautiful, yet deadly dangerous
place. Most undersea life is
Ecco's enemy!
Use songs to ward off attackers,
or charge to dissolve them into
sea foam.
Some enemies, such as the Giant
Medusa, are so quick and
threatening that only your wits or
a hint from a Glyph can save Ecco.
Rocks, shells and island barriers
will block Ecco's progress.
Ecco may be caught in overpowering
currents, or in deep channels far
from the surface with its
life-giving air.
Earthquakes, rock falls and other
disasters will plague Ecco's
quest.
For every obstacle, there is a
solution. it may be in a message
from another creature, nestled on
the ocean floor or waiting in a
Glyph. It could even be in the
sky!
Rescuing Lost Orcas
A worried Orca has lost her young
children! Ecco must find them and
guide them back to their mother's
side.
When you locate a lost Orca, make
Ecco glide slowly over him, close
to his back and a little ahead of
him.
Try to swim in the direction he's
going. If he turns, wait a few
seconds and he'll turn around
again.
When he sings to Ecco and begins
swimming along, he's ready to
follow. Now Ecco can lead him
safely back to his family.
Teleporting
The waters abound with teleport
rings made only for Ecco by the
farsighted Atlanteans. Ecco can
speed through the rings to cover
vast distances in a few moments.
Teleport rings swiftly transport
Ecco to distant lands and seas.
 * Swim into a teleport ring
you find in the water. Ecco will
begin an amazing 3-D obstacle
course.
He must swim or leap through the
teleport rings, both underwater
and suspended in the air, in order
to reach his next destination.
 * When Ecco passes through a
ring, it chimes and advances him
many miles toward his goal.
 * When Ecco misses a ring, it
makes a dull sound, and one of the
Ring Icons in the upper left of
the screen disappears.
 * If Ecco succeeds with enough
teleport rings, he reaches the
next level. If he loses all the
Ring Icons, he must try again.
 * Floating nautilus shells
release a poison that can diminish
Ecco's health meter. Steer Ecco
away from the red, toxic bubbles
to protect him.
If he loses all his health, you
must begin the level over.
 * Ecco breathes effortlessly
during teleportation and does not
need an air meter.
Pulsars
Sing to a Pulsar to gain its
power. Then press Button A twice
quickly to emit a devastating 360
sonar blast.
 * Pulsars appear as curves
spreading from a central point.
 * The Pulsar's power is
unlimited, it can be used as often
as you choose, and it lasts until
you clear the level or start the
level over.
Morphing
Charge metaspheres to transform
Ecco into other lifeforms and use
their special powers.
 * When morphed, Ecco takes on
the form and attributes of another
creature, but he loses his own
powers. In particular, Ecco cannot
sing while transformed.
 * A transformed Ecco can touch
a metasphere again to regain his
dolphin form.
 * Accidents, collisions or
injury can also cause Ecco to lose
his morphed shape.
 * On Ecco's map, metaspheres
appear as glowing solid spheres.
They can be underwater or
suspended in the air.
 Ecco: The Tides of Time
 Hints and Tips
 
 Use Up/Down to scroll text
 * Ecco doesn't have an air
meter when the game starts, he
still possesses powers bestowed on
him by the Asterite.
 * Ecco's air meter isn't
needed during the teleportation
stages. He can remain underwater
indefinitely without needing air.
 * Songs are Ecco's sonar. Use
them often to explore the
dolphin's world. Experiment with
songs; they can do surprising
things.
 * Make echolocation a habit.
Send out echoing songs in all
directions to get a full view of
the ocean scene.
 * Watch for glyphs wherever
Ecco travels, and look for them
with his songs. Try not to miss
any of them; most of them are
important!
 * Search for moveable rocks
and unusual sea life. Figure out
how to use them. Try charging to
break barriers or fight through
currents.
 * Avoid enemies by swimming
slowly. Always move cautiously in
unexplored waters, and use
echolocation to map Ecco's way.
Going slow is sometimes the
quickest way to move ahead.
 * Save ALL the lost Orcas.
Ecco will be rewarded with
abilities that will help him
overcome future obstacles.
 * Succeeding with the rings
takes some practice, but the
rewards are well worth your
efforts.
<a name="Eccojr.o">ECCOJR.O</a>
 Ecco Jr.
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 PASSWORDS
 HINTS AND TIPS
 BROWSE HELP FILES
 Ecco Jr.
 Game Description
 
 Use Up/Down to scroll text
FIND BIG BLUE!
Somewhere there is a giant whale
named Big Blue. He lives in a
place called the Endless Sea.
He is the true king of the ocean.
He is friendly and wise and, most
of all, BIG. He is the biggest
animal the world has ever known!
Ecco the Dolphin heard that to
find Big Blue, you have to open
the Door Crystals. These are
strange jewels that are the doors
to the oceans beyond home.
Ecco, and his two ocean friends
Tara, the young orca, and Kitnee,
the baby bottlenose dolphin, are
very playful.
They are also curious. They are
ready to search for the wide,
friendly giant, Big Blue.
They found out that the Door
Crystals will open if they perform
a task for each Crystal. Some Door
Crystals want them to find lost
friends or misplaced toys.
Others want them to play tag.
Still other Door Crystals want to
hear music.
When the Door Crystals get their
wish from Ecco and his friends,
they open to another ocean, a
little closer to the Endless Sea
and Big Blue.
Each ocean is a wonderful
playground. Rays fly through the
water. Seahorses wait to see you.
The stonefish look just like
rocks, and the jellyfish don't
really look like jelly. Look for
seals, inky squids and crawly
crabs. You might even swim into an
octopus, or a friendly shark.
There are many Door Crystals to
open before you can meet the
biggest whale in the world. But
the real fun is getting there!
 Ecco Jr.
 Controller Functions
 
 Use Up/Down to scroll text
PLAY CONTROLS
Use the D-Pad to swim.
Press Button A or B to sing and to
grab something. Touch it with your
nose, then press the button. Let
it go by pressing again.
Press C to swim faster when you're
pressing the D-Pad and to jump out
of the water and over rocks.
 Ecco Jr.
 Playing the Game
 
 Use Up/Down to scroll text
SPECIAL TRICKS
Singing
Find things with Ecco's songs. Did
a song come back? Then go in that
direction. A higher song means
you're getting closer.
Carrying
Ecco, Kitnee and Tara can carry
things. Like music rings. And
pirate treasure. Swim through
music rings to pick them up. Sing
to treasure.
Once you have a thing, you can
carry it to where it belongs.
Pushing
Push some things to get them where
they need to go. Sing to push
things. Or nudge them with your
nose.
Grabbing
You can grab the baby seahorse and
the baby turtle. Touch them with
your nose and press A or B. Now
take the baby back to its mama.
Breaking Through Fences
To get through fences, watch the
shells. They take turns blinking.
Touch the shell that's blinking to
knock it away. Now you can swim
through.
GAME TYPES
Scavenger Hunt
Many of the games in Ecco Jr.
involve a search for objects and
sea life. Most objects are easily
seen and require only a short
search to find.
Hide and Seek
Some of the objects and sea life
blend in with their surroundings
and appear to be hidden. You must
look at things more closely to
find them.
Tag
Chase down a friendly dolphin or
orca and tag it with a halo of
fish or crystals. Then rush for
the Crystal Door before it tags
you back.
Collecting and Matching
Find ocean treasures and bring
them together. Find musical rings
and match them to blue ring
patterns in the ocean. They make
music when you swim through them.
Roundup
Gather a group of shells or fish
into caves.
Follow the Leader
Find another dolphin, and follow
him to the Crystal Door.
Rescue
Reunite a lost baby with its
mother or a lost item with its
owner.
Keep Away
Try to take your treasures all the
way to the Crystal Door before the
playful dolphins get them.
 Ecco Jr.
 Passwords
 
 Use Up/Down to scroll text
GAME LEVELS
Home Sea: Password: CSJ
Aqua Maze: Password: CFR
Song Bay: Password: HOF
Seal Rocks: Password: RCL
Music Sea: Password: JHO
Octopus Passage: Password: ROC
Enchanted Sea: Password: OSH
Mysterious Ridge: Password: HRL
Volcano Bay: Password: SJO
The Pearl Vents: Password: JRF
Meeting Maze: Password: RHJ
Treasure Caves: Password: SLR
Ocean Tag: Password: FCI
Fish Caves: Password: CRS
Turtle Island: Password: LJS
Stonefish Lagoon: Password: FSL
Dolphin Ride: Password: OFJ
Seahorse Reef Password: LOH
Melodic Waters: Password: FLR
Fish Reef: Password: FJF
Copycat Ocean: Password: CCJ
The Song Lagoon: Password: JLL
House of the Hermit Crab:
Password: HRR
Shark Sea: Password: SCS
The Magic Ocean: Password: LSL
The Scattered Song: Password: SSR
Shell Roundup: Password: CRS
 Ecco Jr.
 Hints and Tips
 
 Use Up/Down to scroll text
 * Found objects such as music
rings and treasure will follow
Ecco, Tara, or Kitnee. These items
will automatically float to their
places when you take them to
either the blue music ring pattern
or the treasure chest.
 * In some games, small fish
and shells will take their places
in a halo around the character
until all the items are found and
the task is completed.
 * In other games, Ecco and his
friends can "nudge" small fish or
seashells by "singing" to them or
pushing them with their nose.
 * You can "grab" baby animals
in order to move easily and return
them to their mothers. Touch the
baby with your character's nose
and then press A or B. Pressing
the button again releases the
baby.
<a name="Elemastr.o">ELEMASTR.O</a>
 Elemental Master
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ELEMENTS
 BROWSE HELP FILES
<a name="Elviento.o">ELVIENTO.O</a>
 El Viento
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTERS
 BROWSE HELP FILES
 El Viento
 Game Description
 
 Use Up/Down to scroll text
Prologue: A Shrine in the Grand
Canyon
In a dark chamber of the shrine,
candle flames ceaselessly flicker,
casting shadows of two people onto
the surface of the cold, rough
pavement. 
One is a middle-aged man, the
other a young attractive girl with
beautiful blond hair. 
In the dim light, a heated
discussion takes place over
Vincente DeMarco, the kingpin of
the mob in New York.
"You have not heard from DeMarco
yet?" asks the woman.
"Don't pressure me! It will take a
few more years to complete
construction of the Empire State
Building. 
In order to minimize the time, we
will have them build the Hastur
Shrine inside the building. Be
patient, there will only be a
slight delay." 
The blond woman nods, showing a
little discontent. However, one
obstacle stands in the way of
their scheme. "How should we deal
with Annet?"
The woman pulls out a photo of a
younger girl with tanned skin.
"Don't worry, I have asked DeMarco
to deal with her. I expect that
she will no longer cause problems
within a few days." 
After a brief silence, malevolent
smiles appear on their faces. "All
that we will have to do then, is
to perform the ceremony to summon
Lord Hastur." 
The flames of the candles quiver
as the shadows of the two are
swallowed up in pitch darkness.
An Evil Alliance
It is the year of 1928 when the
Hastur group, which worships the
evil Hastur, god of the winds, is
attempting to fulfill its great
ambition: to resurrect Hastur. 
They are planning to perform the
ceremony to summon Hastur by
sacrificing a young woman,
Restiana, a descendant from
Hastur. 
To that end, they prepare to bring
a huge skyscraper into Manhattan
as a shrine for the summoning of
Hastur. They have asked Vincente
DeMarco to collaborate with them. 
The shrine will tower so high, it
will pierce the sky to convey the
magical powers of Hastur. This
shrine will be known as the Empire
State Building.
There is, however, an obstacle to
their scheme which they cannot
ignore. That obstacle is a young
woman named Annet, who succeeded
in containing Hastur and taking
control of his tremendous power. 
She is distantly related to Hastur
and is the only human capable of
conquering the wicked god.
The Battle Begins
The scene is New York, 1928.
Suddenly, Annet, who is walking on
a quiet street, senses danger. She
hears a sound like a balloon
popping. 
As Annet turns around to look
back, bullets whiz by and barely
miss her cheek. The ones firing
the gun are hitmen sent by DeMarco
at the request of the Hastur
group. 
This is the beginning of the
gruesome battle against the Hastur
Group.
 El Viento
 Controller Functions
 
 Use Up/Down to scroll text
Taking Control
Start Button:
 * To pause and resume play.
D-Pad:
 * To move Annet. To pass 
 through doors, press the
 upper part of the D-Pad.
A Button:
 * Press to attack with a 
 boomerang.
B Button:
 * Press to jump. The
 distance depends on the
 length of time the button
 is pressed.
C Button:
 * Press to use magic. The 
 longer the button is 
 pressed, the more powerful 
 the magic becomes.
 * The above settings can be
 changed by going into the 
 Configuration mode.
 El Viento
 Playing the Game
 
 Use Up/Down to scroll text
Items and Spells
Items
Various items appear during the
game that help Annet. These items
are positioned throughout the
stages of the game. The player
must discover the use of each
item.
Spells
Annet may cast five types of
spells by taking advantage of the
strength of the wind. At the
beginning of the game, only one
spell is available. 
As she picks up items containing
spells throughout the stages, she
will be capable of casting a
greater variety of spells.
Use of Spells
The following steps must be taken
to select a spell. 
Press the C Button to use your
magic and a box displaying the
spell "Fire ball" will flicker on
the far left in the list of magic
shown in the upper right of the
screen. 
Keep holding down the button and
the flickering will move to the
next spell, and the next, moving
to the right within the spells
acquired, while consuming MP.
In short, continuing to press the
button allows the player to select
a spell as he or she expends MP. 
The spells on the left are the
least powerful, and those on the
right are the most powerful. The
more powerful the spell, the more
MP will be used.
Types of Spells
Basically, the spells which Annet
casts relate to the wind and
utilize everything contained in
the air. 
Some may seem to be spells of
other natural forces, such as
Flame or Water.
Introduction of Spells
Here are some of the five spells
available for Annet:
Fire Balls
The least powerful spell at all,
but rather easy to use. This spell
creates a special flame by
combining oxygen with other
elements. 
The flame flies straight and
creates a small explosion when it
hits an enemy. Still, its
destructive power has much greater
magnitude than the bladed
boomerangs.
Water Current
A water spell, as the name
indicates. This spell creates
current by combining oxygen in the
air with hydrogen, whose water
pressure damages enemies. 
Its destructive power has the same
magnitude as the fire ball. Its
special quality of flowing
downward allows it to defeat many
enemies at one time.
Explosion
A spell bringing the same
magnitude of destructive power as
that of Hastur, an evil god
presiding over the wind, into use.
Its awesome destructive power
destroys anything around it.
Because of its power, it requires
high MP, which is hard to
accumulate.
Wind Cutter
This spell forms a vacuum in the
air to cut through enemies with
the same process as the "weasel's
slash." 
In addition to its power, it
spreads over a wide area, making
it so effective that a player
should take advantage of it
frequently.
 El Viento
 Characters
 
 Use Up/Down to scroll text
Annet
The heroine of this story is
seventeen years old. Annet was
brought up in a village deep
inside Peru, where the evil god,
Hastur, is worshipped.
Two years ago, an explorer named
Earnest Evans found her, took her
into his custody, and brought her
to the United States.
Annet is a sorceress who has an
accursed blood relationship with
Hastur; she is the only person
capable of containing Hastur. 
She has become a master of wind
spells since she first contained
Hastur and took possession of his
tremendous energy two years ago.
For that reason, she is the target
of attacks by the Hastur Group. 
Though courageous, she reveals her
scatterbrained, shy and retiring
personality in unretouched
portraits which show her at
peaceful moments.
Earnest Evans
A thirty-one year old
archaeologist and experienced
explorer. 
Two years ago, he successfully
prevented the Hastur Group from
fulfilling its scheme of
resurrecting Hastur by using
Annet.
Thereafter, he adopted her as his
daughter. Earnest Evans and
Vincente DeMarco are arch rivals
who have battled against each
other in their quests to recover
treasures. 
He consistently remains a lone
wolf while DeMarco manipulates the
mob organization.
Earnest Evans stays busy traveling
to archaeological sites all over
the world, seeking precious
relics. 
Modest as he is, he calls himself
a treasure hunter; and yet he
possesses a Ph.D. degree, and is
an influential figure at meetings
of the Association of American
Archaeologists. 
These are only some of his
numerous talents.
Zigfried
A twenty-seven-year-old German. 
He abandoned his economically and
politically broken homeland after
the first World War, and smuggled
himself into the United States.
Vincente DeMarco recognized his
great talents and made Zigfried
his right-hand man. Then, after an
incident two years ago, Zigfried
broke with DeMarco and turned
against him.
He goes by the name "Zig" and has
made friends with Earnest and
Annet to some extent. 
He has an unusual degree of
knowledge about the Hastur Group
and seems to be very ambitious. 
With his startling handsome face,
his clever eyes seem always to
hold a sneering laugh.
Restiana
A young woman, seventeen years
old. The rival of Annet. 
Like Annet, she descends from
Hastur, and is a candidate to
serve as a sacrifice during the
summoning of Hastur.
The Hastur Group members have lied
to Restiana that she will be able
to take possession of great power
by taking possession of Hastur,
and are attempting to entice her
into being a sacrifice. 
Restiana is unyielding and tends
to act arbitrarily on her own
authority; she is trying to
resurrect Hastur on her own.
Henry
Bishop of the Hastur Group,
fifty-two years old. Henry has
been making arrangements
throughout this entire operation
to summon Hastur.
He is the head of the group and
has handled many schemes on a
grand scale. 
Henry lacks many of the
characteristics of a human,
presumably because of his fanatic
dedication for many years; he is
Hastur's henchman, his minion.
Vincente DeMarco
The ultimate boss of the New York
mob. 
DeMarco, who became a prominent
figure in the United States
underworld with the sale of
bootleg liquor and with violence,
has received a huge sum of advance
money from the Hastur group and is
collaborating with the group to
summon Hastur.
In the past, when the group asked
DeMarco to help in the summoning,
it was disrupted and the scheme
ended in failure.
Now, DeMarco lobbies the
government to construct the Empire
State Building, along the Hudson
River, whose location is
appropriate both with respect to
geography and direction for the
summoning, then to renovate the
interior into a shrine for Hastur.
Hastur
The name may be pronounced as
"Ha-su-too-ru." 
One of the gods far beyond the
understanding of mankind who
presides over the wind. He is
often called the "Evil god," which
does not describe his nature
exactly.
Hastur bases his actions not on
wicked intentions, but toward his
own goals which are beyond the
understanding of mankind. 
Hastur has not the slightest
concern for mankind, and does not
care whether mankind lives or
dies.
The truly wicked enemy should be
considered the Hastur Group, which
attempts to resurrect Hastur, who
is contained in Seraeno of the
Hiyadesu Cluster, to destroy the
earth.
<a name="Eswat.o">ESWAT.O</a>
 E-Swat
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 E-Swat
 Game Description
 
 Use Up/Down to scroll text
Crime has always been a problem,
but recently it has grown into a
monster that seems prepared to
devour the entire world.
The major source of fear among
citizens of the world is the
terrorist organization known as
"E.Y.E."
There appears to be no end to the
pure havoc they are capable of
creating. Life, as we know it, is
in serious danger of vanishing!
Realizing the potential results of
E.Y.E.'s continued dominance, the
government has sent for a group of
soldiers who have been trained for
just such a situation- "E-SWAT!"
E-SWAT stands for "Enhanced
Special Weapons and Tactics."
These specially-trained defenders
of free society may be the final
obstacle between E.Y.E. and total
control of Earth!
The E-SWAT troopers are master
marksmen, and are among the
fastest, strongest and most agile
people alive.
Wearing state-of-the-art Ice
Combat suits, they set out to shut
the door once and for all on
E.Y.E., and insure a long, safe
future for people of all nations.
However, the leaders of the
terrorist syndicate are aware that
the E-SWAT troopers are on their
way, and have prepared some
special surprises for our heroes.
Do you deserve to join the ranks
of E-SWAT? You'll find out soon
enough- 8 different missions lie
ahead, each with its own traps and
perils.
In order to successfully run
E.Y.E. into the ground for good,
you must complete every mission,
and survive to tell the story.
The world's future hangs in the
balance- do your duty, and help
E-SWAT to win this crucial
struggle!
 E-Swat
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press up or down to
highlight different options in the
Options menu.
 * Press left or right to view
sub-options in the Options menu.
 * Press down to make your
soldier squat in tight areas.
 * Press up to jump higher, or
down to jump down (used in
conjunction with Button C).
 * Press left or right to move
your soldier through each mission,
or to fire in either direction.
Press up and hold to fire at
enemies above you.
 * When using the Burner, press
up to fly higher. Press left or
right to fly in either direction.
Start Button:
 * Press to advance through the
Title and Options screens.
 * Press to start the game.
 * Press to pause the action,
and to resume play.
Buttons A, B, and C:
 * These buttons can be used
interchangeably to Select, Attack
and Jump. Choose the function of
each button when the Options
screen appears.
 E-Swat
 Playing the Game
 
 Use Up/Down to scroll text
Your objective is to use your
troopers' Weapons and agility to
move through each of 8 grueling
Missions.
The successful completion of each
Mission brings you one step closer
to closing the E.Y.E. for good.
To move on to the next Mission,
you must destroy the final
obstacle in the Mission you're
fighting.
It's not necessary to blow away
everyone and everything in each
scene, but you can't advance
without annihilating the last
helicopter, machine, or monster.
When you see an arrow with the
word GO inside of it, you should
move your trooper in the direction
of the arrow to continue the game.
The Weapon Indicator tells you
which of your Weapons is presently
in use. At the beginning of the
game, you have the use of regular
fire, or SHOT.
Later, you'll come across certain
Items that give you different
capabilities. To select a Weapon,
press the Select Button.
The box denoting the Weapon in use
lights up. Each time you press the
button, the box to the immediate
right lights up.
You should continue pressing the
Select Button until the box
representing the Weapon you want
to unleash is highlighted.
Watch your Life Gauge carefully.
In the first 2 Missions, it
consists of 4 bars. After that,
however, with the more treacherous
Missions come added bars.
The size of the gauge also depends
on the level you're playing.
If the Remaining Troopers
indicator reads 00, and all bars
on the Life Gauge are white, the
game is over. Of course, GAME OVER
appears.
The jet-pack built into your man's
Ice Combat suit will save you in
the most threatening situations.
Don't let the Energy run down,
though, because it takes a bit of
time to recharge.
 * When the Burner Meter is in
the red zone, you can make use of
the FIRE Item.
 * When the Burner Meter reads
in the red zone, you can move your
trooper in either direction during
flight. He is also capable of
hovering.
 * When the Burner Meter is
down in the yellow zone, he's
unable to move around in the air.
He still has hovering capability,
though.
 * When the bars on the Burner
Meter all turn white, that means
that your Burner Energy has been
completely used up. Give it a
short time to re-energize.
NOTE: In the 5th Mission, you
need to use a slightly different
technique in order to maneuver
your trooper safely.
Some sections are very tight, and
there are many areas that are
unsafe for foot travel.
Pressing the Jump Button quickly
and repeatedly should give you a
bit more control for those more
precise movements.
 E-Swat
 Items
 
 Use Up/Down to scroll text
You'll occasionally come across
some small, square boxes.
These boxes, when picked up,
provide you with new Weapons to
use against E.Y.E., Energy for
your Life Gauge, a new trooper, or
a full supply of Energy for your
Burner.
The symbol for each Item is as
follows:
Shot: This is the only Weapon
that you have when you start out.
This isn't such a liability,
though, because when you and an
enemy fire at the same time, your
shot erases his shot.
In a sense, it's both an offensive
and defensive Weapon. Use it well,
and it'll take you far.
Super: By acquiring and
selecting this function, you gain
rapid-fire capability. Press and
hold the Attack Button to fire
continuously.
R.L. (Rocket Launcher): You can
fire 2 Rockets in rapid
succession, but then for a very
short interval, the Launcher is
non-operational.
P.C. (Plasma Charge): Normally,
the charge is rather small. You
can fire often, but the damage you
cause is minimal at best.
Let the charge build up until you
see a glowing ball at the end of
your trooper's hand, and then let
'er rip. At full power, this
Weapon's strength is incredible!
Fire: This may be the single
most devastatingly powerful Weapon
available to you, but take care
and remember 2 things-first, you
can only use this Item when your
Burner Meter is in the red zone.
Secondly, it can only be used
once. When used, it is sure to
cause serious damage to all
soldiers and most machines in the
area.
After using the FIRE Item, your
Burner will need some time to
recharge, so don't expect to do
any flying right away.
NOTE: If your trooper doesn't
attain the rank of "E-SWAT," all
Weapons other than SHOT will be
unavailable. Check the rank of
your soldier at the beginning of
each mission.
Some items will give you extra
Life, or Energy for your Burner:
Life Up: Taking this Item gives
you 2 more colored bars in your
troopers's Life Gauge.
Life Max: If you pick up this
Item, your Life Gauge will be
filled (symbol is blue).
Burner Max: Picking this Item up
gives you a complete supply of
Energy for your Burner. This may
return to you the use of the
jet-pack, or allow you to unleash
the FIRE Item (symbol is red).
1 Up: If you latch on to one of
these, you get another trooper to
help you continue the fight. Check
the Remaining Troopers indicator
at the bottom right of the screen.
 E-Swat
 Hints and Tips
 
 Use Up/Down to scroll text
 * Be sure to remember the
function of each of the buttons on
your Control Pad. There is no
let-up in the action, and the
tiniest slip could do you in!
 * Learn the benefit of each
Item symbol, and the best
situations in which to use them.
Fire, for example, can only be
used once. If you misuse it,
you'll be without it in a
situation where it just might have
saved you!
 * You can make your trooper
squat by pressing the D-Button
down. Every Mission contains areas
where you can't survive without
squatting down-either to avoid
fire, or to move in cramped
quarters.
Learn to make your soldier squat
without moving left or right!
 * Don't forget that the
machines must be hit more than
once by regular fire, or they will
keep coming at you.
You may want to call up one of the
other weapons you've collected,
unless you're very agile and can
avoid the enemy contraptions long
enough to disintegrate them.
The troopers of Enhanced Special
Weapons And Tactics are extremely
good, but they don't stand a ghost
of a chance without you at the
controls.
They're waiting for you right now!
Suit up and let's get cracking!
Bury E.Y.E., and save the world
from a horrible fate!
<a name="Eternal.o">ETERNAL.O</a>
 Eternal Champions
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE COMPLEX
 FIGHTERS
 HINTS AND TIPS
 BROWSE HELP FILES
 Eternal Champions
 Game Description
 
 Use Up/Down to scroll text
The Contest
Welcome to my chamber. I am the
Eternal Champion, keeper of this
vast fighting complex. It exists
in a place and time corrupted by
centuries of misuse and
destruction.
My purpose in this grand scheme is
to maintain the balance between
good and evil, light and darkness,
hope and despair.
Now this balance has been lost,
and the very fabric that holds the
world together is about to be torn
apart.
Your future...my present...have
been destroyed by a cruel and
unjust twist of fate...
Nine individuals from various
periods in time were killed before
their lives could affect this dark
existence.
I have observed each of their
short lives and have been
powerless to stop the chaos.
I have spent centuries harnessing
my power for this very moment. I
am the pure and untouched energy
of all the great martial arts
masters who lived before me.
Their skill, wisdom, knowledge and
inner strength are at my command.
Yet even with the force of their
collective powers, I can only
reward one of these individuals
with the gift of life.
Any of them can have an equally
profound affect on the future.
For this reason, the contest must
take place.
At the end of the contest, only
one will remain.
The victor will be returned to
life a few seconds before death,
allowing him or her to avoid the
past with the knowledge to change
the future.
Only one may live, so that balance
may again be achieved.
Let the contest begin...
 Eternal Champions
 Controller Functions
 
 Use Up/Down to scroll text
3-Button Controller:
 Set 1 Set 2
 Kicks Punches
Button A: Snap; Straight
Button B: Thrust; Lunge
Button C: Wheel; Swing
Start: Toggle between Set 1 and
Set 2.
D-Pad:
 * Left/right: Move left/right.
 * Down: Squat/crouch.
 * Up: Jump
Start + A + B + C: Pause.
Start alone: Resume.
6-Button Arcade Pad:
 Kicks
Button A: Snap
Button B: Thrust
Button C: Wheel
 Punches
Button X: Straight
Button Y: Lunge
Button Z: Swing
D-Pad:
 * Left/right: Move
left/right.
 * Down: Squat/crouch.
 * Up: Jump.
Start: Pause/resume.
 Eternal Champions
 Playing the Game
 
 Use Up/Down to scroll text
Game Screen Indicators
Life Bar:
Your Life Bar decreases every time
you're injured, whether by a
physical blow or a hit from an
assailant's energy weapon.
You can diminish your opponent's
Life Bar with well-aimed attacks.
When a Life Bar vanishes, that
fighter is vanquished.
There is no way to refill or
restore your Life Bar, so make
sure your opponent's Life Bar
disappears faster than your own.
NOTE: Your fighter may gain life
in certain instances, either
through a special move or through
combat in the Battle Room (some
devices transfer life from one
character to another).
Inner Strength Orb:
Your Inner Strength Orb reveals
how much strength you have. When
the Orb is full, your powers are
at their highest and you can
perform all your special moves.
But each attack consumes some
strength. As the Orb diminishes,
so does your ability to use
special moves.
Defend yourself with kicks,
punches or dodges while the Orb
regenerates. The Orb flashes when
your strength is completely used
up.
For unlimited strength, set Inner
Strength Orbs OFF on the Practice
menu.
Game Settings
Choosing Your Fighter:
The Fighter Selection screen
appears before a Practice fight,
Contest or Tournament.
Press the D-Pad left or right to
display the character you want,
and then press Start.
In multi-player competition, two
players must choose a fighter in
order to start the battle.
Choosing Your Opponent:
In one-player games only, you can
choose your opponent for a
Practice or Battle Room fight.
Use the Opponent setting on the
Options menu. In the one-player
Contest, you will not see who your
opponent is until you've chosen
your own character.
In multi-player competition, all
players choose their own fighters.
Configuring Your Controller:
To rearrange the actions of your
Control Pad buttons, choose
Controller Configuration from the
Options/Global Options menu.
A list of button actions will
appear. Use the D-Pad to highlight
an action, and then press the
Control Pad button you want to set
that action to.
When you're through, select Return
to Options Menu.
Setting the Game Speed:
To set the speed at which
characters react to the button
controls, choose Options from the
Main Menu.
In the Global Options menu, change
the Game Speed Setting to Slow,
Normal or Overdrive.
You can also change the setting on
the One Player/Fight/Practice
menu.
Instant Replay:
You can review instant replays of
all battles by setting Instant
Replay to ON or AUTO on the One
Player/Fight/Practice menu.
The Instant Replay controller will
pop up after each fight. Press the
designated buttons for each
option.
NOTE: This option will be set to
OFF if you choose Infinite time or
Overdrive speed, and cannot be
adjusted.
Manual: You control the replay.
View the fight frame by frame, in
slow motion, or at normal speed.
Hold the D-Pad right or left to
run the playback forward or in
reverse.
Auto: Watch a complete playback,
view the final few seconds, or
loop the fight over and over.
Highlight: Play back fight
highlights only. You'll see the
last few seconds of the fight,
plus all attacks causing over 13%
damage.
NOTE: Press Start to bypass the
Instant Replay.
 Eternal Champions
 The Complex
 
 Use Up/Down to scroll text
Training
Work out in the Training Room to
perfect your offensive and
defensive combat moves. Select One
Player/Training Mode to bring up
the Training Mode menu.
After selecting a Training option,
you'll choose your fighter and
then enter the Training Room.
Dexterity Sphere:
Dodge and destroy a solid chrome
sphere that attacks faster and
faster as the seconds pass.
You earn points for smashing the
spheres, while each hit you take
costs you some life. When your
Life Bar empties, the session ends
and you receive a rating and rank.
Good luck!
NOTE: You cannot use special
moves with this sphere.
Holo-Trainer:
Battle a holographic image to hone
your fighting skills. Choose your
opponent and training settings.
This mode shows you what moves are
the most effective. The higher the
point value, the more effective
the move.
During the bout, a floating sphere
studded with cameras projects the
hologram. Life Bars, Inner
Strength Orbs, Battle Time and
Match Conditions apply, and a
running score is kept.
Practice Sphere:
Pummel a floating sphere to
sharpen your combination moves.
Choose your fighter, and then
select a sphere range.
Choose Jump-Range or Head-Range to
practice jump attacks and combos,
Mid-Range for multiple combos,
Foot-Range for sweeps and jumping
drop attacks, and Moving-Range to
practice on a randomly moving
target.
During training, the mid-sphere
lights glow red when you make
contact. Press START to exit back
to the Training menu.
NOTE: You cannot use special
moves with this sphere.
The Battle Room:
Fight through fierce combat while
dodging deadly projectiles
launched from moving cannons.
Choose Options from the Battle
Room menu to select your settings.
Then enter the Battle Room and
choose your fighter.
Finally, pick out a collection of
lethal devices from the Control
Panel:
 * Press the D-Pad up/down to
move the yellow selection light
from one box to the next.
 * Press Button A to enable a
marked device. Its box will turn
green. You can enable up to five
devices.
NOTE: If five devices are
already enabled, you must disable
one of them with Button A in order
to make a different selection.
 * Press Button B to select
five devices at random. Press
again to see a different
selection.
 * Press Button C to reset all
lights back to red.
 * Press Start to begin.
During the competition, Life Bars,
Inner Strength Orbs, Battle Time
and Match Conditions apply.
NOTE: Bladed projectiles can
only hit fighters while they are
standing or walking. They have no
effect on fighters who are
jumping.
Battle Room Projectiles
Scatter Grenade: Damage: 5%.
Duration: Instant. Launched in a
flash of fire, this projectile
splits into dual grenades that
explode on impact with any solid
object.
Magnetic Mine: Damage: none.
Duration: 5 sec. An explosive
whose direct hit freezes a fighter
in place.
Only a hit from the other player
or another projectile will release
the fighter from its magnetic
hold.
Spiked Ball: Damage: 3%.
Duration: 3 impacts. A spinning,
bladed projectile with the slicing
impact of a ninja shuriken.
Stun Bolt: Damage: none.
Duration: 4 sec. A swirling gold
sphere that freezes the fighter on
impact for 4 seconds, or until hit
by an opponent or another
projectile.
Slow Motion Bolt: Damage: none.
Duration: 5 sec. A swirling green
sphere that slows a fighter's
moves and reactions to half the
normal speed for 5 seconds.
Flying Bladesaw: Damage 5%.
Duration: 4 impacts. A whirling,
razor-sharp, serrated blade that
homes in on a fighter and can
re-acquire its target even after
being deflected.
Damage Drain Bolt: Damage: none.
Duration: 6 sec. A swirling purple
sphere that drains a fighter's
strength so that each move
delivers only half its normal
damage.
Special moves are not affected.
Seismic Charge: Damage: none.
Duration: instant. A spinning,
grooved bit that knocks fighters
flat. Fighters in mid-leap will
not be affected when the charge
hits.
Intelligent Mine: Damage: 4%.
Duration: 6 sec. A solid chrome
sphere that targets first one
fighter and then the other,
attempting to roll into its victim
and explode.
Floor Fire Mine: Damage: 5%/10%.
Duration: 3 sec. A glass sphere
nearly filled with liquid fire,
that shatters on impact, spreading
a lake of fire across the floor or
covering a fighter in flames
following a direct hit.
Floor Buzz Saw: Damage: 6%.
Duration: 4 sweeps. A whirling,
razor-sharp, circular saw that
tears across the floor, changing
direction when it meets a wall.
Electrical Bolt: Damage 7%.
Duration: 3 sec. A swirling,
white/blue sphere that shocks its
target with a massive electrical
charge.
Electrocuted victims lose valuable
fight time, though they can't be
hit while lying down.
Transporter Bolt: Damage: none.
Duration: instant. A fluctuating
blue/red sphere that causes
fighters to instantly switch
places, and possibly be hit with
their own projectiles.
Inner Strength Drain Bolt:
Damage: 50% I.S. loss. Duration:
instant. A glowing black/white
sphere with a rotating gold ring.
A direct hit instantly consumes
50% of a fighter's Inner Strength.
Flatline Bolt: Damage: 100% I.S.
loss. Duration: End of match. a
glowing blue/yellow sphere with
two spinning gold rings, that
beeps loudly in attack mode.
A direct hit destroys a fighter's
Inner Strength, causing a loss of
all special moves.
Life Drain Bolt: Damage: 10%.
Duration: instant. A glowing
red/white sphere that drains 10%
of its target's Life Bar and adds
that amount to the other fighter's
bar.
Control Bolt: Damage: none.
Duration: 6 sec. A wildly
flashing, chaotically colored
sphere that scrambles the button
controls on impact with a fighter.
After 6 seconds of erratic action,
the button controls return to
normal.
Life Extender: Damage: none.
Duration: instant. A glowing
blue/white sphere that adds 10% to
its target's Life Bar, while
subtracting 10% from the other
fighter's bar.
Tournament Mode
Round-A-Bout:
Two players only. Each player
begins with nine fighters. Select
your battle settings, choose your
challengers and start the
competition.
Fighters who lose are removed from
the player's lineup. When one
player runs out of fighters, the
other player is declared the
winner.
Single Elimination:
Three to 32 players. Select the
number of players and several
other battle settings, then enter
the tournament.
When the number of players is odd,
the computer will join the
competition to even out the
fighters.
With Control Pad 1, use the D-Pad
and Buttons A and B to enter the
initials of each player.
Press Start to continue. A
Tournament Ladder will show how
the players are paired. Press the
D-Pad right/left to see the
complete Ladder.
Two players at a time choose their
fighters and compete. Losers are
eliminated, while winners advance
to the next rung.
Competition continues until one
fighter emerges victorious.
NOTE: The top player is Control
Pad 1 in both Single and Double
Elimination.
Double Elimination:
A strenuous competition played
like Single Elimination except
that only three to 16 players can
compete, and a fighter must lose
two matches before being
eliminated from the field.
NOTE: Battle settings such as
Instant Replay that are not
available on the Tournament Mode
menus can be set from the One
Player/Fight/Practice menu.
 Eternal Champions
 Fighters
 
 Use Up/Down to scroll text
Blade
Ratings:
Based on a range of 1 to 5.
Speed: 2
Endurance: 4
Power: 5
Recovery: 3
Defense: 3
Equilibrium: 4
Special Moves: (for all
characters)
CB (Charge Back) = D-Pad away from
opponent.
CD (Charge Down) = D-Pad down.
Forward = D-Pad toward opponent.
NOTE: Buttons in parentheses are
default controls.
Stun Beam (0% damage):
CB .5 sec., Forward + Swing (Z).
Freezes the opponent for a few
seconds. While recovering, the
opponent will move slowly, and
then regain full speed and control
as the stun wears off.
Personal Shield (0% damage):
Straight (X) + Lunge (Y) + Swing
(Z).
While active, absorbs 50% of all
damage inflicted upon Blade. Its
only drawback is that it can be
overloaded by too many attacks,
and implode.
Tracking Blade (15% damage):
CB .5 sec., Forward + Straight (X)
+ Lunge (Y).
Hovers for a few seconds, then
auto-attacks its target. Once
attached, the Tracking Blade cuts
into the opponent before
exploding.
Straight Blade (15% damage):
CB .5 sec., Forward + Lunge (Y) +
Swing (Z).
Similar to the Tracking Blade, but
somewhat faster and does not
auto-attack its target.
Projectile Containment Field (0%
damage):
Snap (A) + Thrust (B).
While activated, causes any
projectiles fired at Blade to
travel at half speed.
Wild Fury Attack (Up to 20%
damage, 2% per Hit):
Snap (A) + Thrust (B) + Wheel (C).
Unleashes a flurry of 10 powerful
palm strikes to the opponent's
chest area.
Backfire (0% damage):
Snap (A) + Wheel (C).
Fires a tracking cursor that shuts
down the opponent's ability to use
projectiles.
Power Drain (0% damage):
CB .5 sec., Forward + Wheel (C).
Fires a tethered probe into the
opponent that transfers Inner
Strength from that fighter to
Blade.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z):
Taunts the opponent with gestures
and body moves.
Jetta
Ratings:
Speed: 5
Endurance: 2
Power: 4
Recovery: 3
Defense: 4
Equilibrium: 3
Flying Choke Hold (15% damage):
CB .5 sec., Forward + Swing (Z).
Jetta throws off her bracelet and
sleeve, causing them to wrap
around the opponent's neck and
pull upward, choking the opponent
with each tug.
Phase (0% damage):
Hold Straight (X) + Lunge (Y) +
Swing (Z) for 1 sec.
Speeds up the molecules in Jetta's
body, letting her move twice as
fast. The increased speed can be
held for 10 seconds or until Jetta
is hit.
Resonate (0% damage):
Snap (A) + Wheel (C) for .5 sec.
while Phased.
Possible only while Jetta is in
Phased mode.
If Jetta touches a non-blocking
opponent while Resonating, she
causes the opponent to shake
uncontrollably and respond poorly
to D-Pad commands.
The effect lasts until the move
runs out of time.
Ricochet (12% damage):
CD 1 sec., Up + Snap (A) =
Ricochet left.
CD 1 sec., Up + Wheel (C) =
Ricochet right.
Jetta spins in to a ball, bounces
off the ceiling and then darts
left or right, depending on your
controls.
Ceiling Grab (0% damage):
CD 1 sec., Up + Lunge (Y).
Jetta grabs onto the ceiling with
her bladed bracelets. On the way
up, she throws out her Bladerang
for multiple attacks. This move
ends with the Death Dive.
Death Dive (20% damage):
Wheel (C).
Jetta's dismount from the Ceiling
Grab occurs when the Ceiling Grab
is either aborted or runs out of
time.
Jetta flies at her opponent at an
angle, causing extreme damage.
Only possible following a Ceiling
Grab.
Moving Corkscrew (8% damage):
Snap (A) + Thrust (B) = Spin left.
Thrust (B) + Wheel (C) = Spin
right.
Jetta spins on her toes, either
left or right, doing damage with
her hand blades.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z).
Taunts the opponent with gestures
and body moves.
Larcen
Ratings:
Speed: 3
Endurance: 4
Power: 4
Recovery: 4
Defense: 4
Equilibrium: 2
Ceiling Crawl (0% damage):
CD 1 sec., Up + Wheel (C).
Larcen attaches to and moves along
the ceiling with his foot blades
and claws. This move ends in a
ceiling drop.
Ceiling Drop (25% damage):
Down + Lunge (Y) or Swing (Z).
Larcen's dismount from the
ceiling. He attacks the opponent
from an angle with both claws and
foot blades.
Air Sweep (15% damage):
Snap (A) + Wheel (C).
Larcen jumps back and throws his
grappling hook out in front of him
at the opponent.
Long Distance Sweep (15%
damage):
CB .5 sec., Forward + Swing (Z).
Larcen wraps his grappling hook
around his opponent's legs to trip
the enemy.
Power Sweep (18% damage):
Hold Snap (A) + Lunge (Y) + Wheel
(C) for 1.5 sec.
Larcen attaches his grappling hook
to the ceiling and swings across
the scene feet first.
Reflect Back Projectile (Damage
varies):
Hold back and press Straight (X)
just before projectile hits.
Reflects back most projectiles at
twice their speed.
Sai Throw (11% damage):
CB .5 sec., Forward + Lunge (Y).
Larcen launches a sai at the
opponent.
Swinging Hammer Fist (17%
damage):
Straight (X) + Lunge (Y) + Swing
(Z).
A burst of speed lets Larcen throw
multiple powerful punches in a
short time.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z).
Taunts the opponent with gestures
and body moves.
Midknight
Ratings:
Speed: 5
Endurance: 3
Power: 4
Recovery: 2
Defense: 4
Equilibrium: 3
Life Drain (Damage is 1/6th of
enemy's life force):
Forward + Straight (X) + Lunge (Y)
+ Swing (Z).
Midknight siphons precious life
force from the opponent. He must
be within throwing distance to
perform this move.
Ceiling Ram (8% damage):
Down .5 sec., Up + Wheel (C).
Midknight grabs opponent and slams
them head first into the ceiling.
He must be within throwing
distance to perform this move.
Bedazzle (0% damage):
Straight (X) + Lunge (Y) + Swing
(Z).
Launches an energy bolt from
Midknight's eyes. Opponents who
are struck by this energy are
forced to walk towards him.
Dispel (0% damage):
Snap (A) + Thrust (B) + Wheel (C).
Surrounds Midknight with an energy
field. Opponents who touch this
field lose Inner Strength for 40
seconds, making them unable to
perform special moves.
Mist Attack (5% damage per hit,
up to 15%):
Snap (A) + Wheel (C).
Midknight vaporizes into mist,
flies over the opponent and
attacks for several hits without
fear of harm. He returns to solid
form either when the move is over,
or when he is blocked.
Flying Wall Smash (13% damage):
CB .5 sec., Forward + Swing (Z).
Midknight flies across the scene
and causes a double hit on the
opponent: one on impact with
Midknight and the other on impact
with the wall.
Overhead Stomach Punch (18%
damage):
Forward + Snap (A) + Thrust (B) +
Wheel (C).
Midknight must be within throwing
distance.
Midknight hoists the opponent over
his head and delivers a vicious
punch to the stomach that sends
the enemy flying.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z).
Taunts the opponent with gestures
and body moves.
RAX
Ratings:
Speed: 3
Endurance: 5
Power: 4
Recovery: 3
Defense: 2
Equilibrium: 4
Lock and Load (10% damage +
instant dizzy):
Snap (A) + Thrust (B).
RAX targets and locks-on to the
opponent, then fires a bolt of
energy.
Air Jets (0% damage, 5% flame
damage):
CD .5 sec., Up + Thrust (B).
RAX ignites his jump jets and
hovers off the ground. The effect
lasts approximately 5 seconds and
can be aborted by pressing Thrust.
Cyber Punch (16% damage):
Straight (X) + Lunge (Y) + Swing
(Z).
RAX overloads his arm in order to
deliver an awesome punch.
Cyber Kick (18% damage):
Snap (A) + Thrust (B) + Wheel (C).
In a move similar to the Cyber
Punch, RAX overloads his leg in
order to deliver a devastating
kick.
Jet Knee Smash (15% damage):
CB .5 sec., Forward + Wheel (C).
RAX "jets" across the scene with
his knee extended to deliver a
crushing blow to the opponent.
Overload (20% damage):
Snap (A) + Wheel (C).
RAX completely overloads his
system and launches the energy
created at the opponent. The
energy ball travels very rapidly
and causes extreme damage to
anything it hits.
Turbine (0% damage):
CB .5 sec., Forward + Snap (A).
Lets RAX escape "tight" situations
by using his jets to spin in place
and suck in nearby opponents or
projectiles. Opponents are thrown
to the opposite side of the
turbine; projectiles are
neutralized.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z).
Taunts the opponent with gestures
and body moves.
Shadow
Ratings:
Speed: 4
Endurance: 3
Power: 3
Recovery: 2
Defense: 5
Equilibrium: 4
Shadow Mode (0% damage):
Hold down Snap (A) + Thrust (B) +
Wheel (C) for 3 sec.
Shadow becomes a "shadow" and
attacks without fear of injury.
This effect lasts for 5 seconds.
Twirling Fan Attack (Up to 12%
damage):
CB .5 sec., Forward + Snap (A) = 1
Twirl.
CB .5 sec., Forward + Thrust (B) =
2 Twirls.
CB .5 sec., Forward + Wheel (C) =
3 Twirls.
A cartwheel attack that ends in a
razor-sharp fan attack. Each
attack causes 4 points of damage
per twirl.
High Jump Angle Kick (12%
damage):
CD .5 sec., Up + Thrust (B).
A super high jump and downward
attack at a severe angle.
Smoke Screen (0% damage):f
Straight (X) + Lunge (Y) + Swing
(Z).
Snap (A) + Thrust (B) = Warp Left
Corner.
Thrust (B) + Wheel (C) = Warp
Right Corner.
Straight (X) + Lunge (Y) = Warp
Left Ceiling Corner.
Lunge (Y) + Swing (Z) = Warp Right
Ceiling Corner.
Shadow disappears and reappears in
different areas of the scene,
depending on your button
combinations.
If no direction combos are used,
Shadow will materialize next to
her opponent.
Ninja Weapons (11% damage):
CB .5 sec., Forward + Straight (X)
= Slow Shuriken.
CB .5 sec., Forward + Lunge (Y) =
Fast Shuriken.
CB .5 sec., Up/Forward + Straight
(X) = Slow Knife.
CB .5 sec., Up/Forward + Lunge (Y)
= Fast Knife.
CB .5 sec., Lower/Forward +
Straight (X) = Slow Smoke Bomb.
CB .5 sec., Lower/Forward + Lunge
(Y) = Fast Smoke Bomb.
Shadow has a knife, a shuriken and
a smoke bomb at her disposal.
Flying Mine Uzume-Bi (18%
damage):
CB .5 sec., Forward + Swing (Z).
Shadow throws an auto-locking mine
that explodes on impact with the
opponent.
Flying Step Tobi Ashi (8%
damage):
Snap (A) + Thrust (B) = Short
slide.
Thrust (B) + Wheel (C) = Medium
slide.
Snap (A) + Wheel (C) = Super
slide.
Shadow executes a high-speed
sweep/slide.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z).
Taunts the opponent with gestures
and body moves.
Slash
Ratings:
Speed: 3
Endurance: 4
Power: 5
Recovery: 4
Defense: 2
Equilibrium: 3
Massive Club Swing (6% damage
each hit):
Straight (X) + Lunge (Y) + Swing
(Z).
Slash spins 360 degrees and swings
his club twice in a deadly arc.
Double-Footed Swing Kick (14%
damage):
Snap (A) + Wheel (C).
Slash does a back flip, attacking
with his feet at great speed.
De-Claw (12% damage):
CB .5 sec., Forward + Swing (Z).
Slash launches a sharp claw from
his club at the opponent.
Power Thud Club Swing (Causes a
half-dizzy):
Lunge (Y) + Swing (Z).
Slash jumps into the air, then
smashes into the ground with his
club, causing an earth tremor.
Opponents are knocked off their
feet if they are on the ground
when Slash hits.
Spinal Crush (4% damage per
smash, up to 16%):
Forward + Lunge (Y).
Slash grabs onto the opponent's
waist with his feet and pounds the
enemy's head with his club.
The beating lasts for several
blows or until the opponent shakes
free. Slash must be within
throwing range to perform this
move.
Running Head Butt (15% damage):
CB .5 sec., Forward + Wheel (C).
Slash charges the opponent and
head butts at great speed.
Bat Back Projectile (0% damage):
Straight (X) + Lunge (Y) just
before a projectile hits.
Slash bats away projectiles
launched at him.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z).
Taunts the opponent with gestures
and body moves.
Trident
Ratings:
Speed: 4
Endurance: 2
Power: 4
Recovery: 3
Defense: 3
Equilibrium: 5
Depth Charge Field (0% damage):
Straight (X) + Lunge (Y).
Surrounds Trident with a blue
field. Opponents who touch the
field are engulfed in a blue glow
and move as if they were
underwater.
Bio-Drain Field (0% damage):
Lunge (Y) + Swing (Z).
Surrounds Trident with a red
field. Opponents who touch the
field are engulfed in a red glow
that limits their attacks to only
50% of their normal damage.
Bio-Stun Field (0% damage):
Snap (A) + Thrust (B).
Surrounds Trident with a green
field. Opponents who touch the
field are engulfed in a green glow
that stuns them for 4 seconds or
until hit.
Repulser Field (0% damage):
Thrust (B) + Wheel (C).
Surrounds Trident with a yellow
field that pushes opponents away.
During its 8-second duration, it
is nearly impossible to reach
Trident.
Spinning Trident (30% damage):
Straight (X) + Lunge (Y) + Swing
(Z).
Trident extends his arm with the
razor-sharp blades spinning, and
does extreme damage to any
opponent he connects with.
Sliding Spinning Trident (11%
damage):
CB .5 sec., Forward + Lunge (Y).
Similar to the Spinning Trident,
this effect uses its spin to
propel Trident into the opponent,
doing severe damage, though less
than the normal Spinning Trident.
Plasma Bolt (15% damage +
dizzy):
CB .5 sec., Forward + Swing (Z).
Trident focuses all his fields
into one bolt of intense energy.
Liquid Mode (0% damage):
Snap (A) + Thrust (B) + Wheel (C).
Trident transforms into water and
passes through solid objects. Use
this move to escape from corners.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z).
Taunts the opponent with gestures
and body moves.
Xavier
Ratings:
Speed: 3
Endurance: 3
Power: 4
Recovery: 2
Defense: 5
Equilibrium: 4
Dragon Trap (15% damage):
CB .5 sec., Forward + Swing (Z).
Xavier animates his cane and sends
it to attack the opponent. The
cane rushes and bites for several
seconds or until it is shaken off.
Snap Back (8% damage):
CB .5 sec., Forward + Straight
(X).
Xavier strikes from a distance by
extending the end of his cane to
twice its normal length.
Identity Change (0% damage):
Straight (X) + Lunge (Y) + Swing
(Z).
With this effect, Xavier is able
to change the identity of the
opponent. The effect lasts for
several seconds.
If hit by a reflected identity
change, Xavier will be transformed
for the duration of the match.
Midas Touch (0% damage):
CB .5 sec., Forward + Lunge (Y).
With this effect Xavier can change
the opponent to gold. The effect
lasts for 4 seconds or until the
opponent is hit.
Attract & Smack (12% damage):
Snap (A) + Thrust (B) + Wheel (C).
With this effect, Xavier is able
to grab an enemy from a distance,
then draw in and smack the
opponent in the head with his
cane. This move is automatic once
activated.
Swap Spell (0% damage):
Straight (X) + Lunge (Y).
With this effect, Xavier can
switch places with the opponent.
This spell can be used to make an
opponent get hit by his or her own
projectile.
Confusion Spell (0% damage):
Snap (A) + Wheel (C).
With this effect, Xavier can place
the opponent in a state of
confusion. When confused, the
opponent's controls will be
scrambled, and will return to
normal only after 5 seconds.
Insult (Drains Inner Strength):
Straight (X) + Swing (Z).
Taunts the opponent with gestures
and body moves.
 Eternal Champions
 Hints and Tips
 
 Use Up/Down to scroll text
 * Learn to use taunts to
disrupt your opponent's special
moves.
 * When playing as Shadow, use
her special Shadow Mode move at
the beginning of each match.
 * Offense is the key when
playing as Rax. Use combos,
overloads, and Jet Knee Smashes to
dominate your enemies.
 * When Slash is cornered,
break out with the Running
Head-Butt move.
 * Have Midknight attack at
close range, that's when he's the
most dangerous.
 * Phase often when using Jetta
and then spend your time on a
hit-and-run style offense.
WARNING: The following section
may contain spoilers to different
sections of the game. Read at your
own risk!
The Eternal Champion may attack
you in 5 different forms, each
with its own fighting style.
Below you will find information
about the Eternal Champion, in the
same order as listed: Form,
Shape, Strength, and Weakness.
1. Void; Human; Limited
Invicibility; Jumping Attacks.
2. Earth; Tiger; Speed; Jumping
Attacks/Throws.
3. Water; Shark; Energy Fin;
Jumping Attacks/Throws.
4. Air; Eagle; Flying Claw
Attack; Jump Kicks.
5. Fire; Dragon;
Shield/Fireballs; Toe to Toe
Brawling.
XAVIER
Xavier's Strengths:
 * Singapore Cane Whip (Z
button).
 * Throws: (Towards + Any
Punch).
 * Midas Touch (Away for .5
seconds, Towards + Y).
 * Jumping Attacks (up + C & up
+ Z).
Xavier's Weakness:
 * Get hiim in the corner and
throw him repeatedly.
 * He doesn't do much damage
when he hits you.
Xavier Vs. Void:
 * If you use the Z-Button too 
much he will turn invincible.
 * Jumping attacks will work
great if you start them at the
proper distance. If Eternal
Champion uppercuts you, you were
too close to him when you started
your attack.
 * If the Eternal Champion
attacks you from the air, block
then immediately move in for a
throw. This works very well
against him.
 * When he floats into the air
and fires 5 orbs of light, he is
vulnerable when he lands. This is
a great opportunity for a throw.
 * When you beat him you want
to stand over his body, so as he
reanimates, you can throw him.
Xavier Vs. Shark:
 * If you use the Z-Button too
much, E.C. will use his shark fin
attack. You can block (it will
hurt you a little) or repeatedly
jump over it.
 * Jumping attacks work best
against the Shark. When he jumps
at you, block and throw.
Xavier Vs. Tiger:
 * Fight him as you would fight
Jetta. Use throws!!!
 * This works well when he is
using his speed spell: (up
diagonal + Z) right after you hit
him (up, away, diagonal + Z). You
will hit him and he will jump to
counter attack and run into your
kick.
 * If he spins towards you, use
the Midas touch.
Xavier Vs. Eagle:
 * Jumping Attacks work best
against the Eagle.
 * If he is using his charge
attack (similar to Midnight's
attack), he is vulnerable when he
looks into the air. While he is in
flight, you can use the Midas
touch on him.
Xavier Vs. Dragon:
 * The dragon is the toughest
opponent that you will face.
 * Jumping attacks work well;
once again if he uppercuts you,
you were too close.
 * A good strategy: Get in his
face and keep pressing the Y
Button. When he reaches back to
throw a fireball, you will smack
him in the face. Stay close and
keep this up.
 * If he starts flashing
Orange--RUN! It is a personal
shield.
SLASH
Slash's Strengths:
 * Throw: (Towards + Z).
 * Jump Kick: (Jump + C).
 * Jumping Club Smash: (Jump
Away + C).
Slash's Weakness:
 * He doesn't taunt, so stick
to your special moves.
 * He is a sucker for a jump
kick followed by a strong punch to
the face.
Slash Vs. The Eternal Champion
(All Forms):
 * Use the Jump Kick; if the
Eternal Champion uppercuts you
then you were too close when you
started your jump.
Slash has one combination that
works well against all of the
other forms of the Eternal
Champion, but make sure you are
approximately 2 Character Lengths
away from the Eternal Champion.
1. Stun: (Jump up + Z).
2. Jump Kick: (Jump Towards +
C).
3. Wait 1 second: (Towards + Z).
Step back and repeat this pattern.
SHADOW
Shadow's Strengths:
 * Shadow Mode (Hold A+B+C).
 * When you are in Shadow Mode,
don't throw your opponent. You can
hit him or her with five strong
punches while you are in Shadow
Mode.
If you land these punches, your
opponent will be stunned when you
come out of Shadow Mode. This is a
great time to throw your opponent.
 * Long Jump Kick (Jump + A
(flip) while still in air + B).
 * Disappearing (Hold X+Y+Z).
Shadow's Weakness:
 * When Shadow throws a smoke
bomb, she turns invisible. When
she disappears, wait approximately
2 seconds and jump into the air.
She will appear next to you and
throw a shuriken. If you timed
your jump correctly, her shuriken
will pass underneath you and as
you land, you can throw her.
Shadow Vs. Void:
 * Use Jumping attacks. If the
E.C. uppercuts you, then you were
too close when you started your
attack.
If your distance is correct, he
will jump to counterattack and you
will kick him.
 * When he floats into the air
and fires five orbs of light at
you, dodge the orbs, and throw him
as he lands.
Shadow Vs. All Other Forms:
 * Start as close to the
Eternal Champion as you can and
throw him when he appears. Go into
Shadow Form as soon as possible
and attack.
 * Jump kicks are also very
effective.
BLADE
Blade's Strengths:
 * Personal Shield (Hold
X+Y+Z).
 * Mule Kick (Crouch + C).
 * Counterattacks (Block and
throw immediately).
 * Any Kick Combination
starting with the A Button.
Blade's Weakness:
 * Blade can't stop jumping
attacks.
Blade Vs. The Eternal Champion
(All Forms):
 * Always use the Personal
Shield and Counterattack.
 * If the Eternal Champion
attacks with a jump kick, block
and throw.
 * If you have the Eternal
Champion cornered, jump away from
him and press Button C. If you
connect, repeat this pattern. If
he blocks, throw him.
TRIDENT
Trident's Strengths:
 * Freeze (Hold A + B).
 * Plasma Bolt (Hold Back +
Forward + Z).
 * Face Grind (Hold X+Y+Z).
 * Double Leg Jump Kick (Jump +
C).
 * Walk towards your opponent
and continuously press (Z).
 * The Combo of Death (Plasma
Bolt + Face Grind + Face Grind +
Throw + Throw).
Trident's Weakness:
 * None found.
Trident Vs. The Eternal Champion
(All Forms Except Dragon):
 * Start two character lengths
away from your enemy and jump
kick; if he counterattacks from a
standing position, you were too
close when you started your
attack.
If he counterattacks from the air,
you were too far when you started
your attack. If you are the
correct distance, he will jump to
counterattack, and you will hit
him.
If you can catch the Eternal
Champion with the Plasma Bolt,
immediately follow with the Face
Grind.
Trident Vs. Dragon:
 * Walk towards him and
continuously use your overhead
smash (Z). When he reaches back to
throw a fireball you will hit him
in the face. If he flashes orange,
you need to stay away from him.
MIDKNIGHT
Midnight's Strengths:
 * Lunge of Terror (hold back
for .5 seconds, then push forward
+ Z).
 * Throw (towards + any punch
button).
 * Overhead Smash (get within
throwing distance and hold A+B+C).
 * Energy Drain (get within
throwing distance and hold X+Y+Z).
Midnight's Weakness:
 * You can walk towards him and
repeatedly kick for the stomach.
When he turns to mist, block and
as he rematerializes, throw him.
Midnight Vs. The Eternal Champion
(All Forms):
 * Block all attacks and
immediately counterattack with a
throw or an energy drain (you need
as much energy as you can get
against this guy). If he gives you
the distance, use the Lunge of
Terror.
RAX
Rax's Strengths:
 * Powerful Attacks.
 * Overload (Hold A+C).
 * Thrust Punch (Hold X+Y+Z).
 * Thrust Kick (Hold A+B+C).
 * Watch Your Opponent's Front
Foot; when it moves press Crouch +
Button C.
Rax's Weakness:
 * If Rax's attacks are
blocked, he is vulnerable to
throws.
Rax Vs. The Eternal Champion (All
Forms):
 * Block his jumping attacks
and immediately throw (Towards +
Any Punch). Get approximately two
character lengths away from the
Eternal Champion and (Jump Towards
+ C).
If he counterattacks from the
ground, you were too close when
you started your attack. If he
counterattacks from the air, you
were too far when you started your
attack.
You can also let the Eternal
Champion come close to you and hit
him with an Overload.
LARCEN
Larcen's Strengths:
 * Inner Strength returns
rapidly.
 * Long Straight Punch (Y) or
(Z).
 * Sai Throw (Back, Forward +
Y).
 * Larcen throws opponents well
(Towards + Any Punch).
 * Reflect Back (Hold Back,
wait for projectile to approach
Forward + X).
Larcen's Weakness:
 * No Superhuman Powers.
 * If you try to Block then
Throw, Larcen usually throws a
Sai.
Larcen Vs. The Eternal Champion
(All Forms Except Dragon):
 * Get approximately two
character lengths away and press
Jump + Button B. When you hit him,
jump away and repeat this pattern.
If he disrupts your pattern, throw
Sais. Sai throwing works best
against the Eagle.
Larcen Vs. The Dragon:
 * Get in his face and keep
pressing the Y and Z Buttons. When
he reaches back to throw a
fireball, you will hit him in the
face.
Do not throw Sais at the Dragon,
he will activate his personal
shield and make you very sad.
JETTA
Jetta's Strengths:
 * Blazing Speed.
 * Crouching Defensively + X
against jumping attacks.
 * Blocking a jumping attack
then (Z).
 * Boomerang Fury (Crouching,
Up + Y).
 * Diving Smash (Jumping Away +
Z).
Jetta's Weakness:
 * Not much strength when she
does hit you.
 * Get her in the corner and
throw her repeatedly.
Jetta Vs. the Eternal Champion
(All Forms):
 * Master the Diving Smash!
Start approximately two character
lengths away. Jump Away and as
Jetta leaves the top of the
screen, press (Z). The Boomerang
Fury also works well against the
Eternal Champion.
Take this knowledge and fulfill
your destiny; the fate of the
world depends on you!!
<a name="Ewj2.o">EWJ2.O</a>
 Earthworm Jim 2
 Playmates
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 STUFF
 HINTS AND TIPS
 BROWSE HELP FILES
 Earthworm Jim 2
 Game Description
 
 Use Up/Down to scroll text
Earthworm Jim is back in a bigger
and more exciting adventure than
ever before! 
He's enlisted his pal, Snott, to
help him chase down Psy-Crow and
nab the woman of his dreams!
 Earthworm Jim 2
 Controller Functions
 
 Use Up/Down to scroll text
CONTROLS
Button A:
 * Fires current weapon
Button B:
 * Head whip
Button C:
 * Jump/Activates the Snott
swing/grab
D-Pad:
 * Moves Jim
Start:
 * Pause/resume game
 Earthworm Jim 2
 Playing the Game
 
 Use Up/Down to scroll text
LEVEL DESCRIPTIONS
Anything But Tangerines
Bob's summer home, A.B.T. is also
the home to blunderbuss wielding
octopi, #4's bowling alley, and
umbrella-wielding geriatrics. 
Even though the pigs aren't good
looking, you can still heft one up
and use it to your advantage. 
Use the E-Z stair climber to get
to the real action, but watch out
for the jealous grannies who want
their turn on the lift.
Lorenzen's Soil
Jim has followed Psy-Crow here and
has been buried alive in the
depths of the excavation site. 
Now the maggots of the underworld
are throwing everything they can
at him: babies, chairs, cups of
really hot coffee, you name it. 
Jim must dig, dodge, and drill his
way past these malevolent maggots
to reach the surface soil...or eat
dirt forever. 
You'd better hurry though, another
earthquake is due to strike the
planet at any time!
Puppy Love
Psy-Crow has taken the Princess to
Peter Puppy's world and now is
holding Peter's puppies
hostage(all 600 of them). 
Cornering Psy-Crow in an abandoned
spaceport control tower on the
edge of Nowhere City, Jim has to
stop Psy-Crow from throwing the
helpless puppies out the window
and thus getting rid of any
evidence! 
Use the giant marshmallow o'love
tog et the puppies back to Peter.
Drop a few and Peter might get
angry. 
And you know that getting Peter
angry is like having a 900 pound
weasel stuffed down your shorts!
Yikes!
Special Level Controls
Button A:
 * Turns Jim around
Button B or C:
 * Makes Jim dive for puppies
The Villi People a/k/a Blind
Sally
In order to pursue Psy-Crow and
the princess through the living
intestinal planet-Doc D's old
summer home-Jim will have to don
one of numerous disguises...Sally,
the blind cave salamander. 
Still holding on to his plasma
blaster, Jim must pass the pinball
bumpers, collect power-ups in a
quick memory game, and then
compete in an impromptu game show!
Watch out for the villi that are
always on the lookout for a snack!
Tender morsels can be found
throughout the cavern to win extra
chances for bonuses. 
Earthworm Jim...come on down,
you're the next contestant!!!
Special Level Controls
Button A or B:
 * Fires plasma blaster
Button C:
 * Swim/move
Circus of the Scars
Wander through a wrong door and
you may find yourself stuck in a
part of Evil the Cat's "Circus of
the Scars." 
Wait in the turnstile line of
despair, evade the pea-shooting
cat carnies, eat way too much
fried food before going on the
Tilt-a-Whirl, and hopefully catch
Psy-Crow before he gets away
again! 
Show off your strength at the
hammer and bell competition. Laugh
at the horribly deformed Elephant
man.
Special Level Controls
Button B:
 * Deflates Jim's head
Button C:
 * Inflates Jim's head
The Flyin' King & Peter Pain
Jim, on his trusty pocket rocket,
flies over the lochs and castles
in search of his Princess.
Psy-Crow has warned the mayor,
Major Mucus, of Jim's arrival. 
Jim has to get through the
planet's defenses and dethrone the
Major so that he can continue
after his beloved princess. 
From homing missiles, cannon
balls, and flying sumo/Roman
centurions, Jim has to evade them
or shoot them out of the sky in
order to stay alive. 
Guide the blimp to its destination
and drop the bomb.
Special Level Controls
Button A:
 * Fires rocket guns
Button B:
 * Orders large pepperoni pizza
Button C:
 * Turns rocket around
Udderly Abducted
For years, Jim's had an unbridled
passion for cows. They know him as
Brahman Brahma. Help him save cows
from abduction. 
Round them up and get them back to
the barn before the aliens steal
them for their nefarious schemes. 
Mutant superpowered Penguins and
transforming udder ships challenge
Jim at every step of the way.
ISO 9000
Psy-Crow has tricked Jim onto the
planet of Paperwork! 
Now, he's got to run over piles of
paperwork, past sneaky file
cabinets, and evade the masked
lawyers and accountants who will
stop at nothing to get him to
properly fill out his ISO 9000
forms. 
Deeper and deeper into the
archives, to where the mighty
blast furnaces and printing
presses await.
Level Ate
A planet of meat? Where days are
measured by when the burger patty
sets and rises? 
Keep away from the salt shaker or
Jim will end up like a piece of
those deep fried onion things your
parents serve at parties! 
Dodge the sandwich toothpicks,
destroy the bendy straws, and
don't get Flamin' Yawn mad or
you're totally forked!
See Jim Run. Run Jim Run.
The largest quickie 24-hour church
and deli in the Lost Vegas system,
it's known by many names; Mystical
shrine of Mu, The House of
Holstein, the Steerstein Chapel. 
This cathedral holds all the
answers to Jim's questions. Can
Jim finally defeat Psy-Crow once
and for all?
TOP SECRET BONUS LEVEL(That you
may never see)
Totally Forked!
 Earthworm Jim 2
 Stuff
 
 Use Up/Down to scroll text
Suit Power
Each one of these gives Jim's suit
an extra 4% on the life meter.
Super Suit Power
This will give you 100% suit
power.
Chip Butty
A tasty snack that'll boost Jim's
suit power to 200%!
Meal Worms
Grab these and earn chances to
earn extra bonuses later in the
game.
Extra Life
What do you think?
Stopwatch
Buy yourself time in Lorenzen's
Soil. It'll postpone the sky from
falling.
Standard Machine Gun Plasma
Power
Gives Jim 250 rounds of ammo.
Mega Plasma
Good for two rounds of plasma
energy.
3 Finger Gun
Let's Jim hit the broad side of a
barn without looking.
Barn Blaster
This one-shot wonder will blast
everything off the screen.
Homing Missile
What do you think?
Bubble Gun
Not very effective, but nice to
look at.
Ammo Booster
Grab these to increase the power
of whatever Jim is holding.
Worm Flag
Icon dos for the password(for out
Spanish friends).
Earth Flag
One of three items Jim needs to
find on each level. Find all three
and receive a level password.
Jim Flag
Icon san banme for the
password(for our Japanese pals).
Continue Icon
What do you think?
Turbo
Gives Jim extra turbo power!
Express Lane
Use this to bolt back to the
beginning for more bomb laden
balloons in Peter Pain.
Big Block Engine
Makes the pocket rocket twice as
maneuverable and speedy. Cheaper
than a trip to your local auto
parts supplier for new valves.
Can O'Worms
We fooled you in the first
one-there was no hidden can of
worms. Find them now for an extra
continue.
 Earthworm Jim 2
 Hints and Tips
 
 Use Up/Down to scroll text
 * The longer you hold the jump
button, the higher Jim jumps.
 * Snott can stick to a number
of different areas. Just keep your
eyes open and look for
slime-covered pipes and rocks.
 * The Snott parachute works
the same way as the Helicopter
head used to.
 * Simply hold down the button
to rapidly fire a weapon.
<a name="Ewj2spec.o">EWJ2SPEC.O</a>
 Earthworm Jim 2
 Playmates
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 STUFF
 HINTS AND TIPS
 BROWSE HELP FILES
 Earthworm Jim 2
 Game Description
 
 Use Up/Down to scroll text
Earthworm Jim is back in a bigger
and more exciting adventure than
ever before! 
He's enlisted his pal, Snott, to
help him chase down Psy-Crow and
nab the woman of his dreams!
 Earthworm Jim 2
 Controller Functions
 
 Use Up/Down to scroll text
CONTROLS
Button A:
 * Fires current weapon
Button B:
 * Head whip
Button C:
 * Jump/Activates the Snott
swing/grab
D-Pad:
 * Moves Jim
Start:
 * Pause/resume game
 Earthworm Jim 2
 Playing the Game
 
 Use Up/Down to scroll text
LEVEL DESCRIPTIONS
Anything But Tangerines
Bob's summer home, A.B.T. is also
the home to blunderbuss wielding
octopi, #4's bowling alley, and
umbrella-wielding geriatrics. 
Even though the pigs aren't good
looking, you can still heft one up
and use it to your advantage. 
Use the E-Z stair climber to get
to the real action, but watch out
for the jealous grannies who want
their turn on the lift.
Lorenzen's Soil
Jim has followed Psy-Crow here and
has been buried alive in the
depths of the excavation site. 
Now the maggots of the underworld
are throwing everything they can
at him: babies, chairs, cups of
really hot coffee, you name it. 
Jim must dig, dodge, and drill his
way past these malevolent maggots
to reach the surface soil...or eat
dirt forever. 
You'd better hurry though, another
earthquake is due to strike the
planet at any time!
The Flyin' King & Peter Pain
Jim, on his trusty pocket rocket,
flies over the lochs and castles
in search of his Princess.
Psy-Crow has warned the mayor,
Major Mucus, of Jim's arrival. 
Jim has to get through the
planet's defenses and dethrone the
Major so that he can continue
after his beloved princess. 
From homing missiles, cannon
balls, and flying sumo/Roman
centurions, Jim has to evade them
or shoot them out of the sky in
order to stay alive. 
Guide the blimp to its destination
and drop the bomb.
Special Level Controls
Button A:
 * Fires rocket guns
Button B:
 * Orders large pepperoni pizza
Button C:
 * Turns rocket around
 Earthworm Jim 2
 Stuff
 
 Use Up/Down to scroll text
Suit Power
Each one of these gives Jim's suit
an extra 4% on the life meter.
Super Suit Power
This will give you 100% suit
power.
Chip Butty
A tasty snack that'll boost Jim's
suit power to 200%!
Meal Worms
Grab these and earn chances to
earn extra bonuses later in the
game.
Extra Life
What do you think?
Stopwatch
Buy yourself time in Lorenzen's
Soil. It'll postpone the sky from
falling.
Standard Machine Gun Plasma
Power
Gives Jim 250 rounds of ammo.
Mega Plasma
Good for two rounds of plasma
energy.
3 Finger Gun
Let's Jim hit the broad side of a
barn without looking.
Barn Blaster
This one-shot wonder will blast
everything off the screen.
Homing Missile
What do you think?
Bubble Gun
Not very effective, but nice to
look at.
Ammo Booster
Grab these to increase the power
of whatever Jim is holding.
Worm Flag
Icon dos for the password (for our
Spanish friends).
Earth Flag
One of three items Jim needs to
find on each level. Find all three
and receive a level password.
Jim Flag
Icon san banme for the
password(for our Japanese pals).
Continue Icon
What do you think?
Turbo
Gives Jim extra turbo power!
Express Lane
Use this to bolt back to the
beginning for more bomb laden
balloons in Peter Pain.
Big Block Engine
Makes the pocket rocket twice as
maneuverable and speedy. Cheaper
than a trip to your local auto
parts supplier for new valves.
Can O'Worms
We fooled you in the first
one-there was no hidden can of
worms. Find them now for an extra
continue.
 Earthworm Jim 2
 Hints and Tips
 
 Use Up/Down to scroll text
 * The longer you hold the jump
button, the higher Jim jumps.
 * Snott can stick to a number
of different areas. Just keep your
eyes open and look for
slime-covered pipes and rocks.
 * The Snott parachute works
the same way as the Helicopter
head used to.
 * Simply hold down the button
to rapidly fire a weapon.
<a name="Ewjhint1.o">EWJHINT1.O</a>
 Earthworm Jim
 Playmates
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE LEVELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Earthworm Jim
 Game Description
 
 Use Up/Down to scroll text
Ever raced through a 3D plasma
tube? Yeah? Well have ya ever
bungie jumped into a pool of snot?
OK tough guy, how many times have
you been able to obliterate the
screen in 64 directions?
What about finding weapons that
toast half the screen? Can you
perform crazy acrobatics to avoid
certain death? How many games have
you played with exploding organs?
Ever seen a queen with a slug of a
butt? Well then, let Earthworm Jim
whip some life into your Sega
Genesis. And get ready to EAT
DIRT!
(Warning: If you like cheesy
puzzle games this ain't for you!)
 Earthworm Jim
 Controller Functions
 
 Use Up/Down to scroll text
Button A:
Fire your Plasma Blaster, or any
other weapon you get. Also acts as
an accelerator for your rocket.
Button B:
Does the Head Whip, the "Hamster
Bite" (you'll find out...), and
the Bungee Shove. Activates
shields during the rocket flights.
Button C:
Makes Jim jump, or when in flight,
turns Jim's head into a rapidly
rotating helicopter blade.
D-Pad:
Controls which way you move which
direction you look. What did you
think it did?
 Earthworm Jim
 Playing the Game
 
 Use Up/Down to scroll text
The Game Screen
Worms Left:
(in the upper left corner) This is
the number of additional Jim lives
you have left to complete the
game.
There are many hidden free lives
to help you on your quest to save
the Princess. Look everywhere for
them!
Suit Energy:
(just to the right of "worms
left") This is the percentage of
energy the suit has left.
Whenever you are attacked by an
enemy, touched by an enemy or
generally do something stupid this
number goes down. If this number
reaches zero you will lose one
life.
Additional energy can be found
floating throughout the levels, or
when you defeat an enemy.
Plasma Shots:
(in the lower left corner) This is
the number of rounds of plasma
energy you have left to fire.
Additional energy clips can be
picked up while you are playing,
but you must use your shots
carefully as many enemies await
you.
If you run completely out of
shots, the plasma gun
automatically recharges itself
very slowly by gathering energy
from around it, but it is strongly
advised not to let the gun run out
of ammo.
ITEMS
Plasma Power:
Each time you pick up one of these
you get an additional 250 rounds
of plasma power. Plasma shots are
limited so get as many of these as
you can find!
Mega Plasma:
The Big Wally of plasma
detonation! This weapon will
generally wipe out anything you
can point it at and fire! Every
time you collect one of these you
only get one mega-shot, so use
them wisely!
Suit Power:
Atomic energy that the suit needs
to function. Collecting these
items increases your overall suit
energy. More healthy than a big
bowl of chicken soup.
Super Suit Power:
We're talking full suit power.
Like a double espresso and a hunk
of cheesecake, prepare to be
energized to the extreme!
Asteroid Shields:
During the Rock Races, grab these
to protect yourself from colliding
with the asteroids.
Atomic Accelerator:
Catch one of these power gems to
throw yourself into overdrive.
Useful for a quick burst of speed
to avoid Psy-Crow.
Fuel Pods:
While racing, grab these items for
fun and profit.
Extra Life:
Hidden throughout the vast levels
are these items that will give you
an extra try at rescuing the
princess.
 Earthworm Jim
 The Levels
 
 Use Up/Down to scroll text
New Junk City:
Menacing crows, giant mutant
garbage cans, the junkyard's owner
Chuck and his dog Fifi, want to
welcome you to the junkyard in
their own special way--by trying
to kill you.
Bounce from tire to tire, or slide
across zip lines to grab extra
power-ups. Watch out, compared to
Fifi's bark, those bites are even
worse!
What the Heck?:
Welcome to Planet Heck. As Evil
the Cat dances, you wander through
the devilishly tricky maze. Step
quickly...it can get a little too
hot for Jim even in his
indestructible suit.
For an uplifting experience, take
a jog on a gem, but don't let Jim
get a hot foot! There'll be a hot
time in the old town tonight for
sure!!
Down the Tubes:
Bob the goldfish knows that EWJ's
super suit could make him ruler of
the world. Maybe even the
universe!!!
Controlling the drone cat minions
in his underwater lair, Bob will
use his servants to find you
wherever you hide, high or low.
Don't let the size of Bob's kitten
guards fool you--they're just as
powerful as the cats!! Hamsters
galore!
Snot a Problem:
Bungee jumping is scary enough
without Major Mucus trying to bash
you into the walls, but that's
exactly his plan.
As your bungee cord gets thinner
and thinner, your life hangs on a
few measly threads!!! But that's
not all.
Mucus Phlegm Brain is waiting for
you to get too close to the pool
of snot or fall in--he's waiting
for lunch!
Level 5:
The Professor would love to have
Earthworm Jim on the dissection
table, but that darn super suit
keeps him safe.
The Professor wants that suit
back--after all, he designed it
for the Queen. Of course, he could
make another one...if only that
darn monkey hadn't eaten the
blueprints.
That's another can of worms
entirely. You'd better keep an eye
out for the professor's creepy
science experiments, they're
everywhere. Careful when the
lights go out!
Remember when you were afraid of
the dark? Relive the horror (if
you can find it) and find your way
out!
Andy Asteroids:
Ready for a wild ride through
space? Well hold on to your seat
because between each level
Psy-Crow is right on your tail!
Dodge the asteroids and try
knocking Psy-Crow off his rocket
backpack to help you get to the
finish line alive.
Grab the Atomic Accelerators along
the way to leave Psy-Crow eating
your heavy ions. Of course if
you're traveling that fast, you'll
want to stock up on
shields...unless you're an expert
pilot.
For Pete's Sake:
Walking the dog was never like
this!!! If you let little Peter
fall, watch out--his temper gets
the best of him and he mutates
into a ravenous hulking giant!
If the meteor showers don't rain
on your parade, and the flying
saucers don't blow you away, then
maybe, just maybe you'll make it
through okay.
Oh, did I forget to mention that
the Unipus' (like an octopus but
with one arm) tentacles can kill
you...?
Intestinal Distress:
Disgusting gross bad guys (like
you were expecting less?). Flying
fish spitting biting fish? And a
boss that will put a major squeeze
on you! Now, would you like to see
what you just had for lunch?
Buttville:
It's dark, there's lightning in
the distance, and you've got to
keep your head in order to stay
alive. You're now facing the Queen
and her minions head to head, so
use yours.
The Queen is using her control
over all the insects in order to
stop you. Everywhere you turn, one
of her followers is going to be
there.
You may think it's hopeless, but
it's Snot. Try to control your
every move here. Any mistakes will
probably be your last.
 Earthworm Jim
 Hints and Tips
 
 Use Up/Down to scroll text
 * Try not to stay in the same
place too long. As a moving
target, Jim is a lot tougher to
hit.
 * Limit your firing to short
bursts of plasma. This will help
you save much needed rounds for
later.
 * Use your head--literally!
Your whip-like head can do more
than destroy your enemies. You can
use it to swing from place to
place.
Hmmm...what sort of thing could
you swing from? Using your head
more often will often help you to
save your ammunition for the
bosses.
 * Don't be afraid to make a
leap of faith. With a part-time
propeller for a head, Jim can
gently glide down a chasm that
he's leapt into--even though you
couldn't see where he was going to
land.
 * Sometimes hanging around
isn't such a hot idea and you'll
need to get out of somebody's way.
Just pull yourself up by your
bootstraps (you'd be amazed at how
many enemies don't look up...).
 * Surrounding yourself with
Earthworm Jim action figures,
watching the new television show
and buying anything with Earthworm
Jim, the Playmates logo, or Shiny
Entertainment's logo on it will
automatically make you the coolest
person in your neighborhood.
 * Gather as many atoms as you
can before the end of each stage.
You'll need as much energy as you
can get to defeat the bosses.
And watch your plasma gun's energy
level--recharging only seems to
take longer when you're in a jam.
 * Open your eyes and search
around. There are many secrets to
be found. Closely look at what you
see, for many secrets are off the
screen...
 * There are a ton of goodies
on each level. If you can't find a
way to get to something you see,
the answer may lie just ahead, or
below, or above you, or this-away,
or that-away...
 * To keep Psy-Crow out of the
action, you've got to beat him in
the asteroid...race. Otherwise
he'll give you problems on every
level. (Lose a turn for not
laughing at the asteroid joke.)
 * Defeating the Queen involves
stopping her from laying eggs.
Now, how can you do that? Don't
you wish you stayed awake during
health education?
 * Most of the time, keeping
Peter moving along is the best
plan of action. But how can you
stop him, or slow him down, when
you need to? Click.
 * Making cookies with
butter-flavored shortening rather
than butter or margarine keeps
them from flattening out too much
during baking.
 * Finding the can of worms is
one way to get a continue, the
other...well, that's fuel for
though.
 * To see early credits and a
hidden Andy Asteroid Stage, do the
following:
1. Load up the game and press
reset on the Genesis.
2. At the Sega logo, press Start.
3. Wait at the title screen until
the screen with Earthworm Jim's
face comes up with the stage's
name above it.
4. Press start to skip through
that.
Repeat steps 1-4 several times.
After a few tries, the game's
credits will roll by and you will
find yourself in a mysterious Andy
Asteroid Stage.
<a name="Ewjhint2.o">EWJHINT2.O</a>
 Earthworm Jim
 Playmates
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE LEVELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Earthworm Jim
 Game Description
 
 Use Up/Down to scroll text
Ever raced through a 3D plasma
tube? Yeah? Well have ya ever
bungie jumped into a pool of snot?
OK tough guy, how many times have
you been able to obliterate the
screen in 64 directions?
What about finding weapons that
toast half the screen? Can you
perform crazy acrobatics to avoid
certain death? How many games have
you played with exploding organs?
Ever seen a queen with a slug of a
butt? Well then, let Earthworm Jim
whip some life into your Sega
Genesis. And get ready to EAT
DIRT!
(Warning: If you like cheesy
puzzle games this ain't for you!)
 Earthworm Jim
 Controller Functions
 
 Use Up/Down to scroll text
Button A:
Fire your Plasma Blaster, or any
other weapon you get. Also acts as
an accelerator for your rocket.
Button B:
Does the Head Whip, the "Hamster
Bite" (you'll find out...), and
the Bungee Shove. Activates
shields during the rocket flights.
Button C:
Makes Jim jump, or when in flight,
turns Jim's head into a rapidly
rotating helicopter blade.
D-Pad:
Controls which way you move which
direction you look. What did you
think it did?
 Earthworm Jim
 Playing the Game
 
 Use Up/Down to scroll text
The Game Screen
Worms Left:
(in the upper left corner) This is
the number of additional Jim lives
you have left to complete the
game.
There are many hidden free lives
to help you on your quest to save
the Princess. Look everywhere for
them!
Suit Energy:
(just to the right of "worms
left") This is the percentage of
energy the suit has left.
Whenever you are attacked by an
enemy, touched by an enemy or
generally do something stupid this
number goes down. If this number
reaches zero you will lose one
life.
Additional energy can be found
floating throughout the levels, or
when you defeat an enemy.
Plasma Shots:
(in the lower left corner) This is
the number of rounds of plasma
energy you have left to fire.
Additional energy clips can be
picked up while you are playing,
but you must use your shots
carefully as many enemies await
you.
If you run completely out of
shots, the plasma gun
automatically recharges itself
very slowly by gathering energy
from around it, but it is strongly
advised not to let the gun run out
of ammo.
ITEMS
Plasma Power:
Each time you pick up one of these
you get an additional 250 rounds
of plasma power. Plasma shots are
limited so get as many of these as
you can find!
Mega Plasma:
The Big Wally of plasma
detonation! This weapon will
generally wipe out anything you
can point it at and fire! Every
time you collect one of these you
only get one mega-shot, so use
them wisely!
Suit Power:
Atomic energy that the suit needs
to function. Collecting these
items increases your overall suit
energy. More healthy than a big
bowl of chicken soup.
Super Suit Power:
We're talking full suit power.
Like a double espresso and a hunk
of cheesecake, prepare to be
energized to the extreme!
Asteroid Shields:
During the Rock Races, grab these
to protect yourself from colliding
with the asteroids.
Atomic Accelerator:
Catch one of these power gems to
throw yourself into overdrive.
Useful for a quick burst of speed
to avoid Psy-Crow.
Fuel Pods:
While racing, grab these items for
fun and profit.
Extra Life:
Hidden throughout the vast levels
are these items that will give you
an extra try at rescuing the
princess.
 Earthworm Jim
 The Levels
 
 Use Up/Down to scroll text
New Junk City:
Menacing crows, giant mutant
garbage cans, the junkyard's owner
Chuck and his dog Fifi, want to
welcome you to the junkyard in
their own special way--by trying
to kill you.
Bounce from tire to tire, or slide
across zip lines to grab extra
power-ups. Watch out, compared to
Fifi's bark, those bites are even
worse!
What the Heck?:
Welcome to Planet Heck. As Evil
the Cat dances, you wander through
the devilishly tricky maze. Step
quickly...it can get a little too
hot for Jim even in his
indestructible suit.
For an uplifting experience, take
a jog on a gem, but don't let Jim
get a hot foot! There'll be a hot
time in the old town tonight for
sure!!
Down the Tubes:
Bob the goldfish knows that EWJ's
super suit could make him ruler of
the world. Maybe even the
universe!!!
Controlling the drone cat minions
in his underwater lair, Bob will
use his servants to find you
wherever you hide, high or low.
Don't let the size of Bob's kitten
guards fool you--they're just as
powerful as the cats!! Hamsters
galore!
Snot a Problem:
Bungee jumping is scary enough
without Major Mucus trying to bash
you into the walls, but that's
exactly his plan.
As your bungee cord gets thinner
and thinner, your life hangs on a
few measly threads!!! But that's
not all.
Mucus Phlegm Brain is waiting for
you to get too close to the pool
of snot or fall in--he's waiting
for lunch!
Level 5:
The Professor would love to have
Earthworm Jim on the dissection
table, but that darn super suit
keeps him safe.
The Professor wants that suit
back--after all, he designed it
for the Queen. Of course, he could
make another one...if only that
darn monkey hadn't eaten the
blueprints.
That's another can of worms
entirely. You'd better keep an eye
out for the professor's creepy
science experiments, they're
everywhere. Careful when the
lights go out!
Remember when you were afraid of
the dark? Relive the horror (if
you can find it) and find your way
out!
Andy Asteroids:
Ready for a wild ride through
space? Well hold on to your seat
because between each level
Psy-Crow is right on your tail!
Dodge the asteroids and try
knocking Psy-Crow off his rocket
backpack to help you get to the
finish line alive.
Grab the Atomic Accelerators along
the way to leave Psy-Crow eating
your heavy ions. Of course if
you're traveling that fast, you'll
want to stock up on
shields...unless you're an expert
pilot.
For Pete's Sake:
Walking the dog was never like
this!!! If you let little Peter
fall, watch out--his temper gets
the best of him and he mutates
into a ravenous hulking giant!
If the meteor showers don't rain
on your parade, and the flying
saucers don't blow you away, then
maybe, just maybe you'll make it
through okay.
Oh, did I forget to mention that
the Unipus' (like an octopus but
with one arm) tentacles can kill
you...?
Intestinal Distress:
Disgusting gross bad guys (like
you were expecting less?). Flying
fish spitting biting fish? And a
boss that will put a major squeeze
on you! Now, would you like to see
what you just had for lunch?
Buttville:
It's dark, there's lightning in
the distance, and you've got to
keep your head in order to stay
alive. You're now facing the Queen
and her minions head to head, so
use yours.
The Queen is using her control
over all the insects in order to
stop you. Everywhere you turn, one
of her followers is going to be
there.
You may think it's hopeless, but
it's Snot. Try to control your
every move here. Any mistakes will
probably be your last.
 Earthworm Jim
 Hints and Tips
 
 Use Up/Down to scroll text
 * Try not to stay in the same
place too long. As a moving
target, Jim is a lot tougher to
hit.
 * Limit your firing to short
bursts of plasma. This will help
you save much needed rounds for
later.
 * Use your head--literally!
Your whip-like head can do more
than destroy your enemies. You can
use it to swing from place to
place.
Hmmm...what sort of thing could
you swing from? Using your head
more often will often help you to
save your ammunition for the
bosses.
 * Don't be afraid to make a
leap of faith. With a part-time
propeller for a head, Jim can
gently glide down a chasm that
he's leapt into--even though you
couldn't see where he was going to
land.
 * Sometimes hanging around
isn't such a hot idea and you'll
need to get out of somebody's way.
Just pull yourself up by your
bootstraps (you'd be amazed at how
many enemies don't look up...).
 * Surrounding yourself with
Earthworm Jim action figures,
watching the new television show
and buying anything with Earthworm
Jim, the Playmates logo, or Shiny
Entertainment's logo on it will
automatically make you the coolest
person in your neighborhood.
 * Gather as many atoms as you
can before the end of each stage.
You'll need as much energy as you
can get to defeat the bosses.
And watch your plasma gun's energy
level--recharging only seems to
take longer when you're in a jam.
 * Open your eyes and search
around. There are many secrets to
be found. Closely look at what you
see, for many secrets are off the
screen...
 * There are a ton of goodies
on each level. If you can't find a
way to get to something you see,
the answer may lie just ahead, or
below, or above you, or this-away,
or that-away...
 * To keep Psy-Crow out of the
action, you've got to beat him in
the asteroid...race. Otherwise
he'll give you problems on every
level. (Lose a turn for not
laughing at the asteroid joke.)
 * Defeating the Queen involves
stopping her from laying eggs.
Now, how can you do that? Don't
you wish you stayed awake during
health education?
 * Most of the time, keeping
Peter moving along is the best
plan of action. But how can you
stop him, or slow him down, when
you need to? Click.
 * Making cookies with
butter-flavored shortening rather
than butter or margarine keeps
them from flattening out too much
during baking.
 * Finding the can of worms is
one way to get a continue, the
other...well, that's fuel for
though.
 * To see early credits and a
hidden Andy Asteroid Stage, do the
following:
1. Load up the game and press
reset on the Genesis.
2. At the Sega logo, press Start.
3. Wait at the title screen until
the screen with Earthworm Jim's
face comes up with the stage's
name above it.
4. Press start to skip through
that.
Repeat steps 1-4 several times.
After a few tries, the game's
credits will roll by and you will
find yourself in a mysterious Andy
Asteroid Stage.
<a name="Exile.o">EXILE.O</a>
 Exile
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 BROWSE HELP FILES
 Exile
 Game Description
 
 Use Up/Down to scroll text
THE STORY
Sadler, a man who fights for life
with a belief in himself.
Everything derives from nature.
Mankind, too, enjoys the
benevolent influence of nature in
his life. 
But he has no way to cope once
nature becomes violent with
storms, floods, cold spells or
other of nature's extremes. 
Mankind has perceived the ultimate
power in the wonder of Nature.
Presumably because he is attracted
to the ultimate power, mankind has
started to think that power
determines everything. 
In this way the history of mankind
has turned out to be a history of
war.
In wars, each country on each side
believes that it is right and
tends to justify killing as a way
of fulfilling its objectives. 
Throughout history, people have
taken sides for their own benefit.
Countries with more power have
conquered those with less power,
again and again, until one has
emerged as the super power.
One day, the super power was
destroyed in a revolt led by
Sadler, wandering desert warrior,
and the blazing desert returned to
the peace it had once enjoyed. 
However, that peace did not last
long. Sadler was once again drawn
into war in the desert heat. The
military of Luciel, a rival
country, launched an
indiscriminate attack on his land.
Sadler has stood up again to
defeat the Luciel military.
The story begins at a fortress
where the elite troops of the army
headed by Sadler, hero of EXILE,
gather for tactics near the
village.
A VILLAGE IN THE DUNES
The villagers originally refused
to go to war and loved peace.
In the more recent past, however,
they were forced to enter war and
finally realized that they had to
wage wars for peace and appeared
to terminate the evil ambitions
wherever unjustified war occurred.
Among the villagers, Sadler has
the greatest skills in
swordsmanship and is idolized by
them.
Those who believe in their own way
of life encounter each other,
fight and create adventure.
Sadler, desert warrior, came from
the village in the dunes. His
fight capability is equal to that
of more than a hundred soldiers.
Reportedly nobody has ever managed
to escape his pursuit.
Elite warriors seeking the
Holimax!
CHARACTER INTRODUCTION
 * Rumi: Agent of the Village
 in the Dunes who is endowed
 with fluency in eight
 languages as well as a body
 skilled in acrobatics.
 * Kindi: Trainer of soldiers
 who is equipped with such
 unfathomable power that
 reportedly he has never used
 his fighting abilities to 
 their full extent in spite
 of his ever-victorious record.
 * Fakil: Magician of the
 Village of the Dunes whose
 powerful spells defeat
 enemies no matter which 
 weapon they use.
 At Sadler's departure, Fakil
 lends him the magic stone of
 Kamul. Commander of Dune
 Calvary. This Calvary was
 originally assigned to support
 Luciel Forces.
 Since the forces become
 nothing but a group committed
 to violence, the Calvary
 revolted and started its
 fight to eliminate its former
 ally.
A wandering minstrel of the Camu
unit, side kick of the Dune
Calvary. A figure with a mystic
atmosphere surrounding his
existence.
A Priest who was deported because
his preaching remained faithful to
the teachings of the Shinso Sect.
However, he continues to devote
himself to the sect without
changing his belief.
 Exile
 Controller Functions
 
 Use Up/Down to scroll
 text
TAKING CONTROLS
HIDEOUT
D-Pad:
 * Press to move a feather
 for selection of map.
Button B:
 * Press to perform a command
 selected in the menu or a
 feather.
RPG
D-Pad:
 * Press to move a character.
 Talk is possible just by
 touching the other.
Start:
 * Pause/resume game.
Button A:
 * Press to open the command
 menu.
Button B:
 * Press to speed up talking.
Button C:
 * Press to speed up movement.
ACTION
D-Pad:
 * Press to make characters
 move toward the left or
 right, to sit down, or to
 go into and out of rooms.
Start:
 * Press to pause/resume game.
Button A:
 * Press to open command menu.
Button B:
 * Press to swing down a sword
 and to use magic with
 selection of "MAGIC."
Button C:
 * Press to jump and, in
 combination with B, to
 kick during jumping.
BACK UP MEMORY:
 * Select the "Back Up" command
 and you can save load up to
 three times.
 To restart the game, select
 "CONTINUE" on the title
 screen.
 Exile
 Playing the Game
 
 Use Up/Down to scroll text
GOAL AND PROCESSES
This game consist of three steps:
gathering information in RPG;
going to a destination in the
hideouts; and fighting with the
enemy in action.
Through these steps Sadler will
ascend in levels and clear each
sequence.
You, acting as the hero Sadler,
will travel around the world,
gather information and solve the
grand puzzle of EXILE.
HIDEOUT
You can move to any place shown on
your map. Weapons and magic are
not available. You cannot use
"SAVE" in this step.
RPG
You will gather information or
shop at stores. When you switch
from action to RPG, HP and MP will
be reset to "MAX". You can use
"SAVE" in this step. No magic is
available.
ACTION
You will increase your experience
points and move up one level each
time you defeat the enemy. You can
also obtain gold. You cannot use
"SAVE" in this step.
GAME SCREEN
The status of Sadler is indicated
outside the frames of screens
other than visual scenes for
monitoring. Inside the frames the
screen shows the face of the
person whom you are talking with,
or messages.
MAIN SCREEN
Graphic windows show sites of
battles and towns.
HP GAUGE
Indicates the present level of
power. As the player wins each
battle, the number of the gauge
increases. The game is over if the
gauge reaches zero.
AP GAUGE
Indicates the offensive power of
Sadler. The number on the gauge
increases as the player advances
to each level. It also increases
as Sadler adds new weapons.
MP GAUGE
Indicates required energy to use
magic. No magic is available if
the number is zero.
AC GAUGE
Indicates the defensive power of
Saddler. The more the player has,
the less damage he suffers. The
number on the gauge increases as
the player advances each level.
COMMAND WINDOW SCREEN
The player can bring up the
command window by pressing the A
button in any screen, in order to
take various actions as follows:
Magic: 
Indicates magic on hand. Some
magic requires certain levels.
Medicine:
Indicates the Number of medicines
on hand, up to 15.
BACKUP
Saves and loads data, up to 3.
Press "Continue" to restart.
WEAPONS
Includes weapons and shieldings.
Be sure to mount weapons or
shieldings whenever the player
buys them or picks up.
STATUS
Indicates the present status of
Sadler as well as the amount of
money in his possession.
ITEMS
Indicates items which Sadler
obtained and which were not for
use.
MAPS
Illustrates the places where
Sadler can move forward. Move the
cursor to a place of your choice
and enter.
RPG CHARACTERISTICS
LEVEL
As a player reaches a certain
number of EXP, each capability
upgrades.
EXP
Increases each time Sadler defeats
an enemy.
HP
Shows physical strength and
decreases when Sadler suffers
damage from enemies.
MP
Indicates the required amount of
energy to use magic. Decreases
when magic is used.
AP
Indicates the offensive power of
Sadler's sword in number.
AC
Indicates the defensive power of
Sadler in numbers.
GOLD
Indicates money for shopping and
can be obtained when Sadler
defeats enemies.
 Exile
 Items
 
 Use Up/Down to scroll text
WEAPONS
Sadler's offensive power depends
upon types of weapons at hand.
A player can intensify Sadler's
offensive power with more power
weapons at hand.
Each town and village offers the
opportunity to sell and purchase
different types of weapons. 
Try to make good bargains for
better weapons. Also be sure to
equip weapons whenever you obtain
weapons.
Types of Weapons
Bat's Sword:
 * AP: +2, PRICE: 10G
Gaze's Sword:
 * AP: +4, PRICE: 25G
Abel's Sword:
 * AP: +6, PRICE: 110G
Blueno's Sword:
 * AP: +8, PRICE: 250G
Arleni's Sword:
 * AP: +10, PRICE: 880G
Syak's Sword:
 * AP: +12, PRICE: 1660G
Pasth's Sword:
 * AP: +14, PRICE: 2710G
Azala's Sword:
 * AP: +16, PRICE: 4050G
Types of Shieldings
There are three types of
shieldings which increases the
defensive power of Sadler.
The defensive power of Sadler
depends upon the type of
shieldings at hand.
Shield
Bat's Shield:
 * AC: +1, PRICE: 50G
Sem's Shield:
 * AC: +2, PRICE: 120G
Egon's Shield:
 * AC: +3, PRICE: 360G
Lana's Shield:
 * AC: +4, PRICE: 790G
Syaka's Shield:
 * AC: +5, PRICE: 1490G
Posth's Shield:
 * AC: +6, PRICE: 2430G
Sumpa's Shield:
 * AC: +7, PRICE: 3620G
Turban
Mesh Turban:
 * AC: +1, PRICE: 60G
Cotton Turban:
 * AC: +4, PRICE: 500G
Silk Turban:
 * AC: +3, PRICE: 1230G
Clothes
Mesh Clothes:
 * AC: +2, PRICE: 12G
Cotton Clothes:
 * AC: +4, PRICE: 480G
Silk Clothes:
 * AC: +6, PRICE: 1470G
MAGIC
The choice of magic greatly
influences the development of your
game!
Each type of magic consumes a
certain number of points and
cannot be used if it requires more
than the points at hand as shown
in the MP gauge.
The player will open the window in
the action screen and select
magic. Once you start using magic,
it will work until you stop using
it. Check the MP gauge regularly.
 * For offense, there are two
 types of magic: Fire and Ice,
 both in three levels. Fire
 exerts with pressure of
 sword forward.
 Ice causes damage to all
 enemies on the screen. Each
 swing of the sword requires
 a certain MP.
 * The magic Restoration keeps
 HP at a maximum. Since the
 frequent use of magic uses
 up MP quickly after
 suffering substantial damage,
 the use of the magic as a
 substitute for medicine
 is recommended.
Short suggestion/guideline-
Important messages and items
appear on the action screen.
There are many doors in action
scenes. Don't forget the door
which you have passed through:
otherwise you will never be able
to move to other places.
Defeat enemies, scoring(increasing
points) and collecting gold, then
head for your destination. Look
for persons with important
messages and hidden treasure
chests.
 * Press the "up" side of
 D-Pad to pass through a
 door when the character
 comes to its front.
 Throws pressure from the
 sword on each enemy and
 causes them damage. It
 has three levels:
Level 1:
 * REQUIRED MP: 6
 * EFFECT: Loss of 10 pts.
Level 2:
 * REQUIRED MP: 12
 * EFFECT: Loss of 30 pts.
Level 3:
 * REQUIRED MP: 18
 * EFFECT: Loss of 50 pts.
ICE
Level 1:
 * REQUIRED MP: 8
 * EFFECT: Loss of 10 pts.
Level 2:
 * REQUIRED MP: 16
 * EFFECT: Loss of 30 pts.
Level 3:
 * REQUIRED MP: 24
 * EFFECT: Loss of 50 pts.
Restoration
Recovers HP. You can recover the
same amount of HP as there is MP
at hand. This magic keeps being
activated until the MP at hand is
reduced to zero unless you cancel
the magic.
 * In the above three types of
 magic, the ceiling of each
 level varies depending upon
 each stage.
Warp
You can warp at an entrance in
action scenes other than the Boss'
room. It is not available in RPG
mode.
TOOLS
Tonics
Just as useful as Weapons and
Shieldings. You can buy tonics at
pharmacies in towns or villages
and pick them up treasure chests
in the "action" mode.
Utilize each tonic efficiently for
its intended purpose since each
has a different effect. Tonics are
most effective in the "action"
mode.
Tonics for recovery of HP
Convulsants:
 * PRICE 100G,
 * EFFECT: Recovery of 10 HPs
Somnifacients:
 * PRICE: 200G
 * EFFECT: Recovery of 20 HPs
Heart Poisons:
 * PRICE: 300G
 * EFFECT: Recovery of 30 HPs
Herbs for recovery of MP
Coca:
 * PRICE: 200G
 * EFFECT: Recovery of 10 MPs
Kava:
 * PRICE: 400G
 * EFFECT: Recovery of 30 MPs
Piper Beetle:
 * PRICE: 800G
 * EFFECT: Recovery of 30 MPs
Potions for gain of AP
(lasts for 20 seconds)
Snake Poison:
 * PRICE: 300G
 * EFFECT: Gain of 10 APs
Spider Poison:
 * PRICE: 600G
 * EFFECT: Gain of 20 APs
Cantharis
 * PRICE: 1200G
 * EFFECT: Gain of 40 APs
Tonics for gain of AC
(lasts for 20 seconds)
Ipoh Dok:
 * PRICE: 400G
 * EFFECT: Gain of 10 ACs
Kayu:
 * PRICE: 800G
 * EFFECT: Gain of 20 ACs
Aconite:
 * PRICE: 2400G
 * EFFECT: Gain of 40 Acs
SHOP
There are weapon dealers and
pharmacies in towns and villages.
At weapon dealers you can buy
swords or shieldings. Be sure to
mount weapons after purchase and
dismount them before sale.
At pharmacies, you can buy tonics
and potions for recovery of HP and
MP as well as for gain of AP and
AC.
 * You need to talk with the
 shop owner when shopping.
 Move the cursor to the item
 of your selection and press
 the A Button to enter.
<a name="Exmutant.o">EXMUTANT.O</a>
 Ex-Mutants
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPONS AND COLLECTIBLES
 HINTS AND TIPS
 BROWSE HELP FILES
 Ex-Mutants
 Game Description
 
 Use Up/Down to scroll text
The year is 2055. The genetic and
biological weapons used during
World War III have turned the
world's population into mutants
and left the landscape in ruins.
Consequently, the masses have
taken refuge underground, in the
forests and in what's left of the
cities. Ruler of the mutants in
the region is Sluggo.
He is ruthless, evil and
(strangely enough) a neatness
freak who watches his diet like a
hawk. He is also bent on killing
all those who look remotely human,
namely the Ex-Mutants.
Sluggo obtains slaves to labor in
his Sluggtown by sending raiding
expeditions into the neighboring
areas.
He controls the less obedient
slaves with the mind-control caps
created by his scientist assistant
Zygote.
Challenging their every move is
Professor Kildare, a cyborg
originally programmed to
repopulate the planet with human
race.
He has recruited 6 courageous
individuals and transformed them
back into humans. It is this team
of Ex-Mutants that have taken on
Sluggo and his band of foul
miscreants.
The heart of the group is Shannon.
She tends to be nice to everyone,
even her obnoxious teammate, Bud.
Ackroyd is the jokester of the
team. He has an extreme curiosity
about the earth before its
destruction.
Bud is the youngest on the team.
He desperately wants to be the
leader and always bites off more
than he can chew.
Tanya loves to tease, and uses her
looks to get her way. She's not
stupid, but tends to exercise her
brains as a last resort.
Piper, on the other hand, is the
"brains" of the group. Like
Ackroyd, she's interested in all
aspects of predisaster history.
The leader of the team is Dillon.
He's the most cautious and caring
of the bunch.
While attacking one of Sluggo's
outposts, Bud, Tanya, Piper and
Dillon were captured.
Sluggo is keeping them alive in
the hopes of capturing the
remaining Ex-Mutants and then
killing them all at once.
As Ackroyd or Shannon, it's up to
you to rescue your comrades. You
will have to wrestle hideous
mutations and tackle myriads of
traps until you come face to face
with Sluggo.
There is, however, a second
problem. The power cells at the
lab are nearly empty, and Kildare
needs them to keep himself and the
computers running.
Without them, he will cease to
exist. There is a power cell
hidden in each platform stage. You
must find it before you can go to
the next stage.
 Ex-Mutants
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
Before Play:
 * Skips the story screens.
 * Goes to the Player Select or
Options screen from the Title
screen, depending on your choice.
 * Starts the game from the
Player Select screen.
 * Plays "Sound FX" selections
on the Options screen; returns to
the Title screen when "Exit" is
selected.
During Play:
 * Pauses a game or resumes a
paused game.
D-Button:
Before Play:
 * Moves the cursor Up or Down
on the Title and Options screens.
 * Changes the setting (left or
right) of the marked item on the
Options screen.
 * Highlights a choice (left or
right) on the Player Select
screen.
During Play:
 * Makes your player run Left
or Right.
 * Makes your player climb Up
ladders.
 * Makes your player climb Down
ladders, crouch, or duck.
Button A (Attack):
 * Attacks with your main
weapon.
 * With the Super or Special
Shots items, simultaneously fires
projectiles and attacks with your
main weapon.
 * Fast forwards through text
screens.
Button B (Jump):
 * Makes your players jump. The
height and distance of the jump
depend on how long you press the
button. Tap quickly for a low,
short jump (useful for getting out
of tight squeezes).
 * Fast forwards through text
screens.
Button C (Secondary Weapons):
 * Launches your secondary
weapons (grenades, landmines,
bouncing bombs, explosive charges
and homing orbs).
 * Fast forwards through text
screens.
 Ex-Mutants
 Playing the Game
 
 Use Up/Down to scroll text
Combination Moves:
Jump Attack: Press the Jump
button + the Attack button to
swing your weapon while jumping
up.
This attack does the most amount
of damage. (If you swing while
falling, your weapon will inflict
the least amount of damage.)
Up Attack: Press the D-Button Up
+ the Attack button to swing your
weapon over your head. This attack
does slightly less damage than the
normal standing attack.
Duck Attack: Press the D-Button
Down + the Attack button to swing
your weapon while crouching. This
attack does slightly less damage
than the normal standing attack.
Ladder Attack: When on a ladder,
press the D-Button Right + the
Attack button to swing your weapon
to the right; press Left + the
Attack button to swing to the
left.
This attack also works with the
Secondary Weapons button when you
have the grenades, bouncing bombs,
or homing orbs. This attack does
slightly less damage than the
normal standing attack.
Jump Down: Press the D-Button
Down to duck and then press the
Jump button. You will jump down
through platforms such as stairs
or the white logs in the Forest.
Jump Off Ladders: Press the Jump
button to jump straight down off
ladders. Press the D-Button left
or right + the Jump button to jump
off the sides of ladders.
The Game Screen:
Life Gauge: Ackroyd starts with
8 units of energy; Shannon begins
with 6 units. Collecting an Extend
item increases this number by 2
units. You can reach a maximum of
14 units of energy.
Coins: Displays the number of
Coins collected. This counter
resets if you lose a Life.
Super/Special Shots: When you
collect a Super Shots or Special
Shots item, your player will shoot
projectiles while swinging his or
her main weapon.
The indicator shows which weapon
you have and the number of times
it can be used before it's gone.
If you lose a Life, you lose the
weapon.
Secondary Weapon: Shows the
current secondary weapon in your
possession and the number of times
it can be used.
Secondary weapons include
grenades, landmines, bouncing
bombs, explosive charges, and
homing orbs. If you lose a Life,
you lose this weapon.
Lives: Shows the number of Lives
you currently have. You start with
3 Lives.
Score/Boss Life Gauge: Shows
your current score while you're
searching a level. When you battle
the level's Boss, this indicator
doubles as his Life gauge.
 Ex-Mutants
 Weapons and Collectibles
 
 Use Up/Down to scroll text
Secondary Weapons and
Collectibles:
Various items appear during your
mission that will help your
character. Some are out in the
open, some are in crates that you
must break open, and others are
dropped by enemies that you
destroy.
Many items are also hidden
throughout the levels. These are
revealed by your weapon when you
strike in secret locations.
Secondary Weapons:
Secondary weapons are useful for
destroying enemies and explosive
walls, doors and floors that lead
to numerous secret bonus rooms.
(Swinging your main weapon will
not destroy an explosive wall or
floor).
You can hold 1 secondary weapon at
a time. Any new weapon you pick up
will replace your previous weapon.
If your previous weapon was from
an earlier stage, it will
disappear.
Grenades: Projectiles that
explode on contact with anything.
Bouncing Bombs: Projectiles that
explode when they hit enemies, but
bounce when they hit immovable
objects.
Landmines: Stationary devices
that explode when touched. Lay
these behind you to ambush enemies
that chase you.
Explosive Charges: Stationary
weapons that explode when their
short timer runs out. Lay these
next to explosive walls, doors and
floors.
Homing Orbs: Projectiles that
search out and hit enemies.
Note: You can throw or drop up
to 3 explosives at once.
Collectibles:
Collectibles are used the moment
you pick them up.
Battery Cell: Kildare needs
these desperately. You must find
the hidden cell before leaving
each platform stage.
Super Shots: Boost your main
weapon by shooting a volley of 3
angled projectiles when you
strike.
Special Shots: Enhances your
main weapon by firing projectiles
of your weapon when you strike.
1 Up: Gives you an extra Life.
Food: Increases your Life gauge
by 2 units.
Heart: Fills your Life gauge to
the maximum.
Extend: Increases the maximum of
your Life gauge by 2 units (though
it doesn't fill your Life gauge to
that level).
Coins: Worth 250 points each.
Collect 50 Coins in the Easy mode
to get an extra Life and 12,500
bonus points.
Collect 100 coins in the Medium
and Hard modes for an extra Life
and 25,000 additional points. You
lose all Coins collected when you
lose a Life.
Bag of Coins: Equivalent to 10
Coins (2500 points).
Star: Worth 500 points.
Diamond: Worth 1000 points.
 Ex-Mutants
 Hints and Tips
 Use Up/Down to scroll text
 * At the title screen, select
the option menu. Set the music to
05 and the Sound FX to 21. Go to
the Exit and at the same time
press the A, B, C and Start
Buttons.
A voice will say "Too easy" and
the Cheater Cheater Mode screen
appears. At this screen you can
choose number of lives, stage
selection, and unlimited weapons.
<a name="Exosquad.o">EXOSQUAD.O</a>
 ExoSquad
 Playmates
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 ExoSquad
 Game Description
 
 Use Up/Down to scroll text
One Hundred Years From Now, On
the Planet We Call Earth...
Man stretched outward toward the
other planets of the solar system.
Slowly, we humans began to
"Terraform" Venus and Mars in
order to relieve the stress on our
overcrowded home world.
EXOTECHNOLOGY was developed to
assist in the development of these
planets.
This technology was the basis for
our ExoSquad Operations Network
(EON), which handles our
interplanetary and planetary
military and police operations.
In 2040 our genetic researchers
created the NEOSAPIENS. They were
supposedly the next evolutionary
step for human beings.
Incredibly powerful, and with an
intelligence that far surpassed
normal Homo Sapiens, we used them
in the Martian mines and
factories.
We, the Terrans (as we humans now
call ourselves), have recognized
the Neosapiens as a true race and
not our 'pets'. We have tried to
establish equality between the
races.
The Neosapiens want more than
equality, it seems. Their leader,
Phaeton, will stop at nothing less
than Neosapien rule of the galaxy.
If it ever comes to a war between
Terrans and Neosapiens, the
ExoSquad would be our only
hope...
 ExoSquad
 Controller Functions
 
 Use Up/Down to scroll text
As a rule of thumb, the Start
button always pauses the action of
the game, no matter which mode you
are in.
If things are getting hairy, press
Start to calm down for a minute
before relaunching your assault!
Due to the radically different
views and styles of play of the
Arcade and Duel modes, there are
separate instructions for
operating your E-Frame in each
mode.
When using Bronski's E-Frame
during the side-scrolling levels,
there are two control modes:
Mode 1:
Button A:
 * Press to activate shield
(only lasts for one second).
Button B:
 * Press to fire main gun. Hold
for 2 seconds and release for a
more powerful blast.
Button C:
 * Press to activate jump. Hold
down Button C to extend Bronski's
jump.
D-Pad:
 * Pressing Up moves the
crosshairs up (counter clockwise).
 * Down moves the crosshairs
down (clockwise).
 * Press left once to make
E-Frame duck under shots. Press
again to get up.
 * Right moves E-Frame to the
right.
Mode 2:
Buttons A, B and C:
 * These functions are the same
as in Mode 1.
D-Pad:
 * Up moves the crosshairs up
(counter clockwise).
 * Press down once to make
E-Frame duck under shots, press
again to continue walking.
 * Press left once to stop
E-Frame, press again to continue
walking.
 * Right moves the crosshairs
down (clockwise).
Arcade Flight Mode:
When using Marsh's E-Frame on the
flying levels, the controls are as
follows:
Button A:
 * Charge gun; hold for two
seconds and release for a powerful
blast.
Button B:
 * Fires main gun; hold for
continuous fire.
Button C:
 * Press once to activate Quick
Maneuvering System (QMS). This
allows you to dodge and move more
quickly. Press again to deactivate
QMS.
D-Pad:
 * Up moves E-Frame up (Stars
level only).
 * Down moves E-Frame down
(Stars levels only).
 * Left and right moves E-Frame
in those directions.
Duel Mode Controls:
These controls are used when
playing Duel Mode vs. the computer
or another player, and also in the
Arcade Mode when the player is
using Rita's E-Frame.
Button A:
 * Press to deliver an overhand
blow to your opponent or to
activate your shield when you are
targeted by an opponent.
Button B:
 * At close range: standard
punch, or elbow punch if opponent
is behind you.
 * At close range in flight:
grab opponent. Press again to hit
opponent.
 * At longer ranges: press once
to activate crosshair targeting,
press again to fire.
 * At longer ranges in flight:
deploys crosshairs and fires a
shot.
 * Hold for 2 seconds to launch
a salvo of missiles.
 * Down and B: activates a
rolling attack.
Button C:
 * Deactivates crosshair
targeting system.
 * Down and C: E-Frame drops to
a prone position.
 * Towards an opponent and C:
activates flying charge move.
 * Up and C: activates flipping
somersault kick.
 * Back and C: activates
swooping attack.
D-Pad:
 * Up allows you to fly around
on-screen.
 * Down activates a defensive
crouch.
 * When lying prone, press Down
to grab and kick an opponent if he
is very close to you.
 * Forward closes in on an
opponent.
 * Press back and your E-Frame
can fly backwards away from an
opponent.
 ExoSquad
 Playing the Game
 
 Use Up/Down to scroll text
Press the Start button when you
arrive at the title screen. To
jump right into the game, press
the Start button while the
crosshair is at "Start game".
This begins the adventure at the
setting that appears at the bottom
of the Main Menu screen.
Using the D-Pad to move the
crosshairs to "Options" and
pressing Button B brings up the
available options for you to
choose from.
Using the D-Pad to move the
crosshairs to "Arcade Password"
and pressing Button B allows you
to enter a password you received
after finishing a previous level,
which allows you to begin at the
last level you reached.
The Options menu features multiple
categories that allow you to
tailor the game to your
preferences. These categories
include Identification, Sound
Options, and Mode (Arcade or
Duel).
Use the D-Pad to move the
crosshair to the desired section
and press Button B to make your
choice.
The Identification option allows
both players to enter their names.
Use the D-Pad to maneuver the
crosshairs to the letter(s) of
your choice to name your E-Frame
and press Button B to make your
selection.
If you make a spelling error, go
to "Delete" and press Button B to
remove the Incorrect letter(s).
Once you have spelled the name you
want to have entered into the
game, move the crosshairs down to
"Exit" and press Button B.
The Sound Options include volume
control, sound effects and a music
test.
There are two exciting and unique
gameplay modes in ExoSquad.
Depending on your mood, you can
choose either the Arcade Mode and
set off for an action-packed,
multilevel adventure or pick the
Duel mode for some down-and-dirty,
one-on-one E-Frame battles!
Either way, you are going to be
piloting the toughest E-Frames in
the galaxy in these far-off,
far-out conflicts!
As a reminder, in the Arcade Mode
you will receive a Password after
reaching a new level. Be sure to
write it down!
If you choose to play the Arcade
Mode, the following options are
yours:
Level: This is the difficulty
level for the Arcade Mode. Choose
from Easy, Normal and Hard.
Control: This allows you to
select which control mode you wish
to use during Arcade play.
The control choices only apply to
the side-scrolling stages when the
player is using the Bronski
E-Frame. In Mode 1 you control the
E-Frame's walking, in Mode 2, the
E-Frame walks automatically.
If you choose to play the Duel
Mode, the following options are
yours:
1P vs. Computer: Selecting this
option allows 1 player to fight
against the computer. Under this
option, the player can choose his
E-Frame and the computer
opponent's E-Frame.
The list includes a selection of
warriors from the ExoSquad and
Neosapien forces, and a "Random"
option which selects a new E-Frame
for each round of battle.
1P vs. 2P: Selecting this option
allows two players to battle each
other in one-on-one combat.
Under this option, each player
chooses his or her E-Frame from a
list of both ExoSquad heroes and
Neosapien villains, or selects
"Random" for a different E-Frame
each round.
Rounds: This option allows you
to select the number of battles
you fight before the game will
return to the menu screen.
Select 1 or 3 rounds for a quick
skirmish, or go with 12 or
Unlimited rounds for extended
combat (unlimited rounds allows
you to play indefinitely!).
Level: This option allows you to
select the difficulty level of the
computer opponent. Choose from
Novice (for beginning players),
Standard (normal difficulty), or
Expert (combat masters only).
 ExoSquad
 Hints and Tips
 
 Use Up/Down to scroll text
Arcade Mode:
 * The charge gun (hold Button
B and then release) is a valuable
tool against any enemy that takes
more than one or two normal shots
to destroy (especially level
bosses!).
 * Practice keeping your finger
holding down the B button at all
times, releasing to fire and then
immediately charging again.
 * Remember your shield (Button
A). This makes you impervious to
damage for several seconds,
although it can only be used
sparingly.
 * There are some points in the
game where you cannot avoid taking
damage unless you can shoot some
enemies and shield against others
simultaneously.
 * Each level boss has his own
pattern. Experiment with different
ways to defeat a boss; some
require a jumping attack, with
others you must destroy their
weapons.
 * Carefully time your shield
and charge gun and you will soon
turn the level bosses into scrap
metal.
 * Small power-up capsules are
scattered throughout the arcade
levels. Pick one up (kneel or fly
through it) to boost your energy
meter by three points. This will
give you a chance to fight longer.
 * The Stars levels may seem
impossible at first. Keep trying;
there are patterns to defeat all
of them.
 * Your charge gun can destroy
the asteroids-use it constantly
and dodge the rest and you should
take little damage.
 * Activating the Quick
Maneuver System (Button C) will
make your E-Frame move much faster
and help you out of some tight
spots.
Duel Mode:
 * Use your fighting ability
often. You are more maneuverable
and faster in the air than on the
ground.
 * Your gun is very useful, but
it can be shielded by the other
player. Try to shoot at unexpected
times: deploy your crosshairs and
then wait before firing.
 * Using the above method you
could get lucky and trick your
opponent into shielding first;
then fire quickly and nail him.
 * Your shield is your most
valuable asset, even though it can
only be used to block shots, not
for hand-to-hand moves.
 * Your shield can be used
almost continuously, and you can
even move and shoot while it is
activated. Develop strategies that
make use of this.
 * For one strategy, you could
use your shield as your opponent
fires his gun, then use Button C
for a flying charge move or Button
A for an overhand blow to score a
punishing hit.
 * When you fire your gun, you
are vulnerable for several seconds
after firing as your E-Frame
recoils.
 * Use the gun from a distance
and be ready to fly backward as
soon as you recover, or you may
get hit with a flying charge or
flip kick.
 * Most moves can be used in
the air the same way as on the
ground. The flip kick, flying
charge and overhand blow all can
be done while flying-take
advantage of this!
 * Your gun can't be
independently aimed in the air,
but you can fire and dodge more
quickly.
 * Experiment with the grab and
punch move (press Button B when
next to opponent). It's tricky at
first, but it's the most powerful
move in the game and can set up
some devastating combos!
<a name="F15eagle.o">F15EAGLE.O</a>
 F-15 Strike Eagle
 Microprose
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Fantasia.o">FANTASIA.O</a>
 Fantasia
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Fatal.o">FATAL.O</a>
 Fatal Fury
 Takara
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Fatalf2.o">FATALF2.O</a>
 Fatal Fury 2
 Takara
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTER PROFILES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Fatl_lab.o">FATL_LAB.O</a>
 Fatal Labyrinth
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Fatal Labyrinth
 Game Description
 
 Use Up/Down to scroll text
Dragonia, the castle of doom, has
resurrected! The ghouls from the
castle have stolen the Holy
Goblet, the source of light!
Without it, the world will be
trapped in darkness forever!
A courageous fellow, Trykaar,
volunteers to retrieve the Holy
Goblet. The people from his
village wish him luck as he heads
out to Dragonia.
After a treacherous hike through
the forest, he arrives at the gate
of the towering castle. As he
enters the gigantic gate, he finds
himself in a labyrinth of
countless chambers.
Can Trykaar survive thirty floors
of mayhem and redeem the Holy
Goblet? His fate is in your hands!
Don your armor and pick up your
weapon!
Puncture green globs and break up
ice bars! Make dark ninjas and
deadly hellfrogs vanish with your
magic! Evade traps and break down
walls to discover shortcuts!
The village is anxiously waiting
for the return of the Holy
Goblet-and you!
 Fatal Labyrinth
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press up, down, right or
left to move in those directions.
 * Press and hold to attack.
 * Press to select a command.
 * Press to select an item.
 * Press to talk to a villager.
Start Button:
 * Press to start the game.
 * Press to pause the game;
press again to resume play.
Button A:
 * Press to pick up an item.
 * Press toward walls and open
areas to look for secret doors.
 * After speaking to the
villagers, press to close the
conversation windows.
Button B:
 * Press to cancel a selection.
Button C:
 * Press to see the command
icons.
 * Press to see the command
windows.
 * Press to confirm a command.
 Fatal Labyrinth
 Playing the Game
 
 Use Up/Down to scroll text
At the Title screen, press Start
to begin the game from the village
scene. Talk to the villagers
before you embark on your journey.
If you have already spoken to the
villagers, you can skip the
village scene and advance to level
one by pressing Start at the Title
screen and then pressing Start
again while the screen is
scrolling.
You first enter the labyrinth on
level one. As you wander around,
you will find paths that lead to
other rooms.
When you hit a wall or can't find
a way out, face the direction in
which you want to go and press
Button A. You may find a secret
door!
In one of the chambers, you will
find the steps that take you to
the next level. A word of
advice-do not climb those steps
until you've searched all the
rooms, gained all the items you
need, and are sure you're strong
enough to continue.
In the Fatal Labyrinth, loathsome
creatures lurk! In order to
continue your mission, you must
fight! First, you must face your
foe, then press and hold the
D-Button in its direction to
attack.
Your blows won't always hit their
mark, and some creatures are
stronger than others and put up a
better fight.
What Your Screen Shows:
1. L (Level) indicates the level
of the castle you are on. There
are thirty levels in all.
2. To the right of the level is
your rank. You start as a
Beginner. As you destroy enemies
your rank goes up.
When your rank increases, the
maximum number of HP (hit points),
PW (power) and AR (defensive
power) you can have also
increases.
3. HP (Hit Points) indicates how
much stamina you have. When
attacked by an enemy you lose some
HP. When your HP is zero, you die
(even if you have food).
The number on the left is your
present HP. The number on the
right is the maximum number of HP
you can have. You can regain HP
that you lost by walking around.
4. F (Food) is the amount of
food you have. You start with ten.
You need food to keep you going
and you'll find it in the
labyrinth. But beware-do not stuff
yourself, or you'll be sorry!
5. G (Gold) indicates the amount
of gold you have. The more gold
you have, the bigger the grave you
can build for yourself.
6. PW (Power) indicates the
amount of power you have. The more
power you have the easier it is
for you to destroy enemies.
7. AR (Armor) indicates how much
defensive power you have. The
higher the AR number, the less
damage you sustain.
 Fatal Labyrinth
 Items
 
 Use Up/Down to scroll text
You set out for the labyrinth with
a knife in hand. But it won't get
you very far. Once you get inside,
you may collect other items
(including weapons, armor and
magic items).
But beware! The labyrinths and the
powers of different items change
from game to game. To pick up
items, stand on top of them and
press Button A.
When your list of items becomes
full, a message appears telling
you that you can't carry any more.
In that case, you can drop any
items you think are unnecessary.
When you press Button C, the nine
different Item Icons appear. Press
the D-Button left or right to
highlight the Item Icon you want.
Then press Button C to see the
Command Window and the Items List.
Press the D-Button to select a
Command, then press Button C.
Select an item you want to use
from the Item List using the
D-Button and press Button C.
The letter E next to an item shows
you that you are already equipped
with it.
1. Select Equip to use a sword,
axe, bow, armor, shield or helmet.
Note: To use the Bow, select Use
after selecting Equip.
2. Select Wear to wear a ring.
3. Select Use to use a staff,
potion, scroll or bow.
4. Select Throw to throw an item
at enemies. You won't be able to
throw items with the letter E next
to them.
5. Select Discard to lighten
your load.
Your Valuable Gear:
Weapons include knives, swords,
spears, shurikens and axes.
Note: Shurikens can be thrown
consecutively. You can be carrying
another weapon and use the
shurikens at the same time.
Shield, Helmet and Armor:
Protects you from the enemies'
attacks. Some enemies destroy your
equipment so it pays to have
spares.
Magic Scroll: Confuses monsters,
lights up rooms, etc.
Cane: Casts magic spells that
use the power of fire, ice,
thunder, wind and other effects.
Potions: Some can recover your
HP while others can hurt you!
Rings: Some give you power and
others can be thrown at enemies.
Bow: Enables you to attack
enemies from a distance and can be
used consecutively. To use it,
select Equip and then Use.
Food: Keeps you going. It is not
listed on the Item Icons list.
 Fatal Labyrinth
 Hints and Tips
 
 Use Up/Down to scroll text
Survival Tips
 * Collect as many items as
possible. Remember though, some
items may be cursed!
 * Beware of the Red Square!
 * Read all messages.
 * Try not to let your enemies
surround you.
 * Some enemies won't attack
you unless you touch them.
 * Some enemies will cast
spells. Watch out.
<a name="Fg_world.o">FG_WORLD.O</a>
 Forgotten Worlds
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 STORE MERCHANDISE
 HINTS AND TIPS
 BROWSE HELP FILES
 Forgotten Worlds
 Game Description
 
 Use Up/Down to scroll text
THE TIME: The 29th Century.
THE PLACE: A planet somewhere in
the swirling gases of space.
Ruins, destruction, wastelands.
That's all there is to see, all
over the planet. Signs of life?
Well, there's Reptilian Thugs
roaming what's left of the
streets, and repulsive Zipper
Worms splashing around in the
harbor. But that's not what you're
looking for.
Aha! You finally spot the Store,
where you load up with weapons.
You buy another Satellite Booster,
hoist a Napalm Bomb over your
shoulder, and grab a Treatment to
keep up your strength.
You're a Nameless One. You're
powerful and quick and you never
give up. You've only got one idea:
FREE THE PLANET!
You know the history of this
desolate world. In ancient times
the Human Beings ruled in peace
and cooperation.
Sure, they had their problems-cold
wars, organized crime, nuclear
bombs. But their little troubles
seemed like nothing when the real
War happened.
Without warning space warships
broke through the sky, loaded with
fiendish aliens. Bombs, missiles,
napalm, and fire rained down.
The Human Beings weren't ready,
and put up only a puny defense
before surrendering!
In a few hours it was all over.
The vicious predators seized the
planet and made it their den.
They destroyed the cities and all
communication lines. Worst of all,
they enslaved all Human Beings
into a life of misery and
humiliation.
The planet became the Dust World.
The Human Beings were reduced to
pitiful shreds of their former
glory, living in dread of the
hostile Aliens who infested their
planet.
But in a hidden place, a group of
brave Human Beings raised two male
children in secret.
They brought up the young men as
Warriors, training them for battle
and the specialized use of lethal
weapons.
The gamble paid off! The two
Warriors emerged as armed machines
of might, strength, and super
power - the Nameless Ones.
As a Nameless One you've got to
move quick, shoot fast, and show
no mercy. You face vicious Aliens,
repulsive monsters, and
fire-belching machines.
Your only rest is at the Store,
where you load up with ammo and
revive your strength.
War is bad, but somebody's got to
do it. You swear to destroy the
hateful invaders, free the Dust
Planet, and restore its ancient
name: Earth!
 Forgotten Worlds
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Moves selection arrow on
Start Game Screen.
 * Moves Warrior and Satellite
in all directions.
 * Moves Marker on Shopping
List in Store.
Start Button:
 * Starts game.
 * Enters selections on Start
Game and Option Screens.
 * When 2 Control Pads are
plugged in, starts up Warrior 2 in
a 1 Player game.
 * Revives a dead Warrior in a
2 Player game.
 * Pauses game. Press again to
resume play.
Button A:
 * Circles Warrior around to
the left.
 * Circles Warrior's Satellite
to the left around him.
Button B:
 * Fires weapons.
Button C:
 * Circles Warrior around to
the right.
 * Circles Warrior's Satellite
to the right around him.
Button A + Button B:
 * Circles Warrior and
Satellite to the left.
Button C + Button B:
 * Circles Warrior and
Satellite to the right.
Button A, B, or C:
 * Buys Merchandise in the
Store.
 Forgotten Worlds
 Playing the Game
 
 Use Up/Down to scroll text
Your Satellite is your best
friend. It's always with you,
following you faithfully as you
twist, turn, and whirl in battle.
Press Button B to fire it along
with your machine gun, which you
always carry. Hold down Button B
for continuous fire. In the first
battle, your Satellite is a
V-Cannon.
You can buy Boosters for it in the
Store to increase its range, fire
power, and destructive action. You
can also exchange it for more
powerful and effective weapons.
Press Button A to circle to the
left, and press Button C to circle
to the right. Press the D Button
to move up, down, and around.
Your score for wholesale
destruction appears at the top of
the screen. When you finish off
your enemies and their grim
machine, Zenny (blue coins) drop
from the ruins.
Fly over the Zenny to pick them
up. The amount of Zenny you have
appears below your score.
Your Strength Bar and special
items you've bought in the last
Store appear at the bottom of the
screen.
Zenny: You'll need all the Zenny
you can get to buy Merchandise in
the Store. The bigger the coin you
pick up, the more Zenny it is
worth.
Strength: You will be hit by
enemy fire. You can withstand a
certain amount of injury, but if
you're hit too often or run into
too many obstacles, you'll die.
When injured, your Warrior's body
starts flashing and his Strength
Bar ebbs away. He'll revive as
long as he has some Strength left.
Stop at a Store to renew your
Strength.
You can also pick up extra
Strength by flying over a POW,
Drum, Windmill, and other special
objects during battle.
Keep a watch on your Strength Bar,
and try to avoid getting hit. If
your Bar disappears, it's all
over.
Note: In a 2 Player game, if
your Warrior dies, press your
Start Button to revive him and
continue the battle. You can do
this as long as the other Warrior
is still fighting.
Your score returns to 0, but you
keep all the Zenny you gained so
far. If both Warriors die, the War
is lost!
Mirabella's Store:
Mirabella's Store miraculously
appears just when you need it
most! Fly into the Store so you
can buy what you need to stay
alive and win!
Press the D Button to move your
Marker to any item in the Shopping
List. A description of the item
appears on your Board. Press
Button A, B, or C to buy the item
(if you have enough Zenny).
In the Store, Mirabella treats you
with respect. If you don't have
enough Zenny, you can sell your
current weapon to her at half
price as a trade in on a new one.
 Forgotten Worlds
 Store Merchandise
 
 Use Up/Down to scroll text
Here's what you will find for sale
in the Store:
All Direction Shooter: 3,000
Zenny. Fires in 8 directions at
once.
Armor: 3,000 Zenny. Lets you
take up to 3 enemy shots without
losing Strength.
Aura Stone: 30,000 Zenny.
Doubles your Strength.
Balcan Cannon: 50,000 Zenny.
Your most powerful weapon.
Booster 1: 10,000 Zenny.
Increases the power of your shots.
Booster 2: 20,000 Zenny. Doubly
increases the power of your shots.
Bound: 30,000 Zenny. Rebound
shots that ricochet off obstacles
to hit the enemy.
Burner: 20,000 Zenny. A lethal
flame-thrower.
Dress: Earns you 1,000,000
points when you win the War.
Available only in Temple of Dread
Store.
Flying Stone: 100 Zenny. Boosts
your speed. Copper is normal
speed, Silver is high speed, and
Gold is ultra-high speed.
Homing Laser: 99,900 Zenny. A
lethal tracking laser that catches
the enemy.
Information: 100 Zenny. Tips on
winning the next battle.
Laser: 20,000 Zenny. A lethal
light weapon.
Life Pack: 600 Zenny (first
purchase). Boosts your Strength to
its maximum level. Cost doubles
with every purchase. Costs for
Warriors 1 and 2 are listed
separately.
Missile: 5,000 Zenny. An
auto-tracking explosive.
Napalm Bomb: 5,000 Zenny.
Scorches everything it touches.
Potion of Resurrection: 20,000
Zenny (first purchase). A powerful
drink that revives you if you die.
Cost doubles with every purchase.
Costs for Warriors 1 and 2 are
listed separately.
Special Armor: 5,000 Zenny. Lets
you take up to 5 enemy shots
without losing Strength.
Super Bean: 80,000 Zenny. Lets
you survive up to 5 enemy hits
without being injured.
Super Booster: 50,000 Zenny.
Boosts your shots to maximum
damaging power.
Treatment: 300 Zenny (first
purchase). Restores your Strength.
Cost doubles with every purchase.
Costs for Warriors 1 and 2 are
listed separately.
Wide Shots: 50,000 Zenny. This
excellent weapon fires
large-caliber ammo.
End: Returns you to battle. In 2
Player games, both Players must
select End.
 Forgotten Worlds
 Hints and Tips
 
 Use Up/Down to scroll text
Survival Tips:
 * Learn how each enemy moves
and the best way to destroy him.
This will get you through battles
faster and earn you more Zenny and
higher scores.
 * Be smart! Learn what weapons
are best for which battles, then
make sure you grab enough Zenny to
buy them at the Store. Some
weapons are more effective than
others.
 * Get in the habit of placing
your Satellite where it'll be most
effective and do the greatest
damage.
 * Buy information at the Store
for important hints on how to win
the next battle.
 * Learn where POWs, Drums, and
Windmills are stashed. Then get to
them quickly in battle to make
sure you keep your Strength up!
Get in the habit of shooting and
striking everything so you won't
miss any important items.
 * Sparks flare up when the two
Warriors get close. This added
electricity increases the power of
your weapons.
 * Revive your Warrior right
away in 2 Player games by pressing
your Start Button. Make sure that
both Warriors aren't killed at the
same time and you'll be able to
see the battle through to
victory!
<a name="Fifasc95.o">FIFASC95.O</a>
 FIFA Soccer '95
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 FIFA Soccer '95
 Description du Jeu
 
 Use Up/Down to scroll text
Donnez l'assaut dans les airs :
coups de tÍte vers le bas,
retournÈs acrobatiques, volÈes
irrÈsistibles devant le but.
Le gardien de but ne saura plus o˘
se mettre. Des manoeuvres plus
rapides et une conception inÈdite
permettent de faire dÈcoller le
jeu.
Des passes rapides et prÈcises aux
hors-jeu, c'est vous qui Ítes aux
commandes. Il ne reste plus qu'‡
battre le gardien de but.
 FIFA Soccer '95
 Fonctions du ContrÙleur
 
 Use Up/Down to scroll text
SOMMAIRE DES COMMANDES
Coup d'envoi
* Appuyez sur A, B ou C pour
envoyer le ballon ‡ un coÈquipier.
Attaque
* Utilisez le bouton directionnel
pour contrÙler le ballon ou
dribbler.
* Appuyez sur A pour lober ou
frapper le ballon par en dessous.
* Appuyez sur B + bouton
directionnel vers le co-Èquipier
pour passer le ballon ‡ ce
co-Èquipier.
* Appuyez sur B + C pour passer et
attaquer un adversaire.
* Appuyez sur C + bouton
directionnel pour viser et tirer.
DÈfense
* Appuyez sur A pour un tacle
glissÈ.
* Appuyez sur B pour passer le
contrÙle ‡ un autre joueur ou lui
arracher le ballon.
* Appuyez sur C pour accÈlÈrer.
* Appuyez sur C (prËs de
l'adversaire) pour donner un coup
de coude.
* Appuyez sur B + C pour pousser
l'adversaire.
Ballon dans les airs
* Appuyez sur A, B ou C pour un
coup de tÍte, une volÈe ou un
retournÈ acrobatique.
Coup de pied de coin, rentrÈe en
touche
* Appuyez sur A pour le mode
cible/receveur.
* Utilisez le bouton directionnel
pour placer la boÓte de cible.
* Appuyez sur B pour envoyer le
ballon au receveur.
* Appuyez sur C pour envoyer le
ballon ‡ la cible.
Coup franc
* Appuyez sur A pour faire dÈfiler
les options.
* Appuyez sur B pour choisir une
option.
* Appuyez sur C pour commencer le
jeu ou tirer.
Coup de pied de rÈparation
* Appuyez sur A ou C pour tirer.
* Appuyez sur B pour changer de
joueur.
Gardien de but
D…FENDRE LE BUT (gardien de but
manuel)
* Appuyez sur A, B ou C (ballon
vers le camp adverse) pour changer
le contrÙle du joueur.
* Appuyez sur A, B ou C + bouton
directionnel pour plonger sur le
ballon ou faire un tacle.
EN POSSESSION DU BALLON
* Appuyez sur A pour afficher la
boÓte de cible. 
* Utilisez le bouton directionnel
pour positionner la boÓte de
cible.
* Appuyez sur B ou C pour envoyer
le ballon vers la cible.
TIR AU BUT
* Appuyez sur A pour le mode
cible/receveur.
* Utilisez le bouton directionnel
pour positionner la boÓte de
cible.
* Appuyez sur B pour envoyer le
ballon au receveur.
* Appuyez sur C pour envoyer le
ballon vers la cible.
 FIFA Soccer '95
 Jouer le Jeu
 
 Use Up/Down to scroll text
S…LECTION D'UNE …QUIPE
Pour choisir une division :
1. Dans l'Ècran du choix d'une
Èquipe, utilisez le bouton
directionnel pour mettre la
division en surbrillance.
2. DÈplacez le bouton directionnel
vers la gauche ou la droite pour
faire dÈfiler la liste des
divisions.
Pour choisir une Èquipe :
1. DÈplacez le bouton directionnel
vers le bas pour mettre l'Èquipe
en surbrillance.
2. DÈplacez le bouton directionnel
vers la gauche ou la droite pour
faire dÈfiler la liste des
Èquipes. Appuyez sur A pour
changer de cÙtÈs.
CONTR‘LEURS
Sens du contrÙle
La perspective exceptionnelle
offerte par ´FIFA Soccer '95ª vous
donne des images qui ressemblent ‡
ce qu'on voit ‡ la tÈlÈvision.
Pour changer l'angle de vue,
modifiez la configuration de votre
bouton directionnel.
La flËche de sens du contrÙle
pointe normalement vers le haut.
DÈplacez le bouton directionnel
vers le haut pour envoyer les
joueurs vers le but adverse.
Lorsque la flËche est orientÈe en
diagonale, dÈplacez le bouton
directionnel dans la direction
vers laquelle vous voulez que vos
joueurs courent.
Dans l'Ècran de contrÙleur,
appuyez sur A pour changer le sens
du contrÙle.
Plusieurs joueurs
Un maximum de quatre joueurs
humains peuvent jouer ‡ ´FIFA
Soccer 95ª en mÍme temps au moyen
de l'adapteur quadruple de ´EA
Sportsª.
CONTR‘LEUR No1 - Jaune
2 - Rouge
3 - Bleu
4 - Violet
CONTR‘LE
Couverture de l'Èquipe
Pour adapter la couverture :
1. Dans l'Ècran de couverture,
dÈplacez le bouton directionnel
vers le haut ou le bas pour mettre
en surbrillance un groupe de
couverture.
2. DÈplacez le bouton directionnel
vers la gauche ou la droite pour
adapter la longueur de la flËche
sur le terrain. La flËche de
milieu de terrain pointe dans
l'une ou l'autre direction.
Lorsque vous Ítes prÍt ‡
continuer, appuyez sur B.
StratÈgie de l'Èquipe
Pour mettre votre stratÈgie en
oeuvre :
Dans l'Ècran de stratÈgie,
dÈplacez le bouton directionnel
vers le haut ou le bas pour mettre
en surbrillance une option de
stratÈgie. Les flËches sur le
terrain changent pour illustrer
chaque stratÈgie.
Lorsque vous avez choisi une
stratÈgie, appuyez sur B. L'Ècran
de formation est alors affichÈ.
Formation de l'Èquipe
Pour former votre Èquipe :
Dans l'Ècran de formation,
dÈplacez le bouton directionnel
vers le haut ou le bas pour mettre
en surbrillance une option de
formation.
Une fois votre formation choisie,
appuyez sur B. Le sousÈcran des
joueurs est affichÈ.
Formation partante
Pour choisir une formation
partante :
1. Dans l'Ècran de la formation
partante, dÈplacez le bouton
directionnel vers le haut ou le
bas pour diriger l'icÙne du ballon
sur le joueur de votre choix.
2. Appuyez sur A pour choisir. Le
nom du joueur apparaÓt au bas de
l'Ècran. Appuyez sur C pour
annuler le choix d'un joueur.
3. DÈplacez le bouton directionnel
vers le haut ou le bas pour
dÈplacer l'icÙne du ballon vers le
joueur avec lequel vous voulez
changer de position.
4. Appuyez sur A. Les deux joueurs
changent de position. DÈplacez le
bouton directionnel vers la droite
ou la gauche pour faire dÈfiler
les 14 catÈgories d'Èvaluation des
joueurs. AprËs le coup d'envoi,
l'option de la formation partante
est remplacÈe par l'option de
remplacement.
SUR LE TERRAIN
ContrÙle du ballon
Plus un joueur contrÙle le ballon
de prËs, plus il est difficile
pour un adversaire de le tacler.
Appuyez sur A pour lober ou
frapper le ballon par en dessous.
Appuyez sur B pour passer le
ballon ‡ votre co-Èquipier le plus
proche. Utilisez le bouton
directionnel pour orienter la
passe.
Appuyez sur C pour effectuer un
tir de n'importe quel point du
terrain.
DÈplacez le bouton directionnel
vers la gauche ou la droite pour
orienter les tirs et les passes
juste aprËs avoir appuyÈ sur A, B
ou C.
Appuyez sur B + C pour passer et
attaquer un adversaire. Le ballon
est passÈ ‡ un co-Èquipier proche
qui s'arrÍte pour vous permettre
de trouver une ouverture, puis
vous le rend.
DÈfense
Appuyez sur A pour un tacle
glissÈ. C'est la meilleure faÁon
d'arracher le ballon ‡ un
adversaire.
Appuyez sur B pour passer le
contrÙle au joueur le plus proche
du ballon. Lorsque vous Ítes prËs
d'un joueur qui attaque, appuyez
encore sur B pour essayer de lui
prendre le ballon.
Appuyez sur C pour accÈlÈrer ou
donner un coup de coude ‡
l'adversaire qui a le ballon.
Ballon dans les airs
La manoeuvre exÈcutÈe par vos
joueurs lorsque le ballon est dans
les airs dÈpend de sa hauteur ‡ ce
moment-l‡.
Lorsque le ballon est ‡ micorps,
c'est un retournÈ acrobatique. Un
peu plus haut et on donne un coup
de tÍte, un peu plus bas et on
choisit une volÈe.
Lorsque le ballon est dans les
airs, appuyez sur A, B ou C pour
les manoeuvres spÈciales.
Ballon tenu par le gardien de
but
Appuyez sur A pour faire commuter
la boÓte de cible.
Utilisez le bouton directionnel
pour dÈplacer la boÓte de cible.
Appuyez sur B ou C pour envoyer le
ballon vers la cible.
COUPS FRANCS
Pour un coup franc direct :
Appuyez sur A pour faire dÈfiler
les diffÈrents types de coups
francs.
Appuyez sur B pour choisir un coup
franc.
Appuyez sur C pour exÈcuter le
coup franc ou tirer sous contrÙle
normal. Les adversaires doivent
rester ‡ 10 mËtres du ballon
pendant le coup franc.
TIRS AU BUT
Pour arrÍter le tir au but :
Lorsque le joueur frappe le
ballon, appuyez sur A, B ou C +
bouton directionnel vers la gauche
ou la droite pour plonger sur le
ballon.
Pour exÈcuter le tir au but :
Appuyez sur B pour choisir un
autre joueur. C'est le joueur au
bottÈ le plus prÈcis qui doit se
retrouver sur la ligne.
Appuyez sur A ou C pour frapper le
ballon.
RALENTI 
Pour voir un ralenti :
Tapez sur B pour faire avancer le
jeu une image ‡ la fois. Gardez B
enfoncÈ pour jouer ‡ vitesse
normale.
Appuyez sur A + bouton
directionnel vers la gauche pour
rembobiner le film et sur A +
bouton directionnel vers la droite
pour le faire avancer.
Appuyez sur C pour inverser
l'angle du ralenti.
Pour suivre un joueur en
particulier :
1. Utilisez le bouton directionnel
pour faire apparaÓtre une boÓte.
Mettez un joueur en vedette et un
fil jaune apparaÓt pour montrer
que la camÈra le suit.
2. Utilisez les manoeuvres
dÈcrites ci-dessus pour revoir la
performance du joueur en vedette.
MODES CIBLE ET RECEVEUR
Pour utiliser les modes cible et
receveur :
1. Lorsque vos joueurs sont en
position pour un coup de pied de
coin ou une rentrÈe en touche,
appuyez sur A pour aller en mode
cible. La boÓte de cible apparaÓt.
2. Utilisez le bouton directionnel
pour dÈplacer la boÓte de cible
vers la position dÈsirÈe sur le
terrain.
3. Appuyez sur A pour aller en
mode receveur. Votre receveur se
trouve dans une Ètoile colorÈe.
4. Utilisez le bouton directionnel
pour dÈplacer le joueur.
5. Appuyez sur B pour envoyer le
ballon au receveur et sur C pour
l'envoyer ‡ la cible.
 FIFA Soccer '95
 Trucs et Astuces
 
 Use Up/Down to scroll text
* Plus vos dÈfenseurs se dirigent
vers le camp adverse, plus vous
risquez de manquer de dÈfenseurs
lorsque l'adversaire
contreattaque.
* Tapez sur le bouton A pour
envoyer le ballon en chandelle et
pour placer votre joueur en bonne
position pour donner un coup de
tÍte ou un retournÈ acrobatique.
* Pour un tir diabolique, appuyez
sur B + C afin d'aplatir
l'adversaire. Si vous avez activÈ
la reconnaissance des fautes,
soyez prÍt ‡ assumer les
consÈquences.
* Utilisez un retournÈ acrobatique
ou un coup de tÍte lorsque le
ballon est dans les airs devant le
but de l'adversaire.
* Pour gagner des parties ou des
tournois, choisissez de bonnes
Èquipes. Ne vous laissez pas
influencer par le patriotisme.
Choisissez une Èquipe comme le
BrÈsil, l'Italie ou l'Allemagne
pour avoir de meilleures chances
de gagner. Quand vous vous serez
bien exercÈ, vous pourrez choisir
une autre Èquipe et lui faire
remporter la coupe du monde.
<a name="Fifasc96.o">FIFASC96.O</a>
 FIFA Soccer '96
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 FIFA Soccer '96
 Game Description
 
 Use Up/Down to scroll text
You'll get even more soccer
excitement with this latest
installment in the FIFA series
from Electronic Arts.
 FIFA Soccer '96
 Controller Functions
 
 Use Up/Down to scroll text
COMMAND SUMMARY
Kick off
 * Press A, B, or C to kick to
a teammate.
Offense
 * Press D-Pad to control
ball/dribble.
 * Press A to Lob/Chipshot.
 * Hold B or C + D-Pad to
Sprint.
 * Press B + D-Pad to teammate
to Pass to teammate.
 * Press A + B for a Shallow
lob.
 * Press A + C or X to Step
Over Fake.
 * Press B + C or Y when
running for a rainbow kick.
 * Press C to Shoot.
Defense
 * Press A for a Sliding
tackle.
 * Press B to Switch player
control/Steal.
 * Press C for a Burst of
speed.
 * Press C (near opponent) for
an Elbow shot.
 * Press B + C to Push
opponent.
Ball in the air
 * Press A, B, or C for a
Header/Volley/Bicycle kick.
 * Use the D-Pad to direct the
ball after a touch curve.
Corner Kick/Throw-In/Free-Kick
 * Press A to Lob/Throw in.
 * Use the B Button to cycle
through Camera/Normal/Receiver
views.
 * Press D-Pad to Position a
target box
 * Press B + D-Pad to
Kick/Throw to receiver
 * Press C + D-Pad for a Select
set play.
 * Press C + D-Pad + A for a
Hide set play.
 * Press C for Kick/Throw set
play.
Goalkeeper
DEFENDING THE GOAL(Manual Goal
Keepers)
 * Press A, B, or C(Ball
upfield) to Switch player control.
 * Press A, B, or C + D-Pad to
Dive for ball/Tackle.
IN POSSESSION OF BALL
 * Press B + D-pad for a
Shallow Throw.
 * Use the B Button to cycle
through Camera/Normal/Receiver
views.
 * Press D-Pad to Position
target box.
 * Press A or C to Throw/Kick
ball into play.
Receiver
 * Press A to Lob to targeted
Player.
 * Press D-Pad + B to Pass to
targeted Player.
Camera
 * Press A to Lob to targeted
field position.
 * Use the D-Pad + A to Lob in
D-Pad direction.
 * Use the D-Pad + B to pass in
D-Pad direction.
Passback (during game play)
 * To enter Passback Mode,
press A instantly after a pass.
 * To perform a passback, press
A again.
 FIFA Soccer '96
 Playing the Game
 
 Use Up/Down to scroll text
To select a team:
1. D-Pad down to highlight the
team.
2. D-Pad left/right to cycle
through teams. Press B to change
sides.
CONTROLLERS
Control Direction
To compensate for the angle from
which you view the action, you can
change the response of your D-Pad.
The control direction arrow is
normally straight up. D-Pad Up to
move the players upfield. When the
arrow points diagonally, D-Pad in
the true direction to which you
want the players to run.
From the Controllers screen, press
A to toggle control direction.
Multiple Players
Up to four human players can play
FIFA Soccer '96 at the same time
using EA Sports' 4 Way Play
adapter.
CONTROLLER# 1-Yellow
 2-Red
 3-Blue
 4-White
CONTROL
Team Coverage
To adjust your coverage:
1. From the Coverage screen,
D-Pad Up/Down to highlight a
coverage grouping.
2. D-Pad Left/Right to adjust the
length of the arrow on the field.
The Midfield arrow extends in
either direction. When you're
ready to move on, press B.
Team Strategy
To select your initial strategy:
From the strategy screen, D-Pad
Up/Down to highlight a strategy
option. The arrows on the field
change to illustrate each
strategy.
When you've decided on a strategy,
press B. The Formation screen
appears.
Team Formation
A diagram of players on the field
displays how each formation
appears. Select a team formation
in the same manner as Team
Strategy.
On-The-Fly Management
To adjust your coverage,
formation, and strategy, you can
do one of two things.
Either pause during game play and
modify from the Game Paused
screen, or use On-The-Fly
Management to save up to seven
different settings, then change
your approach without ever leaving
the game.
To save a setting:
 * From the Coverage,
Formation, or Strategy screen,
D-Pad up/down to highlight a
setting.
 * When your formation is set,
press START + any combination of
A, B, and C. (e.g. Start + A + C)
To change a setting while in play:
 * Press START + the
combination of A, B, and C you
used to save your strategy.
Starting Lineup
To adjust your starting lineup:
1. From the Starting Lineup
screen, D-Pad Up/Down to highlight
your desired player.
2. Press C to select. The
player's name appears on the
bottom of the screen.
3. D-Pad Up/Down to highlight the
player you want to swap positions
with.
4. Press C. The two players swap
positions. D-Pad Left/Right to
scroll through 14 Player Rating
categories.
After the match begins, the
Starting Lineup option is replaced
by the Substitutions option. Press
A to cancel swap.
ON THE FIELD
Kick Off/Restart
Before each half and after each
score, the players take up their
positions on either side of the
center circle.
 * With both teams in Kick Off
formation, press A, B, or C to
kick to your teammate.
Ball Control
The closer a player controls the
ball, the harder it is for an
opponent to tackle him.
Press A to clear the ball or
attempt a chipshot.
Press B to pass to your nearest
teammate. D-Pad in any direction
to direct the pass.
To sprint while in possession of
the ball, hold B or C + D-Pad.
Press C to take a shot toward the
goal from anywhere on the field.
To boot the ball over the head of
a defender with a Rainbow Kick
press B + C while running.
To do a Step-Over-Fake, press A +
C.
TIP: Holding a button increases
the power of a move. Hold A for a
longer lob, B for a stronger pass,
and C for a more powerful shot.
Defense
Press A to slide tackle. Simply
the best way to strip the ball
from an attacking opponent.
Press B to switch control to your
player nearest the ball. When you
are near an attacker, press B
again to attempt a steal.
Press C for a burst of speed or to
throw an elbow at an opposing ball
handler.
TIP: For a fiendish shot, press B
+ C to flatten an oppenent.
Ball In The Air
The type of specialty move your
players perform when the ball is
in the air depends on the height
of the ball at the time the move
is executed, and how close you are
to the net.
With the ball in the air, press A,
B, or C to perform a specialty
move away from the net. After you
make contact with the ball, D-Pad
in any directio to add a slight
curve.
To perform a specialty move near
the net:
1) Press A to lob the ball in
front of the net.
2) Tap B to switch to the
receiver.
For a normal header into the net,
press A. To trap the ball, press
B. For a diving header, press C.
Keeper's Ball
To cycle normal/camera/receiver
modes, press B.
D-Pad in any direction to position
target box.
Press A or C to throw or kick to a
target.
Corner Kick
To Lob the ball into play, press
A.
To cycle normal/camera/receiver
modes, press B.
To select a set play, press C +
the D_pad to determine the
direction of the kick.
To hide a set play, press C +
D-Pad + A.
To execute the set play, press C.
Throw-ins are executed in the same
manner as Corner Kicks, as are
Free Kicks.
NOTE: Opposition players can block
free kicks.
PENALTIES
To save a penalty kick:
As the ball is struck, press A, B,
or C + D-Pad Left/Right to dive in
anticipation of the shot.
To take a penalty kick:
Press B to select another shot
taker. You want your most accurate
foot at the line.
Press A or C to kick the ball.
INSTANT REPLAY
To view an instant replay:
Tap B to advance the play one
frame at a time. Hold B to play at
normal speed.
Hold A + D-Pad Left to rewind the
action, and use A + D-Pad Right to
fast-forward.
Press C to flip the replay and
watch it from the reverse angle.
To track a specific player:
D-Pad in any direction and the
track box appears. Focus on a
player; a yellow cross hair
indicates the camera is locked on.
To exit the Instant Replay screen,
press START.
PRACTICE SCENARIOS
To select a scenario:
1. Select Practice from the Game
Setup screen. Once in the Practice
screen, D-Pad up/down to highlight
the desired scenario.
2. Press START to go straight to
the field.
To advance to the Control Screen,
press C.
NOTE: All scenarios end once a
team reaches ten points. Points
are awarded when a goal is scored,
a shot on the net is blocked, or
the ball is put out of play.
Select Scenario:
With this option, you can choose
to play one of three practice
scenarios:
Kicks and Throw Ins, Scrimmage, or
Shootout.
 FIFA Soccer '96
 Hints and Tips
 
 Use Up/Down to scroll text
* The further your defenders
push up, the more likely you are
to find yourself under-manned in
defense when the opposition
counter-attacks.
 * Tapping the A Button pops
the ball straight up, putting your
player in position to follow up
with a bicycle kick or header.
 * For a devilishly fiendish
shot, press B + C to flatten an
opponent. If you're playing with
Fouls on, be prepared to pay the
price.
 * Use a bicycle kick or header
when the ball is in the air in
front of your opponent's goal.
 * To win games and tournaments
you should pick strong teams.
Don't try to be patriotic and pick
the United States when you're
learning to play the game.
Instead, pick a team like Brazil,
Italy or Germany to give you a
better chance to win. Once you get
better, then try to bring the
United States team to glory by
winning the World Cup.
<a name="Fifasocc.o">FIFASOCC.O</a>
 FIFA International
 Soccer
 Electronic Arts
 To return to Now Playing,
 reset your adapter.
 
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 FIFA International
 Soccer
 Description du Jeu
 Use Up/Down to scroll text
LE MONDE DU FOOTBALL
Des bidonvilles de Sao Paulo aux
banlieues de Stuttgart, les
enfants jouent au football
(soccer) avec des buts de fortune
et une boÓte de conserve ou une
balle de tennis au lieu du ballon
rond. Dans ce sens au moins, c'est
un sport universel. On n'a pas
besoin de matÈriel dispendieux ou
d'Èquipements dÈmesurÈs pour
apprÈcier le football association,
mais juste l'amour du jeu.
Ne vous y trompez pas; de cette
mÍlÈe de pieds voltigeurs et de
bras agiles Èmergera la relËve de
PelÈ, Maradona, Charlton et
Cruyff.
Pratiquement tous les pays du
monde prennent part aux
compÈtitions mondiales.Le football
est de loin le sport le plus
pratiquÈ et le plus regardÈ de la
planËte.
Mais ce n'Ètait pas le cas en
1904, lors de la crÈation de la
FÈdÈration Internationale de
Football Association (FIFA).
Les sept membres fondateurs
Ètaient tous europÈens: la
Belgique, le Danemark, l'Espagne,
la France, la Hollande, la SuËde
et la Suisse.
La GrandeBretagne a mis deux ans
pour se joindre ‡ cette
Association, bien que le premier
prÈsident de la FIFA, D.B.
Woolfall Ètait un Anglais.
Pour tenir compte de la diversitÈ
des Èquipes et de l'intÈrÍt
manifestÈ partout dans le monde
pour le football, le jeu ´FIFA
International Soccerª comporte 48
Èquipes nationales.
Le Cameroun a fait irruption sur
la scËne mondiale lors de la coupe
du monde 90 en Italie, et ´FIFA
International Soccerª reflËte
l'Èmergence d'Èquipes africaines
impressionnantes.
Mesurez le Cameroun ‡ d'autres
pays plus rÈputÈs pour leur
football, comme la Hollande,
l'Allemagne ou le BrÈsil. Toutes
les Èquipes sont prÈsentes dans
cette simulation Ètonnante, digne
d'un jeu ´EA SPORTSª.
 FIFA International
 Soccer
 Fonctions du ContrÙleur
 Use Up/Down to scroll text
SOMMAIRE DES COMMANDES
Coup d'envoi
Appuyez sur A, B ou C.
Sans ballon
Appuyez sur A pour un plaquÈ
glissÈ ou un coup de tÍte (selon
la position du ballon).
Appuyez sur B pour activer le
joueur le plus prËs du
ballon/plaquÈ s'il est prËs de
l'adversaire.
Appuyez sur C pour accÈlÈrer et
charger un adversaire.
Appuyez sur B+C pour un coup
d'Èpaule ou un plaquÈ glissÈ.
Avec ballon
Bouton directionnel
haut/bas/gauche/droit pour
contrÙler la direction du joueur
ayant le ballon.
A (enfoncÈ) pour frapper le ballon
par en dessous ou pour le lober.
B+Bouton directionnel dans le sens
contraire de votre course pour
faire une talonnade.
B (enfoncÈ) pour passer le ballon.
C (enfoncÈ) pour lancer.
B+C pour faire un jeu de passe.
Gardez B ou C enfoncÈ pour donner
un surcroÓt de puissance au lancer
ou ‡ la passe. Utilisez le bouton
directionnel pour diriger le
ballon dans les airs. 
Ballon dans les airs
Appuyez sur A, B ou C pour une
volÈe, un retournÈ acrobatique ou
un coup de tÍte.
Gardien de but
Appuyez sur A ou B pour passer le
ballon ‡ un coÈquipier (s'il y en
a un tout prËs).
Appuyez sur B pour plonger sur le
ballon (bouton directionnel
haut/bas/gauche/droit pour diriger
le plongeon).
Appuyez sur C pour la boÓte de
directions.
Coup de pied de but ou de coin,
rentrÈe en touche
Appuyez sur A, B, ou C pour
frapper ou lancer le ballon.
Coup de pied de rÈparation
Appuyez sur A ou C pour lancer.
Appuyez sur B pour changer de
tireur.
Coup franc
Appuyez sur A ou B pour passer.
Appuyez sur C pour lancer au but.
 FIFA International
 Soccer
 Jouer le Jeu
 Use Up/Down to scroll text
…CRAN D'INSTALLATION
Langue
Lorsque vous arrivez ‡ l'Ècran
d'installation (´GAME SETUPª),
l'option de langue devrait Ítre
activÈe. DÈplacez le bouton
directionnel vers la gauche ou la
droite pour choisir le franÁais,
l'anglais, l'allemand ou
l'espagnol.
Cette option n'est pas sauvegardÈe
lorsque vous sortez de ´FIFAª, 
vous devrez donc la rÈactiver ‡
chaque partie.
Mode de jeu
DÈplacez le bouton directionnel
vers la gauche ou vers la droite
pour choisir entre un match
d'exhibition, de tournoi,
d'Èliminatoire, de championnat,
pour reprendre une partie ou
regarder un match de
dÈmonstration.
Le mode exhibition est un match
amical entre deux Èquipes de votre
choix, et c'est aussi le mode par
dÈfaut.
Le mode tournoi vous permet de
choisir entre une ‡ huit Èquipes
pouvant participer ‡ un tournoi.
Le mode Èliminatoire vous permet
de sauter les matches de
qualification et de passer
directement aux Èliminatoires avec
au moins seize Èquipes.
Le mode championnat vous permet de
faire le choix entre un maximum de
huit Èquipes devant jouer les unes
contre les autres pour le compte
du championnat de la ligue.
Vous pouvez reprendre une partie
pour poursuivre les Èliminatoires
ou les championnats.
DISPOSITION DE L'…QUIPE
Vous pouvez modifier la
disposition des joueurs sur le
terrain. DÈplacez le bouton
directionnel vers le haut ou le
bas pour choisir les arriËres, les
demis ou les ailiers, et dÈplacez
le bouton directionnel vers la
gauche ou la droite pour modifier
la longueur de la flËche sur le
terrain. 
La flËche des demis peut Ítre
Ètendue dans les deux sens, vers
l'attaque ou vers la dÈfense.
STRAT…GIE D'…QUIPE
DÈplacez le bouton directionnel
vers le bas pour activer la
stratÈgie d'Èquipe et appuyez sur
C pour l'Ècran de stratÈgie.
DÈplacez le bouton directionnel
vers le haut ou vers le bas pour
choisir l'une des options
offertes.
Les flËches changent de longueur
en fonction de la stratÈgie
choisie.
DÈgagement : Les arriËres
dÈgagent le ballon de leur camp;
les demis et les avants courrent
vers le ballon.
Souvent appelÈe Route 1, cette
stratÈgie est simple, directe et
efficace si vous avez des
avantcentres qui savent donner de
bons coups de tÍte.
Toutefois, les puristes trouvent
cette stratÈgie dÈnuÈe de la
finesse du jeu fondÈ sur les
passes.
DÈfense gÈnÈrale : Les joueurs
restent tous derriËre le ballon
afin d'Ècraser les attaquants par
leur supÈrioritÈ numÈrique.
Choisissez cette stratÈgie si vous
craignez une attaque agressive des
attaquants de l'Èquipe adverse, ou
si la victoire ne tient qu'‡ un
fil. 
Attaque : Une stratÈgie ouverte
conÁue pour tirer le meilleur
parti possible des possibilitÈs de
marquer des buts; les arriËres et
les demis soutiennent les avants.
DÈfense : Une stratÈgie
rigoureuse o˘ les milieux de
terrain sont positionnÈs autour du
rond central pour former une
barriËre dÈfensive supplÈmentaire.
Attaque gÈnÈrale : Tous les
joueurs envahissent le camp
adverse sans se prÈoccuper de
dÈfendre leur but. 
¿ utiliser lorsqu'on arrive ‡ la
fin du match et que la dÈfaite
semble de toute faÁon inÈvitable.
FORMATIONS 
Voici les formations possibles :
352 : les milieux de terrain sont
nombreux; ils essaient de
s'emparer du ballon avant que les
trois arriËres ne soient menacÈs
et l'envoient aux avants.
442 : une formation ÈquilibrÈe
mais conventionnelle, solidement
pourvue d'arriËres et de demis;
les avants doivent bien s'entendre
pour marquer des buts.
Balayeur : un joueur est envoyÈ ‡
l'arriËre pour prendre un rÙle
dÈfensif plus libre. C'est la
derniËre dÈfense lorsque son
co-Èquipier le plus prËs est
dÈbordÈ, mais il peut aussi
avancer vers le centre et amener
le ballon vers l'avant.
424 : malgrÈ le nombre restreint
de demis, les quatre avants sont
capables d'Ècraser les dÈfenses
adverses par surprise.
Cette formation est
particuliËrement efficace combinÈe
avec les stratÈgies d'attaque.
433 : une autre formation bien
ÈquilibrÈe, avec l'accent mis sur
l'attaque malgrÈ le nombre
restreint de demis.
…QUIPE DE D…PART
Toute l'Èquipe est nommÈe, mais
seuls les onze premiers vont sur
le terrain. Lorsque le nom d'un
joueur est activÈ, dÈplacez le
bouton directionnel vers la gauche
ou vers la droite pour connaÓtre
ses qualitÈs.
Si un joueur est renvoyÈ pour
mauvaise conduite, vous serez ‡
court. Utilisez l'option de
remplacement pour repositionner
les autres joueurs de sorte ‡
boucher le trou.
PILE OU FACE
DÈplacez le bouton directionnel
vers le haut ou le bas pour
choisir pile ou face. Appuyez sur
C; l'arbitre jette la piËce en
l'air et la laisse tomber par
terre.
Un message vous indique si vous
avez gagnÈ ou perdu.
Si vous avez gagnÈ, vous pouvez
donner le coup d'envoi ou choisir
quel cÙtÈ dÈfendre. DÈplacez le
bouton directionnel pour choisir
l'une des icÙnes, puis appuyez sur
C pour confirmer votre choix.
Pour choisir de donner le coup
d'envoi, dÈplacez le bouton
directionnel vers le bas pour
activer l'icÙne reprÈsentant un
ballon et appuyez sur C. Le
drapeau d'Èquipe en haut de
l'Ècran change, et les adversaires
choisissent le cÙtÈ.
Si vous perdez, vous Ítes ‡ la
merci de vos adversaires. Si c'est
‡ vous de choisir, vous pouvez
dÈcider de quel cÙtÈ jouer ou
donner le coup d'envoi, comme si
vous aviez gagnÈ.
CONTR‘LE DES JOUEURS
Vous contrÙlez le joueur marquÈ
d'une Ètoile de couleur. Lorsque
votre joueur n'a pas le ballon,
seule la silhouette de l'Ètoile
est affichÈe.
Quand le joueur prend le contrÙle
du ballon, l'Ètoile devient
colorÈe.
La couleur de l'Ètoile dÈpend du
numÈro de contrÙleur que vous
utilisez:
ContrÙleur 1 : Jaune
ContrÙleur 2 : Rouge
ContrÙleur 3 : Bleu
ContrÙleur 4 : Rose
Appuyez sur B pour alterner entre
les joueurs. L'Ètoile se place
prËs du joueur le plus proche du
ballon. DÈplacez le bouton
directionnel vers le haut, le bas,
la gauche ou la droite pour
diriger les mouvements du joueur
activÈ.
HORS JEU
Le ballon est hors du champ de jeu
lorsque toute sa circonfÈrence
passe la ligne de touche ou la
ligne de but, ce que l'arbitre
donne par un coup de sifflet. Cela
donne le choix entre trois faÁons
diffÈrentes de recommencer le jeu.
Coups de pied de but : Un
attaquant lance loin du but et
aucun dÈfenseur ne touche le
ballon tandis qu'il passe la ligne
de but.
Le ballon est automatiquement
placÈ dans le coin de la surface
de but (du cÙtÈ o˘ le ballon est
sorti). Appuyez sur A ou B et le
gardien de but envoie le ballon
dans le camp adverse.
Ou encore, appuyez sur C; la boÓte
de direction rouge vous permet de
frapper le ballon de maniËre plus
prÈcise.
Utilisez le bouton directionnel
pour activer la surface du terrain
o˘ vous voulez que le ballon
tombe. Appuyez sur A ou B pour un
coup de pied de but plus prÈcis.
Nota : AprËs un coup de pied de
but, le ballon doit atteindre au
moins la limite de la surface de
rÈparation. Aucun autre joueur ne
peut pÈnÈtrer dans la surface de
rÈparation tant que le ballon s'y
trouve.
Coups de pied de coin : Lorsque
le dernier joueur ayant touchÈ le
ballon lorsqu'il passait la ligne
de but est un dÈfenseur ou un
gardien de but.
Pour le coup de pied de coin, on
place le ballon dans le quart de
cercle tracÈ autour du drapeau de
coin (du cÙtÈ o˘ le ballon est
sorti).
Le joueur qui frappe le ballon est
choisi automatiquement.
Utilisez le bouton directionnel
pour placer la boÓte de direction
rouge dans l'endroit o˘ vous
voulez que le ballon tombe, puis
appuyez sur A, B ou C pour donner
le coup de pied.
RentrÈes de touche : Une rentrÈe
de touche se fait ‡ partir de la
ligne de touche o˘ le ballon est
sorti; elle est accordÈe lorsqu'un
joueur envoie le ballon hors des
limites du champ de jeu.
Le joueur qui lance le ballon est
choisi automatiquement. Le numÈro
du contrÙleur est activÈ dans une
Ètoile colorÈe au bas de l'Ècran.
DÈplacez la boÓte de direction
vers la partie du terrain o˘ vous
voulez lancer le ballon, et
appuyez sur A, B ou C.
BALLON DU GARDIEN
Il arrive que l'attaque
n'aboutisse pas et que le ballon
reste dans les bras du gardien de
but.
MÍme lorsque l'ordinateur choisit
le gardien de but, le contrÙleur
avec l'Ètoile de la couleur
correspondante doit remettre le
ballon en jeu.
Le gardien de but peut envoyer le
ballon ‡ l'autre bout du terrain
en lui donnant un coup de pied ou
en le lanÁant.
Pour lancer : Appuyez sur A ou B
et utilisez le bouton directionnel
pour lancer le ballon vers un
dÈfenseur proche.
Pour donner un coup de pied :
Appuyez sur C et activez la boÓte
de direction rouge. Utilisez le
bouton directionnel pour la
diriger vers la partie du terrain
o˘ vous voulez lancer le ballon;
ensuite, appuyez sur B.
Nota : Lorsque vous utilisez la
boÓte de direction, gardez l'oeil
sur le gardien de but pour voir si
des adversaires empiËtent sur
votre surface.
Contrairement ‡ ce qui se produit
avec le coup de pied de but, la
surface de rÈparation n'est pas un
lieu s˚r lorsque le gardien de but
tient le ballon dans ses bras.
INFRACTIONS
Des coups francs sont accordÈs
pour les fautes et les infractions
techniques, par exemple les
hors-jeu, les plaquÈs violents ou
tardifs ou le fait de bousculer un
joueur.
Lorsque vous bÈnÈficiez d'un coup
franc, le ballon est placÈ ‡
l'endroit o˘ l'infraction a eu
lieu, et il est impossible de
grignoter quelques mËtres en avan
ant un peu avec le ballon.
Un joueur est automatiquement
dÈsignÈ pour donner le coup franc.
Lorsque plus d'un joueur par
Èquipe est contrÙlÈ par un joueur
humain, celui contre qui la faute
a ÈtÈ commise donne le coup de
pied.
Utilisez le bouton directionnel
pour contrÙler la direction du
tir. Appuyez sur B pour envoyer le
ballon sur une petite distance au
joueur le plus proche.
Si vous Ítes en bonne position
pour le faire, appuyez sur C pour
tirer directement au but.
Nota : Les joueurs adverses
doivent demeurer ‡ 9 mËtres 15 du
ballon jusqu'‡ ce que le coup de
pied ait ÈtÈ donnÈ.
Coups de pied de rÈparation
Un coup de pied de rÈparation est
imposÈ si une faute mÈritant un
coup franc est commise dans la
surface de rÈparation.
Par consÈquent, la faute d'un
dÈfenseur dans sa propre surface
de rÈparation produit un coup de
pied de rÈparation (‡ moins, bien
s˚r, d'avoir choisi d'ignorer les
fautes dans l'Ècran
d'installation).
ArrÍter un coup de pied de
rÈparation : Le ballon est
automatiquement placÈ sur le point
de rÈparation. Seul votre gardien
de but et le joueur qui donne le
coup de pied peuvent pÈnÈtrer sur
la surface de rÈparation.
Les arriËres ne peuvent pÈnÈtrer
dans cette zone qu'aprËs le coup
de pied de rÈparation. MÍme si les
gardiens de but sont contrÙlÈs par
l'ordinateur, vous devez essayer
de bloquer le ballon.
Au moment de toucher le ballon,
dÈplacez le bouton directionnel
vers la gauche ou la droite, puis
appuyez sur B pour plonger dans la
bonne direction (on l'espËre!).
Donner un coup de pied de
rÈparation : L'ordinateur nomme
automatiquement le joueur qui
donnera le coup de pied de
rÈparation; celui-ci reste dans la
surface de rÈparation en attendant
le tir.
Appuyez sur B pour changer de
joueur. Maintenant, c'est vous
contre le gardien de but. Appuyez
sur A ou sur C pour lancer, et
utilisez le bouton directionnel
pour diriger le ballon dans les
airs.
C'est la meilleure occasion de
marquer un but que vous aurez
pendant tout le match, alors ne la
ratez pas!
Lorsque plus d'un joueur par
Èquipe est sous contrÙle humain,
le joueur contre qui la faute a
ÈtÈ commise donne le coup de pied
de rÈparation.
PUNITIONS
Si l'arbitre considËre qu'une
faute est particuliËrement grave,
il pourra brandir le carton jaune.
Le jeu s'arrÍte pendant que
l'arbitre prend note du nom du
joueur et un message appropriÈ
apparaÓt.
En gÈnÈral, les rÈcidivistes re
oivent le carton rouge et sont
expulsÈs. Ici aussi, le jeu
s'arrÍte et l'Èquipe du joueur
fautif doit se dÈbrouiller avec
dix joueurs, puisqu'il est
interdit de remplacer le
co-Èquipier expulsÈ.
POINTAGE
La seule faÁon de gagner des
points, c'est d'envoyer le ballon
au fond des filets.
En fait, il suffit que le ballon
passe le plan de la ligne de but
(imaginez un mur invisible entre
la ligne de but, les montants et
la barre) et l'arbitre dÈcidera
que le but est valable.
Toutefois, le ballon doit
traverser la ligne en entier et il
est inutile de se disputer avec
l'arbitre, mÍme si vous pensez
avoir marquÈ un but.
Pour lancer, appuyez sur C. Gardez
C enfoncÈ pour un surcroÓt de
puissance. Vous pouvez utiliser le
bouton directionnel pour diriger
le ballon dans les airs. 
AprËs avoir marquÈ un but
Lorsque le joueur qui a marquÈ le
but et ses coÈquipiers ont fini de
cÈlÈbrer le but, le ballon
retourne dans le rond central pour
Ítre remis au jeu.
MITEMPS
Un match de football se dÈroule en
deux temps. ¿ la fin de la
premiËre demie, vous serez
peut-Ítre sur le chemin de la
victoire, mais rien n'est encore
garanti.
Lorsque l'arbitre siffle pour
indiquer la mi-temps, les deux
Èquipes vont derriËre la ligne de
touche et l'Ècran de configuration
est affichÈ.
L'option ´RESUME GAMEª (reprendre
la partie) est activÈe, mais vous
pouvez aussi apporter des
changements ‡ votre Èquipe ou ‡
votre tactique.
RÈflÈchissez sur vos faiblesses et
les points forts des adversaires
et faites vos changements en
consÈquence.
Si vous Ítes prÍt ‡ reprendre la
partie, appuyez sur ´STARTª ou
activez ´RESUME GAMEª et appuyez
sur C.
RALENTIS
Vous voulez revoir le moment
mÈmorable o˘ vous avez frappÈ une
volÈe des 25 mËtres et o˘ le
ballon a atterri au sommet du but?
Ou vous voulez humilier votre
adversaire en lui rappelant sa
gaffe embarrassante? Et bien,
c'est possible avec l'option
´INSTANT REPLAYª.
Dans l'Ècran de configuration,
activez ´INSTANT REPLAYª et
appuyez sur C. L'Ècran ´INSTANT
REPLAYª est affichÈ.
Vous y voyez une image figÈe et
une icÙne de contrÙleur en haut ‡
gauche.
Les boutons du contrÙleur vous
permettent de faire ce qui suit :
Gardez A enfoncÈ pour revenir en
arriËre. L‚chez A pour arrÍter le
retour en arriËre. Appuyez sur B
pour avancer le film image par
image.
Gardez B enfoncÈ pour avancer le
film plus vite. Appuyez sur C pour
visionner l'action ‡ la vitesse
normale. Pour regarder encore une
fois, appuyez sur A et le film se
rembobine.
Pour suivre un joueur
Utilisez le bouton directionnel
pour mettre un joueur en
surbrillance et suivre chacun de
ses mouvements pendant le ralenti.
DÈplacez le bouton directionnel
vers le haut, le bas, la gauche ou
la droite et une boÓte jaune
apparaÓt ‡ l'Ècran.
Placez cette boÓte au-dessus d'un
joueur; un fil jaune montre que la
camÈra le suit. Appuyez sur A, B
et C comme auparavant pour
visionner la performance du joueur
que vous avez mis en vedette.
REMPLACEMENTS
DÈplacez le bouton directionnel
vers le bas pour afficher l'Ècran
des substitutions.
Utilisez le bouton directionnel
pour faire dÈfiler la liste des
joueurs vers le haut ou vers le
bas. Activez le nom du joueur
devant Ítre remplacÈ, et appuyez
sur A; son nom apparaÓt dans la
fenÍtre des substitutions prËs du
drapeau de l'Èquipe.
DÈplacez le bouton directionnel
vers le haut ou le bas pour
activer le nom du remplaÁant que
vous avez choisi. Vous pouvez
comparer ses attributs ‡ ceux du
joueur remplacÈ.
Le nom du remplaÁant apparaÓt en
dessous du nom de l'autre joueur
dans la fenÍtre des substitutions.
Appuyez sur A et le message OK
confirme le remplacement. On ne
peut utiliser que deux remplaÁants
par match.
Si vous changez d'idÈe, appuyez
sur C pour choisir un autre
joueur. Lorsque vous retournez sur
le terrain, le joueur remplacÈ
retourne au vestiaire dËs que
l'arbitre siffle pour arrÍter le
jeu.
POINTAGE
DÈplacez le bouton directionnel
vers le bas pour afficher le
pointage et appuyez sur C. Cet
Ècran vous montre les joueurs et
les Èquipes qui ont marquÈ des
buts, ainsi que le moment o˘ le
ballon est entrÈ dans le filet. 
LISTE DES FAUTES
DÈplacez le bouton directionnel
vers le bas pour afficher la liste
des fautes et appuyez sur C. Cet
Ècran vous montre le nom des
petits vilains auxquels on a
montrÈ le carton jaune ou rouge,
ainsi que leur Èquipe et le moment
de la faute.
FIN DU MATCH
Un coup de sifflet marque la fin
du match. Les gagnants peuvent
jouir des applaudissements de la
foule et cÈlÈbrer sur la ligne de
touche.
Si vous avez ÈtÈ battu ‡ plate
couture et n'avez pas envie de
voir les adversaires fÍter leur
victoire, appuyez sur ´STARTª et
passez ‡ l'Ècran ´END OF GAMEª.
Mot de passe
Si vous avez besoin de souffler un
peu, il vous faut un mot de passe.
DÈplacez le bouton directionnel
vers le bas jusqu'‡ ´VIEW PASSWORD
 et appuyez sur C. Vous entrez
alors dans l'Ècran du mot de
passe.
Prenez note des lettres et
chiffres formant le mot de passe
et gardez-le en lieu s˚r. Sans mot
de passe, vous ne pourrez plus
reprendre la sÈrie actuelle de
matches lorsque vous retournerez
au tournoi, aux Èliminatoires ou
au championnat.
 FIFA International
 Soccer
 Trucs et Astuces
 Use Up/Down to scroll text
- Plus vos dÈfenseurs avancent sur
le terrain, plus vous risquez
d'Ítre ‡ court de dÈfenseurs
lorsque les adversaires lanceront
leur contre-attaque.
- Si vous laissez les demis
groupÈs au milieu du terrain, ils
auront du mal ‡ faire des passes
aux dÈfenseurs, mais s'ils sont
trop dispersÈs, ils risquent
d'Ítre dÈbordÈs.
- La surface de jeu couverte par
vos avants dÈpend surtout de la
stratÈgie choisie. Si vous avez
choisi des balles longues, il
convient de les laisser dans le
camp adverse, mais en stratÈgie
dÈfensive, ils devront reculer.
<a name="Finlzone.o">FINLZONE.O</a>
 Final Zone
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPONS
 BROWSE HELP FILES
 Final Zone
 Game Description
 
 Use Up/Down to scroll text
You are about to be transported
into the future, where wars are no
longer fought by missiles and
nuclear bombs.
With all weapons of mass
destruction banned, the latest
wave in warfare is the New Age
Power-Suit, or NAP-a robotic
combat machine which gives the
wearer unheard-of fighting
ability.
Here, you will play the part of
Howie Bowie, the finest soldier of
the El Shiria Military Nation's
foreign legion, leader of the unit
called "Undead".
You receive your orders via an
urgent radio transmission: "Team
Undead, occupy and destroy Point
A-46K Bloody Axis. Use K-19
Phantom NAP for this operation."
Some would call this an impossible
mission. But your NAP can be
equipped with up to 14 different
weapons, out of 20
available--including flame
throwers, land mines, and both
hand-held and body-mounted firing
equipment.
With this kind of firepower to
command, your only limitation will
be your own strategic sense and
combat savvy. The ultimate
battlefield-the FINAL ZONE-awaits
you!
 Final Zone
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Press to start game.
 * During play, press to
pause/unpause game.
D-Pad:
 * Press to move NAP in eight
directions.
 * Pressing D-Pad twice in the
same direction moves NAP faster.
 * Pressing the button once in
the reverse direction applies the
brake.
A Button:
 * Press to shoot hand-held
weapon.
B Button:
 * Press to shoot optional
weapon.
C Button:
 * Press to go to weapons
select mode.
Punch:
 * Enemies are punched
automatically when NAP gets close
to them.
 Final Zone
 Playing the Game
 
 Use Up/Down to scroll text
How to Move NAP:
Normal move: Press D Button to
move NAP and to change the
direction it is facing.
Move and use hand-held weapon at
the same time: Press D Button and
A Button (or whichever button you
assigned in configuration mode).
The NAP will move without changing
direction of the body.
Super-speed mode: Press D Button
twice quickly in the same
direction to move the NAP at
super-speed. Press the D Button in
the opposite direction once to
resume normal movement.
Screen Indicators:
 * The number of enemy officers
left in the stage is shown in the
upper left corner of the screen.
 * Your current score is shown
in the upper right corner of the
screen.
 * To the right of the enemy
officers indicator is the number
of weapons equipped with NAP now,
or how durable the NAP is.
 * Just to the left of your
score is the number of bullets
left for optional weapon being
used. A square means 10 bullets
and a bar means 1 bullet.
Game Start:
In this game you must clear 14
stages in 7 areas of battle
scenes. Each area consists of a
Battle Stage and a Boss Stage
(except area 7).
In the Battle Stage, "Officers"
and "Soldiers" of enemies will
fight NAP. The number of
"Officers" of enemies is displayed
at ENEMIES portion in the upper
screen.
To clear each stage:
In Battle Stage--Destroy all
"Officers" of enemies.
In Boss Stage--Destroy all
enemies.
Weapon Damaging System:
NAP is able to equip with up to 14
different types of weapons. Number
of weapons equipped also means how
durable the NAP is.
For example, the NAP with 10
weapons can get through 10
enemies' attacks before it is
destroyed (Game Over).
Game Over:
Each time NAP is attacked by
enemies, it will lose the weapons
equipped, one by one per attack.
When NAP loses all the weapons, it
will be out of control and will
explode (Game Over).
Continue Game:
Game Over will lead to the title
screen, which will display the
number of credits and time toward
accepting replay.
Replaying the game from the stage
where Game Over happened is
possible. The number of credits
toward replay differs in each game
mode.
Easy Mode allows replay for five
times, Normal Mode for three
times, and Hard Mode for one time.
 Final Zone
 Weapons
 
 Use Up/Down to scroll text
Weapons Select Mode:
If you press C Button during game
play, Weapons Select Mode will
appear.
Functions of each Button at
Select Mode:
D-Button: Selects weapons.
A Button: Assign selected weapon
as Hand-held Weapon.
B Button: Assign selected weapon
as Optional Weapon.
C Button: Change priority of
weapons.
To exit from Weapons Select Mode,
move cursor to "EXIT" and press
either A, B, or C Button.
Weapon Characteristics:
NAP is able to equip with up to
14 weapons. To obtain weapons,
destroy enemies' transports
carrying weapons.
Each weapon will have different
characteristics, depending on the
part of the body to which the
weapon will be loaded.
When the weapon is loaded on the
right hand, it will work as a
"Hand-held Weapon." If the same
weapon is loaded on the back, it
will work as an "Optional Weapon."
If it is located on another part
of the body, it will work as a
"Shield."
Hand-held Weapon: Number of
bullets is limitless; however, it
is not powerful.
Optional Weapon: Number of
bullets is limited but powerful.
Shield: This does not discharge
bullets. It works as a shield
against attacks, giving NAP
durability.
There is a priority order of each
weapon depending upon where it is
loaded on. When NAP is shot, it
will lose the weapon which has the
lowest priority.
Once "Optional Weapon" uses up all
bullets, it will be moved to the
lowest priority part of the body
automatically. Other weapons will
go up to a higher priority
position accordingly.
Priority of each body part to
load weapons:
1) Right hand
2) Back
3) Left hand
4) Body
5) Shoulder joint
6) Right waist
7) Head
8) Right Shoulder
9) Left Shoulder
10) Right leg
11) Left leg
12) Right arm
13) Left arm
14) Left waist
Smaller number means higher
priority.
Selecting Hand-held Weapon: Move
cursor by D Button to the weapon
you want to load on the right hand
(Hand-held weapon, highest
priority) and press A Button.
The weapon selected here will be
loaded on the right hand and other
weapons will move to lower
priority positions accordingly.
Selecting Optional Weapon: Move
cursor by D Button to the weapon
you want to use as Optional Weapon
and press B Button.
The weapon selected here will be
loaded on the back (second
priority) and other weapons except
the Hand-held Weapon will move to
lower priority positions
accordingly.
Selecting a weapon for third
priority: Move cursor by D Button
to the weapon you want to load on
at third priority and press C
Button.
Other weapons lower than third
priority will go down to lower
priority accordingly.
Hints for effective use of
weapons:
 * Weapons have different
characteristics depending on which
position they are loaded
(Hand-held Weapon or Optional
Weapon).
 * Think about priority--NAP
will lose a weapon loaded at the
lowest priority position when it
is attacked. If you want to use a
strong weapon later, it is
suggested that you raise the
priority of the weapon.
 * Think about the number of
bullets left--When the weapon is
used as Optional Weapon, it is
powerful, but the number of
bullets is limited.
Once it uses up all bullets, the
weapon will be moved to the lowest
priority position automatically.
Functions of Weapons:
Obtainable weapons are categorized
in six systems: Normal, Laser,
Napalm, Wire, Mine, and Missile.
NOTE: Within each system, the
name of the weapon will be listed
first, followed by it's Hand-held
function, and finally the Optional
function.
Normal System:
 * Normal; rapid firing; fires
dual guns in parallel.
 * Shot G (gun);
semicircular-style
three-directional gun; fires guns
rocking side to side.
 * Wave; fires twin bullets;
fires three bullets in parallel.
 * Vulcan; rapid firing; fires
bi-directional bullets on a slant.
 * Twin; fires two bullets in
parallel; fires three bullets in
parallel.
 * Grenade; rapid firing;
eight-directional.
Laser System:
 * Ray; single laser; dual
laser.
Napalm System:
 * Napalm; flame thrower; flame
thrower (longer distance).
 * H NAP (handy napalm); flame
thrower; three-directional flame
thrower.
Wire System:
 * Rope G (gun); shoots wire;
shoots penetrative wire.
Mine System:
 * Mine; single; set at the
point time-bomb.
Missile System:
 * Bazooka; rapid firing;
T-shaped three-directional firing.
 * Spread; explodes when it
reaches target; homing missile.
 * Side; Bi-directional dual
firing (back & forth);
Bi-directional dual firing (right
& left).
 * Air Hunter; single shot;
anti-aircraft fire.
 * Help; homing missile;
supports bomber.
 * Missile Cannon; rapid
firing; four-directional.
 * Particle Cannon; homing
missile; anti-aircraft fire.
 * Giant; single shot; explodes
when it reaches target.
 * Hunter; penetrative;
parallel.
<a name="Flicky.o">FLICKY.O</a>
 Flicky
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Flicky
 Game Description
 
 Use Up/Down to scroll text
Flicky must find all of the Chirps
in each round and take them to the
door with Exit written above it. 
Watch out for the hungry Tiger
cats and Iggy lizards! Jump from
level to level, grabbing Chirps
and dodging enemies. 
There are also items found on
various levels that Flicky can
throw at the Tigers and Iggys. 
In each of the first two rounds,
there are six Chirps Flicky has to
rescue. Every normal round
thereafter has eight of the
Chirps. 
You can take on one Chirp at a
time to the door if you want. Each
one is worth 100 points. 
There are special bonus points
available though, if Flicky can
take a group, or possibly all, of
the Chirps to the door at the same
time.
 Flicky
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press to move Flicky in any
direction.
Start Button:
 * Press to start the game.
 * Press to pause the action;
press again to resume play.
Buttons A, B, and C:
 * Press any of these buttons
to make Flicky jump or throw
Items.
 Flicky
 Playing the Game
 
 Use Up/Down to scroll text
As Flicky moves about, he can pick
up one of the items to throw at
oncoming foes. 
The items may be anything from
telephones to flowerpots, cups or
bottles. 
To hurl one at a cat or lizard,
press Button A, B, or C. Make sure
Flicky is facing in the direction
of the enemy.
Diamonds that are worth bonus
points will also appear from time
to time. They are small, so watch
for them as you play!
In the bonus round, Tigers use
see-saws to propel Chirps skyward.
Flicky must move side to side and
catch as many possible using his
net. 
The more he catches, the higher
the bonus will be.
SCORING:
If Flicky brings just one Chirp to
the door at a time, each one is
worth 100 points. 
If you're good enough to grab a
group of Chirps, the point value
increases by 100 points per extra
Chirp, (so the 4th Chirp will get
you 400 points) until the 5th
Chirp. 
The 6th Chirp will get you 1,000
points, the 7th will get you 2,000
points, and the 8th will get you
5,000 points.
A Time Bonus is also available.
You will get extra points for
clearing a round under a minute.
In the bonus round, each Chirp
Flicky catches is worth 250
points. You'll receive a 10,000
point bonus if our little hero
manages to haul in all twenty
Chirps!
 Flicky
 Hints and Tips
 
 Use Up/Down to scroll text
 * Take as many Chirps in a
group to the door as you can, and
watch your score soar!
 * Perfect your catching
technique, and get that perfect
bonus in every bonus round!
 * Watch out for the cats. It's
safer to follow them instead of
running into them.
<a name="Flintstn.o">FLINTSTN.O</a>
 Flintstones
 Ocean
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ZONES
 BROWSE HELP FILES
 Flintstones
 Game Description
 
 Use Up/Down to scroll text
Not everyone is "falling" for
Cliff Vanderclave...who has
kidnapped Pebbles and Bamm-Bamm!
As Fred, you'll rescue them. But
wait, Cliff has Barney, Betty,
Wilma and Dino too!
To successfully rescue everyone,
you'll explore every nook and
crevice of Bedrock and the
surrounding Jungle. Visit a real
active volcano!
Wrestle hungry dinosaurs. Eat
Brontosaurus Burgers. Navigate the
Machine...
So put on your saber tooth, take
off your shoes, and be your
favorite Stone Age stooge in the
rockinest adventure this side of
Jurassic Park!
 Flintstones
 Controller Functions
 
 Use Up/Down to scroll text
Move: Press the D-Pad Left or
Right.
Duck: Press the D-Pad Down.
Jump: Press the B Button. To
grab onto ledges, continue holding
the B Button and release the
arrowpad before reaching the
cliff.
Bowl: Press the D-Pad Up and
press the C Button.
Throw Stones: Press the C
Button. The longer you press the
button, the farther you throw.
Club: Press the A Button.
Pause: Press the Start Button.
Volcanic Level
In this level Fred will need to
use boulders to stay above the
moving lava. To do this, press the
D-Pad Left or Right.
Machine Level
In this level Fred will need to
use a rotating platform to
continue past the tracks.
Fred will also have all sorts of
switches he will be required to
use to continue past the tricky
track.
To move the platform, press the
D-Pad in the direction you wish to
go before reaching an
intersection.
To use a switch, simply stand as
you are passing it. To miss a
switch, just duck.
 Flintstones
 Playing the Game
 
 Use Up/Down to scroll text
Game Screen
Score: Here's how you're doing
so far!
Time Remaining: Gotta keep
rockin'! There's only a limited
amount of time.
Fred's Head: This displays how
much energy you have remaining.
Each time you get hit Fred's face
will change expressions.
Take three hits and you lose a
life. When you start again, you
will start with maximum energy.
Lives Remaining: (The number
just to the right of Fred's head)
This is how many more lives you
have...use them wisely!
Bowling Balls: Displays how many
bowling balls you currently have.
Stones: Displays how many stones
you currently have.
Power-Ups
Club: Use it in close combat, or
to smash rocks for bonuses. Fred
always has his club with him.
Stones: Used to hit enemies you
can't get close to. You can pick
up a stone you've already used and
use it again, but you can only
carry a limited number of stones.
Bowling Balls: Line up your
enemies and bowl 'em down! You can
pick up a bowling ball you've
already used and use it again, but
you can only carry a limited
number of them.
Gems, Trophies & Coins: Earn
bonus points for finding the
goodies!
Fred's Head: Don't laugh! This
earns you an extra life, or boosts
your energy to "Well."
 Flintstones
 Zones
 
 Use Up/Down to scroll text
Zones:
The Quarry:
Avoid the rolling boulders, don't
mess with the jumping frogs, and
club all the uncivilized cavemen!
Keep climbing higher, and
eventually you'll trip the secret
steps.
Find the Big Caveman and you'll
get a glimpse of Pebbles and
Bamm-Bamm...keep searching!
Bedrock:
Off to the Cradle of Civilization!
You're at the wheel, keeping
Bamm-Bamm bouncing on the roof of
his car.
Press the D-Pad Down to scroll
down and look at Fred's car, then
press the D-Pad to move his car.
The Jungle:
Show these Gorillas the business
end of your club...and go bowling
for warthogs! Watch out for the
hidden Jungle traps as you work
your way to a real battle with a
saber-toothed tiger!
The Volcano:
Come on in, the lava's fine! Duck
before you get scorched by the
Volcano's molten core...and
narrowly escape the rising lava.
Cowabunga-you can ride the lava
wave to safety!
The Machine:
Cliff has wife-napped Wilma.
Nobody wife-naps Wilma! Climb on
conveyor belts, rising platforms
and massive gears.
Avoid the threatening buzzsaws,
giant stone blades...and give
Cliff what he deserves-a great big
piece of rock...right in the gut!
<a name="Flshback.o">FLSHBACK.O</a>
 Flashback: The Quest
 For Identity
 US Gold
 To return to Now Playing,
 reset your adapter
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OBJECTS AND DEVICES
 HINTS AND TIPS
 BROWSE HELP FILES
 Flashback: The Quest
 For Identity
 Game Description
 Use Up/Down to scroll text
THE ADVENTURE BEGINS
You are Conrad Hart, graduate
student, agent of the G.B.I.
(Galaxial Bureau of Investigation)
and overall cool dude.
You must fight your way through 7
hazard-packed levels to retrieve
your memory and probe hostile
alien worlds to unlock the secrets
of the invasion plot.
 Flashback: The Quest
 For Identity
 Controller Functions
 Use Up/Down to scroll text
SUMMARY OF GENERAL COMMANDS
D-Button: Moves the character
during the game.
Start Button: Opens and closes
the inventory during the game.
Shortens the animated scenes.
Default Control Settings:
A Button: "Action" button
(running, jumping, firing, picking
up an object, talking, hanging on
a ledge)
B Button: "Use" button (use an
object selected from the
inventory). Also Places an object
down when pressed with the down
button.
C Button: Draws the gun or puts
it away.
 Flashback: The Quest
 For Identity
 Playing the Game
 Use Up/Down to scroll text
Interacting with Your
Surroundings
As you move through each level,
you will come across many people
and objects.
Each time you come across one, its
name and an icon will be displayed
at the top left of the screen. The
icon will explain which way you
can interact with the object.
Pressing the "Action" button
performs the action indicated by
the icon.
The various icons are as follows: 
Take (pick up an object), Talk,
Look, Activate (press a button,
etc.), Recharge (recharges your
shield or cartridge), and Use
(Insert a key card into a card
lock, for example).
INVENTORY MENU
To Open/Close the Inventory, press
the Start button. At the start of
the game, there are already
several objects listed.
As you "Take" items while
progressing through each level,
they will be added to your
inventory.
At the end of each level, any
unnecessary objects will be
discarded and you may be given
extra objects to help you complete
the next level.
After opening up the inventory,
use the D-Button to highlight an
object. Select the object and exit
the inventory by pushing the Start
button.
The last selected object will now
be moved to the beginning of the
inventory. If you give away the
object, the previously selected
object becomes current again.
The current object is displayed at
the top right hand corner of the
play screen.
Pressing the A,B, or C buttons
while in the inventory menu will
display the current score and
difficulty level.
CALLING TRANSPORTATION
To call a taxi: Stand facing the
taxi station and press the A
Button.
To take the subway: Stand in
the entry zone, wait for the train
to arrive and press the A Button.
To get off at a station, press the
A Button.
HAZARDS
There are various enemy and killer
objects in the game. Destroy
enemies with your gun. However,
some killer objects cannot be
destroyed. These objects are as
follows:
Land Mine: Explodes when you
pass over or near to it. An
explosion destroys one shield.
Avoid them by jumping over them.
Falling Mine: Explodes on
contact with the ground, an
object, or a character, etc. and
destroys one shield.
If any object passes beneath one
of these mines it will cause it to
fall.
Laser Cannon: Try to avoid its
deadly rays. It is activated by a
camera or pressure pad.
If Conrad falls more than two
floors, he loses his life.
However, it is possible to stop
him from falling if he is lucky
enough to catch a side wall.
Special Character Moves
Timing is essential to good play
control. Keep in mind that tap
means to quickly press down then
release a button.
Hold down means to continue
pressing down a button, even when
pressing other buttons.
To make elevator go up/down:
Hold down the A button and up/down
on the D-Pad.
To run:
Hold down the A button, then
left/right on the D-Pad.
To Somersault while running:
Hold down the A button then tap
left or right on the D-Pad; then
tap down on the D-Pad to
somersault.
Small jump:
Hold down the A button and tap up
on the D-Pad.
Going down one floor:
Stand at the edge. Hold down the A
button then down on the D-Pad.
Going up one floor:
Method 1-Stand under the ledge.
Hold up on the D-Pad.
Method 2-Tap up on the D-Pad then
hold down the A button. Tap up on
the D-Pad to pull yourself up.
Running long jump:
Hold down the A button then tap
left or right on the D-Pad, then
tap up on the D-Pad to jump.
Run and hang onto a higher floor
automatically:
Hold down the A button then tap
left or right on the D-Pad.
Hang to the left or right towards
a lower floor:
Hold down the A button then tap
down on the D-Pad in the opposite
direction to turn around.
Walk with the gun:
Tap the C button to pull out the
gun. Press left or right on the
D-Pad to move with the gun out.
Press the A button to take aim.
Somersault with gun:
Tap the C button to pull out the
gun. Tap down on the D-Pad to
kneel, then tap left or right
twice to roll.
Drop down a floor with the gun
drawn on landing:
Tap the C button to pull out the
gun. Advance to the edge by
pressing left or right on the
D-Pad. When at the edge, tap left
or right once more on the D-Pad to
drop down.
Climb up a floor with the gun
drawn:
Hold up on the D-Pad. When pulling
yourself up, tap the C button.
Somersault
Hold down on the D-Pad. While
crouching, press and hold left or
right on the D-Pad.
 Flashback: The Quest
 For Identity
 Objects and Devices
 Use Up/Down to scroll text
OBJECT LIST
Here are some of the objects which
you may find in the course of the
adventure:
Holocube: Contains important
information.
Force Field: Creates an energy
barrier which stops enemy shots.
Stone: Can be thrown or placed.
Credits: Money.
Mechanical Mouse: Advances along
the ground setting off pressure
pads and cameras.
Exploding Mouse: Like the
mechanical mouse, but explodes at
the slightest touch. May be picked
up when not moving.
ID Card: Identity card. Some may
be used as keys.
Teleport Receiver: Only works
with the Teleport Remote. It
teleports you to where the
receiver is thrown or placed.
Teleport Remote Control: Only
works with the Teleport Receiver
by teleporting you to the
receiver's position.
You can get the receiver back
automatically by placing the
Teleport Remote Control on the
ground.
MISCELLANEOUS DEVICES
Used with certain objects to
activate them.
Teleport: Teleports you towards
a mission or to a place which is
inaccessible on foot.
Energy Generator: Recharges the
shield or magnetic cartridge.
Switch: Opens a door or calls an
elevator.
Camera: Opens or closes a door,
calls an elevator, etc. It also
triggers the laser cannon's fire.
Pressure Pad: Opens or closes a
door, calls an elevator and may
also set off an alarm.
Card Lock: Used with a card,
opens doors.
Key Lock: Used with a key, opens
a door or trap-door.
Save: Saves the game where the
station is.
Shield: The shield is an item in
your inventory. You start with 4
shields, and each time you are
hit, you will lose 1 shield.
If you have no shields left and
you take a hit, you lose your
life. You can recharge your shield
using the energy generator.
However, look out for the
following death hazards:
Disintegrator: Loss of life if
you cross this.
Electrified Floor: Run or jump
over it.
 Flashback: The Quest
 For Identity
 Hints and Tips
 Use Up/Down to scroll text
General Information
 *Before starting your quest,
pick up the holocube and read the
information. Get information from
people you talk to.
 * Search the screen for
objects which may not be obvious
at first glance.
 * Keep an eye on your shields,
you may be closer to death than
you think.
 * Save the game regularly.
Level 1-Planet Titan
Conrad awakens on the artificial
jungle of the planet Titan. He has
no memory of past events nor the
circumstances which brought him to
this place.
However, he finds a holocube which
contains information to help him
piece together his memory.
Conrad must fight hostile mutants,
watchdog robots, and avoid deadly
traps to find his way out of the
jungle.
Hint: Pressure pads are
activated by running or walking
across them, or by the weight of
an object.
Level 2-New Washington
Conrad manages to find his friend
Ian and recover his memory. He
knows he must return to earth to
stop the Alien conspiracy.
Unfortunately the voyage to earth
is expensive. Conrad must earn
credits by completing some jobs.
Hint: Don't leave out any of
your options during a last minute
decision.
Level 3-Death Tower
Conrad is a contestant on The
Death Tower television game show
to try to win a free ticket back
to earth.
The Death Tower is a dangerous
labyrinth guarded by formidable
replicants having the power to
move at breathtaking speed.
Hint: The path that is most
obvious is not always the
quickest.
Level 4-Earth
Once on Earth, the aliens discover
his true identity and try to
liquidate him. After escaping he
finds his way to the aliens'
headquarters.
Conrad must face watchdogs,
replicants, laser cameras and
rockets.
Hint: There are lots of secret
passages in this club.
Level 5-The Secret Base of
"Paradise"
In the Paradise Club Conrad
uncovers the aliens' plan to
dominate the human race.
Unfortunately he is discovered by
the aliens and captured.
Hint: Practice using the
teleporter.
Level 6&7-The Planet of Morphs
Conrad finds himself on the planet
Morph, the home of the aliens. He
sets out to find crucial
information which will destroy the
planet.
Hint: 1. Sometimes the best
thing to do is the most obvious.
 2. Try to attack the aliens
from all sides.
Here are the passwords for the
NORMAL Mode:
LEVEL 1: FALCON
LEVEL 2: DATA
LEVEL 3: MILORD
LEVEL 4: QUICKEY
LEVEL 5: BIJOU
LEVEL 6: BUBBLE
LEVEL 7: CLIP
<a name="Fungames.o">FUNGAMES.O</a>
 Fun 'N' Games
 Williams
 
 To return to Now Playing,
 reset your adapter.
 DYNAMITE DRAWING BOARD
 MAGIC MUSIC MACHINE
 STYLIN' STUFF
 MIX AND MATCH
 ARCADE AVENUE
 BROWSE HELP FILES
<a name="Gaiares.o">GAIARES.O</a>
 Gaiares
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPONS
 STAGES
 BROWSE HELP FILES
 Gaiares
 Game Description
 
 Use Up/Down to scroll text
THE STORY
Mother Earth has been turned into
an environmental wasteland by
careless humans. Now, the human
race has one last chance to save
the Earth...with your help.
The United Star Cluster of
Leezaluth, the governing empire of
the Galaxy, has sent a warning to
the Earth:
"To any surviving Humans-An
inter-galactic terrorist group
known as Gulfer is planning to
invade your planet and use your
polluted waster to build weapons.
You Humans must stop Gulfer. If
you cannot, we will be forced to
super-nova your sun and destroy
the Earth to stop them.
But if you can stop Gulfer, we
will give you a new planet like
Earth to live on."
Unfortunately, Earth can no longer
afford to maintain a standing army
or military. But there is still
one brave hero willing to fight
for the survival of Earth.
He is Dan Dare, a young ace-pilot
who is ready to face Gulfer-and
possible death-by himself.
Alexis, the messenger from
Leezaluth, was awed by Dan's
fighting spirit and decided to
stay with him.
She deliberately brainwashed
herself of her own culture so that
she could stay on Earth and fight
alongside Dan. 
She modified Dan's spacecraft and
is now the navigator of the TOZ
weapon system on Dan's ship.
The last epic struggle for the
survival of the Human Race and
Mother Earth has just begun...All
our fates rest in your hands.
 Gaiares
 Controller Functions
 
 Use Up/Down to scroll text
TAKING CONTROL
D-Pad:
 * Move ship. Press to move
ship in any direction.
A Button:
 * Speed change. Press to
change the speed of the ship in
three levels: Low, Mid(medium), or
Max(maximum).
B Button:
 * Attack. Press to shoot.
Pressing continuously shoots
rapid-fire shots.
Even if you are using the Genesis
Arcade Power Stick, the number of
shots will not increase more than
the standard rapid-fire.
C Button:
 * Operate TOZ. Press to detach
TOZ.
Start Button:
 * To pause/resume play.
HOW TO PLAY
In this game, the ship will power
up by learning attacking
characteristics of enemies as you
play. 
You must carefully watch the TOZ
indicator in the upper left corner
of the screen during operation of
TOZ. 
Don't worry, you won't be too
nervous about the indicator once
you get used to it.
You can change the speed of the
ship any time you want. The faster
your speed is, the more likely you
are to crash on the land or
obstacles. 
Adjust the speed as you learn how
to maneuver the ship.
When you lose a ship, you will be
sent back to a certain position of
the stage in which you lost the
ship.
 Gaiares
 Playing the Game
 
 Use Up/Down to scroll text
CAST OF CHARACTERS
There are four main characters
that appear on the screen, who are
part of this epic space struggle.
Dan
Twenty-one years old, he is an
honest and true hero of Earth who
has a strong sense of justice. He
is the main hero of the game. He
is also a first-rate pilot.
Alexis
She was sent to the Earth as a
messenger, and she was awed by
Dan's strong will to fight. 
She deliberately brainwashed
herself of her own culture(which,
of course, is forbidden in
Leezaluth) so she could live among
the humans and become the
navigator of the TOZ for Dan.
She is a bright and thoughtful
20-year-old girl from the
Leezaluth star cluster.
Natasha
She is the Queen of the United
Star Clusters, Leezaluth. The
sister of Alexis, Natasha is 25
years old.
She worries about Alexis, who she
sent to Earth as a messenger.
Queen ZZ Badnasty
The corrupt leader of the
terrorist force, Gulfer. A
cold-blooded Queen who is trying
to utilize polluted materials on
Earth for military weapons. 
Half her body is a robot. She has
a habit of laughing hysterically
at absolutely nothing. She is also
an egomaniac.
ABOUT THE TOZ
Power up your ship!
A learning unit, the TOZ, is an
artificial-intelligence system
that can adapt the attacking
pattern of the enemy and transfer
the same weapon the enemy has to
the player's ship by docking to
the enemy.
When TOZ is docked to the enemy,
the system analyzes and adapts the
enemy's attacking pattern, and the
information will be transferred to
the ship.
By doing so, the ship will be able
to change weapons, power-up, and
attack with multiple weapons. Now
your ship has the same capability
as the enemy.
The TOZ is standard equipment on
the ship and you will not lose the
system even when attacked. The
level of weapon system acquired by
TOZ will be kept even after a
change of weapons is made.
When the TOZ adapts the same kind
of weapon later, the original
weapon level will be resumed.
How to use the TOZ
The TOZ is detached by pressing
Button C. Just press once. The
weapon power level will be
upgraded by learning the same
weapon several times.
The level of each weapon will be
recorded and the same level will
be resumed when TOZ re-equips with
the same kind of weapon.
NOTE: Once the ship learns a
special weapon, the TOZ will not
dock with enemies that have the
basic weapon. And, after learning
a special weapon, the ship cannot
use the basic weapon until you
lose a ship.
Search
Pressing the C Button sets the TOZ
in front of the ship immediately
and detaches it horizontally. Then
it docks with the enemy, id there
is one on the same horizontal
line.
Capture
If the detached TOZ judges that it
is worth learning a weapon, it
will dock with the enemy.
Completed
The TOZ returns to the ship after
a short period of time. Only then
is it possible for TOZ and the
ship to attack enemies with a new
weapon acquired.
Error
The TOZ will return to the ship if
it cannot find an enemy on the
straight line on which the TOZ
sought along. 
Be careful not to detach TOZ
without good reason, because the
ship cannot shoot while TOZ is
searching for an enemy.
TOZ Level
Any basic or special weapon can be
upgraded to a max or level three.
The status of the level is seen in
the upper left corner of the
screen.
The color changes from blue to red
in the three levels.
The TOZ is Invincible
Wield a variety of attacks using
TOZ's invincibility! TOZ is
absolutely invincible. It even
protects you from bullets of
enemies in low levels. 
Move the ship, assuming that the
TOZ traces on the extended line of
the course on which the ship
moved.
 Gaiares
 Weapons
 
 Use Up/Down to scroll text
BASIC WEAPONS
The basic weapon is standard
equipment that is loaded at the
time of starting. The weapon can
be powered up by using the TOZ
system.
However, it goes back to the
lowest level when you are shot by
an enemy.
Ionic Vulcan
Bullets equipped as standard. They
are automatic, but not powerful.
You can fire three bullets at the
same time by powering up.
Quark Missile
Missiles equipped as standard.
Automatic firing and
bi-directional firing is possible
by powering up.
It can also fire homing missiles
after learning the same type of
missiles from an enemy.
SPECIAL WEAPONS
Many kinds of powerful attacks
are available through TOZ! Special
weapons are ones obtained by
learning from enemies using TOZ.
The ship will gain more offensive
power by learning the weapon of
the same enemy repeatedly. Power
up levels could be different
depending on the type of weapon.
Horizontal Laser
A laser shot fired horizontally
which goes linearly. Powered-up
laser discharges more output and
thus becomes more powerful.
This is a weapon with high
attacking capability and easy to
aim.
Vertical Laser
This laser forms a vertical wall
and then goes straight. Shooting
distance will be longer with
power-ups.
Rolling Colador
Multi-directional shots. Power-up
makes it possible to shoot three,
four, and five directional shots
in each level. 
This is helpful when enemies
appear frequently.
Energy Smash
Fires rotating bullet around the
ship. The bullet charges energy
while pressing B Button and fires
when released.
Number of bullets increases with
power-ups.
Plasma Cannon
A laser shot gun which fires
multi-directionally at the same
time. It fires laser shots
counter-clockwise and power-up
makes it possible to fire two,
four and eight directional lasers
in each level.
Giga-Beam
An ultra-thick laser beam that
launches forward. While a beam in
basic level is powerful enough, it
becomes even thicker and stronger
with power-ups.
Somersault Laser
A homing laser. With power-up, it
obtains automated firing
capability and fires more bullets.
Tektite Missile
Multi-directional missiles. They
fly up to a certain distance and
then explode. With power-up, the
number of directions shot will
increase.
Break Defender
The ship will have a barrier
around it and will be invincible.
It will lose its durability when
attacked by an enemy.
Dimension Quake
This instantly eliminates all of
the enemies on the screen.
Random Unit
The ship will learn a weapon at
random.
 Gaiares
 Stages
 
 Use Up/Down to scroll text
GAME STAGES
Floating Continent
After launching from the Space
Attacker station and passing the
Asteroids, try to destroy the boss
character waiting at the inside of
the huge cave of the floating
continent, and you will clear the
stage.
The ship makes a sortie at super
high speed. Once the ship is
launched from the catapult, it
will travel into the complete
darkness of space.
A turning point in the stage.
Enemies' fighting power is
different in the upper and lower
sections.)A turning point is seen
in each stage).
The first boss character is
GALUDIA. It fires
three-directional bullets and
discharges powerful energy beams
when putting its arms together. It
sometimes dashes into the ship.
Do not let down the first boss
character-it's really strong.
Glacial Planet
The ship enters into the
atmosphere of the planet and
passes through the tunnel of an
iceberg.
Escape from the inside of the big
iceberg and into the ocean and
destroy the boss hiding in the
water, to clear the stage.
Laser batteries on the ground fire
lasers at you at fixed angles.
Find them and destroy the
batteries!
Obstacles like the net surrounding
an area must be blown away to go
through.
Just before the Boss character
shows up, the ship will sink into
the water.
The name of the Boss is Demarina.
She's covered with hard shells,
but she shows her true character
as you damage her.
She will fire shock waves from a
crystal ball in her hands. The
battle will take her a relatively
long time; BE PATIENT.
Space Sanctuary
In this stage, you fight while
sailing at high speed into Nether
Space. Get around the blackholes
and destroy the Boss in the
sanctuary.
You pass through Nether Space by
high speed navigation. Don't let
the dazzling scenery make you
dizzy-Push yourself!
The intense gravity from the
blackhole pulls the ship, and it's
very hard to have full control in
this area.
There are many hidden traps in the
Sanctuary. Look and proceed very
carefully.
The Boss, Death Ghetto, appears
and disappears in front of you and
behind you, and it throws big
rotating blades. The ship can
damage the Boss only when it is
fully seen.
The weak point is its face. Don't
be overpowered by its huge body,
and aim at the weak point as
accurately as you can.
Space Colony
In this stage, you pass through a
graveyard of space ships and
robots. The ship must get into the
inside of the Space Colony.
The stage can be cleared by
destroying the core of the boss,
BioMonster.
This area is the graveyard of
space and has many obstacles.
Obtain a powerful weapon and be
prepared.
The elevator is installed at the
entrance of the Space Colony. Many
random enemies are floating around
in here.
Inside the unattended colony,
there appears a dragon called Rob.
Its moves are tricky and it is
hard to destroy.
This is a Boss area where the ship
will be forced into a narrow
space. The Boss, Guzalik, attacks
you while spinning itself at high
speed like a top.
It momentarily stops spinning when
shot by you, but then it shoots a
ring of fire at you.
<a name="Galforc2.o">GALFORC2.O</a>
 Galaxy Force 2
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Galaxy Force 2
 Game Description
 
 Use Up/Down to scroll text
Located at the end of the Milky
Way Galaxy, the solar system
called Junos-known by its
inhabitants as the jewel of the
galaxy-consisted of five planets. 
Those who called Junos home lived
in glorious peace and prosperity.
They had no idea what was about to
happen to them...
The Fourth Empire, on the verge of
completing its conquest of the
Milky Way, knew all about Junos
and the five planets. 
They, in fact, were the final
targets in the galactic massacre
staged by Halcyon, ruler of the
Fourth Empire. 
The ruthless tyrant sent the bulk
of his attacking force into the
small system with one purpose-the
elimination of all life forms on
the five planets of Junos, and the
construction of gigantic
fortresses from which Halycon
would rule the galaxy!
The attack was indeed devastating!
Junos, being a peaceful region,
had no real defense system, and
was a sitting duck! Halcyon
erected a fortress on each of the
five planets. 
The galaxy's recognized governing
body, the Space Federation, began
recruiting attack pilots in an
effort to reclaim Junos. 
Strap yourself into your TRX-5
Quasar and turn the tables on
Halycon!
 Galaxy Force 2
 Controller Functions
 
 Use Up/Down to scroll text
In Selection Screens:
Start Button:
 * Press to start the game.
D-Button:
 * Press to move the selection
marker or to highlight choices in
the Options screen.
 * Press left or right to
choose a level in the Scene Select
screen.
Buttons A, B and C:
 * Press to enter selections
made using the D-Button.
During Play:
Start Button:
 * Press to pause the action;
press again to resume play.
D-Button:
 * Press in any direction to
control the TRX-5.
 * Under normal conditions,
press up to descend/dive and press
down to climb.
Buttons A, B and C:
 * The functions of these
buttons can be selected in the
Options screen. 
Since there are four functions and
three buttons, one of the
functions will be handled
automatically by the computer.
 Galaxy Force 2
 Playing the Game
 
 Use Up/Down to scroll text
There are several screen signals
that give you certain information.
In the upper left corner is the
number of the mission you're
currently playing.
In the upper right corner is your
current score. You accumulate
points by destroying enemy craft,
and there are bonus points
available as well.
In the lower left corner is where
the damage to your protector
shield is indicated. It changes
color to represent the severity of
the damage.
 * Blue: Light damage.
 * Yellow: Moderate damage.
 * Red: Severe damage.
The bottom middle of the screen
displays your remaining energy.
This counter acts as a timer-when
your energy is gone, the game
ends.
Normally the energy ticks away
like seconds from a time clock,
but you can lose big quantities of
energy if you sustain serious
damage in an attack. 
This will happen most often when
your protector shield has been
destroyed.
The energy bonus is located on the
lower right corner of the screen.
This number increases as you wipe
out enemy craft. 
It will be added to your energy
supply after you've cleared the
level.
The number of Power-Up missiles
remaining is just above the
remaining energy display.
The TRX-5 Quasar:
You're not alone in the fight
against the Fourth Empire, but you
have been given the toughest and
most dangerous assignment. 
The Space Federation has scrambled
an estimated 2,000 commanders in
defense of Junos. Before you enter
the battle, learn a bit about your
ship.
Weaponry:
The TRX-5 is equipped with a
medium-intensity laser shot that
can be fired repeatedly. 
Unfortunately, the Fourth Empire's
technology is more advanced than
that of the Federation, so one
shot may not be enough to take out
an enemy ship. 
Fire relentlessly and stay on the
move to avoid damage to your
shield.
Your ship can also fire missiles
at enemy craft. Use your sight to
lock on to as many targets as
possible, and press Button B to
let the missiles fly. 
Under normal conditions you can
fire as many as four missiles at a
time. Your supply of laser shots
and regular missiles is unlimited.
Power Up:
The TRX Lifesaver craft appears
occasionally to deliver a supply
of super-powerful missiles. You
get 60 missiles each time the
Lifesaver appears, and you can
fire as many as six at a time! 
Again, don't fire unless you are
locked on to a few targets. When
the supply runs out, you have to
do the best you can with normal
missiles.
Protector Shield:
You begin with a fully-operational
shield, which deteriorates as you
take hits from enemy craft. 
The shield indicator in the lower
left corner of the screen changes
color (Blue, Yellow and finally
Red) as the effectiveness of your
shield wears off. 
Your flying ability will be put to
the test when you lose your
shield, as each hit from enemy
ships does severe damage and takes
big chunks out of your energy
supply.
Speed Control:
You'll experience sudden, drastic
changes in terrain in each level.
There are obstacles, both fixed
and moving, and tunnels with
radical bends and curls. 
Running into the side, top or
bottom of a tunnel or hitting an
obstacle costs you big in terms of
energy. Use the Speed Down button
to gain better control of your
ship in those tight areas.
Navigational Aid:
As you enter a tunnel, a
computerized voice informs you of
upcoming turns. 
Have the sound turned up so you
don't miss the indication. It just
might save you some energy units.
Fortresses:
If you can fight and maneuver your
way through the first wave of
Fourth Empire attack craft, you
can penetrate the fortress and
destroy its control center. 
Doing so reclaims the planet in
the name of the Space Federation
and brings you one step closer to
driving the Fourth Empire out of
existence!
Scoring:
You accumulate points by
destroying enemies. There are also
bonus points and extra energy
units available for reclaiming a
planet (clearing a level). 
While it's natural to try for the
highest score possible, don't
forget your primary mission is to
annihilate the control center in
the fortress on each planet. 
That's the way to shut down
Halcyon and his Empire!
 Galaxy Force 2
 Hints and Tips
 
 Use Up/Down to scroll text
Galactic Guidance:
 * Get as many enemy targets
locked as possible before firing
missiles, especially in a Power-Up
situation. Your supply is limited!
 * Become a skilled pilot and
stay away from ceilings, floors,
walls, and stationary obstacles. 
Also do your best to avoid enemy
fire and ships. Each hit wears
down your shield. 
If you're hit after your shield
has been broken, you lose huge
amounts of energy!
 * Use your Speed Down control
to carefully maneuver your ship
through tight spots, but remember
that the rate of energy
consumption doesn't slow down
accordingly. 
Should you go all out and take
risks, or is it best to play it
conservatively and save energy?
The decision is yours!
<a name="Gameguid.o">GAMEGUID.O</a>
 SEGA CHANNEL GAME GUIDE
 VRC Ratings
 
 Use Up/Down to scroll text
Adventures of Batman and Robin KA
(The Arcade)
ATP Tour Championship Tennis KA
(The Stadium)
Ballz MA-13
(The Arcade)
Bass Masters Classic KA
(The Stadium)
Batman Returns GA
(The Arcade)
Bubba 'N Stix GA
(The Arcade)
Chiki Chiki Boys GA
(The Arcade)
College Football II KA
(Test Drives)
Columns GA
(Puzzlers)
Combat Cars GA
(The Speedway)
Counting Cafe GA
(Family Room)
Crystal's Pony Tale GA
(Family Room)
Decapattack GA
(The Arcade)
Desert Demolition KA
(The Arcade)
Dungeons and Dragons GA
(Fantasy Land)
Earthworm Jim 2 KA
(Test Drive)
Eternal Champions MA-13
(The Arcade)
Fatal Labyrinth GA
(Fantasy Land)
FIFA Soccer GA
(The Stadium)
FIFA Soccer '95 GA
(The Stadium)
Flicky GA
(Family Room)
Generations Lost MA-13
(The Arcade)
Humans GA
(Puzzlers)
Hurricanes KA
(SC Exclusives)
International Rugby GA
(SC Exclusives)
Kid Chameleon GA
(The Arcade)
Klax GA
(Puzzlers)
Landstalker GA
(Fantasy Land)
MegaMan: The Wily Wars GA
(SC Exclusives)
Monopoly GA
(Puzzlers)
Mutant League Hockey MA-13
(The Stadium)
Outrun 2019 GA
(The Speedway)
Pele GA
(The Stadium)
PGA Tour Golf GA
(The Stadium)
Power Drive KA
(SC Exclusives)
Race Drivin' GA
(The Speedway)
Red Zone MA-13
(The Arcade)
Road Rash MA-13
(The Speedway)
Rugby World Cup '95 GA
(The Stadium)
Skeleton Krew KA
The Arcade
Sonic & Knuckles GA
(The Arcade)
Sub-Terrania GA
(The Arcade)
Super Street Fighter (L.E) MA-13
(The Arcade)
Taz in Escape from Mars GA
(The Arcade)
Thomas the Tank Engine GA
(Family Room)
VR Troopers KA
(Test Drives)
Winter Olympics: Lillehammer KA
(The Stadium)
World Series Baseball GA
(The Stadium)
X-Men GA
(The Arcade)
 Game help calls will
 incur charges.
 (Kids, ask your parents
 before calling.)
 Use Up/Down to scroll text
Adventures of Batman and Robin
415-591-7529
ATP Championship Tour Tennis
415-591-7529
Ballz
408-296-8400
Bass Masters Classic
900-370-4468
Batman Returns
415-591-7529
Bubba 'N Stix
900-288-4263
Chiki Chiki Boys
415-591-7529
College Football II
415-591-7529
Columns
415-591-7529
Combat Cars
408-296-8400
Counting Cafe
415-572-9560
Crystal's Pony Tale
415-591-7529
Decapattack
415-591-7529
Desert Demolition
415-591-7529
Dungeons and Dragons
415-591-7529
Earthworm Jim 2
714-562-1743 EXT. 176
Eternal Champions
415-591-7529
Fatal Labyrinth
415-591-7529
FIFA Soccer
415-572-9560
FIFA Soccer '95
415-572-9560
Flicky
415-591-7529
Generations Lost
408-433-3999
Humans
900-903-4263
Hurricanes
900-288-4263
International Rugby
415-513-8929 ext.111
Kid Chameleon
415-591-7529
Klax
408-433-3999
Landstalker
415-591-7529
MegaMan: The Wily Wars
900-680-2583
Monopoly
(Refer to Help)
Mutant League Hockey
415-572-9560
Outrun 2019
415-591-7529
Pele
408-296-8400
PGA Tour Golf
415-572-9560
Power Drive
900-288-4263
Race Drivin'
408-433-3999
Red Zone
408-433-3999
Road Rash
415-572-9560
Rugby World Cup '95
415-572-9560
Skeleton Krew
900-288-4263
Sonic & Knuckles
415-591-7529
Sub-Terrania
415-591-7529
Super Street Fighter (L.E)
900-680-2583
Taz in Escape from Mars
415-591-7529
Thomas the Tank Engine
900-370-4468
VR Troopers
415-591-7529
Winter Olympics: Lillehammer
900-288-4263
World Series Baseball
415-591-7529
X-Men
415-591-7529
 SEGA CHANNEL GAME GUIDE
 Game Categories
 
 Use Up/Down to scroll text
"TEST DRIVES" This is the place
where you can take the newest,
hottest titles out for a spin!
"THE ARCADE" Where your
favorite action and adventure
titles can be found.
"THE STADIUM" Let the games
begin!
"THE SPEEDWAY" Push the
envelope in a supersonic fighter
or racing machine.
"FANTASY LAND" Get your sword
and healing potions ready because
there will surely be some monsters
to fight and dragons to slay!
"PUZZLERS" Strategy and puzzles
for those who prefer a cerebral
challenge.
"FAMILY ROOM" The entire family
can enjoy these games that are
entertaining for all ages!
"S.C EXCLUSIVES" Play never
before released games that you
will never see on a store shelf or
in your friend's library of games.
But now its yours to play
exclusively on The Sega Channel!
 SEGA CHANNEL GAME GUIDE
 Sega Channel Help
 
 Use Up/Down to scroll text
 * Use the DIRECTIONAL BUTTONS
on your CONTROL PAD to highlight
options in any SEGA Channel
Screen. 
 * A flashing arrow at the
bottom of any SEGA Channel Screen
indicates that there are more
options. 
 * Press the Direction button
down, up or sideways to move
around the screen.
 * Press the START button when
you want to make a selection. 
Press the A button to go back to
the previous screen. 
 * To get to game help,
highlight the question mark for a
game and press the START button.
The help file for that game will
be loaded. 
 * From game help you can
browse the help files of any games
on this month. 
 * To get back to the Now
Playing Menu, press the RESET
button on the SEGA CHANNEL
ADAPTER.
 * In a help file, use the
START button to select a menu item
and use the Up and Down arrows to
scroll the text window.
 SEGA CHANNEL GAME GUIDE
 Accessories
 
 Use Up/Down to scroll text
Team Player:
Team Player lets up to 4 people
play simultaneously, in the same
game! Not only that, but the new
Team Player Adapter works on all
multi-player games, including EA
Team Player games.
6 Button Arcade Stick:
Play like a pro with real arcade
control! 6 action buttons, 6 rapid
fire switches and a joystick pump
up the game speed!
6 Button Arcade Pad:
6 buttons for combination moves
with a single touch.
Activator:
Activator, the full body
controller, is the ultimate way to
play and win Genesis games. Every
punch and move is instantly
transformed into game action on
screen.
And that's not all! Activator
gives you special moves and powers
not available on ordinary
controllers!
Mega Mouse:
Familiar point and click control
for more accurate gaming.
Especially enhances new Role
Playing, Puzzle, Action/Adventure
and Art and Paint Games!
Specially designed with three
action buttons and a Start!
 SEGA CHANNEL GAME GUIDE
 Troubleshooting Guide
 
 Use Up/Down to scroll text
Q. I was playing a killer game
and it just quit while I was
playing, what's going on?
A. Were you playing a game from
the "Test Drives" menu? "Test
Drives" games are limited versions
of the retail games. The
limitation is often by time
allowed. 
Please read the news as you
download a game to see any limits
that are set.
When these games come back on Sega
Channel in a few months they will
not have any time limits.
Q. I saved a game and when I
played later, I couldn't re-load
my saved game. Why not?
A. The Sega Channel does have
save ability, but only for one
game. 
If you save a game, you cannot
play a different game before
restoring your saved one. 
Alternatively, there are a couple
games which require more save
memory than the Sega Channel
provides. 
These games cannot be saved on
your Sega Channel Converter.
Please read the news as you
download a game to see any
limitations.
Q. I tried to load a really
radical game, and my system said I
wasn't authorized. What gives?
A. Sega Channel includes a
Password for Parents system, which
allows parents to select certain
game ratings that they feel to be
most appropriate for their
children. 
If you are not authorized for a
game, it is because games of that
rating are restricted by the
password.
Q. How do I play my Sega CD once
I have the Sega Channel?
A. To play a Sega game on Sega
CD, you will first need to remove
the Sega Channel Adapter from the
Sega Genesis Console.
Q. I Was playing the Channel
through my 32X. When a game
finishes loading, all I get on my
T.V. is a black screen. What
should I do?
A. When you get a black screen
after loading, try pressing reset
on your Genesis. If problems
persist, disconnect your 32X and
connect your Sega Channel adapter
directly to the Genesis.
Q. I was in the middle of a game
and I really needed help. How do I
access the game help from within a
game?
A. You cannot access the on-line
help while playing a game, so be
sure to check out the Game
Information Screen before
selecting a game to play.
If you do, you'll get all the
information and instructions you
need to enjoy the game. 
Since you cannot access this
screen during a game, write down
any important information before
starting the game. 
If you find you still need help,
reset the Adapter, read the
instructions and load the game
again. 
For additional game hint
information, you can call the game
assistance telephone numbers
listed on the Game Guide and Game
Information Screens.
 SEGA CHANNEL GAME GUIDE
 How to Reach Us
 
 Use Up/Down to scroll text
If you would like to write to your
favorite Sega Channel staff
member, send us art, suggestions,
comments or gripes, simply write
to the address below. Remember,
letters sent to us cannot be
returned.
SEGA CHANNEL ALLO!
630 - 3rd Avenue S.W.
Calgary AB T2P 4L4
If you have concerns that cannot
be resolved through your local
cable company, you may call the
Sega Channel Customer Service
Number:
(402) 573-3637
 CatÈgories de jeux
 Utiliser les flËches vers
 le haut ou vers le bas pour
 le menu dÈroulant
"TEST DRIVES" C'est l'endroit o˘
vous pouvez essayer les capacitÈs
des nouveaux titres!
"THE ARCADE" C'est l‡ o˘ se
trouvent vos jeux d'action et
d'aventure prÈfÈrÈs.
"THE STADIUM" Que le meilleur
gagne!
"THE SPEEDWAY" Allez au bout de
vos limites dans un avion de
combat supersonique ou un engin de
course.
"FANTASY LAND" Prenez votre ÈpÈe
et vos potions magiques parce
qu'il faudra s˚rement vous battre
contre des monstres et des
dragons!
"PUZZLERS" Jeu de stratÈgie et
de casse-tÍte pour ceux qui prÈf
rent les jeux cÈrÈbraux.
"FAMILY ROOM" Toute la famille
pourra apprÈcier ces jeux qui
s'adressent ‡ tous les ‚ges!
"SC EXCLUSIVES" Jouez ‡ des jeux
qui n'ont encore jamais ÈtÈ
diffusÈs et que vous ne trouverez
pas dans les rayons de votre
magasin ou sur l'ÈtagËre de votre
amie. Ces jeux sont une
exclusivitÈ de Sega Channel!
 Aide Sega Channel
 Utiliser les flËches vers
 le haut ou vers le bas pour
 le menu dÈroulant
 
* Utilisez les BOUTONS
DIRECTIONNELS sur votre PANNEAU DE
CONTR‘LE pour mettre en Èvidence
les options sur n'importe quel
Ècran du SEGA Channel. 
 * Une flËche clignotante en
bas de n'importe quel Ècran SEGA
Channel indique que plus d'options
sont disponibles.
 * Appuyez sur le bouton
directionnel vers le bas, le haut
ou sur les cÙtÈs pour vous
dÈplacer sur l'Ècran.
 * Appuyez sur le bouton START
quand vous voulez faire une
sÈlection. Appuyez sur le bouton A
pour retourner ‡ l'Ècran
prÈcÈdent.
 * Pour obtenir de l'aide,
mettez en valeur le point
d'interrogation d'un jeu donnÈ et
appuyez sur le bouton START. Le
fichier d'aide pour ce jeu sera
chargÈ. 
 * ¿ partir de l'aide, vous
pouvez parcourir les fichiers
d'aide de tous les jeux du mois.
 * Pour revenir au menu Now
Playing, appuyez sur le bouton
RESET sur l'ADAPTEUR SEGA CHANNEL.
 * Dans un fichier d'aide,
utilisez le bouton START pour
sÈlectionner un article du menu et
utilisez les flËches haut et bas
pour faire dÈfiler la fenÍtre de
texte.
 Accessoires
 Utiliser les flËches vers
 le haut ou vers le bas pour
 le menu dÈroulant
Team Player:
Team Player permet ‡ 4 personnes
de jouer simultanÈment au mÍme
jeu! En outre, le nouvel
adaptateur de Team Player
fonctionne sur tous les jeux ‡
plusieurs joueurs, y compris les
jeux d'Èquipes EA.
Manette d'Arcade ‡ 6 boutons:
Jouez comme un pro avec une
commande rÈelle d'arcade! 6
boutons d'action, 6 interrupteurs
de feu rapide et une manette accÈl
rent encore plus la vitesse du
jeu!
Tableau d'Arcade ‡ 6 boutons:
6 boutons pour des combinaisons
avec une seule touche.
Activator:
Activator, commande de contrÙle
corporel, est la maniËre idÈale de
jouer aux jeux Genesis et de
gagner. Chacun de vos gestes se
traduit instantanÈment en une
action ‡ l'Ècran.
Et ce n'est pas tout! L'Activator
vous donne une puissance de
manoeuvre et de contrÙle qui
n'existe pas sur les commandes
ordinaires!
Mega Mouse:
Commande par pointer-cliquer pour
une plus grande prÈcision de jeu.
Rend encore plus passionnants les
nouveaux jeux de rÙles, les
casse-tÍte, les jeux
d'action/aventure, d'art et de
peinture!
SpÈcialement conÁue avec trois
boutons d'actions et un bouton
Start!
 Guide de dÈpannage
 Utiliser les flËches vers
 le haut ou vers le bas pour
 le menu dÈroulant
Q. Je jouais ‡ un jeu et il
s'est arrÍtÈ tout d'un coup,
qu'est-ce qui s'est passÈ?
R. Est-ce que vous jouiez ‡ un
jeu du menu ´Test Drivesª? Les
jeux ´Test Drivesª sont des
versions limitÈes des jeux vendus
dans le commerce. Les restrictions
qu'ils comportent sont souvent des
limites de temps.
Pensez ‡ lire les informations
quand vous tÈlÈchargez un jeu,
pour voir si des limites nouvelles
sont imposÈes.
Lorsque ces jeux reviendront sur
Sega Channel dans quelques mois,
ils ne comporteront plus de
limites de temps.
Q. J'avais sauvegardÈ un jeu et
quand j'ai voulu jouer plus tard,
je n'ai pas pu recharger mon jeu
sauvegardÈ. Pourquoi?
R. Sega Channel possËde une
capacitÈ de sauvegarde, mais pour
un jeu seulement.
Si vous sauvegardez un jeu, vous
ne pouvez pas passer un jeu
diffÈrent avant de restaurer celui
que vous aviez sauvegardÈ.
Autrement, il y a deux jeux qui
ont besoin de plus de mÈmoire de
sauvegarde que celle fournie par
Sega Channel.
Ces jeux ne peuvent pas Ítre
sauvegardÈs sur votre Converter
Sega Channel. Pensez ‡ lire les
informations quand vous
tÈlÈchargez un jeu pour voir si
des limites nouvelles sont
imposÈes.
Q. J'ai essayÈ de charger un jeu
pour adultes et mon systËme m'a
indiquÈ que je n'Ètais pas
autorisÈ ‡ le faire. Quelle est
l'explication? 
R. Sega Channel est dotÈ d'un
mot de passe pour le systËme
parental qui permet aux parents de
sÈlectionner certaines catÈgories
de jeux qu'ils considËrent plus
appropriÈs pour leurs enfants.
Si vous ne recevez pas
d'autorisation pour un jeu donnÈ,
c'est parce que cette catÈgorie de
jeu est restreinte en raison du
mot de passe.
Q. Comment dois-je faire pour
passer mon CD Sega une fois que
j'ai la Sega Channel?
R. Pour passer un jeu Sega sur
Sega CD, il faut d'abord retirer
l'adapteur Sega Channel de la
Console Sega Genesis.
Q. J'Ètais en train de passer la
chaine par mon 32X. Quand un jeu
est chargÈ, un Ècran noir apparait
sur mon poste de tÈlÈ. Qu'est ce
que je dois faire?
R. Quand vous obtenez un Ècran
noir aprËs le chargement, essayez
d'appuyer sur le bouton de remise 
 zÈro sur votre Genesis. Si les
problËmes persistent, dÈbranchez
votre 32X et branchez directement
votre adapteur Sega Channel sur
Genesis.
Q. J'Ètais au milieu d'un jeu et
j'avais vraiment besoin d'aide.
Comment faire pour obtenir de
l'aide quand on est en plein jeu?
R. Vous ne pouvez pas avoir acc
s ‡ l'aide en ligne quand vous
passez un jeu, c'est pour Áa qu'il
faut consulter l'Ècran
d'information du jeu avant de
faire votre choix et de commencer 
 jouer.
Cela vous permettra d'obtenir
toutes les informations et les
instructions nÈcessaires pour que
vous puissiez apprÈcier le jeu.
Puisque vous ne pouvez pas accÈder
‡ cet Ècran pendant le jeu, prenez
note par Ècrit de toute
information importante avant de
commencer.
Si vous avez malgrÈ tout besoin
d'aide pendant le jeu, mettez
l'adapteur ‡ zÈro, lisez les
instructions, puis chargez le jeu
de nouveau. 
Pour plus de conseils sur les
tactiques de jeu, vous pouvez
appeler les numÈros de tÈlÈphone
d'aide qui sont indiquÈs sur le
Guide des jeux et les …crans
d'information des jeux.
 Pour nous rejoindre
 Utiliser les flËches vers
 le haut ou vers le bas pour
 le menu dÈroulant
Si vous souhaitez Ècrire ‡ votre
membre prÈfÈrÈ du personnel de
Sega Channel, nous faire parvenir
des illustrations, des
suggestions, des commentaires ou
des plaintes, il vous suffit
d'Ècrire ‡ l'adresse figurant
ci-dessous. Les lettres qui nous
sont envoyÈes ne sont pas
rÈexpÈdiÈes.
SEGA CHANNEL ALLÙ!
630-3rd Avenue S.W
CALGARY, Alberta T2P 4L4
…tats-Unis
Si votre compagnie de
c‚blodistribution locale ne peut
rÈsoudre votre problËme, vous
pouvez appeler le numÈro de
service clientËle de Sega Channel:
402 573-3637
<a name="Gamename.o">GAMENAME.O</a>
 
 Columns
 from Sega of America
 
 To return to Now Playing,
 reset your adapter. 
 
 
 Controller Functions
 Game Descriptions
 Hints and Tips
<a name="Garf1220.o">GARF1220.O</a>
 Garfield: Caught 
 in the Act
 Sega
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 LEVELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Garfield: Caught
 in the Act
 Game Description
 Use Up/Down to scroll text
TRAPPED IN A TELEVISION
WASTELAND!
In a scuffle with Odie, Garfield's
smashed Jon's TV set to bits.
Scrambling to put it back
together, he's left out some key
components. 
In the process, Garfield's created
the evil "Glitch," who zaps
Garfield into the wacky world of
late night television. And it's no
easy trick to escape!
Lob stinky fish bones at terrible
pterodactyls in Cave Cat 3,000,000
BC. Claw your way past mummified
mice in the chaotic catacombs of
The Curse of Cleofatra. 
And leap across rickety rooftops
on the shadowy streets of
Catsablanca!
Visit six-packed levels, including
Count Slobula's Castle and The
Revenge of Orangebeard. 
To help Garfield escape from the
Television Wasteland, you'll need
to get through them all.
Stay tuned--this could be a long
night!
 Garfield: Caught
 in the Act
 Controller Functions
 Use Up/Down to scroll text
TAKE CONTROL!
D-Pad:
 * Move Garfield
Button A:
 * Makes Garfield throw
ammunition
Button B:
 * Makes Garfield attack with
his weapon
Button C:
 * Makes Garfield jump
Start:
 * pause/resume play
 Garfield: Caught
 in the Act
 Playing the Game
 Use Up/Down to scroll text
POWER-UPS AND OTHER STUFF
Throughout the levels, Garfield
finds power-ups and other cool
stuff.
Health Bonus
Grab juicy hamburgers and
pepperoni pizzas that restore
Garfield's life.
Ammunitions
Find additional ammo to beat down
attackers.
Extra Life
Snag the Garfield head to get an
extra life.
Way Marker
When you pass Pooky, you'll
restart from that point.
Mallet Key
Find the Mallet Key and play the
Bonus Round.
Invincibility
A jolt of java from Garfield's
coffee mug makes you invincible
for 15 seconds!
TV Remote
Grab the TV Remote and get zapped
to the next sub-level or level.
SCREEN INDICATORS
Make your way through the levels
by collecting ammo and fending off
attackers. Along the way you'll
find extra ammo and power-ups. 
You'll also have to think on your
feet to get out of some slippery
situations.
At the end of each level, you'll
meet the boss. Defeat the boss to
reserve a seat for your next movie
adventure.
Keep an eye on these screen
indicators:
Life Bar
Watch the TV screen to keep track
of life points. "10" means
Garfield's in top form; "1" means
he's running out of steam.
Number of lives: Unlike regular
cats, Garfield starts with three
lives, although he can collect
some additional lives in the
levels.
Ammo: You'll start each level
with 10 pieces of ammo in Normal
mode, 20 pieces in Kitty mode. But
you'll have a chance to pick up
more ammo along the way. 
Watch this indicator to see how
much ammo you've got.
Password Screen
When you run out of lives and
Continues, a password will be
revealed to you. The password is a
combination of three pictures of
Garfield and his pals. Write it
down.
When you want to restart a game,
enter the Password Screen from the
Options Screen. 
Press the D-Pad Left/Right to
select one of the three pictures.
Press the D-Pad Up/Down to select
characters. 
Press Start to enter your
password. Your game will begin at
the last level you reached in your
previous game.
Commercial Break
When you defeat a boss, Garfield
takes a well-deserved commercial
break. Rocket through the
Television Wasteland collecting
Pookys for a chance to win an
Extra Life or a Continue.
Bonus Round
Collect the Malley Key in each
round to earn a chance at the
Bonus Round. In the Bonus Round,
use the mallet to clobber Jon,
Odie, Pooky, Erma and Arlene. 
Bop everybody--except for the
first character to appear--to earn
a Continue.
 Garfield: Caught
 in the Act
 Levels
 Use Up/Down to scroll text
Movie Madness
Travel with Garfield through a
dizzying collection of late-night
movie classics.
Count Slobula's Castle
Defend yourself against spooky
skeletons and ghastly ghosts.
Count Slobula awaits you anxiously
in his lair!
The Revenge of Orangebeard
Claw your way past poisonous
piranhas and mischievous monkeys
in this adventure on the high
seas!
Cave Cat 3,000,000 B.C.
Leap into underground caves, ride
on gushing geysers and crush
clawing crabs!
Catsablanca
You're the ultimate alley cat on
the streets of Catsablanca. Dodge
belligerent bulldogs and nasty
neighbors to avoid a real
cat-astrophe!
The Curse of Cleofatra
Look out for razor-sharp spears
and mummified mice as you probe
the passages below the pyramids!
Television Wasteland
You've almost made it! But to
escape the Television Wasteland,
you'll have to defeat the evil
Glitch!
 Garfield: Caught
 in the Act
 Hints and Tips
 Use Up/Down to scroll text
 * Use Garfield's swing attack
to find hidden ammo and power-ups,
and to activate secret elevators
and passageways.
 * Touch the Blue Orb during
the Commercial Breaks and Garfield
slows down.
 * Go through doors and cave
entrances to teleport and find
secret rooms.
 * Remember, vampires hate
sunlight. It just kills them!
<a name="Garfield.o">GARFIELD.O</a>
 Garfield: Caught 
 in the Act
 Sega
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 LEVELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Garfield: Caught
 in the Act
 Game Description
 Use Up/Down to scroll text
TRAPPED IN A TELEVISION
WASTELAND!
In a scuffle with Odie, Garfield's
smashed Jon's TV set to bits.
Scrambling to put it back
together, he's left out some key
components. 
In the process, Garfield's created
the evil "Glitch," who zaps
Garfield into the wacky world of
late night television. And it's no
easy trick to escape!
Lob stinky fish bones at terrible
pterodactyls in Cave Cat 3,000,000
BC. Claw your way past mummified
mice in the chaotic catacombs of
The Curse of Cleofatra. 
And leap across rickety rooftops
on the shadowy streets of
Catsablanca!
Visit six-packed levels, including
Count Slobula's Castle and The
Revenge of Orangebeard. 
To help Garfield escape from the
Television Wasteland, you'll need
to get through them all.
Stay tuned--this could be a long
night!
 Garfield: Caught
 in the Act
 Controller Functions
 Use Up/Down to scroll text
TAKE CONTROL!
D-Pad:
 * Move Garfield
Button A:
 * Makes Garfield throw
ammunition
Button B:
 * Makes Garfield attack with
his weapon
Button C:
 * Makes Garfield jump
Start:
 * pause/resume play
 Garfield: Caught
 in the Act
 Playing the Game
 Use Up/Down to scroll text
POWER-UPS AND OTHER STUFF
Throughout the levels, Garfield
finds power-ups and other cool
stuff.
Health Bonus
Grab juicy hamburgers and
pepperoni pizzas that restore
Garfield's life.
Ammunitions
Find additional ammo to beat down
attackers.
Extra Life
Snag the Garfield head to get an
extra life.
Way Marker
When you pass Pooky, you'll
restart from that point.
Mallet Key
Find the Mallet Key and play the
Bonus Round.
Invincibility
A jolt of java from Garfield's
coffee mug makes you invincible
for 15 seconds!
TV Remote
Grab the TV Remote and get zapped
to the next sub-level or level.
SCREEN INDICATORS
Make your way through the levels
by collecting ammo and fending off
attackers. Along the way you'll
find extra ammo and power-ups. 
You'll also have to think on your
feet to get out of some slippery
situations.
At the end of each level, you'll
meet the boss. Defeat the boss to
reserve a seat for your next movie
adventure.
Keep an eye on these screen
indicators:
Life Bar
Watch the TV screen to keep track
of life points. "10" means
Garfield's in top form; "1" means
he's running out of steam.
Number of lives: Unlike regular
cats, Garfield starts with three
lives, although he can collect
some additional lives in the
levels.
Ammo: You'll start each level
with 10 pieces of ammo in Normal
mode, 20 pieces in Kitty mode. But
you'll have a chance to pick up
more ammo along the way. 
Watch this indicator to see how
much ammo you've got.
Password Screen
When you run out of lives and
Continues, a password will be
revealed to you. The password is a
combination of three pictures of
Garfield and his pals. Write it
down.
When you want to restart a game,
enter the Password Screen from the
Options Screen. 
Press the D-Pad Left/Right to
select one of the three pictures.
Press the D-Pad Up/Down to select
characters. 
Press Start to enter your
password. Your game will begin at
the last level you reached in your
previous game.
Commercial Break
When you defeat a boss, Garfield
takes a well-deserved commercial
break. Rocket through the
Television Wasteland collecting
Pookys for a chance to win an
Extra Life or a Continue.
Bonus Round
Collect the Malley Key in each
round to earn a chance at the
Bonus Round. In the Bonus Round,
use the mallet to clobber Jon,
Odie, Pooky, Erma and Arlene. 
Bop everybody--except for the
first character to appear--to earn
a Continue.
 Garfield: Caught
 in the Act
 Levels
 Use Up/Down to scroll text
Movie Madness
Travel with Garfield through a
dizzying collection of late-night
movie classics.
Count Slobula's Castle
Defend yourself against spooky
skeletons and ghastly ghosts.
Count Slobula awaits you anxiously
in his lair!
The Revenge of Orangebeard
Claw your way past poisonous
piranhas and mischievous monkeys
in this adventure on the high
seas!
Cave Cat 3,000,000 B.C.
Leap into underground caves, ride
on gushing geysers and crush
clawing crabs!
Catsablanca
You're the ultimate alley cat on
the streets of Catsablanca. Dodge
belligerent bulldogs and nasty
neighbors to avoid a real
cat-astrophe!
The Curse of Cleofatra
Look out for razor-sharp spears
and mummified mice as you probe
the passages below the pyramids!
Television Wasteland
You've almost made it! But to
escape the Television Wasteland,
you'll have to defeat the evil
Glitch!
 Garfield: Caught
 in the Act
 Hints and Tips
 Use Up/Down to scroll text
 * Use Garfield's swing attack
to find hidden ammo and power-ups,
and to activate secret elevators
and passageways.
 * Touch the Blue Orb during
the Commercial Breaks and Garfield
slows down.
 * Go through doors and cave
entrances to teleport and find
secret rooms.
 * Remember, vampires hate
sunlight. It just kills them!
<a name="Gargoyle.o">GARGOYLE.O</a>
 Gargoyles
 Buena Vista Interactive
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Gargoyles
 Game Description
 
 Use Up/Down to scroll text
Goliath is the powerful leader of
the ancient race of creatures
known as gargoyles.
One day, Goliath awoke to find
himself in a new world, and, for
the first time in a millennium, a
gargoyle rules the night.
Goliath becomes aware of a
familiar evil presence in this
bizarre land, an evil he has
fought before.
Somehow, the Eye of Odin survived
the centuries with Goliath and
leads a new type of army on a path
of destruction.
Goliath must chase the Eye of Odin
across the rooftops of the
sprawling metropolis, battling the
mechanized terrors that have been
programmed to destroy him.
The Eye of Odin must be destroyed
and only Goliath possesses the
knowledge and the power to
succeed-and survive.
 Gargoyles
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
This moves Goliath Left and Right.
Press Up to make him look up.
Press Up while he's clinging to a
wall to make him climb up the
wall.
Press Up while Goliath is crawling
across a ceiling to use his wings
as defensive shields.
Press Down to make him crouch or
duck down. Press Down while he's
clinging to a wall to make him
slide down the wall.
Button A:
Press once to throw an enemy (who
is within Goliath's reach). Hold
Button A to slam an enemy into the
ground.
Button B:
Press once to make Goliath swipe
his claws in an uppercut. Tap
Button B twice to make Goliath
perform an uppercut followed by a
low slash in a combo move.
Tap Button B three times and
Goliath uppercuts, does a low
slash, then follows through with a
smashing overhead blow.
Button C:
Press once to make Goliath jump.
Tap Button C twice to make Goliath
jump and flap his wings.
Press Button C once after Goliath
is struck (during an attack or
after he collides with a solid
object), and he performs a flap to
give himself extra lift.
Start:
Press this button to pause the
action of the game. Press it again
to resume game play.
Special Moves:
 * Shoulder Roll: This move can
be used by Goliath to attack his
enemies and break through doors
and weak walls. Run either Left or
Right and tap Button B to perform
this move.
 * Hawk Dive: Use this move to
have Goliath break through
skylights and weak floors and to
dive down on enemies in fierce
attacks!
Press Button C to make Goliath
jump (or leap from a platform),
then, while he is in the air,
press Button A to perform the Hawk
Dive.
 * Kick Maneuver: Press Down
(Left or Right) on the D-Pad then
Button B to crouch-kick your
enemies.
 Gargoyles
 Playing the Game
 
 Use Up/Down to scroll text
The Game Screens
A meter appears at the lower left
side of the screen that indicates
Goliath's current health.
As enemy attacks take their toll,
the bar within turns from green to
yellow. When it begins to flash
red, Goliath must beware-or soon
perish.
When Goliath has collected a magic
shield, this bar flashes white.
While it does, Goliath is
invulnerable to any type of
damage.
Next to the health meter is the
number of lives Goliath has left.
If Goliath is defeated when this
number reaches zero, the battle is
lost.
However, if he has collected an
enchanted Gargoyle Totem, he will
be given the opportunity to
continue.
Bonus Items
Danger and destruction aren't the
only things that lie in the wake
of the Eye of Odin. As he pursues
his enemies, Goliath will find
many items to help him in his
battles.
In some cases, these powerful
artifacts will have been left
behind by others fleeing the
incoming tide of evil.
They are also found in the
possession of enemies, human or
robot. When Goliath defeats the
enemy, he will be able to make use
of the item the enemy may be
carrying.
The more enemies Goliath defeats,
the more artifacts he may find.
The more dangerous foes often
carry the most powerful artifacts.
They are:
 * Shield: Makes Goliath
temporarily invulnerable.
 * Hammer: Gives Goliath a
One-Hit Kill temporarily.
 * Chalice: Partial restoration
of Health Meter.
 * Goblet: Fully restores his
Health Meter.
 * Gargoyle Totem: Grants one
extra Life.
 * Enchanted Gargoyle Totem:
Grants one extra Continue.
 Gargoyles
 Hints and Tips
 
 Use Up/Down to scroll text
 * Goliath is a creature of
living stone. He's heavier and
stronger than humans-use this to
your advantage as you crash
through barriers like weak floors
and skylights.
 * Goliath can use catapults to
gain higher ground.
 * Goliath cannot truly fly
upwards, but he can ride strong
air currents to reach higher
levels. These currents can be
found in the modern world as well!
 * Goliath can attack while
he's airborne. Just because he's
in the middle of a jump doesn't
mean he's completely defenseless.
 * Have Goliath look for hidden
chambers and secret rooms
throughout the many levels to find
even more bonus items.
 * Don't underestimate a
well-timed duck. Having Goliath
dodge attacks is not cowardly,
it's a form of self preservation!
 * Have Goliath use his wings
to defend himself while he's
climbing across the ceilings!
 * Wait for the Raptors to jump
first-THEN take a swing at them.
<a name="Gauntlt4.o">GAUNTLT4.O</a>
 Gauntlet IV
 Tengen
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Gemfire.o">GEMFIRE.O</a>
 Gemfire
 Koei
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 COMMANDS
 WAR
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Genchaos.o">GENCHAOS.O</a>
 General Chaos
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 General Chaos
 Game Description
 
 Use Up/Down to scroll text
What about Starpuppy? How about
Biceps? Some childrens' entire
lives are shaped by the names
their parents give them. 
A child named Chaos another named
Havoc aren't likely to grow up to
be tree huggers or flower sellers.
Those are warrior names! 
Chaos and Havoc were inseparable
playmates during childhood. 
Their war games were the pride to
their parents, a source of envy to
their schoolmates, and caused
increased earplug sales in their
neighborhood. 
They built up such a huge library
of the literature of combat that
their knowledge of strategy and
tactics was soon encyclopedic. 
Their games expanded over the
years, and so did their library.
One day, Chaos came upon a written
treasure more valuable than
Napoleon's journals, Charlemagne's
diary, or Frederick the Great's
credit card carbons. 
Chaos discovered a mint edition
copy of the #1 edition of HUGE
MUSCULAR DESTRUCTIVE HEAVILY ARMED
FREQUENTLY EXPLODING COMBAT
WARRIORS IN BATTLE comic book. 
He made the mistake of showing it
to Havoc, bringing out Havoc's
natural streak of greed and
treachery. Havoc declared martial
law and tried to confiscate the
comic book. 
Chaos refused. In a tug of war,
the aged pulp pages flew apart.
Chaos blamed Havoc. Havoc blamed
Chaos. A feud began that has never
ended.
Both continued their military
studies and went on to control
huge armies and vast tracts of
land. War has raged between
General Chaos of Moronica and
General Havoc of Viceria for
decades. 
Vast armies were drawn back and
forth across the landscape like
bedclothes. There was no snooze
alarm to postpone the carnage. 
Both generals thought at length on
how to break the stalemate.
Finally...at the same moment, both
Chaos and Havoc arrived at the
same solution.
Small mobile squads of Scorchers,
Gunners, Launchers, Chuckers, and
Blasters in place of huge, slow
armies. 
Scorchers are fire bugs who think
the whole world's a barbecue.
Grenade Chuckers take time to
appreciate the heavens. Launchers
muse over life's meaning. 
Gunners lay down a curtain of lead
in combat, but they're the most
fun-loving soldiers in the army. A
blaster is something of an outcast
among his fellow soldiers. 
The Soldiers of Chaos assemble in
five man squads. Each has been
trained to a hard, gleaming edge.
So it has come to this. The end is
surely near.
 General Chaos
 Controller Functions
 
 Use Up/Down to scroll text
CONTROL SUMMARY
Select soldier: Press C to cycle
through the soldiers
Combat: Press A to fire all
weapons
Close Combat(Hand To Hand):
Press A to Punch Straight
Press A + D-Pad Up to Punch High
Press A + D-Pad Down to Punch Low
Press B to Kick Straight
Press B + D-Pad Up to Kick High
Press B + D-Pad Down to Kick Low
Press C to Block
Movement(Five Man Squads)
Use the D-Pad to Move Cursor
Press B to move the Highlighted
Soldier to Cursor
Note: If you move the Cursor
while you are holding down B, the
soldier will follow the Cursor
around the screen.
Movement(Commandos)
Move D-Pad to move the
highlighted commando
Press B to move the other commando
to the highlighted commando's
location
Medics
Five Man Squads: Move cursor to
downed soldier; when Cursor
changes into a Cross, press A.
Commandos: Move active commando to
downed commando and press A.
The 4-Way Play
Too many friends, not enough
controllers? Electronic Arts has
solved your problem with the all
new 4-Way Play four-player
controller. 
Simply plug the 4-Way Play into
your Genesis, then plug up to four
controllers into the adapter, and
you're ready to go.
Note: Six-button controller
users who are using the 4-Way Play
must play in three-button mode.
To configure your controller to
three-button mode:
1. Turn off the Genesis.
2. Hold the Mode button on every
six-button controller that will be
used while you turn the Genesis
on.
Your six-button controller is now
configured in three-button mode.
You may just want to leave a 4-Way
Play plugged into your Sega
Genesis even if you aren't playing
a 3 Player or 4 Player game. 
If you have a 4-Way Play plugged
into your Sega Genesis and you
want to play a 1 Player game, make
sure your controller is plugged
into control port 1. 
If you want to play a 2 Player
game with the 4-Way Play plugged
in, make sure controller 1 is
plugged into control port 1 and
controller 2 is plugged into
control port 2.
 General Chaos
 Playing the Game
 
 Use Up/Down to scroll text
BATTLEFIELD & SQUAD SELECTION
Battlefields
The attacking Army chooses the
next battle site, known as the
Battlefield. Usually, the army
that won the last battle is the
Attacking Army. There are
exceptions:
*In the first battle of the
first game, the Blue Army is
always the Attacking Army.
*In a 3 or 4 Player game, Player
1 will choose for Chaos when they
are the Attacking Army, and Player
3 will choose for Havoc when they
are the Attacking Army.
*In the first battle of a
Continued game, the army that lost
the last campaign is the Attacking
Army.
To select a Battlefield:
1. Press the D-Pad up/down to
move the Bullseye Icon up and down
on the map. A Battlefield's name
will appear at the top of the map
when the Bullseye Icon is on it.
In the first battle, you can
choose from a set of three
different Battle Regions. 
And in most subsequent battles,
you also usually have a set three
battle regions to choose from. 
However, in a campaign's later
battles, after the control of
several Battle Regions has been
determined, you may have only one
or two Battlefields to choose
from. 
If only one Battle Region is
available, you will automatically
attack it.
2. To select a region, place the
Bullseye Icon over it and press
any button. A dart will hit the
target Battlefield and you'll be
on your way.
As your front line pushes forward,
the Battlefields that you may
select from get closer and closer
to the enemy capital. 
You can attack your enemy's
capital after you've captured a
territory that borders on it. 
If you lose the battle for the
enemy's capital, you must defeat
the enemy's subsequent advance
toward your own capital before you
can attack his capital again.
There are 17 Battlefields in each
campaign map. In a game Continued
through all three campaigns, there
are a total of 51 possible
Battlefields.
Squads
To select a squad:
1. use the D-Pad to look at
portraits of the available squads:
D-Pad Up-Displays the Assault Team
D-Pad Down-Displays the Commandos
D-Pad Left-Displays the Demolition
Squad
D-Pad Right-Displays the Brute
Force Squad
Note: When you're playing a 2
Player Side By Side or 4 Player
Game, you can choose only
Commandos. 
When you're playing a 3 Player
Game, the side with 2 players can
only choose Commandos.
2. Icons beneath each Squad
portrait tell what weapons the
Squad carries. 
Check the icons to make sure
you're getting the weapons
combination you want.
3. Look to see if the Attacking
Army has a Special Objective in
the upcoming battle; it could help
you decide which Squad to select. 
For example, if your Special
Objective is to destroy a
building, you might want to select
a Squad that includes one or more
grenade-throwing Chuckers or
dynamite-tossing Blasters.
Special Objective assignments
appear above the Squad
portraits.(See the Special
Objective section in this manual
for more information.)
4. When the Squad you want is on
screen, Press A, B, or C to select
it.
Clandestine Squad Selection
When selecting squads in a multi
player game, the player who
chooses his squad first can then
secretly select a different squad,
so his opponent won't know what he
selected. This is called
Clandestine Squad Selection.
To commit Clandestine Squad
Selection:
1. Before your opponent makes
his squad selection, press the
D-Pad in the direction of the
squad you want.
For instance, if you originally
selected an Assault Team, you can
select the Commando Team by
pressing the D-Pad down before
your opponent selects his squad.
2. If Clandestine Squad
Selection has been accomplished,
the text on the closed dossier
drawer will change from Squad
selection completed to Clandestine
squad selection completed.
Soldiers
There are five types of Soldier.
Each type of Soldier has a unique
appearance to make them easily
recognizable on the battlefield.
Gunner-Gunners are standard
issue GI jarhead grunts. They
aren't lifetime soldiers like
Launchers, but War is still the
most fun they'll ever have. 
Gunners lay down a constant spray
of bullets with their machine
guns. Their weapons can jam,
though, and they need time to
clear them when they do. 
Their line of fire can also be
blocked by some obstacles. Range:
40 meters
Chucker-Combat is probably the
best place for Chuckers. Chuckers
have a reputation for being a
little off the wall...and they'd
like to know just where this wall
is so they could go blow it up. 
If Chuckers could jump on live
grenades, they would-not to save
their comrades' lives but as a
show of affection. 
Chuckers throw grenades for good
distance and can arc them over
obstacles. Range: 50 meters
Scorcher-There's something about
Scorchers' grins and tendency to
mutter "Mmm, barbecue!" in the
heat of battle(no pun intended)
that make people think Scorchers
enjoy their work just way too
much. 
They unfurl a short but deadly
curtain of flame that can ignite
more than one foe. But he may have
trouble firing up immediately
after crossing a body of water.
Range: 5 meters
Launcher-Launchers are
old-fashioned hard-bitten
by-the-book army lifers. Military
service is the only life they
know, and all they care about. 
Their long years of service have
earned them the privilege of using
that most formidable of weapons,
the bazooka. These roughnecks'
bazookas have very long range, but
they take awhile to reload. 
As with Gunners, some obstacles
can block Launchers' fire. Range:
150 meters
Blaster-Blasters are nervous.
You might ask why guys like that
would get into demolitions; the
answer is they weren't guys like
that when they started. 
They inevitably have a few mishaps
during training(those eyepatches
are there for a reason), which
leave them jangled for life. 
The fact they throw bombs a
relatively short distance away
doesn't hem-up their frayed
nerves, either. 
Blasters blow things up by
throwing dynamite; they're good
guys to send in when you need to
blast an objective. 
Their range is short, but the
explosions have an area of effect
that can take out more than one
enemy. Range: 10 meters
Info line
Info lines for both armies appear
at the top of the screen during
combat. The Blue army's Info Line
is on the left side of the screen,
and the Red army's Info Line is on
the right side of the screen.
The currently selected Soldier
appears on the left side of the
Info Line, followed by a line of
icons. 
Each Soldier is represented by an
icon of the weapon he uses. The
currently selected soldier's icon
is highlighted in white.
When a Soldier is down and needs a
Medic, his weapon icon on the Info
Line is replaced by a cross.
When a Soldier dies, his weapon
icon onto Info Line is replaced by
a skull.
FIRE AND MOVEMENT
Firing Weapons
Button A fires all soldiers
weapons as long as the button is
held down. 
Each Soldier automatically
attempts to fire at the closest
enemy Soldier, but it is up to you
to move them within range of
targets on into strategic
positions.
Selecting Soldiers
For Players 1 and 3, their
currently selected Soldier is
marked by a circle beneath him;
for players 2 and 4, their
currently selected Soldier stands
on a star. 
The circle or star will flash the
color of the appropriate Army and
then turn black. To select another
Soldier, press C until the circle
is beneath the Soldier you want.
Movement Cursor
The Movement Cursor tells the
selected Soldier where to go. The
Blue Side's Cursor is stamped with
a C(for Chaos, naturally), while
the Red Side's Cursor is
emblazoned with an H(the initial
of Havoc).
1. To move the Movement Cursor
around the battlefield, use the
D-Pad.
2. Press the D-Pad Up to move
the Cursor up, press it down to
move the Cursor down, left to move
it left, and right to move it
right.
Moving Soldiers
1. When you've selected a Soldier
and chosen his destination, press
B. This will tell the Soldier to
move toward the Cursor's location.
The next Soldier on the Info Line
then becomes the selected Soldier.
2. To move multiple Soldiers to
the same location, press B several
times, rapidly.
3. To make a Soldier follow the
Cursor around the screen, hold
down B when moving the Cursor. To
make the Soldier stop following
the Cursor, let up on the B
button.
COMMANDOS
Selecting Commandos
The currently selected Commando
is marked with a circle in a 1
Player game or 2 Player Head To
Head game. 
In a 2 Player Side By Side, 3
Player, or 4 Player game, the
currently selected Commando is
marked by a Circle or a Star,
depending on which player is
controlling him. 
See the descriptions of 2 Player
Side By Side, 3 Player, or 4
Player games in this manual for
more information. To switch
between Commandos, press C 
Moving Commandos
1. There is no movement Cursor
for Commandos. The selected
Commando's movement is directly
controlled by the D-Pad: 
Press the D-Pad in the direction
you want the selected Commando to
go.
2. To call the other Commando to
the selected Commando's position,
press B.
Terrain & Obstacles
Soldiers encounter many different
types of terrain and obstacles
during campaigns. 
These can slow their movement in a
variety of ways-tripping over
rocks, running into trees,
stumbling over crates, etc.
Water
Water is a special problem. There
will be many instances when your
troops will have to cross bodies
of water. 
But Soldiers move through water at
a much slower speed than they
travel over land. And if a Soldier
spends an extended amount of time
in the water, he will eventually
become exhausted and drown.
(Medics cannot help a drowning
Soldier.) So when you send a
Soldier into water, get him back
out again as soon as possible.
WEAPONS COMBAT
Press A to fire all your Squad's
weapons. 
Soldiers will aim at the nearest
target, but it is up to you to put
them in position so their fire
will be effective.
CLOSE COMBAT
When Soldiers from opposing
Squads come too close to each
other to use weapons,
hand-to-hand- Close Combat
results. 
A cloud of dust means a Close
Combat has begun(nearby Soldiers
may be knocked aside by the
hand-to-hand fury). 
All other activity stops while a
Close Combat is in progress:
Weapons combat is suspended and
other Soldiers will not move or
respond to commands.
Some Close Combats are over as
soon as the dust clears-one
Soldier has already defeated the
other. 
Many Close Combats, though,
require the player or players to
guide their soldier's tactics.
There are three basic moves in
close combat that are activated by
pressing the appropriate button:
Press A to Punch, press B to
Kick, and press C to Block.
Punches and Kicks can also be
directed high or low:
1. Press the D-Pad Up at the
same time you press A to direct a
Punch high. Press the D-Pad Up at
the same time you press B to
direct a Kick high.
2. Press the D-Pad Down at the
same time you press A to direct a
Punch low. 
Press the D-Pad Down at the same
time you press B to direct a Kick
low.
3. Press A or B without
moving the D-Pad to deliver a
mid-level Punch or Kick.
Each Close Combat participant's
Health is displayed as a row of
dots at the top of the screen: 
Red dots for the Red Soldier,
Blue dots for the Blue
Soldier. 
As a Soldier's Health decreases
when he is hit or kicked, his dots
decrease, too. 
A Soldier will lose the Close
Combat when all his dots are gone.
Note: It is recommended that you
vary your Close Combat moves or
you'll suffer a surprise from your
opponent.
2, 3, and 4 Player Games
2 Player Head to Head Game
This game pits a Blue Team
against a Red Team. 
You can match a full five-man
Squad against another five-man
Squad, a five-man Squad against a
two-man Commando team, or
Commandos against Commandos.
2 Player Side By Side Game
You can play a 2 Player Side By
Side game with either two standard
controllers or a four player
adapter. 
Both players are on the same team,
and each player controls a pair of
Commandos who face a single enemy
team of five Soldiers. 
Player 1 selects the battle amp as
well as the Squads. Player 1
controls the Alpha Commando Team,
and Player 2 controls the Beta
Commando Team. 
Alpha team Commandos are
highlighted by a circle and Beta
Team Commandos are highlighted by
a star.
3 Player Game
There are two possible player
configurations in a 3 Player
game:
*An Alpha Commando unit
controlled by Player 1 and a Beta
Commando unit controlled by Player
2 vs. a five-man Squad controlled
by Player 3.
*An Alpha Commando unit
controlled by Player 1 and a Beta
Commando unit controlled by Player
2 vs. a single Commando team
controlled by Player 3.
On the two-player side, Player 1
selects the battle map when he and
Player 2 are the attacking army.
Player 1 also makes the squad
selection. 
Alpha Team Commandos are
highlighted by a circle and beta
Team Commandos are highlighted by
a star.
Blue Squads and red Squads can
attack each other only; a Blue
Squad cannot attack the other Blue
Squad.
4 Player game
Each player will control a
Commando unit. Players 1(Blue
Alpha Commandos) and 2(Blue Beta
commandos) form the Blue Team, and
Players 3(Red Alpha Commandos) and
4(Red Beta Commandos) form the Red
Team.
Blue Squads and Red Squads can
attack each other only; a Blue
Squad cannot attack the other Blue
Squad, and Red Squads cannot
attack each other.
MEDICS
Medics are the only personnel who
can't be wounded by the combat
that rages around them. 
When one of your Soldiers goes
down, you can call a Medic who
will run out to treat the Soldier
on the field, or take him to
safety, treat his wounds, and send
him back into battle.
For Five Man Squads
To send in a Medic for a member
of a five man Squad:
1. Move your Cursor onto a
downed Soldier. The Cursor will
become a Cross when it is over a
Soldier who needs a Medic.(Note
that the Cursor will change only
when you have Medics available.)
2. Press A. When the Soldier is
ready to reenter battle, he'll run
onto the screen towards the
current location of the Cursor. If
you don't call a Medic quick
enough, your downed man's wounds
may become fatal.
If you have no medics, naturally
you can't send any in to patch up
your wounded.
You begin each game with 5 Medics.
You earn one Medic at 10,000,
25,000, and 50,000 points. 
More Medics can be earned by
picking up Medic Bonuses. Medic
bonuses appear on some
battlefields; each is worth
varying numbers of additional
Medics. 
But no matter how many Medic
Bonuses you pick up, or what their
value is, you can never have more
than 9 Medics.
For Commandos
To call in a Medic for a
Commando, move the active Commando
to his downed partner and press A.
If you have only one Commando
left, you cannot call a Medic to
help him if he goes down.
Sudden Death
Sometimes, when a Soldier who has
already been hit in the line of
duty is hit by a shell from a
Launcher's bazooka, he will die
instantly.
You'll know he's passed on when he
is reduced to bones and crumbles
to dust. When this happens, even a
Medic can't help him.
SPECIAL OBJECTIVES
1. Sometimes, the Mission
Description will include a Special
Objective, such as destroying an
aircraft or protecting a tank. 
The name of the commanding general
who is issuing the Special Order,
Chaos or Havoc, is displayed
beside the Special Objective text.
2. The Special Objective is
intended for the side that chose
the map. For example, Havoc(Red
Team) chooses a Battlefield. 
The Mission Description includes
the Special Objective of
destroying a building. The Red
Team must try to destroy the
building, and the Blue Team must
try to protect it. 
The successful side will receive
points when the battle is over.
3. To Destroy a Special
Objective, move your
soldiers(especially Launchers,
Blasters, and Chuckers) near it.
They will target the Objective.
Note that Gunners and Scorchers
will not target a Special
Objective. 
Sometimes it takes multiple hits
to destroy the Objective.
Hint: For best results, position
the Special Objective between your
squad and the enemy squad.
PLUNDER
On all battle maps, there is
Plunder to pick up. Plunder can
take the form of gold dust, gold
bars, ammo, secret documents, or
moneybags.
To pick up Plunder:
1. Move a Soldier to it or over
it and he will pick it up
automatically.
2. A Soldier does not have to
stop to pick up Plunder. If he
runs over it on his way to another
part of the map, he will still
pick it up.
Safes & Crates
Most Plunder is out in the open,
but some is hidden in crates or
safes. You need to open them to
get to the Plunder they conceal. 
To open a safe or crates, position
one of your Soldiers in such a way
that he can blast it open.
(Or position one of your Soldiers
so that an enemy will blast open
the safe while trying to blast
him.)
 General Chaos
 Hints and Tips
 
 Use Up/Down to scroll text
 * At the end of each battle, a
Battle report will appear, It
tells you how many Medical
Personnel you have left after the
last battle and adds up your
points.
 * You are awarded points for
every items of Plunder you pick
up.
 * Battlefields are worth
varying numbers of points. When
you win a Battlefield, you win its
points. 
For instance, Capitals are worth
more than other battlefields, and
Battlefields that have Special
Objectives are usually worth more
than Battlefields that don't. 
Total Acreage refers to the number
of points you are awarded for
winning a battlefield.
 * A Casualty is scored every
time an enemy is knocked down,
either by weapon fire or in Close
Combat.
 * In the battle for the
capital, collect your plunder
first, then worry about troop
placement.
<a name="Genrlost.o">GENRLOST.O</a>
 Generations Lost
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Generations Lost
 Game Description
 
 Use Up/Down to scroll text
SOLVING THE MYSTERY
Generations Lost is a mystery, a
quest, and an adventure, with
plenty of action to test your
courage and your reflexes...plus
puzzles and strategies to
challenge your wits.
The Geezer sends you off with
words of warning and hope, and
gives you a suit with strange and
magical powers. Through experience
you will learn how to use those
powers wisely.
Only at the end of your journey,
through many lands and dangers,
will you come to understand the
fate of the lost generations-and
your own destiny.
 Generations Lost
 Controller Functions
 
 Use Up/Down to scroll text
General Controls
Start: Pause/resume play. Press
and hold, then release to go to
Inventory/Transnode map. When in
Transnode map, tap to go to the
highlighted node or level
D-Pad: On Transnode map, cycle
through levels and sectors on the
map
Up/Down only: On Inventory,
cycle through items held
Controlling Monobe
D-Pad: Move Monobe
Button A: Fire E-Rad
Button B: Punch
Button C: Jump; swing from
Plunker when Plunkers are
activated
Combinations
Left/Right and A Button: Use key
to open locker
Up and A Button: Repel up using
E-Rad
Down and A Button: Energize your
E-Rad when on an E-Rad energizer
 Generations Lost
 Playing the Game
 
 Use Up/Down to scroll text
Lives and Life Energy
You begin each game with three
lives. You may accumulate more by
collecting power-ups found in
lockers along the way.
Displayed in the upper left corner
of the screen is your life energy
indicator, which tells you how
healthy you are.
Life Energy Indicator
When the indicator is green and
rapidly active, your health is
robust.
As you take blows from enemies and
your health deteriorates, your
chest armor sparkles and the life
energy indicator slows down,
turning first yellow, then red.
As the indicator reaches the red
stage, you have very little energy
left before you lose your current
life. When the ball stops moving,
you've lost a life.
When you lose your last life, the
game ends, and you must start your
quest over again. You may start
from any level for which you know
the password.
On the first level and most other
levels, you'll find at least one
health power-up platform, which
you can use to restore your life
energy.
To power-up your life energy,
jump on a health power-up
platform. As Monobe is surrounded
by floating life energy beams,
your life energy indicator will
return to its healthiest state.
Navigating the Six Levels
There are six levels, or nodes, in
the world of Generations Lost.
Each has up to five separate
sectors.
On each level except the first,
you'll come upon at least one
Transnode, a chamber that can
transport you between levels.
To operate a Transnode, walk into
it and press Start. You'll go to
the Transnode map screen. On the
map, you may choose the level you
want to go to by pressing the
D-Pad Up, Down, Left, or Right.
You may always go back to
Transnodes you have successfully
traveled through before. To
advance to new levels, however,
you may need certain items in your
inventory.
You get an "ACCESS DENIED" message
when you don't have all the items
needed to advance to a level
you've selected on the map.
Sometimes, you'll also be told
what you must add to your
inventory in order to gain access
to the level.
Checkpoints and Passwords
Scattered through the world of
Generations Lost, you'll come upon
various checkpoints that mark your
progress toward the solution to
the mystery.
Checkpoint Marker
Once you've passed a checkpoint,
its marker changes in appearance.
Checkpoint Marker Already Passed
If you lose a life and have lives
remaining, you'll restart play at
the last checkpoint you passed.
As you make progress through the
game, new passwords will be
revealed to you when the Geezer
talks to you at the end of certain
levels.
Always look for passwords at the
end of his dialogue, and write
down each and every password
you're given.
If you lose all your lives and the
game ends, or if you want a break,
you'll need to enter a password to
resume play close to where you
left off.
You can enter any password you
know from the OPTIONS menu. You'll
start play in the sector where you
were issued that password.
The Energy Radiator(E-Rad)
The Energy Radiator, or E-Rad, is
the most useful, most versatile
power of your special suit-both a
weapon and a unique means of
moving around.
You can fire your E-Rad only when
it's fully energized. Each time
you use it, it must re-energize
itself before you can use it
again.
Appearing in the upper right
corner of the screen is the E-Rad
energy meter.
It's white when the E-Rad is fully
energized, and flashes purple
while the E-Rad is re-energizing
itself.
To fire your E-Rad as a weapon,
press the A Button. The E-Rad
fires in the direction you're
facing, and can effectively damage
any enemy within range.
To repel up with your E-Rad,
press and hold the D-Pad up and
press the A Button.
The E-Rad sends up a repelling
beam, which attaches to any solid
surface it meets and then lifts
you up to that surface.
To repel down with your E-Rad,
press and hold the D-Pad down and
press the A Button.
When you find that its length is
limited, you may need to
supercharge your E-Rad.
This makes it longer and more
powerful, but supercharging lasts
only until you sustain a limited
amount of damage from enemies.
To supercharge your E-Rad, jump
onto an E-Rad supercharger, then
press and hold the D-Pad down
while you press the A Button.
You can also quick-charge your
E-Rad, by collecting a
quick-charger from a locker. When
quick-charged, your E-Rad has the
added capability of rapid fire.
Plunkers
Plunkers-from which you can swing
over land and water-enable you to
travel fast while eluding enemies
and other dangers.
Plunkers are active only in
Plunker zones, which are marked by
Plunker Markers.
To use Plunkers, jump and hold
down the C Button.
Gathering Items
To succeed, even to survive,
you'll have to gather power-ups,
fast E-Rad chargers, puzzle
solutions, elevator keys, and
other items along the way.
You hold these items in your
inventory, which always displays
your Energy Radiator.
Lives Remaining
To view your inventory, press and
hold the Start Button, then
release it. You may press the
D-Pad up and down to scroll
through the items in your
inventory.
As each one is highlighted, you'll
see a description of it in the
lower right quadrant of the
screen.
Lockers
Some items are concealed inside
lockers.
When you find a locker, somewhere
nearby will be a lock that you
must unlock to open the locker.
While standing next to the lock,
press and hold the D-Pad Left or
Right, and press the A Button.
Then walk past the open locker to
pick up the items inside it.
Other important items to look for
include shields, which protect you
for a limited time against danger,
and pieces of the Polyphase
Conductor.
E-Rad Quick Charger
When quick-charged, your E-Rad has
the added capability of rapid
fire.
Enemies
Camorock: Found primarily in the
Agricultural Sector, these
creatures can be lethal if they
hit you.
Armafer: Found primarily in the
Agricultural Sector, these beasts
will throw stones at you, causing
you great harm if they hit you.
Monkey: These protect the
Propulsion Sector from intruders.
Guardian: These creatures guard
the Mountain Face.
Dollick: Defeat this nasty guy
to gain a piece of the Cap Key.
 Generations Lost
 Hints and Tips
 
 Use Up/Down to scroll text
 * You can jump or E-Rad onto
platforms above or below you.
Generally, you can E-Rad farther
up than you can jump.
 * Try different kinds of blows
on the various enemies you meet.
You can knock out birds with a
punch or two; you may have to
shoot other enemies with your
E-Rad.
 * You can simply punch away
the arrows that your adversaries
will shoot at you in barrages.
 * This cat can be your friend
when you reach the Cat Dungeon.
 * To understand the game, it's
very important to read the story
of Generations Lost as it appears
on the screen during your journey.
 * It's not essential to
explore all of the secret rooms
you come upon, but you'll find
that they often contain useful
power-ups and other helpful items.
 * If you get lost or stuck,
try everything. There are many
things to discover and secrets to
unlock in Generations Lost.
 * Remember that the E-Rad can
shoot enemies above you as well as
those in front of you.
 * Be sure to keep your E-Rad
fully charged-you never know when
you're going to need it.
<a name="Ghoul.o">GHOUL.O</a>
 Ghouls 'N Ghosts
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPONS AND MAGIC
 HINTS AND TIPS
 BROWSE HELP FILES
 Ghouls 'N Ghosts
 Game Description
 
 Use Up/Down to scroll text
The time is yesteryear, when
knights scoured the countryside in
search of the Holy Grail, defended
the honor of fair maidens and
fought a never ending battle
against rampant evil forces.
Thrown into this mayhem, is the
courageous Sir Arthur. A
victorious knight with the awesome
task of penetrating the Demon's
Castle to pulverize the Prince of
Darkness. Can he do it? It's up to
you.
You'll dangerously travel through
the Place of Execution, the
Village of Decay, the Town of
Fire, and the Crystal Forest with
an arsenal of weapons at your
side. 
And when you're really down on
your luck, magic fights might with
powerful results.
The only problem? You'll have to
learn how to use it. And avoid it.
Because their magic has the power
to change you into a helpless duck
and other things. 
But there's not much time. Lives
depend on you. So brandish your
sword and make mincemeat of your
foes.
 Ghouls 'N Ghosts
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Selects Option Screen.
 * Begins play.
 * Operates pause during play.
 * Resumes play.
D-Pad:
 * Operates selection arrow for
option setting.
 * Moves Sir Arthur in
different directions.
 * Makes Sir Arthur kneel and
climb.
 * Helps Sir Arthur direct his
blows.
 * Specifies the direction that
Sir Arthur jumps.
Buttons A, B & C:
A: Jump and select options.
B: Fires weapons/shots.
C: Jump and select options.
 Ghouls 'N Ghosts
 Playing the Game
 
 Use Up/Down to scroll text
Arthur's Lives and Damage:
Arthur begins the game with three
lives and a coat of armor. Every
time Arthur is injured, his coat
of armor falls off entirely and
leaves him naked. 
The next time he is injured, he
will turn into a skeleton and you
will lose one life. You have 2:30
minutes to complete the first
stage and 3:00 minutes for every
stage thereafter. 
If you cannot make it through one
stage within the given time limit,
you will lose one life. However,
if you accrue enough points, you
will gain another life.
The Gateways:
The Gateways are found at the end
of every stage. To enter the next
stage, you must pass through the
Gateway where an evil gatekeeper
protects the portal. Destroy him
and you can go forward.
Game Over:
When Arthur has lost all three
lives, the game will end. To win,
you must complete all five stages.
Game Continue:
When the Game Over message is
displayed, the Continue Screen
will appear. 
Press the Start Button before the
pages of the book turn to Chapter
0 and you can continue game play
from a predetermined stage.
 Ghouls 'N Ghosts
 Weapons and Magic
 
 Use Up/Down to scroll text
Weapons and Magic:
Sir Arthur begins the game with a
sword. As you continue playing and
advancing, different weapons are
awarded to you. 
Every time you contact a different
weapon, the new weapon will
replace the old. If you don't want
to lose the weapon you're playing
with, jump over the new weapon,
being careful not to touch it.
There are six different types of
weapons that Arthur can use and
each one possesses a different
magical talent.
Sword: It flies straight and is
Arthur's first weapon.
Torpedo Magic: Sword will send
torpedoes in three directions; up,
right and left.
Big Axe: Able to penetrate
through things, but cannot be
thrown consistently.
Exploding Magic: Causes
explosions all around your
position and burns up enemies in
one fierce swoop.
Super Sword: It can't be thrown,
but you can cause twice as much
damage with one stroke.
Thunder Dragon Magic: Release
the Thunder Dragon upwards and
destroy all the enemies in the
sky.
Fire Water: When Fire Water hits
the ground, it spreads blue flames
everywhere. If the Fire Water hits
your enemies directly, they will
burn.
Fireball Magic: Spread four
fireballs in the area surrounding
your position. The fireballs will
move in a whirlpool-like motion.
Discus: Throw it from a kneeling
position and it will skim the
ground.
Mirror Magic: A mirror will
appear in front of you and for a
short period of time, it will
protect you like a shield from
your enemies.
Dagger: This weapon will fly the
farthest and can be thrown
consecutively.
Double Magic: For a limited
period of time, your double will
appear and the two of you can
fight together. In fact, your
double cannot be defeated.
Using the Magic:
When the magic suit of armor
appears and you touch it, the
Magic Gauge appears to indicate
that your weapon now has magical
powers. 
You now have the opportunity to
use the magic. During firing, the
red scale of the Magic Gauge will
eventually turn silver starting
from the left. 
When the gauge turns entirely
silver, the Weapon Display changes
to the Magic Display. Now you have
fired enough to use magic.
Treasure Items:
Treasure Chests and Big Jars which
are carried by demons will appear
during game play. 
Sometimes you'll get lucky and the
chests and jars will be filled
with good things, other results
can be dangerous.
The Magician: When the magician
appears from inside a Treasure
Chest, his magic can turn you into
a duck or an old man for a certain
period of time. 
When you're a duck, you're
rendered helpless. When you're an
old man, your abilities are
decreased.
 Ghouls 'N Ghosts
 Hints and Tips
 
 Use Up/Down to scroll text
* Your enemies are defeated by
certain tactics, so try to
recognize which blows work best
and use them in the future.
* Many of the monsters cannot be
defeated unless you attempt
repeated blows, so don't give up.
* In order to defeat the
gatekeepers, you must understand
their weak points and plan a
strategy. 
* The treasure chests are very
appealing, but sometimes it's
better to leave them closed. We
all know what curiosity did to the
cat!
<a name="Gldnaxe1.o">GLDNAXE1.O</a>
 Golden Axe
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 MAGIC AND STRENGTH
 THE QUEST
 WARRIORS
 HINTS AND TIPS
 BROWSE HELP FILES
 Golden Axe
 Game Description
 
 Use Up/Down to scroll text
Death Adder's soldiers have
invaded every village of Yuria,
and they've kidnapped the King and
his daughter and seized the Golden
Axe.
Only the strongest and craftiest
warriors now have any chance of
defeating him. Three warriors
appear to challenge Death Adder.
Guide one of these warriors to
defeat all of Death Adder's
soldiers and beasts, travel the
treacherous route and defeat Death
Adder himself!
 Golden Axe
 Controller Functions
 
 Use Up/Down to scroll text
D (Directional) Button:
 * Press up or down to move the
marker on the Start Game, Options,
and Sound Test screens.
 * Press right or left to
change options on the Options
screen.
 * During play, press to make
your warrior walk, run, or jump in
any direction.
Button A (Magic Button):
 * Press to use your magic.
Button B (Attack Button):
 * Press to attack.
Button C (Jump Button):
 * Press to jump.
SPECIAL MOVES:
 * Press Button B (Attack) and
Button C (Jump) at the same time
for a special skilled attack.
 * Press Button C (Jump), then
quickly press Button B (Attack)
for a downward slash with your
weapon.
 * Press the D Button right or
left twice quickly to run in
either direction.
 * While running, press Button
B (Attack) for a body slam, kick,
or head butt, depending on your
warrior.
 * While running, press Button
C (Jump) for greater distance.
During this jump you can also
press Button B (Attack) for a
downward thrust.
 * Remember that each warrior
has special attack skills. What
one warrior can do, the others may
not be able to do.
 Golden Axe
 Magic and Strength
 
 Use Up/Down to scroll text
You start the battle carrying 1
Magic Pot. But you'll need much
more than that to survive the
battles ahead.
During your travels you'll
sometimes find little Elves
running underfoot.
These tiny guys carry rucksacks
full of things you need. Nudge the
Elves to make them drop things
from their sacks. (Sometimes it
takes a strong nudge.) They'll
drop Magic Pots and Strength Bars.
Run over these things to pick them
up. Save the Magic Pot for the
right moment. The Strength Bars
give you extra strength right
away.
Sometimes the Elves sneak around
at night, when you're sleeping.
Wake up as quickly as you can to
get Magic Pots and Strength Bars
from them.
If you're too sleepy, they may
steal Magic Pots back from you!
Magic Pots can add up. The more
Pots you have, the stronger your
Magic will be. Ax-Battler's
Volcano Magic can reach up to 4
levels of power.
When Tyris-Flare has 9 Magic Pots,
her Fire Magic is stupendous! Fire
Magic can reach up to 6 levels of
power.
Gilius-Thunderhead's Lightning
Magic has 3 power levels.
 Golden Axe
 The Quest
 
 Use Up/Down to scroll text
You begin your quest in the woods
surrounding Turtle Village. As you
enter the woods you are
immediately attacked by Death
Adder's soldiers.
Press your D Button to move around
the battle. Press your Jump and
Attack Buttons to fight for your
life!
The number of times you press the
Attack Button determines your
maneuver and how much damage you
do.
With the Attack Button:
 * Press once or twice quickly
to stab or slice.
 * Press 3 times quickly:
-for a strong stab or slice at
distant enemies.
-to poke your weapon handle at
near enemies.
-to grab an enemy who's right on
you and throw him down in a body
twirl.
 * Press 4 times quickly to
poke your weapon handle at an
enemy who's right on you.
 * Press 5 times quickly to
kick an enemy who's right on you.
 * Press the D-Button left or
right twice quickly, then press
the Attack Button for a body slam,
kick, or head butt, depending on
your warrior.
 Golden Axe
 Warriors
 
 Use Up/Down to scroll text
When the Warrior Selection screen
appears, press the D Button left
or right to make the warriors
circle. Release the button when
the warrior you want is in front.
Then press the Start Button (or
Button A, B, or C) to choose that
warrior and begin.
Tyris-Flare the Amazon saw her
mother and father massacred by
Death Adder. When she's really
angry, she rains down curtains of
fire on her enemies with Fire
Magic.
Gilius-Thunderhead the Dwarf lost
his brother to Death Adder's
power. His specialty is
somersaulting and scorching the
invaders with Lightning Magic.
Ax-Battler the Barbarian heard his
mother's final screams. Now he
won't rest until he hears Death
Adder's.
He uses Volcano Magic on the
attacking hordes.
 Golden Axe
 Hints and Tips
 
 Use Up/Down to scroll text
 * Practice, practice,
practice! Work on your jump and
attack skills to get your timing
perfect. Mastering the attack and
all its variations is the best way
to win!
 * Experiment with your Jump
and Attack Buttons to discover all
the special moves.
You'll be surprised at how many
maneuvers you can do, including
kicking, thrusting with the handle
of your weapon, and tossing your
opponent overhead in a body twirl.
 * Ride a Bizarrian whenever
you can. Let the monster take the
hits while keeping the enemy's
weapon swipes away from you.
 * Learn the shortcomings of
each enemy. Then concentrate on
defeating them by attacking their
vulnerable spots.
 * Assess each situation to
decide whether to retreat to a
better position or close in for
the attack.
 * Learn to jump and twirl to
get behind an attacker.
 * Always face your enemy.
Stabs in the back are lethal!
 * Watch your Hit Meter and
Life Counter. If you're getting
short on lives, it might be a good
idea to retreat instead of attack.
 * Use your Magic Pots wisely.
It may be a while before you get
more. Stay on guard--some enemies
are strong enough to survive a
Magic attack.
 * Some platforms can only be
scaled from a secret spot--which
you have to find.
 * Fighting on a cliff, near
the sea, or on a terrace is very
tricky. Instead of tumbling off,
lure the enemy towards the edge
and let him be the one to fall.
You can even give him a little
push.
 * In 2 Player games, don't
attack your partner--you can hurt
each other.
 * There are three Death Adders
in this game. Death Adder Jr. is
in round three, Death Adder is in
round six, and Death Bringer is in
round eight.
TO GET EXTRA MEN: Start a two
player game (press Start on the
second player Control Pad).
Immediately kill the second
player, and all of his continues
will be transferred to the first
player.
LEVEL SELECT: On the player
select screen (Skeleton holding
the players in his hand), press
the Lower Left hand corner of the
Directional Pad, Button B and the
Start Button.
This will allow you to select
which round you wish to start
from.
GAME STRATEGIES:
 * In Round 6, in order to get
over the ledge, you must run and
jump, or run and attack.
 * Learn which character you
control best.
 * Fight in the duel to learn
the opponents moves and attacks.
 * To beat the Death Bringer,
you need to get as close to him as
possible, hit him, and then move
away.
Attack the Skeletons as a
defensive move only, they are
indestructible. Another way, is to
run (same direction on the Control
Pad, twice), and attack him, this
way he will not hit you.
<a name="Gldnaxe2.o">GLDNAXE2.O</a>
 Golden Axe II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Golden Axe II
 Game Description
 
 Use Up/Down to scroll text
Save the World from Chaos!
The evil lord Dark Guld should
have been put away for good the
last time he was defeated in
battle. But now he has recouped
and is back in full force.
And he's accompanied by his clan
of evil followers who are
creepier, slimier and more
disgusting than ever.
Dark Guld has come for revenge and
he is driven by the desire to see
this world revert to chaos.
He has taken the powerful Golden
Axe, which is a symbol of peace
and prosperity, to use for his own
evil purposes.
His creatures terrorize every town
they descend upon. Someone must
put a stop to this horror!
Once again, three warriors stand
up to face the oppressors. One is
Ax-Battler, the fierce barbarian;
the second is Tyris-Flare, the
ferocious Amazon; and the third is
Gilius Thunderhead, the fearless
dwarf.
They are willing to risk their
lives to put a stop to the terror.
They won't rest easy until the
Golden Axe is returned to its
rightful place.
It's time to start the long
journey through enemy-infested
territory.
Don't let the strange reptilian
enemy creatures frighten you,
because you'll need every ounce of
courage you can muster.
Fight onward until you reach the
final showdown, a battle with Dark
Guld himself!
 Golden Axe II
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Press to start game.
 * Press to bypass opening
screens.
 * Press to enter selections in
the Play/Options, Mode Selection
and Options screens. (You can also
press Buttons A, B or C to enter
selections.)
 * During play, press to pause
game; press again to resume play.
D-Pad:
 * Press up or down to move the
marker in the Mode Selection
screen.
 * Press left or right to
change settings in the Options
screen.
 * Press left or right to
choose a warrior in the Select
Player screen.
 * During the game, press to
move your warrior in any
direction.
Buttons A, B & C:
A: Press to use magic.
B: Press to attack.
C: Press to jump.
Special Moves
 * Press Button B (attack) and
Button C (jump) at the same time
for a special attack (different
for each character).
Tyris-Flare does a back flip
attack, Ax-Battler uses an
upper-swing followed by an attack
to his rear, and Gilius
Thunderhead does a spinning kick
using his axe.
 * Press Button C (jump), then
quickly press Button B (attack) to
swing your weapon downward.
 * Press the D-Button twice to
the left or right to run in those
directions.
 * Press Button B (attack)
while you are running to perform a
body slam, flying kick or head
butt, for Ax-Battler, Tyris-Flare
and Gilius Thunderhead,
respectively.
 * Press Button C (jump) while
you are running to jump higher and
further. You can also press Button
B (attack) while you are jumping
to swing your weapon downward.
 Golden Axe II
 Playing the Game
 
 Use Up/Down to scroll text
Mode Selection Screen
Select 1 Play or 2 Play in the
Play/Options screen to open the
Mode Selection screen.
Press the D-Pad up or down to
select Normal Game or the Duel and
press the Start Button or Button
A, B, or C to enter your choice.
Once you have entered your choice,
the Select Player screen will
appear. Select the character you
wish to use by pressing the D-Pad
left or right to rotate the three
characters.
Keep pressing until the character
you want is at the bottom of the
screen. Press the Start Button or
Button A, B, or C to begin play.
In the two-player mode, two
players can play simultaneously.
The players can cooperate to
destroy enemies, but if you're not
careful, your partner may stab you
in the back!
The game ends when both players
lose their lives.
In The Duel, fight creepy
adversaries in a succession from
weak to powerful in the ultimate
test of your fighting skills.
Advance through 15 stages for the
1P mode and fight against another
player in the 2P mode. Destroy as
many adversaries as you can before
your life gauge units run out.
Screen Signals
Magic: Each time you destroy a
wizard, the wizard will let go of
an item. This item may be a magic
book. Each time you pick up a
book, your magic power increases.
Ax-Battler's magic power gauge has
a four-unit capacity and Gilius
Thunderhead's has a three-unit
capacity.
You can choose the level of magic
that you wish to use by keeping
Button A pressed until the marker
reaches the level of your choice.
Life Gauge: Each time you are
hit by an enemy blow, your life
gauge decreases by up to one unit.
You can set the number of units in
the Options screen. Some wizards
will let go of items other than
magic books. These items will
restore a unit of your life gauge.
Lives Remaining: You start out
with three lives and this number
decreases by one each time your
life gauge reaches empty.
Character: This shows the
warrior in action.
BONUS STAGES
Between stages, you will encounter
bonus stages. Wizards will
disguise themselves as some kind
of animal and try to make their
way across the screen as you are
sleeping.
Once you wake up, attack the
wizards to gain as many items as
you can before they get away.
Items
Magic Book: Increases your magic
power.
Bread: Fills one unit of your
life gauge.
Meat: Fills one unit of your life
gauge.
Bizarrians
Some enemies will be riding on
animals called Bizarrians. Destroy
these enemies and steal the
Bizarrians to use these animals'
special attack skills.
But hurry, because if no one
mounts them, they will run away.
If you are hit by an enemy while
you are riding a Bizarrian, your
life gauge will not diminish, but
you will be thrown to the ground.
 Golden Axe II
 Hints and Tips
 
 Use Up/Down to scroll text
Helpful Hints
 * There are quite a variety of
attack skills. Practice all the
variations until you can control
your character masterfully.
 * Ride a Bizarrian whenever
you can. Use the attack skills of
the Bizarrian to your best
advantage.
 * Learn the weak points of
each enemy. Attack their weak
spots as much as possible.
 * Use your magic wisely. You
don't know when you can get more.
 * In some places you will be
fighting on a ledge. Be careful
not to fall off the edge.
<a name="Globglad.o">GLOBGLAD.O</a>
 Global Gladiators
 Virgin
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Gnrlchao.o">GNRLCHAO.O</a>
 General Chaos
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Gods.o">GODS.O</a>
 Gods
 Mindscape
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MONSTERS AND ITEMS
 BROWSE HELP FILES
 Gods
 Game Description
 
 Use Up/Down to scroll text
Gods is a game of exploration,
combat, and adventure. You assume
the role of a classical hero who
has taken up the challenge of the
Gods.
In order to gain the ultimate
prize of immortality, you must
slay the four guardians of the
city and return to Mount Olympus.
The four guardians rule over an
ancient city full of chaotic
beasts. The city was once the
citadel of the Gods and consists
of four levels.
Each level is protected by one of
the guardians and their many
minions. The levels are: the city,
the temple, the labyrinth, and the
underworld.
Each level is split into three
sections referred to as worlds. At
the end of the second world in
each level, you must stop at a
shop.
At the end of the third world in
each level, you meet the guardian.
Avoid the guardian and his
weapons. Press A to fire at him.
 Gods
 Controller Functions
 
 Use Up/Down to scroll text
GAME CONTROLS
D-Pad:
Use the arrow keys to make your
hero walk and climb:
 * Climb up or face the wall in
preparation for pulling a lever.
 * Climb down, duck, or crouch.
 * Move to the right/left.
Start:
 * Start the game; pause a game
in progress.
Button A:
 * Fire a weapon or pull a
lever (first press up to face the
wall).
Button B:
 * Press to jump (select the
direction with the D-Pad).
Button C:
 * Pick up or drop objects.
GAME PLAY
Press the arrows to walk and
climb. Press up, right, or left to
operate levers and jump.
To use a lever or button:
1) Press up to face the wall
lever, or button.
2) Press A.
To jump:
1) Press right or left to select
a direction.
2) Press B.
NOTE: When the hero walks off an
edge, he jumps down. If the jump
is too far down, uh oh!
INVENTORY
You may only carry up to three
objects in your inventory. If you
try to get a fourth object, you
will lose one of the others.
To pick up an object:
1) Press arrows to stand by
object.
2) Hold down to crouch.
3) Press C twice.
4) Release down to stand up
again.
To drop an object:
1) Hold down to crouch.
2) Press C twice.
3) Release down to stand up
again.
To open treasure with a key:
1) Pick up the key.
2) Press arrows to walk over the
treasure chest.
To shop for weapons, health, and
potions:
At the end of the second world in
each level, you must go shopping.
You need food to increase your
energy as well as a total of three
objects for your inventory.
1) Walk over the shop token to
call the shopkeeper and the
shopkeeper will appear.
2) Use arrows to select a
weapon, health, or potion.
3) Click A, B, or C once to view
a description of your selection.
4) Click A, B, or C twice to buy
it.
5) When you are done, use arrows
to select EXIT and press A, B, or
C.
TO PASS AN OBSTACLE:
1) Jump over it, if you can.
2) If you can't jump an
obstacle, press a lever to turn it
off, remove it, or open it.
MENU OPTIONS:
Starting from the main menu, you
start the game, enter passwords,
or use the game options.
To select a level:
1) Press down to Enter Password,
then press any button.
2) Press arrows to select a
letter, then press any button.
3) When you finish spelling the
password, select the end icon and
press Start.
HINT: Select the back arrow icon
on the screen to correct spelling
mistakes.
 Gods
 Playing the Game
 
 Use Up/Down to scroll text
Status:
To determine your play status,
check these screen features:
 * Lives: See the lower left
corner.
 * Energy: Yours is in the far
lower left corner; the guardian's
is in the far right corner.
 * Inventory: Up to three
objects are shown in the four
boxes in the lower center of the
screen.
 * Score: See the lower right
corner.
 * Message scroll: Appears with
hints or clues when you solve
puzzles, avoid traps, or collect
bonus gems.
 * Bank account: Your account
balance is listed below your
score.
Combat:
In order to fulfill your quest,
you must venture through the
levels of the city. These are now
the home of chaotic hordes of
monsters which must be overcome.
To do this, you must fight.
Scattered throughout the city are
many weapons; some are powerful
and others weak.
These weapons are essential if you
are to defeat the creatures you
will face. As well as weapons that
you may find, it is possible to
purchase others at shops located
within each level.
Different weapons have different
strengths and qualities.
Discovering the nature of each
weapon will help you succeed.
Money and Shopping:
The city is fabled to be rich in
treasure and gold, though no one
has ever returned to confirm it.
For the best chance of success,
you need to collect as much of
this treasure as possible.
The money can then be used to buy
weapons, potions, and health in
the shops dotted throughout the
levels.
These shops are reached by walking
over a special token, which calls
the shopkeeper to escort you to
his store.
The description of the item and
price are displayed in a window
below the arches. Your cash is
displayed at the bottom of the
screen.
To leave the shop, press on the
arch labeled EXIT. All the items
you have purchased will be
available as soon as you leave the
shop.
If you buy a weapon that replaces
one you are already carrying, half
the value of the lost weapon will
be added to your cash.
Treasure may be revealed by
destroying monsters or solving
puzzles. Shields and starbursts
will be removed when you confront
the guardian at the end of each
level.
Potions can be collected either by
finding them in the city or buying
them in a shop. If a potion is
collected, it takes immediate
effect.
Certain potions that are bought in
the shop can be carried and only
take effect if they are dropped
from your inventory.
Traps and Puzzles:
The most cunning methods employed
by the dwellers of the city are
puzzles and traps. Some of the
puzzles are simple, requiring only
the throwing of a switch to
advance further.
Other puzzles are much more
complex, involving collecting
objects, finding keys, and
acquiring special weapons.
Traps take several forms but most
are lethal, their spiked flails
causing death unless you can
escape them quickly.
The puzzles that you will face are
many and varied. All puzzles are
one of two types: progression
puzzles and reward puzzles.
Progression puzzles need to be
solved in order to complete the
world or progress.
Reward puzzles are not essential
to the completion of the game;
these puzzles provide rewards that
can take the form of extra
treasure, shortcuts, or other
benefits.
Hidden rooms are a typical example
of a reward puzzle. The entrance
to a hidden room may be found by
examining the background-there may
be a platform that cannot normally
be reached or a passage blocked by
a wall.
As reward puzzles are not
essential, they may involve a
considerable amount of danger.
Particularly strong monsters may
protect the route that leads to
the reward.
Progression Puzzles are usually
simple in nature than reward
puzzles; however these puzzles
often contain traps if they are
not solved correctly.
Progression puzzles often require
that you recover an item, such as
a key or teleport gem. These items
will then let you into the next
section of the world.
Puzzles may be simple, requiring
only one action to solve them;
others require combinations of one
or more events to trigger them.
These actions include: throwing
switches, completing sections
within a limited time, or finding
and returning objects to a
specific location.
As well as puzzles, there are also
many hidden bonuses. These provide
rewards at certain points if you
complete a section in a good time
or lose minimal energy or lives.
The bonuses take the form of
treasure or potions that will make
completing the next section
easier.
Once a puzzle is complete, the
object used to solve it will be
removed from your inventory.
Clues:
To assist you, there are many
clues that can be picked up. Clues
take the form of special tokens.
Collecting them causes a message
or clue to appear in the Message
Scroll.
These clues may help define the
quest for the level, provide a
hint or a solution to a puzzle, or
reveal the location of an object.
All clue messages are displayed
when you collect the token. They
cannot be redisplayed, so take
careful note of their contents.
The Four Great Levels and Four
Gigantic Guardians:
The city has four levels, with
each level being split into three
worlds. AT the end of each level
is an enormous guardian.
These are the monsters you were
sent to destroy. All the minions
and treasure belong to these
fearsome creatures and each is
determined to retain its power.
Scoring:
As well as completing this great
quest, there may also be some
honor in having achieved a good
score. You receive points for
destroying monsters, collecting
treasure, and solving puzzles.
At the end of each world, a bonus
is added to your score. This bonus
is affected by the number of lives
remaining and health as shown by
the Energy meter.
At the end of the game, your score
will be placed into the hall of
fame. To input your name, follow
the same procedure as entering a
password.
Bonus lives will be awarded for
"landmark" scores.
Losing Lives and Restarting:
You have three lives in which to
complete the game. Each level
consists of several worlds. You
return to the world in which you
lost a life with all your weapons.
Password:
When you complete a level, you get
a password that lets you reenter
the game at the beginning of that
level. You restart the game inside
a shop, which lets you purchase
health, weapons, and potions.
 Gods
 Monsters and Items
 
 Use Up/Down to scroll text
Monsters:
Over the years since the Gods
abandoned it, the city has become
the home of many chaotic beasts.
These are ruled by four gigantic
guardians who use them to protect
their fortunes.
The monsters you will meet are by
no means stupid; some will be
stronger than others and some will
be more deadly, but all are united
in their cause to thwart your
quest.
Some of these inhabitants are able
to avoid your attempts to destroy
them. Collecting several of the
same weapon will make your shots
more effective.
Several weapons may be used at the
same time. Find out which are
compatible for ultimate fighting
ability. Then strike with
precision.
Whatever monster you meet, it is
wise to study its behavior and
from this knowledge learn the
nature of all your adversaries.
Within the first level the
monsters you will meet will have
only one aim-to destroy you. As
you press into the temple and
beyond, you will meet creatures
who will try to steal the few
precious items to be found.
 * The physical appearance of a
monster indicates its nature and
its objectives.
Destroyer: These are very
intelligent. Their objective is to
destroy you, and they will pursue
you throughout the level in order
to do so.
Flier: As well as trying to
destroy you, these monsters are
able to avoid your shots; the more
intelligent ones will prove very
elusive.
Thief: These monsters try to
steal objects from you. They will
also try to grab and run away with
any objects not yet acquired.
Because of this tendency, it is
possible to delay them by leaving
treasure scattered throughout the
world. If there is no treasure
available, they will try to
destroy you.
 * Because of their varying
objectives, monsters can be used
to help you.
For example, suppose you find a
cross but cannot reach it. If a
thief is chasing you, it will
steal the cross. You can drop the
attract potion, then destroy the
thief to recover the cross.
A guide to weapons and potions:
Weapons
 * Dagger: One of the weakest
weapons you may come across.
 * Shurikans: Stronger than
daggers, these travel through
monsters.
 * Fireballs: Can be used at
the same time as a conventional
weapon, such as a dagger or
shurikan.
 * Spears: Pass through
monsters and platforms to cause
great damage.
Potions and Stuff:
 * Attract: Causes all monsters
to attack you.
 * Large Shield: Can be bought
or collected; it lasts for the
whole of the current world and
reduces your damage by half.
 * Small Shield: Can be bought
or collected; it lasts 15 seconds
and protects you from damage and
also destroys any monsters who run
into it.
 * Wideshot: One of three
shot-directing tokens, this
spreads the shot for maximum
effect against fliers.
 * Food: Comes in several
forms; it replaces lost energy but
is not as powerful as the health
potions.
 * Shop: Step on a token to
call the shopkeeper.
Keys:
In order to protect the city from
unwelcome intruders, the Gods
placed many doors to block their
progress.
These doors are extremely strong
and can resist all attempts to
demolish them. To open them, it is
often necessary to have the
correct key in your inventory.
As well as doors, the inhabitants
have entrusted their valuables to
locked chests. These containers
may only be opened using the
correct key.
These are smaller than keys used
to open doors and are colored to
correspond with the chest they
open.
Like their larger relatives, these
keys are not easy to obtain and
are usually well protected by
monsters, traps, or puzzles.
The treasure within these chests
may be used to purchase weapons or
potions at the shops that are
found throughout the city.
When a key has been used, it will
be discarded automatically. Doors
can lead to rooms, teleport you to
new locations, or let you progress
along passages.
Special gems are also able to
teleport you. To open a chest,
pick up the key and walk past the
chest.
To open a door, pick up the key
and walk to the door. Using the
arrow keys, face the wall and
press the A button to pull the
lever.
The color and shape of a key
indicates what type of door or
entrance it will open:
Vertical Keys: There are three
vertical keys: Gold (teleport),
Bronze (room), and Iron
(trapdoor/moving block).
Horizontal Keys: There are three
horizontal keys: Gold (end of
level or world), Bronze (treasure
room), and Iron (door).
The color of a chest and its
corresponding key are indicative
of the value of its contents: Gold
chests (greatest value), Bronze
(average value), and Iron chests
(lowest value).
<a name="Goldaxe1.o">GOLDAXE1.O</a>
 Golden Axe
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 MAGIC AND STRENGTH
 THE QUEST
 WARRIORS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Goofy.o">GOOFY.O</a>
 Goofy's Hysterical
 History Tour
 Absolute Entertainment
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER-UPS
 GOOFTRAPTIONS
 GOOF CUBES
 BROWSE HELP FILES
<a name="Granadax.o">GRANADAX.O</a>
 Granada X
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 STAGES
 HINTS AND TIPS
 BROWSE HELP FILES
 Granada X
 Game Description
 
 Use Up/Down to scroll text
THE STORY
The Super Strategic Defense
Initiative of the 1990's banned
inter-continental ballistic
missiles and nuclear warheads.
Now the year is 2016. Weapons
today are limited to super
strategic mobile weapons.
Enter Granada. Hypertek-Cannon
Tank. (HCT).
Firepower as we know it today is
all but abandoned with Granada.
Granada uses shields and radar to
create its defense mechanism.
Offensive firepower is provided by
the most awesome array of weaponry
ever assembled on a battlefield.
These include multi-directional
interceptors, long-range homing
missiles, and a device designed to
totally obliterate all opposing
forces.
You will command Granada through
the peaceful streets of Tobora.
Battle the giant flying battleship
Astarsha, and Valsic, another HCT.
If you enjoy fast paced
action-packed thrills, you'll love
the feel and sound of Granada.
BEGINNING
True Enemy, "PEID"
Leon Todo-one of the last great
sharpshooters, fights for private
enterprises. His strong will
drives him to the battlefield.
In September, 2016, he came to
Japan while the summer still
lingered. A female agent of
PEID(Private Enterprises'
Intelligence Department) contacted
him and gave him a floppy disk
with a job request.
The agent was later found dead, by
unknown hands. Leon accepted the
assignment, and he traveled to
Tobora.
In Tobora, he found a Super Mobile
Weapon. It had been waiting
peacefully as if expecting
somebody to wake it up.
Leon got in the mobile weapon
without saying a word and then a
navigation computer, "Labune,"
calmly said to him; "Hello, my
master..."
Leon cast his eyes on the control
pad and said spiritlessly, "Where
are the people from PEID?"
"PEID"-The word appeared on the
screen, and it changed into
GRANADA-The legendary HCT.
 Granada X
 Controller Functions
 
 Use Up/Down to scroll text
TAKE CONTROL
This game is for 1 player. Plug in
Control Pad 1.
Start Button:
 * Press to start game. During
play, press to pause game. Press
the button again to resume play.
D-Pad:
 * Press to move Granada in
eight directions.
A Button:
 * Press to shoot normal
weapon.
B Button:
 * Press to set direction of
cannon.
C Button:
 * Press to discharge a blast.
A blast is 16 times more powerful
than a normal bullet. Granada
recoils when shooting a blast.
Also, the C Button is used to
detach a support unit.
How to Move Granada:
Normal Move:
 * Press D-Pad to move Granada
and to change the direction of its
cannon.
Move and Hold Direction of the
cannon:
 * Press D-Pad and B Button at
the same time.(Press D-Pad, and A
or C Button when key functions are
changed in configuration mode).
 Granada X
 Playing the Game
 
 Use Up/Down to scroll text
THE GAME
Each stage has several points to
be destroyed to clear the stage.
Take control of Granada and
destroy all enemies to clear the
stage.
Be careful when you have destroyed
all enemies-different music will
play and then a boss character
will appear.
Some of them are big, some small,
and some transform their bodies.
Take advantage of the performance
of Granada, use your technique,
and you will win the game!
CONFIGURATION MODE
The D-Pad selects commands in
Configuration Mode.
Selecting Configuration Modes
shows a sub-menu, and information
on the sub-menu displays how
functions are set in each
mode,(number of) Granada's, Level,
Music, S.E.(sound effects),
Rotation, or key assignment.
To change pre-assigned setting,
move the D-Pad up or down to
desired position, and then move
D-Pad right or left to choose
selection.
To exit from Configuration Mode,
press Start Button, or move cursor
to "EXIT" and press either A, B,
or C Button.
Granada: Changes number of
playable units.
Level: You can choose the level
of difficulty of the game. Select
from EASY, NORMAL, HARD, and MANIA
by moving the D-Pad to the right
or left.
Music: You can enjoy different
kinds of music used in the game.
Move cursor to "MUSIC" and move
the D-Pad to the right or left to
select music. Press the A Button
to start to play and B Button to
stop.
While in game mode, though, the
music will be chosen by the
computer.
S.E.: You can listen to sound
effects in the game. Move the
cursor to S.E. and move the D-Pad
to the right or left to select
sound effect. Press the A Button
to start and the B Button to stop.
Rotation: Change Granada's
turning speed.
Key Assignment: You can choose
functions of each key out of the
following:
Fire locked Cannon: Normal Shot
Blaster + locked Cannon: Locked
Cannon
Not used: Hold and locked Cannon
A and B, or B and C pressed
simultaneously can be used for any
function.
To change key functions, move
cursor to "Key assignment," and
press either A, B, or C Buttons.
And then move the D-Pad to the
right or left. Different
assignment of keys will be
displayed as you move the D-Pad.
SUPPORT UNITS
Supplemental weapons that support
Granada will appear in the game.
There are five kinds of them and
each unit has different
capabilities as follows:
Unit 1-Reflector
A multi-directional interceptor.
It spins around Granada when you
touch it. It shoots bullets
equivalent to Granada's. It also
fires homing bullets at enemies.
Unit 2-Paul-vanian
An intermediate-range supplemental
unit. It combines with Granada
when you touch it. It works as a
shield against attacks from the
front when combined with Granada.
By pressing the C Button, it
shoots off and fires bullets in
multi-direction, and then combines
with Granada.
Unit 3-Chromleck
An intermediate-range interceptor.
It spins around Granada when you
touch it. It chases and shoots
enemies automatically by pressing
the C Button.
Unit 4-Epalet
A long-range supplemental unit. It
combines with Granada when you
touch it. But it cannot be
detached. It fires long-range
homing missiles by pressing the A
Button.
Unit 5-Hidden
A subversive activity unit. It
spins around Granada when you
touch it. It destroys enemies
around Granada by giving them a
blast.
 Granada X
 Stages
 
 Use Up/Down to scroll text
STAGES
Granada fights fiercely in various
kinds of battlefields. Here is a
brief introduction of several
stages.
Stage 1
Tabora district-Peaceful streets
turn into a pool of blood. A
Flying HCT, "Gible" flies in the
sky and fires on Granada.
Stage 2
A battle on a gigantic flying
battleship, "Astarsha" continues
until it has reached Marsabi
district. You will see layers of a
sea of clouds underneath. The
ground beneath the clouds is the
home of dangerous starving
wolves-Don't fall off!
Stage 3
Shuba district having highways as
high as 1,000 feet from the
ground. A middle-sized HCT,
"Valsac" prevents Granada from
high speed. HCTs attack Granada
from the front and rear. Dropping
from the highway leads you to
death!
Stage 4
Kilomoto district. A battle
continues in the night. Weird
search lights glare. Granada faces
a special HCT unit guarding the
defensive line. What is the true
nature of the newly developed HCT?
Granada must fight on its own from
here...
 Granada X
 Hints and Tips
 
 Use Up/Down to scroll text
 * Pay special attention to the
conditions of the ground and
enemies' movement.
 * Try to avoid any attacks by
enemies in an area where Granada
loses speed or where there are
traps.
<a name="Greathvw.o">GREATHVW.O</a>
 Greatest Heavyweights
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Greendog.o">GREENDOG.O</a>
 Greendog: The Beached
 Surfer Dude
 Sega
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 START RIPPIN'
 HELACIOUS HELPS
 POWER ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Greendog: The Beached
 Surfer Dude
 Game Description
 Use Up/Down to scroll text
Greendog was stylin' until a
killer wave beached him! And
somehow during the shore pounding
a strange pendant got stuck around
his neck.
Is this a bogus dream or the start
of an excellent adventure?
The pendant has a curse, but you
can solve it. All you hafta do is
find the six pieces of the
Surfboard of the Ancients.
They were hidden long ago by the
Aztecs somewhere in the Caribbean.
Greendog is totally cool. But when
he's wearing the pendant,
everything and everybody else gets
way squirrelly. And even attacks!
Like the crazed crabs, the loony
tourists and the sabre-swinging
skeleton pirate Man O' Bones.
Greendog's got an awesome flying
disc. And he can still carve on
his skateboard, in-line skates and
pedal-copter.
He even scuba dives! He's a true
sun-seeker on a dangerous mission
in the most excellent vacationland
on earth.
 Greendog: The Beached
 Surfer Dude
 Controller Functions
 Use Up/Down to scroll text
Start Button:
 * Pauses and resumes the game
during play.
D-Button:
 * Up/down moves the highlight
on the Title screen and Options
screen.
 * Left/right changes an
option's setting on the Options
screen.
 * Left/right turns Greendog
around. Hold down the button to
move him in the direction he's
facing.
 * Up aims the flying disc up
diagonally when Greendog is
throwing it.
 * Down makes Greendog duck.
Panic Button (Button A):
 * Use a Power Item from the
top of the screen.
Throw Button (Button A):
 * Throws the flying disc in
the direction Greendog is facing.
Press the D-Button Up and the
Throw button to throw the disc up
diagonally.
 * Uses the punching glove when
Greendog is flying the
pedal-copter.
Jump Button (Button C):
 * Makes Greendog "grab some
air" when he's walking, SCUBA
diving, skateboarding or in-line
skating.
 * Makes him jump up to grab
swinging vines and some flying
creatures. Press again to let go.
 * Keeps Greendog in the air
when he's flying the pedal-copter.
 Greendog
 Start Rippin'
 
 Use Up/Down to scroll text
Greendog's on an island paradise
full of whacked-out creatures.
He's got to make sure he doesn't
wipe out! Use the D-Button to make
Greendog turn, move and duck.
Press the Throw button to toss his
flying disc, and press the Jump
button to "blast some air."
Don't forget that Greendog's stuck
with an ancient Aztec pendant.
Creatures that get near him go
berserk-o from the pendant's
curse.
Greendog can chill 'em with a bop
or two from his disc. Any creature
or thing could be hiding junk food
and Power Items.
Smack everything with the disc to
see what pops out. Getting junk
food earns points. Grabbing Power
Items restores Greendog's energy
and gives him extra weapons.
 Greendog: The Beached
 Surfer Dude
 Helacious Helps
 Use Up/Down to scroll text
Fetch and His Bone
Fetch is Greendog's fun-lovin'
pup. Whenever he appears, he's
always looking for something to
chew. Usually it's Greendog's
food!
But if Fetch grabs a bone, he'll
leave the food alone. If Greendog
snags the bone first, Fetch will
help him out by gnawing a few
freaked-out foes.
Junk Food
The islands are loaded with junk
food. Toss a killer disc into
enemies, totem poles, garbage cans
-- whatever -- and see what flies
out.
Wail on things a couple of times
with the disc to make sure you get
all the goods. The more junk food
you get, the faster your score
adds up!
 Greendog: The Beached
 Surfer Dude
 Power Items
 Use Up/Down to scroll text
Power Items
Cola: This thirst-quencher can
save Greendog's life. Grab one to
shorten the bar in the damage
meter. Colas can turn a yellow bar
back to green, and a red bar back
to yellow.
Super Disc: This excellent item
needs no throwing action. It zips
around on its own, seeking out and
whacking enemies.
Super Discs are stored at the top
of the screen until you're ready
to use them -- for instance when
Greendog is suddenly jumped by
gangs of biting bats or paranoid
piranhas!
Then press the Panic button and
relax.
Clock: Press the Panic button to
start the Clock ticking. It
freezes all enemies for a few
seconds, so Greendog can scram.
Even when stiff, frozen foes will
hurt Greendog if he touches them.
Sock 'em with a disc to get them
out of the way.
Umbrella Hat: This primo item
protects Greendog from more than
the burning rays of the sun. It
makes him invulnerable!
When he's wearing the Hat,
Greendog can wade fearlessly
through Grenada's marshes or
Jamaica's tourist traps.
Umbrella Hats are stored until you
use them with the Panic button.
 Greendog
 Hints and Tips
 
 Use Up/Down to scroll text
 * Hit things more than once to
get all the goods.
 * Throw your disc while
jumping to get airborne enemies.
You can't turn or move forward or
backward while throwing. 
 * You can still throw the
flying disc while using the Super
Disc.
 * When you jump on stone
springs, get ready to turn quickly
to land on a higher ledge.
<a name="Grindstm.o">GRINDSTM.O</a>
 Grind Stormer
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Grind Stormer
 Game Description
 
 Use Up/Down to scroll text
Are you ready for the ultimate in
high-speed blaster action? Fight
the evil alien hordes and stop
them before they can threaten the
Earth!
Six awesome stages of incredible
action await you in...GRIND
STORMER!
 Grind Stormer
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
Use the D-Pad on your controller
to guide your ship during game
play. Before the game begins, you
also use the D-Pad to select menu
options.
Press Up or Down on your D-Pad to
highlight an option, then use Left
and Right to select the options
you wish.
A & C Buttons:
These buttons fire weapons. Hold
down button for continuous fire.
B Button:
This sets off a bomb right where
you are at that second. You may
only use as many bombs as you have
highlighted in the right hand
status window.
A, B, C & Start Buttons:
Hold down all buttons at the same
time to reset the game. This is
the same as pressing the reset
button on your Sega Genesis.
 Grind Stormer
 Playing the Game
 
 Use Up/Down to scroll text
The Game Screen is made up of two
major parts-the Playfield and the
Status Bar (located on the right
side). The Playfield is where the
action takes place.
The Status Bar includes vital
information such as the current
High Score, your current score,
the number of bombs you have (up
to the maximum of 6), plus the
number of credits remaining.
Weapons:
During play, you have the
opportunity to use several
different weapons by gaining
different power-ups. These weapons
work as described below:
Power: This makes the shots you
fire more powerful. Will work with
all other power-ups.
S-Down: This causes the ship to
move and maneuver slower on the
screen. Note: Only available after
the ship is at full speed.
Missile: This allows the ship to
fire missiles. Also, the side pods
of the ship will follow the main
ship around, firing as long as the
main ship fires.
Search: This causes the side
pods to seek out targets and
attach themselves until that
target has been destroyed.
This is particularly useful when
there are a lot of enemies.
S-Up: This causes the space ship
to move and maneuver faster on the
screen. Additional "S-Up" will
cause the ship to move even faster
until the ship has reached maximum
speed.
Shot: This makes the ship fire
as it does when the game starts.
Diamond: This gives you another
bomb (6 max.).
 Grind Stormer
 Hints and Tips
 
 Use Up/Down to scroll text
BONUS GAME: V-FIVE:
This is another complete game,
included for free! It plays very
similar to Grind Stormer, with a
few minor changes. First, there
are no bombs in V-FIVE. Second,
the way you get special weapons is
different.
There is a status bar on the right
side just where the bomb
indicators were in the Grind
Stormer game. Each time you get
one of the diamonds, it advances
the indicator one step.
If you press the B Button when the
indicator is highlighted, that
weapon takes effect.
<a name="Grndstrm.o">GRNDSTRM.O</a>
 Grind Stormer
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Grind Stormer
 Game Description
 
 Use Up/Down to scroll text
Are you ready for the ultimate in
high-speed blaster action? Fight
the evil alien hordes and stop
them before they can threaten the
Earth!
Six awesome stages of incredible
action await you in...GRIND
STORMER!
 Grind Stormer
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
Use the D-Pad on your controller
to guide your ship during game
play. Before the game begins, you
also use the D-Pad to select menu
options.
Press Up or Down on your D-Pad to
highlight an option, then use Left
and Right to select the options
you wish.
A & C Buttons:
These buttons fire weapons. Hold
down button for continuous fire.
B Button:
This sets off a bomb right where
you are at that second. You may
only use as many bombs as you have
highlighted in the right hand
status window.
A, B, C & Start Buttons:
Hold down all buttons at the same
time to reset the game. This is
the same as pressing the reset
button on your Sega Genesis.
 Grind Stormer
 Playing the Game
 
 Use Up/Down to scroll text
The Game Screen is made up of two
major parts-the Playfield and the
Status Bar (located on the right
side). The Playfield is where the
action takes place.
The Status Bar includes vital
information such as the current
High Score, your current score,
the number of bombs you have (up
to the maximum of 6), plus the
number of credits remaining.
Weapons:
During play, you have the
opportunity to use several
different weapons by gaining
different power-ups. These weapons
work as described below:
Power: This makes the shots you
fire more powerful. Will work with
all other power-ups.
S-Down: This causes the ship to
move and maneuver slower on the
screen. Note: Only available after
the ship is at full speed.
Missile: This allows the ship to
fire missiles. Also, the side pods
of the ship will follow the main
ship around, firing as long as the
main ship fires.
Search: This causes the side
pods to seek out targets and
attach themselves until that
target has been destroyed.
This is particularly useful when
there are a lot of enemies.
S-Up: This causes the space ship
to move and maneuver faster on the
screen. Additional "S-Up" will
cause the ship to move even faster
until the ship has reached maximum
speed.
Shot: This makes the ship fire
as it does when the game starts.
Diamond: This gives you another
bomb (6 max.).
 Grind Stormer
 Hints and Tips
 
 Use Up/Down to scroll text
BONUS GAME: V-FIVE:
This is another complete game,
included for free! It plays very
similar to Grind Stormer, with a
few minor changes. First, there
are no bombs in V-FIVE. Second,
the way you get special weapons is
different.
There is a status bar on the right
side just where the bomb
indicators were in the Grind
Stormer game. Each time you get
one of the diamonds, it advances
the indicator one step.
If you press the B Button when the
indicator is highlighted, that
weapon takes effect.
<a name="Growl.o">GROWL.O</a>
 Growl
 Taito
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPONS
 THE BATTLEFIELD
 BROWSE HELP FILES
 Growl
 Game Description
 
 Use Up/Down to scroll text
The Story So Far
It is the year 1998. A worldwide
craze to own rare and exotic pets
has led to the near extinction of
many species. Of course, these
species are protected by law, but
no one seems to want to listen.
Compelled by the prestigious
status it brings to own exotic
pets, people are willing to pay
the big bucks. The sellers, of
course, are getting rich in the
process.
The Protectors of Animals' World
Society (PAWS) has made it their
number one goal to bring a stop to
this horrible trade.
It's main target is a clandestine
organization operating under the
cover name The Rendow Animal
Protection Organization (RAPO).
Now, this name would imply they
are concerned with animal welfare.
Quite the contrary!
They are nothing but a bunch of
greedy low-lifes operating the
world's largest poaching and
smuggling ring. And with little
concern for wildlife of any kind!
The ring is reportedly based in
the port city of Machanga, but
every PAWS agent sent there to
investigate has turned up missing.
Recently, Interpol agents found
the body of one of the missing
PAWS agents.
Obviously the victim of foul play,
the body had bullet wounds in the
abdomen and what looked like
animal teeth marks on one
shoulder.
In the victim's stomach, uncovered
during the autopsy, was a
microfilm wrapped in plastic.
Although the microfilm shed no
light on the case, it did provide
an added wrinkle--the seven
photographs were of strange beasts
that could only be described as
monsters.
The frustrated PAWS leaders have
decided to send four special
agents into Machanga.
These agents are licensed for
destructive commando operations,
but have been specially
hand-picked for their concern and
love for animals.
Your agent has arrived in
Machanga, and now waits to make
contact with another PAWS agent.
 Growl
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * Moves the character in the
direction indicated.
Start:
 * Starts or pauses the game.
A Button:
 * Use to attack or pick up a
weapon.
B Button:
 * Use to jump.
C Button:
 * Uses special move or throws
weapon.
Press A and B at the same time to
use the special move or throw the
weapon you have now.
Using the special move by pressing
A and B together or C alone
gradually drains energy from your
character. When the energy gauge
is at minimum, you cannot use that
move.
Check the energy parameter on the
Player Select screen to see how
your character is affected.
 Growl
 Playing the Game
 
 Use Up/Down to scroll text
The Display:
Barrels, the contents of crates,
things your enemies drop, etc.,
can be picked up and carried for
future use.
Energy Gauge: This shows the
energy level of your PAWS agent.
The gauge starts green, changing
to yellow at damage level 1 and
red at level 2.
At damage level 3, the agent dies,
the gauge goes blank and the game
is over.
Weaponry Display: This shows the
special weapon you're using and
ammunition remaining.
Score: This shows your current
score and the best recorded score.
Special Agents for PAWS:
Gen: Press A and B together or C
alone to kick.
Burn: Press A and B together or
C alone for an uppercut. Press A
for a short-range jab.
Khan: Press A and B together or
C alone to kick. Press A for a
short-range hook.
Jack: Press A and B together or
C alone to kick. Press A for a
short-range punch.
 Growl
 Weapons
 
 Use Up/Down to scroll text
Weapons:
These items may be hidden in
something, like a barrel or crate,
or dropped by the enemy. Pick them
up for future use.
Knife: Can be thrust at short
range or thrown.
Iron Bar: Can be swung
vertically or horizontally.
Sword: Can be thrust or swung
vertically or horizontally.
Whip: Can hit an enemy in front
or behind at fairly long range.
Grenade: Throw this by pressing
the attack button; take cover on
the ground until it explodes.
Pistol: This comes loaded with
six bullets. Once you use up the
ammunition, you can throw the
empty gun at your opponent by
pressing the attack button.
AK-47: This is loaded with a
24-round clip. Each burst fired
uses three bullets. Once you use
up the ammunition, you can use the
gun to hit your opponent.
Rocket Launcher: This comes with
four explosive rockets. When all
the rockets have been used, you
can hit the enemy with the
launcher.
These items can be picked up and
thrown at the enemy:
Crate, Barrel, Rock, and Powder
Keg.
If you see an eagle captured by
the enemy in Field 1, free it and
it will follow you through Field 1
and attack your enemies.
 Growl
 The Battlefield
 
 Use Up/Down to scroll text
Field 1: Machanga
In a dive bar in Machanga, our man
is waiting to make contact with a
PAWS agent. Suddenly, a grenade
flies at him!
He takes cover instantly, survives
the blast, then pulls a weapon
from the crate and starts his
counter-attack.
Knowing that his contact will not
show up, our man goes out into the
city. He finds a man beating a
lion in an open square, and he
attacks with fury.
He finds a mysterious man loading
a consignment of rare birds onto a
train bound for the port. When our
man thinks that he's taken care of
the whole gang, one last goon
appears-in a dynamite vest!
Field 2: The Unwelcome Passenger
Thinking the train will take him
to some useful information, our
man jumps on top of the train. But
the train is full of RAPO goons,
every one out for blood.
Field 3: Down on the Docks
The train reaches its destination
as the enemy attacks grow
stronger. Our man knows he's
getting closer to his goal,
because the streets are full of
RAPO men. There's no way out
without a fight.
The last group of goons give our
man a clue about what RAPO is up
to-four giants, all with the same
face! But to get to the
ring-leader, he'll have to beat
the giants, one by one.
Field 4: Cargo of Death
After knocking out the giants, our
man discovers a secret pier with a
cargo ship docked there. He curses
RAPO when he finds elephants caged
on board, and sets out to free
them as quickly as possible.
After he has beaten the RAPO crew,
our man meets another giant, this
one with his face covered by a
cloth bag. As our man winds up for
the knockout blow after a fierce
battle, the giant begs for mercy.
Field 5: Jungle Battle
Our man sights land and beaches
the ship, but as he enters the
forest he's met by an artillery
barrage!
Facing a tank, he thinks that his
road ends here. But...what about
the elephants?
Field 6: Daggers in the Dark
Our man finds a tunnel that can
only be the entrance to the
smugglers' stronghold. He lights a
torch and enters, but the tunnel
guards jump him from the darkness.
He can't use his special moves
because he's holding the torch, so
he has to dodge and jump past the
guards.
Field 7: The RAPO Base
The tunnel empties onto the edge
of a cliff. The ledge gives way,
and as he struggles to hold on, an
eagle flies near. He grabs it and
it takes him to the enemy base.
Now it's time to take on the RAPO
ringleader and save the endangered
animals.
<a name="Grtwaldo.o">GRTWALDO.O</a>
 The Great Waldo Search
 T HQ
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
 The Great Waldo Search
 Game Description
 
 Use Up/Down to scroll text
It seems that Waldo's good friend,
the wizard Whitebeard, has lost
five magic scrolls in the Realms
of Enchantment. He asks Waldo if
he can locate the scrolls for him
before it's too late!
Well, our globetrotting hero can't
resist a challenge, so he takes
his trusty canine companion along
on their new adventure!
Now it's up to YOU to spot the
missing scrolls as well as bonus
points and much more!
Your quest takes you deep
underground where the dragons
live, on a wild magic-carpet ride
in old Arabia and into the hands
of some pretty massive giants!
Keep a sharp lookout for fun in
this colorful fantasy for the
whole family!
 The Great Waldo Search
 Controller Functions
 
 Use Up/Down to scroll text
Controller 1:
Button A:
 * Use to make all selections.
 * Press to collect items and
people from the screen.
 * Also use to make selections
from Whitebeard's crystal ball.
Button B:
 * Scroll faster through the
"pages" as you look for items.
Button C:
 * Pauses the game.
Start + Button C:
 * Restarts the game.
D-Pad:
 * Moves magnifying glass up,
down, left and right across the
screen.
 * Also used to cycle between
choices on the crystal ball.
Controller 2:
Special Parent Feature! For those
of you who wish to assist young
players on their search for Waldo
and the magic scrolls, we offer
these helpful tactics.
Make sure both controllers are
inserted into the Genesis before
beginning the game. If the person
you are playing with needs
assistance, take controller 2 and
use as follows:
Button A: Forces the movement to
the screen containing Waldo, then
the screen containing the magic
scroll, then the screen containing
Woof.
This happens only when Button A is
being held.
Button B: If the player just
needs a little extra time to
complete the search, press the B
Button to turn off the time
function.
 The Great Waldo Search
 Playing the Game
 
 Use Up/Down to scroll text
Press Start to begin the game. You
are given the choices between
Normal and Expert levels.
The Normal mode is for beginners.
The objects are easier to find
because they are more fully
exposed.
The Expert mode has the same
objects, but they are harder to
spot because you see even less of
them than in the Normal mode.
Once you have chosen either the
Normal or Expert difficulty level,
you can choose which of the 5
areas to begin your search. The
areas are:
Land of the Gargantuas
Kingdom of the Carpet Flyers
Water Monks vs. Fire Druids
The Enchanted Underground
Land of the Waldos
You can choose any of them in any
order you wish by pressing Button
A when the picture from the realm
you wish to visit appears in
Whitebeard's crystal ball.
The clock starts running when you
arrive at each level, so search
quickly!
What to Look For
Scrolls: You need to find a
scroll in each level in order to
complete your search.
Clocks: Get bonus time and
points for every clock you obtain!
Look for special clocks in the
Expert level.
Point Markers: Small plates with
scores on them will add to your
total point score by collecting
them.
Woof: When you find Waldo's dog
you will be taken to a bonus
round. You'll see him flying a
magic carpet over a fantastic
cityscape.
Grab all the bonus points you can
by maneuvering the carpet with the
control pad. You'll return to the
level you were searching after the
bonus round is completed.
Waldo: Well, what would this
game be called if you weren't
looking for you-know-who? You need
to find Waldo (and the scroll) in
each level to graduate to the next
one.
Special Game Notes
 * When playing in either the
Normal or Expert games, you will
return to the Selection Stage
after successfully completing each
search.
You can choose which level to try
next.
 * Because time if of the
essence, you must complete the
search in each level before the
clock runs out. Collecting hidden
clocks throughout each level buys
you some extra searching time.
If you run out of time, you will
see a lose screen and your points
will be tallied up. If you wish to
keep playing a continue feature
returns you to a new game.
 * If you return to play after
a loss, an extra clock will be
awarded to you (to give you just a
little more time).
 * In the Normal and Expert
game there are special clocks that
freeze the action of the main game
to give you a bonus item to search
for.
There is a written clue to this
item that appears on the screen.
Look carefully! Once again, good
luck on your search for the magic
scrolls!
<a name="Gunstar.o">GUNSTAR.O</a>
 Gunstar Heroes
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Gunstar Heroes
 Game Description
 
 Use Up/Down to scroll
 text
The Peaceful Planet of Gunstar 9
Has Been Invaded!!!
With the military detained and the
planet in serious peril, two
brothers vow to find and destroy
the evil power that now threatens
Gunstar 9.
If they succeed they shall go down
in history as Gunstar Heroes. If
they fail...Gunstar 9 shall
perish.
 Gunstar Heroes
 Controller Functions
 
 Use Up/Down to scroll
 text
Start Button:
 * Press to make selections in
menu screens.
 * Press to pause the game,
press again to start play.
D-Pad:
 * Press to highlight/set
various options in the options
screen.
 * Press to highlight
players/weapons in the equip
screen.
 * Press to highlight Stage
choices in the Stage select
screen.
 * Press to move your Gunstar.
 * Press to move the Gunstar
spaceship or mining cart.
 * Press to aim your weapon.
Button A:
 * Press to make selections in
menu screens.
 * Press to switch weapons.
Button B:
 * Press to fire weapons. Press
and hold for rapid-fire shooting.
 * Press to throw opponents
(and/or the other Gunstar in
Two-Player games).
Button C:
 * Press to make selections in
menu screens.
 * Press to jump.
GUNSTAR A OR B:
DEFENSE
 * Pressing Buttons B and C at
the same time makes your gunstar
assume a defensive pose. This pose
will deflect some enemy attacks,
but don't rely too much on it!
 * Press the D-Pad down to
crouch/duck.
GRABS
 * To grab an item, move your
Gunstar over the item, then press
the D-Pad down and Button B to
grab the item or object.
The number of Vitality points
you've gained (when you pick up a
Vitality item), will be displayed
after you pick it up.
 * To grab an opponent, get
close to them and press Button B,
then press the D-Pad in a
direction to throw the opponent in
that direction.
A well-aimed throw can take out a
number of other opponents at the
same time!
CLIMBING
 * Press and hold Button C and
press the D-Pad up to jump and
grab the ledge above you. Press
Button C again to pull yourself
up, or press the D-Pad left or
right to move hand-over-hand.
To climb down, press the D-Pad
down and press Button C. Press
Button C again to drop down.
ATTACKS
 * Press the D-Pad down and to
the right or left while pressing
and holding Button B to deliver a
sliding tackle to an opponent.
GUNSTAR RED:
ATTACKS
 * Press Button C twice to make
Gunstar Red perform a body slam.
GUNSTAR BLUE:
ATTACKS
 * Press Button C twice to make
Gunstar Blue perform a flying
kick.
 * Press the D-Pad down while
pressing Button C twice to make
Gunstar Blue deliver a
robot-busting drop-kick!
USING TRANSPORTATION
 * Press the D-Pad and press
Button C twice when using the
mining cart in Stage 2 to switch
from floor movement to ceiling
movement and vice versa.
 * In Stage 5, press the D-Pad
and press Button C at the same
time to activate the spaceship's
booster engines for a quick burst
of speed.
 Gunstar Heroes
 Playing the Game
 
 Use Up/Down to scroll
 text
GEARING UP FOR BATTLE
After you select a One or
Two-Player game, the equip screen
appears.
Player One makes choices using the
set of options on the left side of
the screen, and Player Two (in
Two-Player games) selects from the
set of options on the right.
First, choose your player. Gunstar
Red (the character on the left)
can shoot while moving, while
Gunstar Blue (on the right) must
stop moving to shoot.
Try both players to decide which
one is the real you. Press the
D-Pad left or right to highlight
one or the other Gunstar twin and
press Button A, C or Start to make
your selection.
Next, select the type of weapon
you want to start with. Highlight
a weapon by pressing the D-Button
left or right.
A short description of the weapon
is given by Professor White at the
bottom of the screen. When you
decide on the weapon you want to
use, press Button A, C or Start to
select it.
Finally, you need to pick where to
start. You can start from any of
the four stages. Highlight a Stage
by pressing the D-Pad left or
right, and press Button A,C or
Start to enter the Stage.
WEAPONS/ITEMS
Think carefully about which
weapons to use in each situation.
You start the game with only one
weapon, but as you go along you
will also be able to pick up
weapons here and there.
If you are carrying two weapons,
you will be able to choose which
one to use. Choose by pressing
Button A-the weapon that isn't
flashing is the weapon that is
currently in use.
FORCE: This weapon shoots a beam
of plasma energy.
LIGHTNING: This weapon fires a
stream of electricity.
CHASER: Laser darts seek out and
destroy multiple targets.
FIRE: This is a flame-thrower,
very effective against enemies at
close range.
You can only carry two weapons at
one time, but any two weapons can
be used in combination to make a
high powered weapon.
To select the high-powered weapon,
press Button A until neither
weapon is flashing. Here are the
possible combinations:
Force + Lightning =Rapid-fire
Force + Chaser =Chaser Force
Beam
Force + Fire =Exploding
Fireball
Force + Force =Double
Fireball
Fire + Chaser =Chaser
Fireball
Fire + Lightning =Lightning
Saber
Fire + Fire =Ultra
Flamethrower
Chaser + Lightning =Chaser
Lightning
Chaser + Chaser =Star Chaser
Lightning+ Lightning =Mega-Bolt
VITALITY
Each Gunstar starts with 100
points of vitality, which can be
increased whenever a Vitality-Up
item is found.
Each of these items increases your
vitality level by a certain
amount, and that increased amount
is what you start off with at the
beginning of each Stage.
Vitality-Up items can be collected
by shooting boxes, machines,
robots, electronic ducks, or
sometimes you can find them just
lying around.
Don't let a chance to increase
your vitality pass you by! Grab
that vitality, for if your
vitality is reduced to zero, so
are you!
 Gunstar Heroes
 Hints and Tips
 Use Up/Down to scroll text
 * Pressing Buttons B and C
together will block some enemy
attacks.
 * The level one boss can be
beaten by firing and dodging with
any of the weapons. A more direct
and safer move is to get the
weapons for chaser Lightning.
Let the lightning lock onto the
boss, hold the fire button and
dodge their shots. This weapon
combination is extremely useful
against all the bosses.
 * Between the Free Shot and
the Fixed Shot, choose the Free
Shot. This will allow you to run
and shoot at the same time.
<a name="G_axe2.o">G_AXE2.O</a>
 Golden Axe II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="G_loc.o">G_LOC.O</a>
 G-Loc Air Battle
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 G-Loc Air Battle
 Game Description
 
 Use Up/Down to scroll text
The enemy fighter is in your
gunsight. Hit the
button...NOW...to launch the
deadly Dragonfly Missile, or use
your M40-A1 Vulcan guns to blow
bandits from the sky.
You've got plenty of firepower;
take on wave after wave of enemy
fighters, fly through narrow
canyons to take out enemy
installations, then land your
fighter on the carrier deck to
earn your wings.
 G-Loc Air Battle
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Starts the game.
 * Pauses the game when in
play; returns to the game when
paused.
D-Pad:
 * Controls your fighter's
movements.
 * Advances through the Weapon
choices in the Weapons Select
screen.
Button A:
 * Shows a close up of the map
in the Mission screen.
 * Activates the afterburner.
Button B:
 * Advances through the maps in
the Mission screen.
 * Fires the Sidewinder
missiles.
Button C:
 * Shows a close up of the map
in the Mission screen.
 * Fires the Vulcan cannon.
 G-Loc Air Battle
 Playing the Game
 
 Use Up/Down to scroll text
After you've started the game, the
next screen you see will be an
overhead view of the Mission Room,
inside the aircraft carrier.
In the center of the screen you'll
see a map of the Areas you'll be
flying through. Each Area has a
number of Missions you have to
succeed in before going to the
next Area.
Also, you must achieve the Hit
Ratio in each Mission for that
Mission to be a success, and for
you to continue to the next
Mission.
The Hit Ratio is the number of
targets you need to hit, out of
all the targets you'll meet up
with.
H.Q. has files on the enemy's
strength, and they need to reduce
that strength by a certain amount,
or the war will swing over to the
enemy's favor. And you don't want
that to happen.
You are fully armed and fully
fueled for the first Area, but
once you make it through the first
Area, you'll need to re-equip your
fighter for the next battle.
Once you finish looking over the
map of the Area you'll be
attacking, the Equip screen will
appear.
Press the D-Pad right or left to
see your options and the Point
cost for each weapon. Select the
options by pressing Buttons A, B
or C.
Air-to-Ground Missiles: Your
fighter is equipped with
high-performance missiles to knock
out targets on the ground or in
the water. Altogether, you can
carry as many as 80 missiles.
Air-to-Air Missiles: Your
fighter carries up to 80 of these
heat-seeking missiles,
specifically designed for
swift-strike action.
They are computer-guided, and once
they lock on, they always reach
the target. Always.
Heavy Bullets: These
armor-penetrating shells will be
especially helpful on the later
Missions. These are short-range
weapons, but very effective.
Armor: Your jet starts out
without armor, and when the enemy
planes start putting holes in your
fuselage, you're going to start
thinking about a little extra
protection.
You have a choice between Light,
Medium and Heavy armor. Press the
D-Pad up or down to see your armor
choices.
Once you're through making your
choices, press the Start Button to
take off from the carrier. Good
luck!
Flight Systems and Controls
You'll be flying using two
perspectives. The first is from
inside the cockpit of your
fighter. Here are the indicators
you'll be seeing form this
perspective:
Current Score: This shows how
many points you've received so
far.
Fuel Status: This gauge shows
you what your remaining fuel
supply is. If you're using your
afterburner a lot, keep an eye on
this gauge to make sure you aren't
low on fuel.
Radar: This shows you where the
targets are coming from.
The bottom line is your wing line,
and the red line ahead of the
plane is the farthest away you can
reasonably expect to bring down
the enemy planes with your cannon.
Beyond this point, you should lock
on with your targeting computer
and nail 'em with missiles.
Remaining Weapons: This
indicator shows you what kind of
weapons you have remaining.
Plane Damage: This visual
indicator shows you where you've
been damaged or destroyed.
Damage Level: This indicator
shows how much total damage you've
taken.
Once this indicator reaches the
top, your fighter is bound to
break up, so when this indicator
is near the top, take extra care
to avoid being hit by the enemy.
Artificial Horizon: This gauge
shows you whether you're flying
level or not.
Afterburner Power: As you use
your afterburner, this gauge will
show the increase in power.
Crosshairs: The white crosshairs
show where your targeting computer
is pointing. A green set of
crosshairs will appear on a
potential target when it's in
range.
Once it locks on the target, a set
of red crosshairs appears on that
target. Your computer has locked
onto the target.
Confirmed Hits: This indicator
appears in fraction form. The left
number is the number of enemies
you've hit, and the right number
is the total number you need to go
on to the next Mission.
Time Remaining: This number
shows the amount of time you have
remaining in the current Mission.
The second perspective is from the
rear of the fighter. Watch your
jet make sharp turns and
360-degree rolls from a
third-person perspective!
The indicators are the same here
as inside the cockpit.
 G-Loc Air Battle
 Hints and Tips
 
 Use Up/Down to scroll text
Report from Command H.Q.
 * Flying full throttle makes
it much harder to hit targets
coming at you, as well as harder
to avoid their missiles.
Only use the afterburner enough to
keep the enemies in front of you
in range.
 * Try to anticipate the
warning arrows when landing on
your carrier.
Keeping your jet close to the
center of the landing strip will
save you from a messy end to a
distinguished career.
 * Timing is essential when
using your missiles. Don't let one
loose before you're sure it's
locked on a target.
If it's not targeted, you're
guaranteed a miss.
<a name="Hardbal3.o">HARDBAL3.O</a>
 Hardball III
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OTHER GAME TYPES
 BROWSE HELP FILES
<a name="Hbarkley.o">HBARKLEY.O</a>
 BARKLEY: Shut Up and Jam!
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Headonsc.o">HEADONSC.O</a>
 Head-On Soccer
 U.S. Gold
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE PLAYERS
 BROWSE HELP FILES
 Head-On Soccer
 Game Description
 
 Use Up/Down to scroll text
Feel the Fever!
Feel the full-blooded fever in
this frantic feast of fast and
furious soccer action!
Gasp in awe when a 40-yard
scorcher bursts into a flaming
fireball and blasts the keeper
into the back of the net.
Scream in agony as Barger charges
across the field and slams you
into the hostile crowd.
Jump with joy as you swing a
curving corner through the crowded
box and head home a last-minute
winner against the boys from
Brazil.
This is total soccer: designed to
satisfy the most demanding arcade
appetite.
Anyone can pick-up and
play--you'll grasp the basics
within a few games. However, to
appreciate the intricate
subtleties woven into the game
play, you should plan your
strategy carefully.
Take on the world's top teams in
international competition or play
with up to seven friends in an
exhibition match.
But beware-this game can seriously
threaten your friendship as
passions overheat and you reach
the boiling point the wild world
of Head-On Soccer!
 Head-On Soccer
 Controller Functions
 
 Use Up/Down to scroll text
Team Player
If you would like to use your Team
Player to play a four-player game,
then connect the left cable of the
Team Player to Control Port 1 of
your Genesis.
Leave the right cable hanging
loose. Set the Team Player
Selector to MULTI.
To play with five players, connect
a Control Pad to Control Port 1 of
the Genesis, and the Team Player
to Control Port 2.
To play with more than five
players, hook the left cables of
two Team Players to both of the
Control Ports on the Genesis.
Do not connect one Team Player to
another Team Player.
Do not remove Control Pads from
the Team Player during game play.
3-Button Controller:
In possession:
 * Kick/Shoot: Button B.
 * Ball swerve: (after touch)
D-Pad Left/Right.
 * Pass: Button A.
 * Head: Button B (when the
ball is in the air).
 * Throw-in: Position crosshair
+ A.
Star Players only:
 * Special move: Button C.
 * Back heel: Button B + A.
 * Cross: Button B + C.
Winning the ball:
 * Slide tackle: Button A.
 * Kick opponent: Button B.
6-Button Controller:
In possession:
 * Kick/Shoot: Button X.
 * Ball swerve (after touch)
D-Pad Left/Right.
 * Pass: Button A.
 * Head: Button Y.
 * Throw-in: Position crosshair
+ A.
Star Players only:
 * Special move: Button B.
 * Back heel: Button Z.
 * Cross: Button C.
Winning the ball:
 * Slide tackle: Button A.
 * Kick opponent: Button X.
Both Controllers:
 * Pause: Press Start on any
Control Pad.
 * To quit a game, pause, hold
A-B-C simultaneously and press the
D-Pad UP to return to Game Select
(Main Menu).
Goalkeeper Control:
Your keeper is predominately
computer-controlled, but you do
have an influence with the D-Pad
once a shot has been fired.
3-Button Controller:
 * Drop kick: Button B.
 * Throw: Button A.
 * Goal kick: Position
crosshair + B -long kick/A -short
pass.
6-Button Controller:
 * Drop kick: Button X.
 * Throw: Button A.
 * Goal kick: Position
crosshair + X -long kick/A -short
pass.
 Head-On Soccer
 Playing the Game
 
 Use Up/Down to scroll text
Defending a Penalty
In real soccer, goalies must
anticipate a penalty kick before
it is taken. Head-On Soccer
goalies are no exception.
Guess where the penalty-taker will
shoot once the ball stops
positioning, and move the D-Pad to
dive the right way and make a
save.
If the D-Pad is not pressed, the
goalie will drop to the ground to
save a straight shot.
Set-Plays
Corner/Indirect free kick:
Position crosshair + A.
Direct free kick: Position
crosshair and press B (or X) to
nominate initial direction of
shot.
Now re-position the crosshair to
determine the final destination of
your shot (preferably in the back
of the net), press B to confirm
your aim (hold B longer for more
height) and press B again to
unleash your shot.
Practice will help you find the
right balance between the initial
direction and final destination to
produce spectacular swerving shots
around the defensive wall.
NOTE: At a direct free kick, the
crosshair is represented by an
icon of a ball on a small circle.
Penalty
The crosshair sweeps across the
goal mouth from left to right.
Press B to direct your aim, hold B
to determine shot height (the
longer you hold B, the higher your
shot) and release B to unleash
your shot.
Main Menu
Exhibition:
An Exhibition match is a one-off
friendly between two teams of your
choice.
Tournament:
The Head-On Soccer World
Tournament is a 28-team knockout
competition, featuring national
sides from across the globe.
Once you're chosen a country to
represent your progress through
the contest by beating the world's
best in four continental groups of
seven.
There are 51 teams in the overall
pool, so the competition structure
looks like this:
 * First Round: Asia- 7 out of
8 teams.
 * Second Round: Africa- 7 out
of 11 teams.
 * Third Round: Americas- 7 out
of 12 teams.
 * Final Round: Europe- 7 out
of 20 teams.
Naturally, the quality of
opposition improves as you
progress, and you have the
opportunity to strengthen your
side.
Before each match you are
presented with the Tournament
Start-up screen. Press Start to
kick-off or C to return to the
previous display.
Options
You can get to the Options screen
from the Main Menu. Here, you can
adjust the Time of your game, and
the Difficulty level.
You can also set different
Switches. Press any button (in the
Switches menu) to modify in-game
preferences. The asterix (*)
signifies a default.
Here you can select whether or not
you want to have Replays. Set ON
to view an automatic action replay
of every goal scored. To cut the
replay short during a match, press
Start.
NOTE: Press B + C simultaneously
to watch from the other side of
the field.
You can also select the Cameos.
Cameos allow you to watch
celebration sequences after every
goal/victory.
Finally, you can select to have
Aggro On or Off. This determines
the tolerance level of the referee
when players commit fouls.
Resume
If you select Resume, then you can
enter a 13-character password to
resume play from the desired stage
within a previously contended
Tournament.
Passwords are given before each
match, except for the first match.
After entering in your password,
confirm it by pressing Start.
Team Select
To choose your team, move
Left/Right (D-Pad) to scroll
through the available countries.
The field layout shows team
formation.
Standard players are displayed in
the national colors, while Star
Players are distinguished as
stars.
NOTE: In Tournament mode you
begin with eleven Standard
players.
If you are playing an Exhibition
match, use the above method to
select Team 1 and then press the
D-Pad down.
Now move Left/Right to choose one
of four different Field Types.
NOTE: The playing surface is
automatically allocated in a
Tournament, according to the
origin of your opponents (i.e.
which continent they are from).
Press the D-Pad down again and
move left/right to select Team 2.
When you are satisfied with the
teams selected, press Start to
continue.
 Head-On Soccer
 The Players
 
 Use Up/Down to scroll text
The Players
Head-On Soccer gives you the
opportunity to intervene at any
stage of a match.
When a spare control pad is
available during play, a "Press
Start" message flashes on-screen.
Press Start and move left/right to
select which team you wish to join
(highlighting the national flags)
and press Start again to enter the
fray.
Head-On Soccer is not played by
hordes of animated clones. Star
players shine among Standard
players, with individual
characteristics, personalities and
distinctive styles of play.
The key to success in Head-On
Soccer is to make full use of your
Star players' special skills.
Star players are distinguished
on-field by striking individual
features in their appearance and
unique abilities.
If you have trouble recognizing
them, they are identified by a
huge star floating above their
heads when controlled.
In Exhibition mode, Star players
have already been appointed to
each national team, in a wide
variety of formations.
Some sides are blessed with only
one or two superstars, others
boast a perfect eleven. Experiment
with as many different teams as
possible to find the right line-up
to suit your style of play.
Competing in a Tournament, Star
players are not so freely
available-you must earn them!
Head-On Soccer employs a
top-secret computer controlled
talent scout, which assesses your
performance in each match
according to a predetermined set
of hidden criteria.
After each match, this assessment
system is then used to reward you
with bonus "credits", which are
not revealed to you but used to
determine which new Star signings
are available.
Star players want to play for
quality teams, so if your
performance in a match impresses
the stable of superstars watching,
they will offer to join your side.
After an impressive performance,
the Player Select screen appears
to showcase the stars who are
willing to sign-up.
Highlight Select, move D-Pad
left/right to scroll through the
available players and choose your
man.
Move the D-Pad down and nominate
the position you want him to play
in your new team line-up by moving
left/right and pressing Start to
confirm.
NOTE: Your new Star player is
represented by a green dot on the
field.
Press Start to continue without
recruiting a new Star player and
your bonus "credits" (which remain
secret) will be saved to give you
more weight in the transfer market
after the next match.
Player Profiles:
Standard Player
Average, run-of-the-mill, no
frills, no thrills ordinary Joe
Bloggs.
He can't even manage a back heel
or put a decent shot into the goal
(all Star players can back heel
and cross the ball).
Standard man's strongest asset is
his consistency-he is consistently
ordinary.
Barger:
Shoulder-barging, iron-pumping,
muscle-bound, rough 'n ready hard
man of Head-On Soccer.
This rock-solid powerhouse
flattens any opponents who get in
his way-hard enough to make sure
that they don't get up again for a
long while!
The Cheat:
Slippery and sly, snide and
sneering, unscrupulous,
Oscar-winning, referee-fooling,
slap-headed CHEAT!
When he dives in the midfield, The
Cheat has a 50-50 chance of
winning a free kick-the odds are
reduced to 25% for a penalty in
the box.
The Marker:
Tight-marking, shirt-tugging,
boot-stomping, hair-pulling,
nose-biting, man-to-man marker.
This solid team player has no
special move, but he will stick to
key opponents like glue, He won't
give them an inch.
Passer:
Clinically-precise, technically
perfect, prime physical specimen
with an uncanny ability to find
the forwards with inch-perfect,
defense-splitting long balls.
Tricky:
Silky-skilled, weaving, leaping,
dazzling dribbler who dances
through dumb defenders' desperate
lunges and makes inspirational
darting dashes up field with the
ball stuck to his feet.
Striker 1:
Stylish-swerving,
spectacular-swinging,
killer-curling, bombastic-bending,
banana-kicking legend with the
awesome ability to fire the ball
on a wicked curve around
impossible angles.
Striker 2:
Power-blasting, thunder-bolting,
fire-cracking, net-busting,
hammer-thumping, disintegrating,
woodwork-whacking, whip-lashing,
thigh-slapping, rocket-blazing,
ball-bursting, bone-breaking
hot-shot hero!
The Final Whistle:
After an Exhibition match, you are
given the opportunity to replay
the game by pressing Start within
ten seconds.
The Tournament is a knockout
competition, so if you lose a
match, you're out!
However, if you feel that defeat
was unjust or simply can't bear to
start all over again, you have the
option to replay the match and
rewrite history, by pressing Start
within ten seconds of the final
whistle.
<a name="Herzogzw.o">HERZOGZW.O</a>
 Herzog Zwei
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Hespn.o">HESPN.O</a>
 EPSN Baseball Tonight
 Sony
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Hmikultc.o">HMIKULTC.O</a>
 Mickey's Ultimate
 Challenge
 Hi Tech Entertainment
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Homealn1.o">HOMEALN1.O</a>
 Home Alone
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPONS
 HINTS AND TIPS
 BROWSE HELP FILES
 Home Alone
 Game Description
 
 Use Up/Down to scroll text
Somehow, Kevin's been left Home
Alone! He's all by himself in a
big empty neighborhood. A couple
of burglars, Harry and Marv, have
it all figured out.
They'll break into each house and
load up their van with loot.
Only Kevin knows what they're up
to. And he's got a plan for action
that'll make 'em holler for mercy!
 Home Alone
 Controller Functions
 
 Use Up/Down to scroll text
On the Title screen:
 * Start exits the Title screen
and goes to the Options screen.
On the Options screen:
 * D-Button Up or Down moves
the marker from one option to
another.
 * D-Button Left or Right
changes the setting of the marked
option.
 * Button A, B or C plays a
"Music" or "Sound" selection when
either option is marked.
 * Button A, B or C begins the
game when "Exit" is marked.
 * Start begins the game at any
time.
Around the Neighborhood:
 * D-Button in any direction
moves Kevin on his sled.
 * Button A, B or C speeds up
the sled, as long as Kevin has
power in his Charge meter.
 * Start pauses the game and
brings up the Weapons Inventory
screen. Press again to return to
the game action.
At the Doorway to Any House:
 * D-Button Left or Right moves
the marker between "Yes" and "No,"
so Kevin can either enter the
house or continue sledding.
Kevin must stop in front of the
doorway in order to get the
message to enter.
 * Start takes Kevin into a
house when "Yes" is marked, or
lets him continue sledding when
"No" is marked.
Inside Any House:
 * D-Button Left or Right moves
Kevin through the rooms on the
current floor.
 * D-Button Up moves Kevin up
stairs and elevator tubes.
 * D-Button Down moves Kevin
down stairs and elevator tubes.
 * Button A drops a Tire where
Kevin is standing (as long as he
has at least one Tire available).
You can drop up to three Tires in
a stack.
 * Button B fires Kevin's
current weapon (as long as he has
ammunition in his Ammo meter).
 * Button C makes Kevin jump.
Press repeatedly to bounce on the
furniture or a Tire. Press the
D-Button Up with Button C to jump
higher.
 * Start pauses the game and
brings up the Weapons Inventory
screen. Press again to return to
the game action.
On the Blueprints/Traps Screen:
 * D-Button in any direction
moves the Hand.
 * When the Hand in on the Up
or Down Arrow, Button A, B or C
scrolls through the available
traps.
 * When the Hand is on a trap,
Button A, B or C selects it with a
highlighted box.
 * When the Hand is on the
blueprint, Button A, B or C places
the selected trap at the Hand's
position. You can only place the
Blow Torch in doorways.
All the other traps can only be
placed on the floor. If a trap
cannot be placed in a certain
spot, you'll hear the "Unh" sound.
 * Start returns to the game
action.
On the Weapons Inventory Screen:
 * Press the D-Button in any
direction to move the Hand.
 * With the Hand on an Up or
Down Arrow, Button A, B or C
scrolls through the available
parts or weapons..
 * When the Hand is on a part
in the parts list, Button A, B or
C places it in the correct box. If
the part cannot be placed, you'll
hear the "Unh" sound.
 * When the Hand is on a
Platform, Operator or Ammo box
that contains a part, Button A, B
or C returns the part to the parts
list.
 * In Beginner play, when you
collect the parts needed to make a
weapon, they are automatically
placed in correct order in the
Platform, Operator, and Ammo
boxes.
All you have to do is move the
Hand to the Wrench and press
Button A, B or C to assemble the
weapon.
 * In Expert play, you must
collect the right parts and then
manually place them in correct
order in the Platform, Operator
and Ammo boxes.
Then move the Hand to the Wrench
and press Button A, B or C. If the
parts go together, you'll assemble
a new weapon. If not, you'll hear
the "Unh" sound.
 * To take apart your current
weapon, first make sure the
Platform, Operator and Ammo boxes
are empty. Then move the Hand to
the Hammer and press Button A, B
or C.
 * Press Start to return to the
game action.
 Home Alone
 Playing the Game
 
 Use Up/Down to scroll text
It's a perfect day for some fun on
a sled. Or is it? A sneaky-looking
van is prowling the streets. Kevin
needs to find out where it's
headed and do something about it!
Zip around the snowy yards,
bashing into the snowmen to pick
up items you need. Some snowmen
may be empty.
Press Button A, B or C to speed
up. Whee! What a blast! Watch your
Charge meter so you don't run low
on power. Be careful on the slick
streets, sidewalks and frozen
ponds.
If you go too fast you might take
an icy ride straight into a tree!
Steer clear of bushes, fire
hydrants and other obstacles.
Don't crash into the houses.
Battering into immovable objects
will boomerang your sled out of
control, and you'll lose precious
time.
With time running out, decide what
you'll do first. You've got a
little over one minute before
Harry and Marv start looting.
In Beginner play, they break into
the Mansion first, but in an
Expert game you don't know where
they'll start!
You can either sled around picking
up items, or go into an empty
house and lay traps for the
burglars. (While you're in a
house, see what items you can pick
up for making weapons.)
Watch for the van. If you see it
on the street, you can follow it
until it parks in a driveway. If
you can't find it right away, sled
around until it turns up.
The Loot meter appears when the
crooks have entered a house and
begun looting. Sneak into the
house behind the burglars and see
what you can do to stop them.
During the sledding screens, the
screen will display the following:
Score: In the upper left hand
corner.
ETA: (Estimated Time of Arrival)
How much time you have left to
keep the neighborhood safe before
the police arrive.
Houses: Starts out at 5, for all
the houses in the neighborhood. If
Harry and Marv successfully loot
and flood a house, you lose one
number. If all the houses get
flooded, you lose the game.
Tires: How many Tires you have
to use. Find more Tires under the
snowmen. Try to have at least two
or three Tires when you enter a
house, so you can get the items
that are stashed higher up.
Charge Meter: Shows your sled's
power. The meter flashes red when
you're running on empty.
You can't go fast if you run out
of juice. Find a blue Battery
under a snowman to restore the
meter to full power.
Loot Meter: Appears when the
housebreakers are ransacking a
house. The bar in the meter gets
longer as the bandits collect more
valuables.
When the bar is full, Harry and
Marv have cleaned out the place,
and you've lost your chance to
save it.
Setting Traps:
Slide up near the doorway of a
house. When you stop, you'll see
the message "Enter the House?"
Press Button A, B or C to go in.
NOTE: You won't be able to enter a
house that's already been
ransacked and flooded.
You'll see a blueprint of the
house as soon as you enter, and a
list of the traps you have. Now
you can set ambushes to stymie the
crooks.
If Harry and Marv are already in
the house, you're too late to set
traps, so you won't see the
blueprint.
To Set Traps:
1. Use the D-Button to move the
Hand to the trap you want.
2. Press Button A, B or C to
highlight the trap.
3. With the D-Button again, place
the Hand somewhere on the
blueprint.
4. Press Button A, B or C to set
the trap at that location in the
house.
5. If the trap cannot be placed
there, you'll hear the "Unh"
sound. Move the Hand to another
location and try again.
Kinds of Traps:
You start the game with three of
each kind of trap. Use them on the
Blueprints/Traps screen to
boobytrap the rooms. Some traps
last longer than others.
Kevin can be caught by traps, too,
so jump to dodge them.
 * Set a Blow Torch in any
doorway to put the heat on Harry
and Marv.
 * Tacks scattered in any room
get the crooks hoppin' mad. Watch
them fall for Marbles and Toys.
 * Ice and Grease make any
floor slippery.
 * Sticky Tar traps anybody who
steps in it.
NOTE: Tacks and Grease are only
available in Expert game.
Searching a House:
Get rolling, 'cuz you don't have
much time. Each house is loaded
with items that you can use to
make weapons. Bop through the
rooms and keep your eyes open.
When you see an item, jump up to
grab it. You may need to climb on
furniture, and even bounce on beds
and overstuffed chairs. Yaaa! This
is fun!
When an item is high up, drop a
Tire and bounce on it to snag the
goodie. If an item is really high,
you can drop two or even three
Tires in a stack!
If you don't have any Tires left,
you'll hear the "Unh" sound when
you try to drop one.
Sometimes you can find two or more
items in one place. Get them
all-you can never have too many!
The more items you get, the more
weapons you can assemble to put
the whammy on the crooks. Keep
stocked up on the Ammo items you
need so you don't run out of
ammunition.
Make trouble for Harry and Marv!
Don't let them loot the safes, or
they'll cart off all the
valuables. Get them to chase you
around the rooms.
The traps you've set will make
them slide, trip, yelp and fall on
their backs. (Jump up to avoid the
traps yourself!)
Don't let the bandits catch you,
or they'll hang you on a picture
hook. Then you'll have to wiggle
and squirm to get free.
Blast them with your weapons. Each
weapon's effect is different, but
they all stop the burglars for a
time.
If you keep it up (and don't run
out of ammo), you can make the
robbers' Pain meter shoot sky high
so they'll bail out of the house! 
But if Harry and Marv manage to
flood a house while you're in it,
you'll be put out in the snow.
One more thing: each house has its
own dangers. Watch out for
housecats, giant spiders, rotten
floors and other nasty surprises!
1. Ammo Meter: Shows how much
ammunition you have left for your
current weapon. You'll use up some
ammo every time you fire.
If you run out of one ammo load,
such as snowballs, you'll start
using another load from your
stockpile. The meter flashes red
when you're empty.
Once you run out of ammo, your
weapon won't be of any use until
you get more.
2. Loot Meter: Appears when the
housebreakers are ransacking a
house. The bar in the meter gets
longer as the bandits collect more
valuables.
When the bar is full, Harry and
Marv have cleaned out the place,
and you've lost your chance to
save it.
3. Pain Meter: Appears when
Harry and Marv are in the same
house with you. The bar in the
meter increases every time the
crooks get hurt. So keep blasting
away at them.
If you can get the bar to fill the
meter, the cowardly thieves will
run for their lives and you'll
save the house.
 Home Alone
 Weapons
 
 Use Up/Down to scroll text
Assembling Weapons:
Press Start to see the weapon
parts you've collected and the
weapons you have. (Kevin starts
every game with his BB gun.)
Use the Weapons Inventory screen
to put together effective shooters
for dealing with the crooks.
To Assemble Weapons in Beginner
Play:
When you've collected the right
parts to make a weapon, they'll
appear in the Platform, Operator
and Ammo boxes.
Move the Hand to the Wrench and
press Button A, B or C to make the
weapon. You can continue making
other weapons as long as you have
the correct parts to put them
together.
To Assemble Weapons in Expert
Play:
1. Use the D-Button to move the
Hand to a weapon part.
2. Press Button A, B or C to place
the part in the correct box. Fill
all three boxes.
3. Move the Hand to the Wrench,
and press Button A, B or C. If the
parts you've chosen can make a
weapon, it will appear at the top
of the screen (and the parts will
vanish from the boxes).
To Place a Part Back in the
List:
Move the Hand cursor to it and
press Button A, B or C.
To Choose a Different Weapon:
Move the Hand to the Up or Down
Arrow next to the current weapon's
name. Press Button A, B or C until
you see the one you want. (You
must assemble weapons before they
are available to choose.)
To Take a Weapon Apart:
Empty the Platform, Operator and
Ammo boxes. Then move the Hand to
the Hammer and press Button A, B
or C. You can now use the parts
again, or put them back in the
list.
Weapon Items:
You need three parts to make a
weapon-a Platform, an Operator and
Ammo. Here are the weapon parts:
Platforms: Hair Dryers,
Crossbows, Cans, Ice Cream Scoops,
CD Players and Cameras.
Operators: Rubber Bands, Wire
and Balloons.
Ammo: Snowballs, Hot Coals,
Pepper, Glue, Super Balls, BBs,
Rope, D-Cell Batteries and
Flashbulbs.
Note: Some of these parts are only
available in Expert games.
 Home Alone
 Hints and Tips
 
 Use Up/Down to scroll text
Kevin's Crook-Catching Hints:
 * Items hidden in the snowmen
change every time you go outside.
Some snowmen don't have anything
inside.
 * In Expert games, Harry and
Marv go to the homes in a
different order every time you
play.
 * Boobytrap houses before the
robbers enter to ambush them. (The
crooks will only fall for the
traps when you're in the house
with them.)
 * Figure out what weapon parts
you need, and gather them quickly.
Assemble your weapons and have
lots of ammo in reserve.
 * Experiment with the parts to
figure out what weapons you can
assemble.
 * In Beginner games, take a
weapon apart when you run out of
its ammunition. Then exit the
Weapons Inventory screen.
The next time you return to it,
you'll be able to make a different
weapon with the first weapon's
Platform and Operator if you have
the right Ammo.
 * Each Platform has a
different arc and range. Find and
use the best Platform for each
weapon.
 * Operators and Ammo work
together. For example, you need
Balloons to hold the Glue, and you
need the Wire to electrify the Hot
Coals.
 * As soon as one weapon runs
out of ammunition, switch to
another one. Don't get caught
unarmed!
 * Each weapon's damage only
lasts for a short time, though
some weapons are more powerful
than others.
<a name="Homealn2.o">HOMEALN2.O</a>
 Home Alone 2
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Home Alone 2
 Game Description
 
 Use Up/Down to scroll text
Kevin accidentally loses his
family and ends up in New York
City. Alone. Almost.
The "Wet Bandits" are in New York
City, too. Harry and Marv tried to
rob Kevin's house last Christmas. 
But Kevin's excellent traps foiled
their plans.
Now they're out for revenge. And
Kevin's got plenty of hilarious
plans to stop them. But will he
ever find his family? It's all up
to you!
 Home Alone 2
 Controller Functions
 
 Use Up/Down to scroll text
Button A: Special move; push
objects and activate buttons.
Button B: Fire.
Button C: Jump.
Button A, B or C: Release Kevin
from Harry's or Marv's grip.
D-Pad left/right: Run or push
left/right.
D-Pad up/down: Climb up or down.
D-Pad down: Duck.
D-Pad down when running: Slide.
D-Pad down when jumping: Jump
down.
D-Pad up/down when firing: Shoot
weapon at a 45-degree angle.
Start: Pause/resume game.
 Home Alone 2
 Playing the Game
 
 Use Up/Down to scroll text
Making Weapons:
Kevin is awesome at making weapons
out of stuff he finds. The bottom
of the screen shows the weapon
Kevin is carrying, and the one he
can build.
Look for the flashing pieces to
help him build each new weapon. 
Once you have found all the pieces
to a weapon, you will
automatically be able to use it.
Until then, you will use the
smaller weapon you're carrying.
If you are captured by Marv or
Harry while using your home-made
weapon, they will destroy it. 
Once you break free of them,
you'll go back to using the
smaller weapon until you can build
another one.
Most levels have two weapons you
can build. When you leave one
weapon's area, you'll need to
assemble a new weapon. 
For example, the first weapon you
build in the Upper Airport is a
slingshot. But later in the same
level you'll find the pieces to
the Ice Cream Cannon.
Harry and Marv:
Harry and Marv will do anything to
stop Kevin. That's why Kevin must
stop them first!
It takes multiple hits to defeat
the crooks. Their Health Bars
decrease as your shots hit their
target. When the bars disappear,
Harry and Marv are done for!
Flattening the "Wet Bandits" is
easier when you use Kevin's
home-made weapons. They are much
more powerful than the smaller
weapons.
If you get captured by Marv or
Harry, quickly press A, B or C to
squirm free. You'll lose health as
long as the bad guys have a hold
on you. 
If you wait too long, Kevin will
lose a life. So just stay away
from these guys!
As the levels progress, Marv and
Harry get smarter and smarter.
They learn more tricks, such as
how to climb ladders, jump over
holes and throw snowballs.
Power-Ups:
Boy oh boy! There's a lot of stuff
out there for Kevin to grab up!
You may not be able to get all of
it. But try to get as much as you
can.
Presents are worth extra points.
Milk Cartons, Water Bottles and
Lunch Boxes add to Kevin's Health
Bar.
Pizza restores Kevin's Health
Bar.
Turtle Doves give Kevin an extra
life.
Find flashing weapon parts to make
bigger and better weapons. Most
levels have six different parts
you can find, to make two
different weapons.
 Home Alone 2
 Hints and Tips
 
 Use Up/Down to scroll text
Kevin's Crook-Catching Hints:
 * Learn to slide by pressing
the D-Pad down while running. It's
a great way to get past enemies
without taking damage.
 * Get all the presents you
can, so you'll earn high scores.
The higher your score, the more
Continues you'll gain. 
(Continues let you resume a game
after losing all your lives.)
 * Try to assemble your
home-made weapon BEFORE you bump
into Harry and Marv. Your smaller
weapons probably won't be powerful
enough to stop the crooks.
 * The more Turtle Doves you
find, the farther you can go. Look
carefully for them because most
are well hidden. When you find
one, you'll gain an extra life.
<a name="Hpirdark.o">HPIRDARK.O</a>
 Pirates of Dark Water
 Sunsoft
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTER PROFILES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Hprincep.o">HPRINCEP.O</a>
 Prince Of Persia
 Tengen
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Hsub_ter.o">HSUB_TER.O</a>
 Subterrania
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Hulk.o">HULK.O</a>
 The Incredible Hulk
 US Gold
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 ENERGY STATES
 POWER UPS
 BROWSE HELP FILES
<a name="Humans.o">HUMANS.O</a>
 Humans
 Gametek
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Humans
 Game Description
 
 Use Up/Down to scroll text
First, there was darkness. Then
there was light. Then some more
darkness. Then it was light again.
Then the Humans arrived...And it
rained.
Obviously, the Humans need help.
That is where you come in. Can you
direct the Humans through
evolution? To do this, they will
have to make many momentous leaps
to rise above the animals.
Can they tame the awesome force of
fire? Can they master the
complexities of the wheel? These
questions must be answered by you.
From GameTek.
 Humans
 Controller Functions
 
 Use Up/Down to scroll text
D (Directional) Button:
 * Used to move your HUMANS
around the world.
Start Button:
 * Allows you to skip
introduction;
 * Starts game;
 * Pause/Quit Game/Restart
Button A:
 * Selects next HUMAN;
 * Deletes letter on password.
Button B:
 * Locks in Action;
 * Enters password;
 * When riding boulder Button
B+left or right = jump.
Button C:
 * Selects action;
 * Deletes letter on Password;
 * Locks in password
 Humans
 Playing the Game
 
 Use Up/Down to scroll text
When selecting a HUMAN, a large
arrow will appear above his head.
Walking the HUMANS: To move a
HUMAN left or right, or up/down a
ladder, push the D-Button in that
direction.
Changing HUMANS: To select the
next HUMAN, press the A-Button.
Choosing an Action: At the bottom
of the screen is the Action Bar
listing all the actions a HUMAN
can perform.
To scroll through available
actions, press the C-Button.
Select an action by pressing the
B-Button.
BASIC ACTIONS:
Pick Up/Drop an Object: Choose
the Pick UP/Drop icon, move over
the object and press the B-Button.
Now that the object is in use,
your Action Bar will change to
reflect the new available actions.
Stacking: Select the Stacking
icon and press the B-Button or
push UP. Now select another HUMAN,
move him in front of the stacking
HUMAN and push UP. He will stack
on top of the first HUMAN.
Brandish: You can keep most
dinosaurs at bay by brandishing a
spear or torch.
Pole Vault: After locking-in
your choice, you will see a power
bar moving up and down where the
Action Bar used to be. When the
power bar reaches the desired
level release the B-Button.
Throw Spear/Torch/Rope: Use the
Power Bar in the same was as the
Pole Vault. Don't spear your
friends!
Ignite: When you have the torch
you can burn through vegetation.
Lower Rope: Move the HUMAN to
the edge of a cliff and select the
Lower icon. To descend, move
another HUMAN over the rope and
push Down. To climb up a rope,
move a HUMAN over the rope and
push Up.
Raise Rope: Select the Raise
icon.
Mounting the Wheel: Move your
HUMAN over the wheel and select
the Pick Up icon.
Dismounting the Wheel: Select
the Dismount icon.
Riding the Wheel: Once on the
wheel, push Left or Right to move.
If you go over a ramp, you can try
to jump by pressing the B-Button
and the direction in which you
want to jump.
Pushing the Wheel: Push the
wheel by pressing the B-Button
plus the direction in which you
wish to push.
The Witch Doctor will not perform
any menial tasks, however he will
participate in stacks.
When the Witch doctor performs
magic insure that there is at
least one HUMAN standing nearby.
 Humans
 Hints and Tips
 
 Use Up/Down to scroll text
HUMANS can only fall short
distances. So try to avoid long
drops.
HUMANS should NOT engage dinosaurs
in unarmed combat. Use a spear
from a distance.
You may encounter another Tribe of
HUMANS in the game. These
dastardly chaps will thwart you at
every turn. But they can easily be
removed by giving them a good dose
of Mr. Spear!
On level 9 the "burner" dinosaur
needs 3 spears to kill him.
<a name="Hurrican.o">HURRICAN.O</a>
 Hurricanes
 U.S.Gold
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Hurricanes
 Game Description
 
 Use Up/Down to scroll text
SCENARIO
The fiendish Stavros Garkos has
challenged our heroes to the
ultimate showdown on the island of
Garkos. 
It is time to decide
once-and-for-all which is the best
soccer team in the world!
Your task is simply to guide the
squad from their island base on
Hispanola to the Gorgon Stadium in
time for kick off. 
However, nothing is
straightforward when the dastardly
Gorgons are involved. 
They will try to ambush you at
various stages along the weird and
wonderful route using a whole
range of underhanded tactics. 
If the sabotage works and the
Hurricanes don't make it to the
stadium, you will forfeit the
match and the Gorgons win without
kicking a ball.
Take control of either Cal, Rude,
Stats, or Amanda to overcome the
devious puzzles and traps set by
your arch rivals. 
You will be challenged by an array
of cunning enemies during each
"episode" and then face one of the
mercenary Gorgon players who must
be defeated to reach the next
level. 
Use your soccer skills to find the
weak spots in each opponent and
turn on the soccer power! Go
Hurricanes!
 Hurricanes
 Controller Functions
 
 Use Up/Down to scroll text
PLAYER CONTROL
You can kick the ball horizontally
or chip it in to dispose of
enemies and traps. 
After the ball is kicked you must
recall it or go and fetch it. 
If the ball is kicked off the
screen it will return
automatically.
D-pad:
 * Up-Look up.
 * Down-Duck.
 * Left-Walk left.
 * Right-Walk right.
BUTTONS:
 * C-Kick/Recall ball.
 * A-Jump.
 * Up+C-Chip.
 * B+Left-Run left.
 * B+Right-Run right.
 Hurricanes
 Playing the Game
 
 Use Up/Down to scroll text
Soccer Shoes:
 * White: Kick ball harder.
 * Red: Run faster.
 * Green: Jump higher.
 * Yellow: rapid fire.
Shin Pads: 10 seconds of
invulnerability.
Yellow Card: Stuns all enemies
for 5 seconds.
Red Card: Kills all enemies.
Restart flag: Allows you to
continue the level from that point
when you lose a life.
Choosing your character:
You will be presented with the
option to choose the character you
want to play with. At the player
select screen you can move the
coach in front of the player you
wish to use.
You will be able to choose from
Cal, Rude, Stats, or Amanda. Press
B when find the player you want. 
 Hurricanes
 Hints and Tips
 
 Use Up/Down to scroll text
If you want to speed through level
one without facing too many
enemies take the high route at all
possible times. 
This means climbing vines, jumping
from tree to tree, and most
importantly avoiding lower parts
of the stage.
Going up against the Cannonball
Pirate during level two can be
pretty hard. However, if you
stand as far away as possible, and
hit him from a distance it would
make it easier to dodge those
pesky cannonballs.
BONUS LEVELS
 * To access the bonus game the
player must avoid all of the
restart flags.
 * On the second world choose
either Stats or Amanda. 
 * Stat and Amanda are smaller
characters, so they are able to
use the short cut in the Ghost
House.
 * The short cut is located
between the floor and vertical
wall that are above and to the
right of the first dumb waiter
that goes down.
 * On the mine section after
avoiding rolling rock and before
you fall down to the first restart
flag, there is a short cut.
 * On the log to the left of
the end of the track (above the
restart point) there is a hidden
platform, it can be identified as
it looks like a crack in the wood.
 * Jump left onto a hidden
platform. Look for a gold cup
(which also earns you 5,000
points!) to help you find the
platform. As the cup animates,
part of the handle is barely
visible.
 * Jump over the partially
hidden cup, and from here you are
a few short jumps away from the
end of the level.
 * There are hidden bonuses on
the Mine level, they can be found
by carefully examining the far
right hand wall.
 * The tell tale signs of the
bonus rooms are a 16 by 16 block
repeated about 5 times vertically.
 * For easier location the
first one the player has fall down
to the first restart point and
walk right, jump onto the platform
that is two levels above the
lowest point in the level.
 * The player then has to jump
right and land on top of the two
vertical wooden bars and then into
the wall on the right. Then the
player should walk all the way to
the right to pick up two bonuses.
 * Farther up the map still
there is another bonus room, once
you have found the previous two it
is easily noticeable.
 * The biggest bonus that can
be found is on the train.
 * To activate the bonus the
player has to get all the way to
the first carriage that is
farthest right.
 * Then the player should stand
on the small platform that is
attached to the box between the
carriages and the engine.
 * Once the player has stood on
that a continue icon can be found
on the last carriage (farthest
left).
 * This is no ordinary continue
though, it's worth ten lives, 5
continues and 1,000,000 points. Be
warned, once the player picks up
the continue icon, all of the
enemies are regenerated.
<a name="Hzool.o">HZOOL.O</a>
 Zool
 Gametek
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Icdummy.o">ICDUMMY.O</a>
 Crash Dummies
 Acclaim
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 PICK-UPS
 BROWSE HELP FILES
<a name="Immortal.o">IMMORTAL.O</a>
 The Immortal
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 COMBAT
 HINTS AND TIPS
 BROWSE HELP FILES
 The Immortal
 Game Description
 
 Use Up/Down to scroll text
The morning sun heats the jagged
peaks as you follow the forgotten
road down to the valley floor.
The bleached ruins of great
columned temples and towering
citadels rise from the grassy
plain like the bones of some
colossal beast.
Surely this was the city of
ancient Erinoch, destroyed by
dragon's fire over 1000 years ago.
Mordamir spoke often of this
city...
Mordamir! Your teacher in the arts
of wizardry! Surely he visited the
fabled labyrinth of eternity
buried beneath the ruins of
ancient Erinoch!
Perhaps this is where you will
once again come face to face with
your long lost master...
 The Immortal
 Controller Functions
 
 Use Up/Down to scroll text
Basic Functions:
Button A: Cast fireballs.
Button B: For special spells.
Button C: Go to wizard's pack.
D-Pad: Moves your character.
In the Wizard's Pack:
D-Pad: Moves gold corner.
Button C: Selects an item.
Combat:
To Attack: Move the D-Pad right
and left, or press the A button to
jab.
To Dodge: Hold down the C Button
and move the D-Pad right and left.
To fight effectively, dodge early,
and then attack.
Develop a rhythmic fighting style,
swinging one direction, and then
pressing the D-Pad the other
direction before the first swing
is complete to store up the next
swing quickly.
 The Immortal
 Playing the Game
 
 Use Up/Down to scroll text
The Action Begins Immediately!
Vitality: Vitality shows your
current health and strength. You
lose vitality whenever monsters
hit you during combat. When
vitality runs out, the wizard
dies.
In each level of the dungeon
except the last one, you have
three chances to complete the
level.
If the wizard dies three times,
you have to start over at the
beginning of the level. On the
last level, you have only one
chance, and if you die you must
start over at the beginning.
The labyrinth is home to many
bloodthirsty creatures. Protect
yourself by casting fireballs. To
cast one, select Fireballs in your
pack and then press A when you
return to the dungeon.
You always have a Wizard's Pack to
carry important items. To look at
the items in your Wizard's Pack,
press C.
You can see up to five items at a
time, but you can carry more. To
see other items, D-Pad DOWN and
RIGHT to select OTHER and press
any button.
Some items can harm you, but
usually only if you use them at
the wrong time or in the wrong
place. Always search rooms
thoroughly and don't leave any
items behind!
Using an Item From Your Wizard's
Pack:
To use an item, D-Pad the gold
triangle to an item you want to
use, the press C. Most items can
only be used once, then they're
gone--so be careful where you use
them!
To exit your pack without
selecting anything, position the
cursor over your gold and press C.
Don't worry--you can't drop your
gold.
Sometimes you need to set certain
items down to use them. For
example, you may use certain gems
by setting them on the ground.
But watch out! If you set an item
down in the wrong place, make sure
you pick it back up before you
leave!
Pausing the Game:
If you need to pause the game,
press C to bring up your Wizard's
Pack. When you're ready to go back
to the action, press C. You can't
pause the game during combat!
Beware of Pit Traps!
Don't panic when the floor
unexpectedly vanishes beneath your
feet. There's always a slim chance
of getting out.
To get out of a pit trap, hang for
a second, then D-Pad UP three
times to swing forward. Don't fall
to your doom!
Climbing Up and Down Ladders:
To get up or down a ladder, just
move the wizard up to it--he'll
automatically climb or descend.
Be careful going down ladders!
Move the wizard only to the side
of the opening with the ladder on
it or he'll fall.
Sleep on the Straw:
Piles of straw provide
comfortable, SAFE places to rest.
To sleep, move onto the straw and
just stand there.
After a moment, you'll lie down
and go to sleep. Pay close
attention to your dreams!!
Using a Certificate:
Whenever you complete a level, you
get a certificate. Write down your
certificates and keep them in a
safe place!
If you quit playing, you'll need
the certificate later so you can
start on the level in which you
left off.
After you write down the password,
just press Start to continue to
the next level.
Information About Levels:
Some items only work on a
particular level. Before you
descend to the next level, the
magic of the labyrinth will remove
any items you don't need from your
Wizard's Pack.
To restart the level, just press
Start when you're asked for a
certificate. There's no need to
type anything.
To restart a different level,
enter your certificate, D-Pad Up
or Down to select a letter or
number. D-Pad Right to enter a
letter, Left to delete it.
Once you've correctly entered your
certificate, press Start to begin
playing.
 The Immortal
 Combat
 
 Use Up/Down to scroll text
Combat:
When a monster attacks, you must
fight until one of you wins.
Reduce the monster's Vitality to
zero or you'll lose a life!
Press Button A to jab. Hold the
D-Pad left for a forehand slash.
Hold the D-Pad right for a
backhand slash.
Never use just one kind of attack.
Use combinations--jab, backhand
slash, jab, forehand slash--and
defeat the creatures of the
dungeon.
How to Duck:
You can duck your opponent's
blows. The trick is to lean away
from the monster's swing so you
don't take damage.
To duck right, hold the D-Pad
right and press Button C.
To duck left, hold the D-Pad left
and press Button C.
The more your opponent swings at
you, the faster he gets tired and
the more his Fatigue goes up.
But ducking doesn't tire you out.
A good strategy is to duck your
opponent's swings and let his
fatigue rise. Wait until he's
tired before you attack.
As your Fatigue goes up, you slow
down.
It takes you longer to swing when
you're tired of giving your
opponent more chances to hit you.
Ducking (not attacking) makes your
fatigue go down.
 The Immortal
 Hints and Tips
 
 Use Up/Down to scroll text
Journey Through Level 1:
You've just entered the labyrinth.
You're standing in the antechamber
of the first level. You see a
skull and a candle. Go explore,
and approach the skull and candle.
An image of Mordamir appears and
speaks to you. Who is Dunric?
Maybe Mordamir mentions him in the
Codex of the Serpent (which will
be listed after the Level 1
hints).
Read every message you come
across. Messages give you
important clues that help you
solve the mysteries of The
Immortal.
It's important that you read every
message that appears. Press C to
speed up the text.
To go through the door, just move
up to it. You automatically open
the door and pass through.
This door is unlocked, but other
doors in the game will be locked.
If a door is locked, a message
appears telling you whether you
have the key or not.
Sometimes you'll have to find a
certain key before you can open a
door. If you do have the key, the
door will open automatically
without your having to
specifically use the key.
Search the slain fighter that is
lying in the lower right part of
the room. Go over and see what
useful items he may have dropped.
Search the fighter's body for
possessions. D-Pad Right to
highlight YES, then press Button
C.
You can search for items just by
moving the wizard to the area you
want to search. If there is
anything of interest in the area,
a message appears telling you what
it is.
Take Dunric's ring and a fireball
spell from the fighter's hand.
D-Pad Right to highlight YES, then
press Button C.
There's a scuffle going on in the
left part of the room. A goblin is
attacking a human! Go help him.
The goblin attacks!
Defeat the goblin, then go talk to
the warrior just by moving up to
him. He'll give you a key that
opens the chest nearby.
If you want to make the text
scroll faster, hold down Button C,
but don't do this the first time
you read a message!
Go to the chest in the middle of
the room. The warrior gave you a
key so you'll have no problem with
the lock. Open the chest and take
all the items in it.
Exit through the upper door. Then,
fight the goblin that is guarding
some treasure. He won't attack
unless you come too close.
You need the items on his person,
so approach and get him to attack.
Search the goblin and you'll find
a key and a note on the guard's
body warning you about shades.
Read the note and take the key.
There's also a pile of gold just
behind him.
There's a safe path through part
of this room. The last stretch
takes some artful dodging to avoid
the poison arrows.
Move along the upper left wall
then down the left side to get to
the other door.
Remember how to get out of a pit
trap? Don't panic! Hang for a
moment, then D-Pad UP three times
to swing forward, and then up and
out.
The pit traps are the least of
your problems in this dark room.
There are invisible shades that
prey on wizards. What you need now
is some light so you can see the
shades.
Use a fireball to light the torch.
Turn right and shoot a fireball at
the angled corner wall to light
the torches.
Now you can see the shadows of the
shades. Stay clear! They're
deadly!
Walk along the upper wall and pick
up the charm. Follow the wall to
the left side of the room and pick
up the Amulet.
Pick it up then make your escape
through the lower door. Remember
there are pit traps!
Sleep on the straw, then walk to
the small beam of sunlight peeking
through the dungeon wall.
Once every 1000 years, the beam of
light falls on the jewel set in
the stone floor, triggering a trap
door that leads to the lower
levels.
Right now, you'd have to wait 777
years for the light to activate
the trap door.
Fortunately you have something to
reflect the light onto the jewel
triggering the door open!
Move the wizard to the beam of
light. Press Button C to bring up
your inventory and select the
amulet. Select YES.
Don't read the Runes. This is not
a good idea, and you'll find out
why if you ever do...
Now climb down the ladder into
Level two! Good luck, you're on
your own now. Mordamir awaits you!
Room 1: Get items from slain
fighter's body.
Room 2: Help out the warrior.
Defeat the goblins then talk to
him. Get items and treasure from
the chest.
Room 3: Slay the goblin and
search for valuables.
Room 4: Avoid poison arrow traps!
Room 5: Don't fall into a pit
trap.
Room 6: Light the torch with a
fireball. Pick up the charm and
the amulet, but keep away from pit
traps and shades!
Room 7: Hold the amulet up to the
light, but don't read the Runes!
General tip: It's best to move
around slowly so that you don't
encounter any surprise attacks.
Also, try to explore every corner
possible.
The Codex of the Serpent
Level 1
I, Mordamir, wizard of the
Crimson Keep, wrote these notes to
explain the mysteries of this dark
labyrinth. Today I go forth to
explore the dragon's lair.
I hope my wits are keen enough to
escape her cunning again! Thus I
leave these words for any who come
after me. May they keep you from
an untimely end in this forsaken
place!
Dunric is my faithful student in
the art of wizardry--he will be
the first to come looking for me.
He's often accompanied by Erek, a
fighter. Ulindor is my servant and
bodyguard.
In the upper levels there exists a
tribe of primitive creatures known
as goblins. They are hostile to
strangers, but seem to possess
reason, intelligence, and some
ingenuity with tools.
This tribe is the Druul. Their
king is Gresh the Wise. The
goblins are currently at war with
a more hostile and powerful tribe
of creatures known as trolls.
Both sides desperately seek
control over the upper levels of
the dungeon. Perhaps a show of
force would convince one of them
that wizards make better friends
than foes...
A safe path past the arrows is
along the sides of the wall. I got
fairly far before I set off the
trap.
In the dark room that follows are
deadly creatures invisible to the
eye. Only their shadows can be
seen in the light.
Keep a torch lit and watch their
movements carefully. They move
quickly!
Walk gingerly. There are pit traps
in this room as well...
Deep in immortal dragon's lair
once in one millennium the portal
opens to the staircase when a
single gem greets the sun.
The mechanism is tripped every
thousand years by light. Something
shiny...
Level 2:
After two days of bitter combat,
Arinar, the Elven Lord, escaped
the enemy. But through his veins
ran a fatal poison, drawn from the
keen edge of the shadowlord's
blade.
Arinar fled over the high
mountains to the ruined city of
Ernioch, where he entered the
labyrinth in search of the fabled
water, said by many to heal even
the deepest wounds.
Deep in the chilly caverns of the
forgotten labyrinth, the Elven
Lord searched desperately for the
fountain, slaying the evil minions
that dwell in that dark place with
Solundul, a sword of strength.
But on the second day, foul and
slimy creatures caught Arinar off
guard and stripped the flesh from
his body. To this day his bones
and sword lay there still...
Legends have told of wayfarers
being attacked by will o' the
wisps. I reckoned such stories
were the products of childish
imaginations, but now I have seen
these sparking harbingers of death
with my very eyes.
I know little of their nature...
Are they intelligent? Perhaps they
are disembodied spirits of some
sort, or maybe creatures of the
elements.
In any case, they are extremely
dangerous--they despise the living
and eagerly devour mortal flesh.
Maybe I can devise a spell to
bring them under my control...
The goblins sometimes use spores
as a kind of weapon. When planted
in soft dirt, these spores produce
mushrooms that grow to waist
height in a matter of seconds.
The full-grown mushrooms
immediately fire more spores in a
30-foot radius. The spores are
deadly to humans, goblins, and
trolls.
The goblins typically carry them
in sacks to protect themselves.
They can be recognized by their
strong sickening smell.
Years ago, when sorcerer's towers
stretched toward the heavens and
the halls of wizardry protected
the knowledge of the spheres, the
city of Erinoch had need of
locksmiths.
The most cunning locksmith, I
recall, was a dwarf by the name of
Lindl. His locks never involved
anything as boring as a simple
lock and key.
Lindl's mechanisms required the
unusual--finely crafted gems,
beams of light, paces around an
object...
Lindl prospered while serving the
wizard's of Erinoch. But when the
dragon came (over 1000 years ago),
his house was destroyed and his
family perished in the flames.
Lindl went quite mad after seeing
the beast devastate his dreams,
and he cursed the wizards who
unleashed the dragon's wrath.
He vowed to seal off the labyrinth
forever so that men would no
longer seek the water...
The dust of complaisance can be
thrown to make an irritable old
fool your friend.
The gems must be dropped in the
holes. Gresh the Wise, King of the
Goblins, knows the combination.
One must defeat him before he'll
speak.
Level 3:
Only the fierce might of an angry
dragon could split the earth and
form this deep chasm. The crack
cannot be crossed by rope--the
brisk winds rising from the
dragon's lair make it too
dangerous!
The only way across is a magic
gate-- a teleport
mechanism--hidden in one of the
rooms below. The shaft of light on
the other side is where the magic
gate leads.
The trolls call themselves the
Shindrak. They rule much of the
lower levels. For the most part,
they are stupid and
quick-tempered--something to take
advantage of.
A troll will throw his ritual
knife only when he wants to
challenge another troll to combat.
It's good to throw the ritual
knife in a room with two trolls.
Proteus, a God of the Sea, was a
master shape-changer who could
travel disguised as fire and wild
boars. A ring was forged by
Proteus when the earth was young.
It allows the wearer to take on
the form of a goblin. Beware! The
wearer must keep his distance from
others or the illusion will be
dispelled--and some are too wise
to believe it's charms!
One whiff of a troll bomb and the
trolls are paralyzed.
Red gems look best in purple
light.
Level 4:
When Dunric interfered with the
troll's battle against the
goblins, they kidnapped his
daughter, Ana, and dragged her
into the labyrinth.
As she possesses some of her
father's skill in sorcery, she had
no trouble escaping the trolls.
But on her way out, she lost a
special ring given to her by her
father.
Some rings are never worn on the
body.
Level 5:
Many mice but fewer men can pass
through a crack in the wall. A
merchant might sell you the
means...
The potion transforms and poisons
you at the same time. You benefit
from its power to shrink you, but
you must find water and drink it
soon afterward or you'll never
live past the hour.
The higher the worm sensor's
pitch, the greater the danger.
The weight of one opens the way.
Set down food and a flying lizard
could hold the door.
Level 6:
When she rears up, she's ready to
web. Move back! She's most
vulnerable when all four legs are
on the ground. Now is not the time
to imbibe spirits.
Level 7:
The goblin's crave the water as
much as men, but a treacherous
water creature guards the way!
If the monster were distracted
long enough, the goblins could
open the sluice and wash it way
into the deep underground sea.
Only a wizard adept at sailing
stands a chance of distracting the
monster and making his escape.
This is the final step before
entering the dragon's lair. Do
whatever you must to help the
goblin's open the way.
Your journey is almost
complete--if fortune finds us, we
will stand together against the
dragon.
<a name="Incrhulk.o">INCRHULK.O</a>
 The Incredible Hulk
 US Gold
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 ENERGY STATES
 POWER UPS
 BROWSE HELP FILES
 The Incredible Hulk
 Game Description
 
 Use Up/Down to scroll text
One of Hulk's greatest foes, "the
Leader", has decided that Earth
should be ruled only by someone of
his superior intellect. 
He has constructed a huge fortress
deep within a savage forest and
from his base he is building a
vast army to march against the
nations.
Only the sheer power of the Hulk
can stop him. 
 The Incredible Hulk
 Controller Functions
 
 Use Up/Down to scroll text
Hulk's Moves:
* Walk: Left/right on D-Pad
* Jump: B button
* Crouch: Down on D-Pad
* Punch: A button
* Slap: Up + A button
* Uppercut: Down + A button
* Pick-up/Drop Object: C button
* Pick-up Object + Throw: Close
Proximity, the C button, then A
button.
* Grab Enemy: Close Proximity
* Grab Enemy + Drop: Close
Proximity to grab, then C button
* Grab Enemy + Throw: Close
Proximity to grab, then B button
* Headbutt: Close Proximity to
grab, then A button
* Transform: Start Button, then
C button.
SUPER-HULK MOVES:
* Ceiling Smash: Close Proximity
to grab, then Up, then B button
* Sonic Clap: A/B/C buttons
together
* Foot Mash: Down/Up/Down + A
button
* Double Punch: A button
HULK-OUT MOVES:
When the Hulk is transformed into
Hulk-Out mode he becomes a savage,
uncontrollable beast with immense
power. 
No man has witnessed the Hulk in
this awesome form and lived to
tell the tale, so you will have to
figure out how to control him.
BRUCE BANNER'S MOVES:
* Walk: Left/right on D-Pad
* Jump: B button
* Crawl: Down + Left/right on
D-Pad
* Pick-Up Object: C button
* Use Weapon: A button
 The Incredible Hulk
 Energy States
 
 Use Up/Down to scroll text
The player exists in one of 4
energy states: Bruce Banner, Hulk,
Super Hulk or Hulk-Out.
 * Super-Hulk: You start the
game in Super-Hulk mode. Getting
hit reduces your Gamma level and
when it drops below 40% you are
reduced to regular Hulk mode.
 * Hulk: In this energy state
you only have a basic set of
moves. When your Gamma level rises
above 40% you are transformed into
Super-Hulk mode. If it falls below
5% you turn back into Bruce
Banner.
 * Bruce Banner: In this state
you cannot fight, although you can
enter areas of the map not
accessible to the Hulk. To turn
back into Hulk you must collect
enough Gamma capsules to restore
your Gamma level above 5%.
 * Hulk-Out: If you pick up a
Mega Gamma capsule as the Hulk,
your Gamma level exceeds 70% and
you transform into Hulk-Out mode,
becoming even more destructive and
powerful and acquiring special
abilities.
 The Incredible Hulk
 Power Ups
 
 Use Up/Down to scroll text
* Gamma: To maintain Hulk status
you need energy surges from the
Gamma capsules, found in
containers scattered around each
level. 
You must destroy these containers
to reveal the capsules and walk
over them, using the pick-up
button (C button) to collect the
Gamma energy.
* Transformation: Transformation
capsules are hidden throughout
each level. 
These enable you to transform at
will from Hulk to Bruce Banner
without losing energy, so that you
can explore areas not accessible
to Hulk.
<a name="Intennis.o">INTENNIS.O</a>
 IMG International Tennis
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TOURNAMENTS
 BROWSE HELP FILES
 IMG International Tennis
 Game Description
 
 Use Up/Down to scroll text
Welcome to IMG International Tour
Tennis, the first tennis game to
deliver real players, real
tournaments, and real tennis
strategy.
The EA SPORTS team delivers with
multiple play modes; four
different court surfaces.
This game has thirty-two of the
world's top players including
legends such as Borg and
Laver, and up and coming young
stars like Bruguera and Haas.
You can choose between Automatic
and Manual player control modes,
and of course, with a 4 Way Play
adapter, re-enact true doubles
matches. 
Change your strategy in the middle
of a game, respond to your
opponent's strengths and
weaknesses, or drill with Vic
Braden. If it's in EA, it's in
the game.
 IMG International Tennis
 Controller Functions
 
 Use Up/Down to scroll text
From the Game Set Up Menu
D-Pad up/down:
 * Highlight an option.
D-Pad left/right:
 * Cycle through options.
Start:
 * Confirm selections and exit
Set Up menu.
Play Selection Screen(Exhibition
play only)
Button A:
 * Change court surface.
Button B:
 * Change control modes.
Button C:
 * Change pros.
D-Pad:
 * Toggle between
server/receiver.
Serving the Ball
Button A:
 * Bounce the ball before
serving.
Button C:
 * To serve. The power meter
will begin. Press C again to stop
it at the force you want. Select
A, B, or C for the service style
you want.
Then press A for a slice serve, B
for a flat serve, or C for a
topspin serve.
After the Serve
Button A:
 * Tap A for a drop shot. Hold
A for a lob.
Button B:
 * Tap B for a soft slice. Hold
B for a hard slice.
Button C:
 * Tap C for a light topspin.
Hold C for a hard topspin.
D-Pad:
 * While pressing a shot
button, move D-Pad to direct your
shot. The D-Pad also moves your
player around.
Start:
 * Displays the strategy/option
menu.
The Strategy Option Menu
D-Pad left/right:
 * Cycle through options.
Buttons A-C:
 * Select an option.
Button A:
 * Hold to rewind replay tape.
Button B:
 * Tap B to run frame by frame.
Button C:
 * Press for normal speed.
Start:
 * Return to the game.
 IMG International Tennis
 Playing the Game
 
 Use Up/Down to scroll text
PRACTICE WITH VIC
Before you step out on the court
and face an opponent, you might
want to practice using the
controls. Vic Braden takes you
through some serious drills.
You'll receive instruction and
tips on many types of strokes. Vic
reacts accordingly to how well
you've done.
If you've made a great shot, he'll
raise his arms in triumph.
If you blow it, he'll shake his
head in despair.
 * To drill with Vic Braden,
select PRACTICE WITH VIC from the
SELECTION option on the Game Set
Up screen.
 * To exit the drill sequence
and return to the Game Set Up
screen, press Start.
SELECTING PLAYERS
Whether you're playing an
Exhibition match, a single
Tournament, or going on the Tour,
you must select a player.
If you want to keep track of your
performance statistics, you must
enter a name in the USER RECORDS.
NOTE: If you want to simply play
without recording your efforts,
select from the PLAYER ROSTER.
This option is available when
you're playing a Tournament or on
the Tour. 
If you're playing an Exhibition
game, select from 1-4 Controllers
or All Computer.
User Records
User records lets you store your
performance statistics. You can
enter, edit, and alter up to eight
user names anytime you want.
However, you still must select a
pro personality to use on the
courts.
For example, for one Tournament
you may decide to enter your own
name in the User Records, then
play as Ivan Lendl.
Your performance is recorded under
your User Record name. The next
time you play, you might select
Borg as your alter ego, but use
the same User Record name to
accumulate stats.
To enter a Name in the User
Records:
1. From the Game Set Up screen,
D-Pad up/down to highlight
SELECTION, then D-Pad left/right
until USER RECORDS appears.
2. Press any button. The User
Record screen appears. Eight slots
are available to enter names.
Displayed next to the User entry
column is a Stats page.
3. D-Pad up/down to select a
User name slot. D-Pad left/right
to display the statistic pages:
Match Wins and Losses, and
Championships won or lost.
4. Press C to edit the User
name. D-Pad up/down to cycle
through the different characters;
D-Pad right to move to the next
space, D-Pad left to change the
previous characters.
5. Press C to confirm your
entry.
 * To move to the next User
entry slot, press the D-Pad down.
6. Press Start to save any User
names entered and exit the User
Record screen.
If you've confirmed an entry but
then change your mind, you can
clear the entry slot and restore
it to the generic name "User 1."
To clear the entry slot after
confirmation:
1. Use the D-Pad to select a
User name.
2. Press C to edit the slot,
then press A.
3. Press C to restore the slot
to the generic name, "User 1."
Once you've established a name in
the User Records, you can select
this name for any type of play
mode; EXHIBITION, TOUR, and
TOURNAMENT.
When TOUR or TOURNAMENT is
selected as a play mode, SELECT
FROM USERS appears as an option
under PLAYERS.
PLAYER ROSTER
When you select from the Player
Roster, your statistics won't be
saved. The option MAKE PLAYER
ROSTER only appears when you
select either START NEW
TOURNAMENT, or START NEW TOUR as a
play mode.
To select Players from the Player
Roster:
1. From the Game Set Up screen,
select START NEW TOUR/TOURNAMENT
from the SELECTION option.
2. Select MAKE PLAYER ROSTER
from the PLAYERS option. The
Tournament or Tour location screen
appears. Press Start to go to the
Player Roster screen.
3. Player slot 1 is
automatically highlighted. D-Pad
left/right to cycle through the
available pros. A brief
description of each pro's
attributes appears below his
portrait.
4. D-Pad down to confirm your
choice and move to the next player
slot.
5. Press Start to exit the
Player Roster screen and continue
to a Tour or Tournament match.
4 Way Play-Doubles Comes Alive!
With the 4 Way Play Adapter, up
to four human players can play at
once.
Simply plug the 4 Way Play Adapter
into your Genesis, then plug up to
four controllers into the adapter
and you're ready to go. 
When the adapter is plugged in,
you can select from One to Four
Controllers or One to Four Users
in the EXHIBITION play mode.
With four controllers plugged in,
Player 1 and Player 3 play
together as partners during a
Doubles Match, and Player 2 and
Player 4 are partners.
If three controllers are plugged
in, you can select your teammates
by pressing the D-Pad in any
direction to toggle between
players at the Play Selection
screen.
PLAYING AN EXHIBITION MATCH
Since you're probably pumped up
to hit a few balls, let's go right
to the EXHIBITION mode and do a
walk-through. 
Here you can learn the fine points
of the game without the pressure
of playing for money or points in
a Tournament or on the Tour.
To play an Exhibition Match:
1. Choose EXHIBITION from the
SELECTION option on the Game Set
Up screen.
2. D-Pad down to the GAME TYPE
option. D-Pad left/right to toggle
between SINGLES or DOUBLES. For
this walk-through, select SINGLES.
3. D-Pad down to the PLAYERS
option and D-Pad left/right to
cycle through the choices. Your
possible choices are:
 * ALL COMPUTER: Watch the
Genesis pros play a match.
 * ONE-FOUR CONTROLLERS:
Depending upon the number of
controllers you have, and the GAME
TYPE you've selected, choose from
one to four controllers.
 * ONE-FOUR USERS: If you've
already established a name (or
names) under USER RECORDS and want
to keep performance statistics,
select this option.
For this walk through, select ONE
CONTROLLER. You won't be saving
any statistics at this time.
4. D-Pad down to MATCH LENGTH.
D-Pad left/right to cycle through
ONE, THREE, or FIVE SETS. Make the
selection you want.
5. Press Start. The Play
Selection screen appears.
The Play Selection Screen
From the Play Selection screen,
choose the court type you want,
the player you want to be, whether
you serve or receive, and the
player control mode you want:
Automatic, or Manual.
The serve or receive option is
available only when one Controller
is plugged in for a singles match,
or three or fewer controllers for
a doubles match, and only in
EXHIBITION mode.
 * To change your
position(server or receiver),
press the D-Pad in any direction.
In a singles match, when two
controllers are plugged in, Player
1 always serves first.
If you have three controllers
plugged in and this is a Doubles
match, press the D-Pad in any
direction to choose your team
matchups. This only applies in
EXHIBITION mode.
Court Surfaces
Four different surface types are
available: Clay, Hard Court,
Indoor, and Grass.
CLAY: The slowest surface,
however the ball bounces
higher.(Solid orange color).
HARD COURT: Here, the ball speed
and bounce are even and more
predictable than on clay or grass.
Because of this, you might want to
start on Hard Court, and then move
on to the other surfaces.
INDOOR: Similar to Hard Court,
often Indoor surfaces are carpet,
making ball speed and bounce even
and predictable(as well as fast!).
GRASS: The fastest surface; the
ball skips more, thus making it
faster, more erratic, and keeping
it low.(Solid green color).
 * To toggle through the
different court types, press A.
The Pros on the Tour
There are thirty-two pros from
whom to select, and we've managed
to capture their strengths and
weaknesses for this game.
 * To change the pro you use,
press C.
Control Modes
Choose between Automatic and
Manual modes. In Automatic mode,
the Genesis controls your player's
footwork, you just need to
concentrate on hitting the ball. 
In Manual mode, you control every
aspect of your player's movement.
 * To change the control mode,
press B to toggle between
Automatic and Manual.
 * To exit the Play Selection
screen and go to the court, press
Start.
HITTING THE BALL
The most basic skill you'll need
to master is how to hit the ball.
Once you learn the different
strokes, how to use them and when
becomes more apparent with
practice.
IMG International Tour Tennis lets
you tailor your shot type and
placement depending upon the
context of your shot.
For example, when serving, the
controls respond in a different
way from when you are volleying
from inside the service line.
Your player's character also comes
into play when calculating shot
placement.
VOLLEYING
Volleying takes place from within
the service line, and entails
hitting the ball before it touches
the ground. When you volley, the
A, B, and C buttons respond to the
change in context.
Rather than hitting long, deep
groundstrokes, you'll be hitting
short, well-placed shots.
1. Press A to hit drop shots.
2. Press B for a softer, touch
volley. When the ball is coming in
high, you return with overhead.
3. Press C for a harder, deeper,
more aggressive volley stroke.
Again, when appropriate, you
return a shot with an overhead.
SHOT PLACEMENT
To place your shot, press the
D-Pad Left/Right after pressing
one of the shot buttons. This
guides your ball in the same
direction.
If you don't touch the D-Pad while
hitting the ball, your player
attempts to hit the center of the
court.
NOTE: How well your player
places his shots depends upon his
own characteristics.
If he is great from the baseline,
this factor influences his ability
when making shots from the net: he
may not be as reliable when
volleying.
THE STRATEGY OPTION MENU
Between points you can access the
Strategy Option menu. The options
available from the Strategy Option
menu are: RETURN TO GAME,
SCOREBOARD, INSTANT REPLAY,
STRATEGY, and ARGUE CALL.
To Select Options from the
Strategy Option Menu:
1. Between serves, press Start.
the Strategy Option menu appears.
2. D-Pad left/right to cycle
through the different options.
3. Press A, B, or C to select an
option.
4. Press Start to exit the
Strategy Option menu and return to
the game, or select RETURN TO
GAME, and press A, B, or C.
Instant Replay
Select this option to play a tape
of the last point played.
 * To rewind the tape, hold A.
 * To run the tape frame by
frame, tap B.
 * To run the tape at normal
speed, press C.
 * To change the angle or view
of the tape, press the D-Pad in
any direction.
Strategy
Each player already possesses
certain characteristics. He may be
a big server who rushes the net,
or he may like to lay back and
punish his opponents with
relentless groundstrokes.
However, you can modify your
player's strategy during a game if
you think it may be effective.
Keep in mind, however, playing a
net game with a baseline player
will affect his game-he won't be
as reliable in his shot placement.
The three strategies to choose
from are: Baseline, All Court, and
Rush Net.
 * To toggle through the three
strategy types, press A-C.
NOTE: This applies to players in
Automatic mode, or those
controlled by the Genesis. 
If you are in Manual mode, you
determine all aspects of your
player's movements, and can change
your strategy at will.
Argue A Call!
This option only appears when
you've lost a point. If you argue
when it's appropriate, i.e., when
a questionable call has been made,
your player receives an energy
boost.
If you argue at an inappropriate
time, your player becomes erratic
for a while.
 IMG International Tennis
 Tournaments
 
 Use Up/Down to scroll text
START NEW TOURNAMENT
In this play mode, you can play
one single tournament, rather than
follow the whole tour in the
predetermined sequence of locales.
You can have up to eight players
in a singles tournament, and up to
4 teams of doubles.
A preliminary round is followed by
quarterfinals, semifinals, and
then the final.
Select your players from the USER
RECORDS, or the PLAYER ROSTER.
To play a Tournament:
1. From the Game Set Up screen,
select START NEW TOURNAMENT as
your play mode.
Make the selections you want from
the other options on the Game Set
Up screen(MATCH LENGTH, SINGLES,
etc.), and press any button. The
Tournament Selection screen
appears.
2. Press the D-Pad left/right to
cycle through the different
tournament locations. The court
surface type appears next to the
picture of the tournament
location.
3. Once you've made your choice,
press any button. Depending upon
whether you've chosen USER
RECORDS, or MAKE PLAYER ROSTER,
the corresponding selection screen
appears.
Choose your players and press
Start. The Player Ranking screen
appears.
4. D-Pad up/down to view all the
pros on the screen. They're listed
according to rank, and points and
prize money earned are also
displayed. Press Start to exit
this screen.
The Tournament Match tree appears.
5. D-Pad left/right to view all
the matches. Press any button to
continue. The Play Selection
screen appears.
6. Unlike EXHIBITION mode, you
can't change your player or the
surface type here. You can select
the Control mode you want, either
Automatic or Manual.
Press B to toggle between the two
modes.
7. Press Start to exit the Play
Selection screen and begin the
Tournament. Vic Braden appears
with a brief pre-game analysis.
Press Start to go to the court and
begin play.
Playing a Doubles Tournament
Selecting your player and partner
for a doubles match differs
slightly from a singles game.
To select Your Team for a Doubles
Match:
1. Select DOUBLES as your GAME
TYPE and press any button. The
Tournament Selection screen
appears.
2. D-Pad left/right to cycle
through the different locations.
Once you've made your choice,
press any button.
3. Depending upon whether you've
chosen USER RECORDS or MAKE PLAYER
ROSTER, the corresponding
selection screen appears.
Choose your players and press
Start. The Team Selection Screen
appears.
4. D-Pad up/down to show the
different pros; D-Pad left/right
to toggle between partners.
5. Press C to add a team. Press
B to erase a team. Choose up to
four teams of doubles.
6. Press Start to confirm your
teams and move to the Player
Ranking screen. Continue as you
would in a singles Tournament.
HITTING THE ROAD
Going on the Tour can be a
grueling endurance test.
It can leave your nerves strung as
tightly as racket strings, or it
can fill you with a sense of
accomplishment like nothing else
in the world.
As you battle through the
semifinals in burning Sydney, or
enter center court on the
well-manicured lawns of the London
Lawn Tennis Open, you'll
experience every type and level of
tennis available.
Clay, grass, hard, and indoor
courts all require a different
style of play, and reward a
different type of player. Of
course, the trick is performing
well on all surfaces.
If you manage to finish the tour
among the top 8 players(based on
the points you've accumulated),
you are invited to the prestigious
Coto de Caza for the EA Tour
Championships. A win here ensures
your place as the champion of the
world.
 * To play on the Tour, select
START NEW TOUR from the Game Set
Up screen.
All the steps are the same as
playing a Tournament, except you
don't select a tournament to play.
You follow the prescribed
tournaments on the Tour.
The tournaments, in order, are as
follows:
Tournaments on the Tour
The Sydney Championships
The Melbourne Open
The Philadelphia Indoor
The Lipton Championships
The Monte Carlo Open
Internazionali Di Roma
The Paris Open
The Manchester Classic
The London Lawn Tennis Open
The Stockholm Open
The Toronto Champions Cup
Cincinnati Open
The U.S. Pro Championships
The New York Open
The Tokyo Indoor Challenge
The Frankfurter Turnier
EA Tour Championships
CONTINUE TOURNAMENT/TOUR
Select these play modes to
continue a Tour or Tournament
already in progress. The last
Tournament or Tour you played is
the one that resumes when you
select these modes.
You'll notice that the other
options cannot be modified when
you continue a Tour or
Tournament-they remain as they
were when you first selected them.
<a name="Intrugby.o">INTRUGBY.O</a>
 Int'l Rugby
 (S.C. Exclusive)
 Domark
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OPTIONS
 BROWSE HELP FILES
 Int'l Rugby
 (S.C. Exclusive)
 Game Description
 Use Up/Down to scroll text
Rugby has often been described as
"a game for animals, played by
gentlemen", although whoever
coined this phrase had obviously
never seen England's hooker Brian
Moore in the thick of the action.
Although it may seem a rather
unusual sport to outsiders--for
example, in which other game would
you see a player applauded for
kicking the ball off the field?
Rugby has built up a huge
following in the two centuries
which it has been played, and now
rivals soccer as the most popular
team sport in the world.
Rugby is played by two teams of 15
players apiece, with each team
divided into two separate
sections: the forwards and the
backs.
Unlike most other sports, rugby is
unique in that it's probably the
only game in the world where the
forwards do the lion's share of
defending and the backs are
supposed to attack.
 Int'l Rugby
 (S.C. Exclusive)
 Controller Functions
 Use Up/Down to scroll text
In possession of ball:
D-Pad: Moves player in relevant
direction.
Button A: Pass to left of pitch.
Button B: Aim kick, then B again
to kick ball (A or C to cancel).
Button C: Pass to right of
pitch.
Not in possession of ball:
D-Pad: Moves player in relevant
direction.
Button A: Tackle.
Button B: Not used.
Button C: Change control of
player nearest the ball.
Quick Start:
To jump right into the action,
choose the "Quick Start" facility
from the main options screen (the
rugby player icon situated at top
center).
This places either one or two
players directly into an
international match.
Choosing a Team
Before double clicking on the
"Quick Start" icon, move to the
two "Team Crest" icons in the
bottom corners of the main options
screen.
The crest on the left represents
the home player (or player one in
two player mode), while the crest
on the right represents the away
team (either the computer or the
second human player).
When the right hand crest is
shaded this indicates that the
program is in one player mode.
Click on the options icon showing
a Rugby ball over a question mark
to change to two player.
Clicking repeatedly on these icons
cycles through the 16 different
teams included in International
Rugby Challenge
Choose the two that you would like
to complete in your "Quick Start"
game, then simply click on the
rugby player icon at the top
center of the screen.
Taking Control
In "Quick Start" mode,
International Rugby Challenge
makes use of a default set of game
parameters, including length of
half, number of players in a
line-out and so on.
All you have to do is concentrate
on the task of getting the ball
over the line for that
all-important try.
 Int'l Rugby
 (S.C. Exclusive)
 Playing the Game
 Use Up/Down to scroll text
In-Game Controls
Controlling Play:
Whether your side is attacking or
defending, the player under your
direct control is denoted by the
arrow icon which appears above or
below him.
To move this player in any
direction, simply push the chosen
controller in the preferred
direction.
(NOTE: the speed at which the
player moves depends entirely on
whether he's a fleet-footed back,
or one of the heavier forwards.)
The computer will always
automatically allow you to take
control of the player nearest to
the action.
The possession indicator- a "P" by
your team's crest-flashes when
your player is actually in control
of the ball.
Passing:
To pass to another player on the
left hand side of the screen press
Button A so that a "sight" appears
over the player to be passed to.
Releasing Button A will result in
the pass being completed. Follow
the same process for passing to
the right replacing Button A with
Button C.
Kicking:
To kick the ball, press and hold
Button B. You will notice a small
arrow appear next to your player.
You can now move the arrow to the
left or right to control the
direction of the kick.
By moving the arrow away from your
player you can increase the power
of the kick. Press B again to kick
the ball (A or C cancels).
Tackling:
When defending, pressing Button C
will change your control to the
player nearest the ball.
Pressing Button A should result in
a bone-crunching tackle, providing
your timing is correct.
Rucks, Mauls, and Scrums
When open play breaks down or the
ball becomes free, both teams will
attempt to win it back, either
when it's on the floor (this is
known as a "ruck") or when it's in
motion (a "maul").
If neither team manages to regain
control of the ball, the referee
will award a scrum.
Because of the situation of the
two hookers in the scrum, it is
very rare that any rugby team wins
possession of the ball "against
the head".
This term refers to the time when
the opposing team has the
"put-in". However, this does not
mean that possession is
automatically won on your own
"put-in."
When a scrum is awarded in your
favor, and the players have taken
their positions, a meter appears
on screen.
This "Ball Direction Meter" (BDM)
continues to appear throughout the
game for scrums, line-outs and
place kicks.
When the BDM appears, press Button
A once to send the power meter
moving to the right (from position
"a") towards the full power
marker.
Press Button A when the bar
reaches maximum (position "b") and
another bar will immediately
spring from Point A moving
leftwards into the "curve
indicator" (towards position "c").
A final press of Button A stops
this bar and determines the ball's
path into the scrum.
Stopping the two power meters at
as close to full power as possible
and within the brackets (position
"d") will ensure that you retain
possession of the ball.
Tap Button A as quickly as
possible to gain or retain
possession and push the scrum
forward towards the opposition's
goal line.
Pressing Button B at this point
releases the ball into the scrum
half's hands and returns the game
to open play.
If the player in possession of the
ball fails to play it back to this
back line quickly enough (the
exact length of time allowed in
this situation is decided at the
referee's discretion), a penalty
is awarded to the opposition.
Line-outs:
When the ball crosses either
sideline to leave the field of
play, a "line-out" is awarded
against the team whose player last
touched it.
The length of the line-out can be
varied, but is initially set at
four players apiece.
Once again, the BDM is used to
determine which side wins
possession from the line-out.
The BDM works in a similar fashion
to that employed for the Scrum.
However, in this case, the power
meter (to the right) determines
which player in the line-out the
ball is aimed at.
For example, minimum power will
send the ball to the player at the
front of the line-out, while
maximum will send the ball the
full length towards the player at
the rear.
To retain possession, the curve
indicator must be stopped between
the two marker lines on either
side of point "d" (the better the
opposition, the closer these two
lines will be).
Once again, when possession has
been gained, the ball should be
passed back to the scrum half for
open play to resume (although the
forwards can choose to carry the
ball for themselves if you so
desire).
Place-kicking
When a penalty is awarded or a try
scored, the player has a chance to
attempt to kick the ball between
the posts.
This will either gain an extra
three points (in the case of a
penalty) or "convert" the score of
five points to seven.
To successfully execute a place
kick, the BDM is once again
employed.
The kick's power and height is
determined in the usual way, by
stopping the power bar before it
reaches point "b" (the further the
posts, the more power should be
employed).
Point "d" indicates the correct
position to stop the curve
indicator to send the ball between
the posts.
Once again, the proximity of the
two markers on either side of this
point is determined by the
kicker's distance from the posts
and his relative skill.
NOTE: You are able to control the
direction of the ball at kick off
by using the D-Pad in conjunction
with the BDM.
 Int'l Rugby
 (S.C. Exclusive)
 Options
 Use Up/Down to scroll text
In-Game Options
At any point during the game press
Start and then Button A to call up
the in-game menu. The options are:
 * View Statistics: Shows
current game stats.
 * Line-Out Size: Edits number
of players in the line-out.
 * Pitch Radar: Turns radar
on/off.
 * Music: Turns music on/off.
 * Sound Effects: Turns effects
on/off.
 * Terminate Match: Ends the
current match.
The Options Screen
Play a Match:
To play the next match in your
chosen tournament or tour, click
on the miniature screen in the
center of the options screen.
The selected game will be played
using your previously determined
game parameters (length of match
and so on).
Should you wish to alter any of
these, you should first select the
"options" icon (the Rugby ball
over a question mark) and make any
necessary alterations.
Team Selection:
Having chosen your team (by
selecting the crest in either of
the bottom corners), you can make
further changes by switching to
the squad selection icon (the
clipboard at the top left).
In team selection mode, the entire
squad of 19 players is listed and
separated into the following
groups: forwards, scrum half,
backs, wingers, and reserves.
The actual number in each group
varies slightly from squad to
squad.
Highlighting each individual
player displays a full list of his
characteristics, including
favorite position, height, weight,
list of injuries, etc.
Having examined each players'
details, selections can be changed
by highlighting the player to be
dropped/selected and clicking on
the relevant button.
When the squad is arranged to your
taste, simply move to the exit
icon and press fire to return to
the main options screen.
View Fixtures:
In "View Fixtures" mode (depicted
by the trophy icon), the player
can view the fixtures and league
tables for the World Cup and Five
Nations Championship as well as
all matches tabled for their team.
A tour of the British Isles,
Australia, or the Americas can be
arranged by clicking on the tour
button.
Friendly matches will be played
against all teams visited on the
chosen tour.
League and group tables are also
kept for both international
competitions, and can be viewed
between games from within this
feature.
General Options
Many of the game's parameters can
be altered to the player's taste
by clicking on this icon to reveal
the following menu:
 * Continue: Returns to the
main menu.
 * New Tournament: Resets
current tournament.
 * Music: Turns music on/off.
 * Sound Effects: Turns sound
effects on/off.
 * Tournament: Switches between
5 Nations and World Cup.
 * Players: Sets the number of
players.
 * Wind: sets wind strength.
 * Match Length: Sets the
length of a match.
 * Music Test: Plays all game
tunes.
 * Fx Test: Cycles through and
plays in-game sound effects.
<a name="Izzyques.o">IZZYQUES.O</a>
 Izzy's Quest For
 The Olympic Rings
 U.S. Gold
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER-UPS
 LEVELS AND SCORING
 BROWSE HELP FILES
 Izzy's Quest For
 The Olympic Rings
 Game Description
 Use Up/Down to scroll text
Izzy and the World of the Torch
The ancient Greeks ignited the
first Olympic torch hundreds of
years ago.
Through the years and with each
passing Olympiad, the Flame has
grown brighter and stronger thanks
to the caretakers who live in the
Torch World, a magical universe
within the Torch's fiery light.
But now, an evil force threatens
to destroy the citizens of the
Torch World and the Olympic Games!
It's up to you to help Izzy go for
the Gold and stop the evil!
 Izzy's Quest For
 The Olympic Rings
 Controller Functions
 Use Up/Down to scroll text
Izzy's Gold Medal Moves:
 * Walk: D-Pad Left/Right.
 * Run: Hold down D-Pad
Left/Right.
 * Spin Jump Attack: Button A
or B.
 * Hurdle Jump: Button C.
 * Look Up/Down: Hold D-Pad
Up/Down.
 * Climb Ropes and Vines: D-Pad
Up/Down.
 * Flying Morphed Izzy: D-Pad
any direction.
 * Morphed Izzy Attacks: Button
A, B or C.
 * Pause: Start.
NOTE: You can change some of the
button controls in the Options
screen.
 Izzy's Quest For
 The Olympic Rings
 Playing the Game
 Use Up/Down to scroll text
Rules of the Quest
To escape from the Torch World
through the Vortex, Izzy must find
all five Olympic Rings hidden in
the lands of the Torch.
One ring is stashed in the Torch
World's Greek Village. Another is
in the Lava Dome. A third ring is
close to the Vortex.
Two other rings can only be found
by playing the Elder Challenges.
Then Izzy has to blaze out of the
Torch World into the human world
to light the Flame.
But Whoa! Escape from the Torch
World is no easy task. The realm
of the Torch is loaded with crabby
creatures, molten meanies and
dirty birds bent on stopping Izzy.
These are tough enemies that Izzy
must defeat with Spin Jumps and
Morph Attacks.
Three Medallions protect Izzy's
health in battle. When Izzy takes
damage, he loses the Medallions
and his face gets pushed out of
shape in the Status Screen.
Now he has to find three more to
repair his health pronto. If Izzy
takes a hit and doesn't have
Medallions, he is defeated.
Izzy scores points along the way
for dispersing monsters,
collecting Medallions and pulling
off great athletic moves.
Medallions:
Gold, Silver and Bronze Medallions
are scattered throughout the game.
Collect these to repair damage to
Izzy and score points.
Grab a Medallion by running by it
or jumping into it. Follow the
Medallion trail to progress
through the game.
Mystic Judges and Style Zones:
Olympic Style Zones appear
throughout the game. When Izzy
pulls off an Olympic quality move
in these zones, one or more judges
will pop up to applaud and award
points.
Time:
The Judges may award a Gold,
Silver or Bronze Medal based on
pre-set times for each medal. Izzy
has to beat those times to receive
a medal.
Watch the Medal Meter at the top
of the screen. It changes from
Gold to Silver to Bronze as Izzy
takes more time to complete a
level.
If Izzy takes too long, the medal
disappears and he loses his chance
for an award. A medal award
multiplies the Bonus Point score
and allows Izzy to try an Elder
Challenge.
Hustle your Izzy for big points!
Lives:
Izzy begins the game with three
Lives in Normal Mode and two Lives
in Difficult Mode. When Izzy uses
up all his lives, he's stunned
unless he has a Continue.
Izzy can earn more Lives and
Continues during the game.
Restart:
Run by Restart Statues and light
the torch to mark Izzy's progress
through a level. Then if Izzy is
defeated and has another Life, he
restarts the level at the last
lighted Restart Statue.
Izzy: The Master of Morph
When the going gets tough, Izzy
gets tougher by morphing. When
Izzy Morphs he can fly as a
Rocket, a Javelin or a Hang
Glider.
His Hammer Helicopter can send him
floating over trouble. He can turn
into an archer or swashbuckling
fencer in a blink.
It's "Batter up!" when Izzy turns
into a baseball player and
delivers a wicked whack to any
Torchland terror.
When you see a Morph Star, jump or
walk into it for an instant Izzy
Morph! Sometimes, just when you
need it, a Morph Star will pop out
of an Egg.
Izzy's Morph attack replaces his
normal attack.
 * Press Button A, B or C to
use Izzy's Morph attack.
 * If Izzy turns into one of
his flying Morphs, steer him with
the D-Pad.
 * Izzy Rocket: Press Button A,
B, C or Up on D-Pad to speed him
up.
 * Izzy Skateboard: Press
Button A, B or C to jump, duck by
pressing down on the D-Pad.
 * Izzy Archery: Press Button
A, B or C to launch arrows, aim
with the D-Pad.
Izzy will change back to normal by
touching an UnMorph Flag.
The Elder Challenge:
When Izzy completes a level with
qualifying speed, it's time for
the Elder Challenge. Two of the
Olympic Rings can only be found in
the Elder Challenge.
If Izzy completes one of these
tough bonus levels, he earns
points toward the Overall Score
and collects a needed ring.
If Izzy loses, he moves to the
next level of the game with no
points added. There is no penalty
during a challenge, if you fail,
you will not lose a life.
 Izzy's Quest For
 The Olympic Rings
 Power-Ups
 Use Up/Down to scroll text
Power-Ups:
Look for these power-ups that help
Izzy keep in top athletic form,
defend himself or travel the Torch
World.
 * Eggs and Magic Vases: These
are hidden everywhere, even in
thin air. They contain power-ups
and treasures. Look Out! Sometimes
they contain nasty surprises.
 * Extra Life Heart: Grab these
for an Extra Life.
 * Protecto Bubble: Take direct
monster hits with no health loss,
the Protecto Bubble is good for 10
seconds only.
 * Rocket Fuel/Javelin Boost:
Grab these to keep flying when
Izzy is Rocket or Javelin morphed.
 * Gold Stars: Find the
rotating Gold Stars and Izzy gets
a continue.
 * Lightning Bolt: Jump into
the lightning bolts to clear the
area of monsters.
 * Medallion Doubler: Find this
pulsating blue gem and double the
scores of the Medallions you pick
up. Medallions will flash while
this feature is active.
 Izzy's Quest For
 The Olympic Rings
 Levels and Scoring
 Use Up/Down to scroll text
Scoring:
Check out some of the ways Izzy
can score big in this athletic
event of a Torch World lifetime.
Izzy earns a Bonus Score and an
Overall Score.
Bonus Score:
Bonus Scores add up to a total of
995 points for each level. Then
those points begin ringing up in
the Overall Score total.
Complete the level and the Bonus
Score is multiplied according to
the Medal received, if any. That
score is then added to the Overall
Score.
Overall Score:
Medals and monster attacks add up
in the Overall Score.
Medallions and Diamonds:
Most Medallions and Diamonds are
in plain sight, but some are
hidden in eggs or behind objects.
Monster Attacks:
Izzy scores 25 points for every
bad guy he defeats. Nail two in
one hop and the second one is
worth 50 points. Knock off three
in one hop and the third one is
worth 100 points.
The Levels:
Three of the Olympic Rings are
stashed in these lands. Remember,
the other two can only be found in
the Elder Challenges.
Find the Onyx Ring in the Greek
Village:
Izzy explores three levels of an
ancient village in search of the
first Ring. The Vines here are
helpful but can be very sharp.
Look for Eggs everywhere.
Search out the Emerald Ring in
the Lava Dome:
Izzy dives deep into three levels
of molten volcanic peril in Lava
dome. Bubbling magma is here.
Don't stand in one place too long.
The Amber Ring Quest:
Search out the Amber Ring and
begin the trek up to the Vortex
and Atlanta. Dangerous crystal
spikes will block the way. Get the
Swoops before they get you. You're
almost there!
The Vortex Trek:
You've done it! Izzy has all five
Olympic Rings...Let the games
begin!!!
When Izzy loses all his lives, the
game is over. If Izzy has any
Continues stored up, the Rematch
Screen will appear.
Re-enter the game at the last
level attained by pointing Izzy in
the direction of the word YES and
pressing Button A, B or C.
<a name="Jbdboxng.o">JBDBOXNG.O</a>
 James "Buster" Douglas
 Knockout Boxing
 Sega
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 James "Buster" Douglas
 Knockout Boxing
 Game Description
 Use Up/Down to scroll text
Ladies and gentlemen...the James
"Buster" Douglas Heavyweight
Championship fights are about to
begin!
Standing at ringside, you're a
lone wolf. Your heart starts
pounding and you feel your palms
sweat.
You don't hear the screams of the
crowd as you slowly climb into the
ring. You hold your breath and
wait for the starting gong. This
time, you must win!
Five fighters will enter the ring
in this furious battle for the
title. You are one of them! If you
beat the other four, you become
the new heavyweight champion!
Then, defend your title against
the four challengers. As you chalk
up victories, the skill, speed,
and punching power of your
opponents become tougher, faster,
and stronger.
If you're victorious, you'll find
yourself facing the meanest
challenge of your boxing career!
James "Buster" Douglas Knockout
Boxing is a high-speed, live
action, power-punching contest
designed by James "Buster"
Douglas, the heavyweight titlist
who beat Mike Tyson.
Now you can be James "Buster"
Douglas, or any of the four other
dynamos, in this main event in
video boxing action. Climb into
the ring and start slugging!
 James "Buster" Douglas
 Knockout Boxing
 Controller Functions
 Use Up/Down to scroll text
D-Button:
 * Press up, down, left and
right on the Game Mode screen to
make your selections.
 * Press left or right during a
bout to move your fighter in those
directions.
 * Press up to raise your arms
for guard or high punches.
 * Press down to lower your
arms for low punches.
 * Press left or right
(opposite direction you're facing)
to lean back. Continue holding
down to step back.
 * Press twice quickly to jump
back.
Start Button:
 * Press at the Title screen to
see the Game Mode screen. Press
again to choose the number of
rounds and skill level.
 * Press at the Game Mode
screen to see the Boxer Selection
screens.
 * Press during play to pause
the action. Press again to resume
play.
Button A:
 * Press at the Boxer Selection
screens to choose your fighter.
 * Press to jab.
Button B:
 * Press to throw a fast
straight punch.
Button C:
 * Press at the Boxer Selection
Screens to choose your fighter.
 * Press to crouch.
Buttons A + B:
 * Press at the same time to
throw a slow straight punch.
D Button + Buttons A + B:
 * Press the D Button up and
press Buttons A and B at the same
time to throw a slow upper hook.
 * Press the D Button down and
press Buttons A and B at the same
time to throw a slow uppercut.
 James "Buster" Douglas
 Knockout Boxing
 Playing the Game
 Use Up/Down to scroll text
After selecting which Game Modes
you want (at the Title screen,
press the Start Button), you'll
see the Boxer Selection screens.
Use these screens to choose your
fighter.
Press the D Button left or right
to cycle through the available
boxers. When you see the boxer you
want, press Button A or C.
 * In 1 Player games, you'll
fight against the other four
boxers, chosen in order by the
computer.
 * In 2 Player games, player 1
chooses a boxer first. Then player
2 chooses. Player 2 can't choose
the same boxer as player 1.
 * In Spectator games, you'll
choose two different contenders.
The Main Event:
The countdown starts the moment
you choose your boxer. The
challengers square off, and at the
gong, the fight begins!
Each contender has his own
strengths, depending on his
height, weight, and fighting
style. The more you know about
your opponent and his moves, the
better chance you'll have to beat
him.
And the Winner is...
The timer starts counting down as
soon as the fight begins. The
referee controls the game, telling
you when to fight or break, and
counting out a boxer when he's
down.
When the timer reaches 0, the
round ends. In a moment, the next
round begins.
 * A KO (knockout) occurs when
a fighter is knocked down and
stays down on the canvas for the
entire ten count.
 * A TKO (technical knockout)
occurs when a fighter is knocked
down three times in the same
round.
 * If the match ends without a
KO or TKO, the winner is by
decision, based on points and
boxing technique.
You must outlast all four
challengers to win the World
Heavyweight title. Once you win,
you're obliged to defend your
title in rematch challenges.
If you succeed, the toughest
battle of your life awaits!
Power Punches:
Constant training will win you the
title. Practice different
combinations of your punch buttons
(Buttons A and B, plus the D
Button) to learn the most powerful
and effective moves.
Keep an eye on the damage meters,
both yours and your opponent's.
When your strength is low, you're
vulnerable. Back off to let your
meter recover.
When your opponent's strength is
low, move in for the knockout
punch!
Reversal Uppercut:
See if you can learn this move.
Down your opponent twice, without
letting him down you. When he gets
up the second time, immediately
deliver an uppercut.
This should knock him out
regardless of his remaining
strength on the damage meter.
 James "Buster" Douglas
 Knockout Boxing
 Hints and Tips
 Use Up/Down to scroll text
 * Use strategy. Remeber to
think defensively, not just
offensively. Blocking and ducking
are just as important as a punch
and uppercut.
 * Detroit Kidd is in the
Megadrive version of the game. He
was replaced with Buster Douglas
in our version.
 * To get your opponents
against the ropes, you can charge
them, while throwing a variety of
punches.
This will cause most of the
enemies to "run" from you back to
the ropes. When you have your
opponent against the ropes, try
using the Power punches described
above.
If you hit them, they will drop
extremely fast, sometimes as fast
as one or two punches (in easy and
normal modes)!
Power Punches:
The following punches are hard to
do, but if you connect, they will
be lethal towards the enemy
(except in Hard mode (then, it
takes more to knock enemies down):
1. Press both buttons A and B at
the same time.
2. Press Down, and buttons A and
B.
3. Press Up and buttons A and B.
Iron Head:
Iron Head is easier to beat on
points, than to knock out. Try
using the Power punches when you
can.
If you throw a punch, and he goes
back to the ropes, keep throwing
power punches, sometimes he can't
defend against them!
In general, a variety of punches
works well against him. He will
hit you no matter what you do, so
it's best to just go after him.
<a name="Jbook.o">JBOOK.O</a>
 The Jungle Book
 Virgin Entertainment
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Jbook3.o">JBOOK3.O</a>
 The Jungle Book
 Virgin
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Jencapte.o">JENCAPTE.O</a>
 Jennifer Capriati Tennis
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 GAME MODES
 BROWSE HELP FILES
<a name="Jeopardy.o">JEOPARDY.O</a>
 Jeopardy
 Gametek
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 DOUBLE AND FINAL JEOPARDY
 HINTS AND TIPS
 BROWSE HELP FILES
 Jeopardy
 Game Description
 
 Use Up/Down to scroll text
Have you ever thought you could do
much better than the players on
Jeopardy? Well, now with the help
of your Sega Genesis, you'll have
your chance!!
Plug it in and get ready to clean
up during Final Jeopardy!
 Jeopardy
 Controller Functions
 
 Use Up/Down to scroll text
If 1 player is playing alone
against the computer, only Control
Pad 1 is used. The player will
buzz in by pressing either Button
A, B or C.
If 2 human players are competing,
either alone or against a third
computer opponent, and you have
one Control Pad, then both players
will share the Control Pad.
Player #1 will buzz in by pressing
either Button A, B or C. Player #2
will buzz in by pressing the D
Button.
If 2 human players are competing,
either alone or against the
computer, and you have two Control
Pads, then Player #1 uses Control
Pad 1 and Player #2 uses Control
Pad 2.
Both players will buzz in by
pressing either Button A, B or C
on their respective Control Pads.
If 3 human players are competing
simultaneously, two Control Pads
are required. Player #1 will use
Control Pad 1 and will buzz in by
pressing either Button A, B or C.
Player #2 will use Control Pad 2
and will buzz in by pressing
either Button A, B or C. Player #3
will share Control Pad 2 and will
buzz in by pressing the D Button.
Start Button:
 * Begins Game Play.
D-Button:
 * Moves cursor.
 * Buzzes in.
Button A:
 * Locks in cursor selection
(letters, categories, etc.).
 * Buzzes in.
Button B:
 * Deletes.
 * Buzzes in.
Button C:
 * Locks in response.
 * Locks in wager.
 * Buzzes in.
When setting up the game only
responses entered by Control Pad 1
will be accepted.
1. To begin the game, Player #1
press the Start Button.
2. Now enter the number of
Control Pads that you will be
playing with-1 or 2. Press either
Button A, B or C to lock in your
selection.
NOTE: Remember that you will need
two Control Pads to play with
three human contestants.
3. Player #1, select the number
of human players that will be
competing by moving the D-Button
LEFT or RIGHT until the desired
number is displayed on the screen.
Press either Button A, B or C to
lock in your selection.
NOTE: If you have only entered 1
Control Pad, then the computer
will only prompt you to choose
between 1 or 2 human players.
4. If you have entered either 1
or 2 players, then you may wish to
play against a computer opponent.
Player #1, make the selection by
moving the D Button LEFT or RIGHT
until the desired number of
computer opponents appears. Press
either Button A, B or C to lock in
your selection.
5. Player #1, select a character
by moving the D Button LEFT or
RIGHT until the desired character
appears. Lock in your selection by
pressing either Button A, B or C.
6. Player #1, enter your name by
moving the cursor over the desired
letters and locking in your
selections by pressing Button A.
You may delete an entry by
pressing Button B.
To lock in your name, press Button
C.
NOTE: Once you have pressed Button
C you will not be able to change
your response. Therefore, be
careful in your use of the Control
Pad.
7. After your name has been
entered, a screen showing two
Control Pads will appear. The
buttons that are flashing will be
the buttons that you'll use to
buzz in to enter your responses.
8. Player #2 and #3, repeat
steps 5-7.
9. Once all players have entered
their names and chosen their
contestants, the computer will
reveal the identity of the
computer player(s). Then the
Jeopardy Round will begin.
 Jeopardy
 Playing the Game
 
 Use Up/Down to scroll text
How to Play Jeopardy!
1. After all names have been
entered, the Jeopardy board will
appear on the screen. The dollar
values will be placed on the board
and the Jeopardy categories will
be revealed.
Player #1 will go first; choose a
category and a dollar value. To do
this, move the cursor over your
selection by moving the D Button
LEFT, RIGHT, UP or DOWN. Lock in
your selection by pressing Button
A.
NOTE: Categories are abbreviated
at the top of the column because
of space limitations, but the same
categories are spelled out at the
bottom of the screen.
2. At this point, the categories
that have been assigned to this
round may be changed by pressing
Button C. This must be done while
the message appears on the screen.
NOTE: The categories and questions
are assigned at random, and while
it is unlikely, you may experience
some repeat categories or
questions.
Therefore, if you are familiar
with the categories that appear in
any particular round, please use
the above mentioned option to
reshuffle the database.
3. After Player #1 has chosen a
category and a dollar value, the
"answer" will appear on the
screen.
At the bottom of the screen, a
stop sign will appear in order to
allow ample time for all
contestants to read the "answer,"
you will not be able to buzz in
until the timer starts to
countdown.
Once the timer has begun, any
player can buzz in.
4. The player who has buzzed in
first will be given the chance to
enter a response. The computer
will identify the player by
lighting up his or her podium.
The player who has buzzed in first
will have control of the board.
The "answer" will reappear on the
screen, along with the first part
of the "question" (WHO IS...or
WHAT IS...or WHAT ARE, etc.).
On the bottom of the screen, you
will find a box containing the
alphabet and the numerals 0-9. You
will complete your responses in
this area.
To input your response, move the
cursor over the letter(s) or
number(s) that you wish to select
using the D Button. Lock in your
selection by pressing Button A.
To delete a letter or a number,
press Button B. To lock in your
response, press Button C.
NOTE: Once you have pressed Button
C, you will be unable to change
your response.
5. If you have entered the
correct response, the computer
will display a message and add the
appropriate amount to your
earnings.
If you have answered incorrectly,
then the computer will inform you
of your incorrect entry and deduct
the dollar value from your
accumulated earnings.
6. If the response is incorrect,
the "answer" then reappears on the
screen giving the other players a
chance to respond.
Once an incorrect response is
given, you cannot try to buzz in
again.
7. If no player buzzes in within
the time allotted, then the
correct "question" will appear on
the screen.
At this point, the same player who
chose the "answer" will regain
control of the board.
8. Play will continue until the
board has been cleared.
 Jeopardy
 Double and Final Jeopardy
 
 Use Up/Down to scroll text
The Daily Double:
1. During play, a hidden Daily
Double appears in one of the 30
windows on the board. (The
placement of the Daily Double is
random.)
If you are the player who has
uncovered the Daily Double, you
automatically shut out the other
players and get to try the
"question" alone.
2. If you have already
accumulated earnings, then you may
place your dollar value as
follows:
a) Minimum bet $5.
b) If you have earned less than
the highest dollar value on the
board, then you may bet all or
part of your earnings, or you may
bet up to the highest dollar value
on the board.
For example, if you have earned
$300 and the highest dollar value
on the board is $500, then you may
bet up to $500.
c) If you have earned more than
the highest dollar value on the
board, then you may bet all or
part of your total earnings.
For example, if you have earned
$2200, then you may wager any
amount between $5 and $2200.
3. If you do not have any
accumulated earnings, then you may
place a dollar value up to the
highest dollar value on the board.
4. To place a dollar value,
enter the amount as you would when
responding to an "answer." Button
A will lock in the numbers and
Button C will lock in your dollar
value.
If you try to wager more than you
are allowed, your dollar value
will be corrected to reflect the
maximum amount allowable.
5. Enter your response.
6. If your response is correct,
the value of your dollar value is
added to your score. If it is
incorrect, then it will be
deducted.
7. Only the player who has
picked the Daily Double will be
allowed to respond. If the player
answers incorrectly, then play
continues and the player makes
another selection from the board.
8. In the Jeopardy round there
is one Daily Double. In the Double
Jeopardy round there are two.
How to Play Double Jeopardy!
1. Once the Jeopardy board has
been cleared, the Double Jeopardy
round begins.
2. The player with the least
amount of accumulated earnings
will start the Double Jeopardy
round.
3. Double Jeopardy is played in
the same manner as the Jeopardy
round except that the categories
will change and the dollar values
on the board will double
($200-$1000).
How to Play Final Jeopardy!
PLEASE NOTE: Only players showing
a positive dollar value at the end
of the Double Jeopardy round will
be allowed to compete in the Final
Jeopardy round.
1. First,the Final Jeopardy
category will be displayed. At
this time, the contestant with the
least amount of earnings will be
prompted to place his or her
dollar value.
Press Button C to lock in your
dollar value.
At this time, all players should
turn away from the screen and
should stay turned away until the
contestant(s) has/have completed
placing his/her dollar value(s)
and entering his/her response(s).
2. A player may bet all, part or
none of his/her accumulated
earnings. After the dollar value
has been placed, the "answer" will
appear on the screen.
The player must enter their
response at this time. Press
Button C to lock in your response.
3. Continue in this manner until
all contestants have placed their
bets and entered their responses.
4. The computer will now reveal
the "question" to the Final
Jeopardy "answer." Then, each
player's response and dollar value
will be revealed.
At this time, the computer will
display a message telling the
player is his/her response was
correct or incorrect. The scores
are then adjusted accordingly.
5. The player with the highest
accumulated earnings will be the
new Jeopardy champion!
 Jeopardy
 Hints and Tips
 
 Use Up/Down to scroll text
Hints on Game Play:
1. Words should be spelled as
accurately as possible. The
program will allow for some minor
misspellings. Be sure to check
your response before locking it
in.
2. If your "answer" deals with a
person, try to give his/her full
name; if applicable, his/her full
title (i.e. George Washington or
Henry VIII).
3. If the "question" is number
oriented, the program will allow
for either the spelling of the
number or its numeric equivalent.
4. Spacing between words is
optional.
<a name="Jepsport.o">JEPSPORT.O</a>
 Jeopardy! Sports Edition
 Gametek
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Jeopardy! Sports Edition
 Game Description
 
 Use Up/Down to scroll text
THIS IS JEOPARDY!
Jeopardy! Sports Edition featuring
Alex Trebek has over 3,500
questions in various sports
categories.
With amazing new digitized
graphics and sound effects, you'll
feel as if you're actually in the
studio.
Soon you'll experience the
challenge of one of America's
favorite TV game shows.
 Jeopardy! Sports Edition
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Begin game play
D-Pad:
 * Moves cursor
 * Buzzes in
Button A:
 * Locks in cursor selection
 * Buzzes in
Button B:
 * Deletes
 * Buzzes in
Button C:
 * Locks in response
 * Locks in wager
 * Buzzes in
NOTE: Remember that you will
need two control pads to play with
three human contestants.
 Jeopardy! Sports Edition
 Playing the Game
 
 Use Up/Down to scroll text
 1. After all names have been
entered, the Jeopardy! board will
appear on the screen. 
The dollar values will be placed
on the board and the Jeopardy!
categories will be revealed.
 2. Player One will go first;
choose a category and a dollar
value. To do this, move the cursor
over your selection by moving the
D-Pad left/right/up/down. 
Lock in your selection by pressing
Button A.
 3. At this point, the
categories that have been assigned
to this round may be changed by
pressing Button C. 
This must be done while the
message appears on the screen.
 4. After Player One has chosen
a category and a dollar value, the
"answer" will appear on the
screen. At the bottom of the
screen, a stop sign will appear. 
In order to allow ample time for
all contestants to read the
"answer," you will not be able to
buzz in until the timer starts to
countdown. 
Once the timer has begun, any
player can buzz in.
 5. The player who has buzzed
in first will be given the chance
to enter a response. The computer
will identify the player by
lighting up his or her podium.
The player who has buzzed in first
will have control of the board.
The "answer" will reappear on the
screen, along with the first part
of the "question." 
On the bottom of the screen, you
will find a box containing the
alphabet and the numerals 0-9. You
will complete your response in
this area. 
To input your response, move the
cursor over the letter(s) or
number(s) that you wish to select
using the D-Pad. Lock in your
selection by pressing Button A. 
To delete a letter or a number,
press Button B. To lock in your
response, press button C.
NOTE: Once you have pressed
Button C, you will be unable to
change your response.
 6. If you have entered the
correct response, the computer
will display a message and add the
appropriate amount to your
earnings. 
If you have answered incorrectly,
then the computer will inform you
of your incorrect entry and deduct
the wager from your accumulated
earnings.
 7. If no player buzzes in
within the time allotted, then the
correct "question" will appear on
the screen. 
At this point, the same player who
chose the "answer" will regain
control of the board.
 8. Play will continue until
the board has been cleared.
THE DAILY DOUBLE
 1. During play, a hidden Daily
Double appears in one of the 30
windows on the board.(The
placement of the Daily Double is
random) 
If you are the player who has
uncovered the Daily Double, you
automatically shut out the other
players and get to try the
"question" alone.
 2. If you already have
accumulated earnings, then you may
place your wager as follows:
 A) Minimum bet of $5.
 B) If you have earned less
than the highest dollar value on
the board, then you may bet all or
part of your earnings, or you may
bet up to the highest dollar value
on the board. 
For example, if you have earned
$300 and the highest dollar value
on the board is $500, then you may
bet up to $500.
 C) If you have earned more
than the highest dollar value on
the board, then you may bet all or
part of your total earnings. 
For example, if you have earned
$2200, then you may wager any
amount between $5 and $2200.
 3. If you do not have any
accumulated earnings, then you may
place a wager up to the highest
dollar value on the board.
 4. To place a wager. enter the
amount as you would when
responding to an "answer," Button
A will lock in the numbers and
Button C will lock in your wager.
 5. Enter your response.
 6. If your response is
correct, the value of your wager
is added to your score, if it is
incorrect, then it will be
deducted.
 7. Only the player who has
picked the Daily Double will be
allowed to respond. If the player
answers incorrectly, then play
continues and the player makes
another selection from the board.
 8. In the Jeopardy! round
there is one Daily Double. In the
Double Jeopardy! round, there are
two.
HOW TO PLAY DOUBLE JEOPARDY!
 1. Once the Jeopardy! board
has been cleared, the Double
Jeopardy! round begins.
 2. The player with the least
amount of accumulated earnings
will start the Double Jeopardy!
round.
 3. Double Jeopardy! is played
in the same manner as the
Jeopardy! round except that the
categories will change and the
dollar values on the board will
double($200-$1000).
HOW TO PLAY FINAL JEOPARDY!
NOTE: Only players showing a
positive dollar value will be
allowed to play in the Final
Jeopardy! round.
 1. First, the Final Jeopardy!
category will be displayed. At
this time, the contestant with the
least amount of earnings will be
prompted to place his or her
wager. 
Press Button C to lock in your
wager.
AT THIS TIME, ALL PLAYERS SHOULD
TURN AWAY FROM THE SCREEN AND
SHOULD STAY TURNED AWAY UNTIL THE
CONTESTANTS HAVE COMPLETED THEIR
WAGERS AND ENTERED THEIR
RESPONSES. 
NO CHEATING PLEASE. KOOL K. WILL
BE DISAPPOINTED.
 2. A player may bet all, part
or none of his/her accumulated
earnings. After the wager has been
placed, the "answer" will appear
on the screen. 
The player must enter his/her
response at this time. Press
Button C to lock in your response.
 3. Continue in this manner
until all contestants have placed
their bets and have entered their
responses.
 4. The computer will now
reveal the "question" to the Final
Jeopardy! "answer." Then, each
player's response and wager will
be revealed. 
At this time, the computer will
display a message telling the
player if his/her response was
correct or incorrect. 
The scores are then adjusted
accordingly.
 5. The player with the highest
accumulated earnings will be the
NEW JEOPARDY! CHAMPION!
 Jeopardy! Sports Edition
 Hints and Tips
 
 Use Up/Down to scroll text
 * Words should be spelled as
accurately as possible. The
program will allow for some minor
misspellings.
 * If your "answer" deals with
a person, try to give his/her full
name; if applicable, their full
title(i.e. George Washington or
Henry VIII).
 * If the "question" is number
oriented, the program will allow
for either the spelling of the
number or its numeric equivalent.
 * Spacing between words is
optional.
 * When a team name is
required, you are not required to
type in the city where the team is
located unless that city is
important to the response.
<a name="Jewlmstr.o">JEWLMSTR.O</a>
 Jewel Master
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MAGIC AND ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Jewel Master
 Game Description
 
 Use Up/Down to scroll text
Once upon a time, there was a
kingdom known to all as Mythgard.
Mythgard prospered in peace until
the arrival of the Demon King,
Jardine the Mad. Leading his dark
legion, Jardine was but a step
away from obliterating the
kingdom...
It was then that the Twelve
Masters of the Elements rose up to
put an end to the Demon King's
evil designs. A fierce battle
ensued until there were but four
Masters opposing Jardine. Pooling
their powers into a Holy Blade,
the four Masters prepared for the
final battle.
You alone have been entrusted with
the task of fighting your way
through wicked worlds filled with
Jardine's slimy servants to engage
in a final showdown with Jardine.
To make matters worse, you can
only get the necessary magic
powers by finding them along the
way!
The four Masters have carelessly
left magical rings for your
enemies to discover and you must
get them back. The rings are set
with jewels which will give you
magical powers beyond your wildest
dreams. As the Jewel Master, you
must use the awesome powers of
these rings along with your
courage to assist you in your
showdown with Jardine.
It is time for you to set out on
your mission. And remember, you
may be the four Masters' last
chance to save Mythgard!
 Jewel Master
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press left or right to move
in those directions.
 * Press down to kneel.
 * Press up, down, right or
left to move the cursor in the
Ring Select screen.
Start Button:
 * At the Title screen, press
to start the game.
 * During the game, press to
see the Ring Select screen. Press
again to go back to the game
screen.
Button A:
 * Press to cast spells using
your left hand.
 * In the Ring Select screen,
press to remove all rings from
your fingers.
Button B:
 * Press to cast spells using
your right hand.
 * In the Ring Select screen,
press to remove a ring from your
finger.
Button C:
 * Press to jump.
 * In the Ring Select screen,
press to select a ring.
 * In the Ring Select screen,
press to place a ring on the
finger you choose.
Other Important Controls:
Jumping Down:
 * Press the D-Button down +
Button C.
Attacking while kneeling:
 * Press the D-Button down +
Button C.
Attacking enemies above you:
 * Press the D-Button up +
Button A or B.
Moving left or right while
attacking enemies above you:
 * Press the D-Button up and
left or right + Button A or B.
Note: Some magic spells are
ineffective against enemies above
you.
 Jewel Master
 Playing the Game
 
 Use Up/Down to scroll text
Once the game begins, you must
step out into the cruel world to
fight enemy creatures. When you
first start out, you will possess
only two rings, but you can
collect more by destroying certain
enemies. Your magical powers
depend on the rings you possess.
And the fate of your mission lies
in how well you make use of your
rings.
There are four different groups of
rings. Each group possesses one of
the four powers of nature: fire,
wind, water and earth. The rings
in each group are ranked from
level 1 to 3 according to the
potency of their spell. Rings
which fit nearer the center of the
Jewel box are less potent and
rings which fit nearer the
extremities of the Jewel box are
more potent. You start the game
with the Fire 1 ring and the Water
1 ring.
You will find ten more rings as
you advance through the game.
These rings belong to one of the
four groups. The combination of
the rings you wear determines
which magic power you can use. You
must use your rings wisely to
destroy Jardine and his grisly
creatures.
 Jewel Master
 Magic and Items
 
 Use Up/Down to scroll text
Magic Powers:
Barrier: Produces a shield
around you that protects you from
enemies.
Flame: Creates red-hot flames
that burn enemies to a crisp.
Speed Up: Increases your speed.
High Jump: Enables you to jump
higher.
Double Jump: Enables you to jump
a second time when you are in
midair.
Earthquake: Stops enemies in
their tracks.
Fire Wall: Builds a wall of
fiery flames.
Fire Viper: Produces a serpent
of flames.
Fire Ball: Enables you to blast
balls of fire.
Ice Dagger: Creates deadly
blades that ricochet off walls.
Wave: Powerful energy balls
which penetrate walls and other
objects.
Blade: This is the only magic
that can destroy Jardine.
Items:
Fruit: Collecting one piece of
fruit fills one unit of your life
gauge.
Life Potion: Collecting one
flask of life potion fills three
units of your life gauge.
Fairies:
Four fairies are trapped by evil
spells somewhere in Mythgard.
Rescue these fairies and they will
pay you back with special gifts.
Earth Fairy: Rescuing this fairy
in Stage One adds an extra unit to
your Life Gauge.
Wind Fairy: Rescuing this fairy
in Stage Two adds an extra unit to
your Life Gauge.
Fire Fairy: Rescuing this fairy
in Stage Three adds an extra unit
to your Life Gauge.
Water Fairy: Rescuing this fairy
in Stage Four adds an extra unit
to your Life Gauge.
NOTE: In each case your Life Gauge
will be filled to maximum
capacity.
 Jewel Master
 Hints and Tips
 
 Use Up/Down to scroll text
 * Learn the effects of
different ring combinations early
in the game.
 * Find a combination of rings
best suited to the adversaries you
are facing.
 * Switch rings whenever it
will help you get through a
situation.
<a name="Jmontan1.o">JMONTAN1.O</a>
 Joe Montana Football
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Jmontan2.o">JMONTAN2.O</a>
 Joe Montana
 Sportstalk Football II
 Sega
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Jrscpark.o">JRSCPARK.O</a>
 Jurassic Park
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 GRANT'S MOVES
 RAPTOR'S MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Jurassic.o">JURASSIC.O</a>
 Jurassic Park
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 GRANTS MOVES
 RAPTORS MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Jwlmstr.o">JWLMSTR.O</a>
 Jewel Master
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MAGIC AND ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Kawasaki.o">KAWASAKI.O</a>
 Kawasaki
 SuperBike Challenge
 Time Warner Interactive
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 EQUIPMENT
 BROWSE HELP FILES
 Kawasaki
 SuperBike Challenge
 Game Description
 Use Up/Down to scroll text
Now you too can enjoy the feel of
unlimited horsepower in the
comfort of your own home.
Strap on your helmet, and gear up
your Superbike as you put your
skills to the maximum performance.
Can you get the best time?
 Kawasaki
 SuperBike Challenge
 Controller Functions
 Use Up/Down to scroll text
D-Pad:
 * In menus, use to move Up,
Down, Left or Right to highlight a
desired selection.
 * When using a manual
transmission, press Up to shift up
and press Down to shift down.
Start:
 * Selects highlighted options.
 * Pauses the game and gives
you the option to Continue the
race or quit and go on to the next
race.
A Button:
 * Accelerate.
B Button:
 * Brake.
C Button:
 * Pit Stop.
 Kawasaki
 SuperBike Challenge
 Playing the Game
 Use Up/Down to scroll text
Main Menu
Following the title screen, press
the Start Button to view the Main
Menu with three options:
 * Race: Begins the race using
default or selected options.
 * Enter Password: Allows you
to enter your password. Press the
D-Pad Up, Down, Left or Right to
select a letter, then press the A
Button to select it.
Press the Start Button to enter
the password and return to the
saved game.
 * Change Setup: Takes you to
another screen that contains the
options listed below.
Select Circuits:
The Select Circuits Screen
displays all the tracks available
in Kawasaki SuperBike Challenge.
Use your D-Pad to move the green
helmet to each track.
The selected track's location and
distance (in miles) is displayed
at the bottom of the screen.
You can de-select tracks from the
circuit by moving the helmet to
the track you don't want to race
on, then press the A Button.
The track will turn gray. Repeat
the process to de-select other
unwanted tracks.
When you're finished, press the
Start Button to return to the
Change Setup Screen. You'll race
the tracks in order, beginning
from the top left and moving left
to right.
NOTE: If you select the Suzuka 8
Hour Endurance track (bottom
right), all other tracks will be
de-selected, and you'll race the
endurance track only.
Player Setup:
Are you a Novice, Amateur,
Professional or Expert? Choose
your own skill ranking.
The next player option asks you to
choose either 1 Player, 1 Player
Turbo (extra speed), 1 Player
Versus the Computer or 2 Player.
Highlight an option, then press
the Start Button to select.
Choose your race type:
Training (practice makes perfect)
or Championship are your options
here. Highlight one of the options
then press the Start Button to go
to the Name Screen.
Name Screen:
Press Left or Right on the D-Pad
to place the letter you want in
the box, then press the A Button
to select it.
Repeat the process to type your
name. Press the Start Button to
return to the Change Setup Screen.
Control Pad Setup:
Press Up and Down on the D-Pad to
set up your Control Pad the way
you want. Press the Start Button
to return to the set-up menu.
Get Your Motor Running
Your chance to race on the world's
best motorcycle, the Kawasaki
Superbike, is here!
Speed through 15 incredible tracks
to accumulate major points and
bask in glory. If you think you're
really hot stuff, try the Suzuka
8-Hour Endurance Race-it's the
ultimate racing challenge!
The better you place in the
qualifying race, the better your
starting position on the track.
On each track, you'll race to set
a qualifying lap time to determine
your position at the start of the
race.
Two-Player Mode
When the two player option is
selected, you'll race on a split
screen. Player 1 will race on the
top screen, and Player 2 on the
bottom.
Players take turns while selecting
options prior to each race, and
both set qualifying times together
for the same race.
Race information for Player 1 is
displayed at the top left of the
screen and Player 2 at the right.
Race Results:
Following each circuit race, the
Race Results Screen will appear.
It displays a breakdown of point
totals for the race's finishers.
It also displays the best times
for that track, the racer's name,
and a password at the bottom of
the screen.
The amount of points awarded
toward the championship depends on
your position as you pass the
checkered flag.
 Kawasaki
 SuperBike Challenge
 Equipment
 Use Up/Down to scroll text
Choosing Your Equipment
Before every race, a screen is
displayed with a weather tip, a
picture of your bike, and options
for your equipment.
You can make adjustments for the
weather conditions and your
equipment. Press Right on your
D-Pad to choose from the following
options:
 * Gearing High/Gearing Low:
Gearing high will give you top
speed, but you'll have to use your
brakes more often.
Gearing low has slower speed, but
cornering is easier to control.
 * Manual Gears/Auto Gears:
Choose manual gears to shift for
yourself or automatic gears to
have the computer do it for you.
 * Slick Tires/Medium Tires/Wet
Tires: Use slick tires on dry
ground for the best speed, and wet
tires for traction on wet ground.
Pit Stops:
Pit stops are located on every
track in Kawasaki SuperBike
Challenge.
A white line next to the track
represents the pit stop, and it's
location can be found on each
track diagram located at the top
of the race screen.
To make a pit stop during the
race, pull the motorcycle over to
the far right as you approach the
large overhang.
Bring the bike to a complete stop,
and press the C Button. During
qualifying races, a pop-up menu
will appear displaying three tire
change options.
Press your D-Pad Right to view
gearing options and press again to
view shifting options.
Use your D-Pad to select an
option, then move to other
options, or press the Start Button
to accept the changes and return
to the race.
If needed, your tank will fill
with gas when you press the Start
Button. A red graph will appear
and then move downward, indicating
a full tank.
When the options disappear, you're
ready to resume the race.
NOTE: During Championship
Circuit races, you may only change
tire types and fill up your tank
at the pit stops.
Complete the pit stop process as
quickly as possible. The race does
not stop.
<a name="Kid_cham.o">KID_CHAM.O</a>
 Kid Chameleon
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 POWERS
 HINTS AND TIPS
 BROWSE HELP FILES
 Kid Chameleon
 Game Description
 
 Use Up/Down to scroll text
Wild Side is the newest game in
town. It's a hologram that creates
a reality not our own. Nobody
knows what goes on inside, because
nobody ever comes out! 
Kids are disappearing left and
right, soon nobody will be left to
challenge the dark destroyer. But
one kid appears on the scene and
he's the coolest, toughest head in
town--he's Kid Chameleon! 
Take Kid Chameleon into Wild Side
and give the evil underlings a
taste of their own aspirin.
Because Kid Chameleon is about to
cause a few headaches of his own!
From Sega.
 Kid Chameleon
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press Left/Right to move in
those directions.
 * Press Down to crouch or
duck. 
 * Press Down hard to look
down.
 * Press Down and Left/Right to
crawl.
Speed (Button A):
 * Press and hold to speed up.
Speed + Start:
 * Press both buttons at the
same time to energize the Diamond
Powers.
Jump (Button B):
 * Press quickly to jump. 
Hold briefly for high leaps.
Jump + D-Button:
 * Press both buttons at the
same time to jump Left or Right.
 * Jump, then quickly press the
D-Button to turn in midair.
D-Button + Speed + Jump:
 * Press the D-Button and
Speed together to start a run,
then press Jump for a running high
jump.
D-Button + Jump 2X:
 * The combination flips Kid
Chameleon onto a platform. Press
the Jump button. When Kid
Chameleon is even with the
platform, press the D-Button
toward it and press Jump again. 
The flip only works when the Kid
is not transformed by a helmet.
Special (Button C):
 * Press for Special Power.
 Kid Chameleon
 Powers
 
 Use Up/Down to scroll text
Powers:
Special Power Diamond Power
THE KID
 Circle of Doom
 Leaping Flip (20 Diamonds)
 (D+Jump 2X) Death Snake
 (50 Diamonds)
IRON KNIGHT
 Circle of Doom 
 Crawl Up (20 Diamonds)
 Obstacles Extra Hit Point
 (50 Diamonds)
Special Power Diamond Power
RED STEALTH
 Samurai Haze
 Sword Attack (20 Diamonds)
 Death Snake
 (50 Diamonds)
BEZERKER
 Invulnerability
 Charge (20 Diamonds)
 Obstacles Wall of Death
 (50 Diamonds)
Special Power Diamond Power
MANIAXE
 Circle of Death 
 Throwing (20 Diamonds)
 Axes Extra Life
 (50 Diamonds)
JUGGERNAUT
 5-Way Shot 
 Fire (5 Diamonds per shot)
 Skull Bombs 
MICROMAX 
 Mini-Snake
 Stick (20 Diamonds)
 To Walls Swift Mini-Snake
 (50 Diamonds)
Special Power Diamond Power
EYECLOPS
 Fatal Beam 
 Reveal (2 Diamonds per shot)
 Unseen Blocks 
SKYCUTTER
 Invulnerability
 Fly (20 Diamonds)
 Upside Down Death Snake
Jump + Special) (50 Diamonds)
CYCLONE
 Slashing Rain
 Whirlwind (20 Diamonds)
 Flight Tracking Rain
Jump + Special) (50 Diamonds)
 Kid Chameleon
 Hints and Tips
 
 Use Up/Down to scroll text
 * Jump to search all the high
crannies and spaces, even when it
looks like there's nothing above
you. You may find invisible prize
blocks.
 * Listen for Diamond tones.
They make a sound when you've
gained enough Diamonds to use
Diamond Power.
 * Watch your time.
 * Restore your hit points by
grabbing another helmet.
 * Search for flags and
telepads in hard-to-reach places
and by destroying blocks.
 * To play for high scores, set
the game to FAST ACTION and don't
pick up any items.
 * Learn how to use the unique
powers of each transformation. You
don't have to pick up every
helmet, and some are better than
others for getting through the
round.
 * Experiment walking through
walls to discover hidden rooms.
<a name="Klax.o">KLAX.O</a>
 Klax
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SCORING IN KLAX
 BROWSE HELP FILES
 Klax
 Game Description
 
 Use Up/Down to scroll
 text
SO YOU'VE GOT QUICK HANDS. BUT
HOW FAST IS YOUR BRAIN?
For one or two players, this
brainteaser of a game is simple in
concept: Catch colored tiles that
come down the conveyor belt. Rack
up points by arranging them in
same-colored stacks or rows. 
A tic-tac-tile test if you will.
Sounds easy? It is...until the
tiles come tumbling at you so
fast, you'll go nuts trying to
catch them all-while figuring out
where best to stack them before
you run out of room!
But no matter how tough KLAX gets,
the hardest part is pulling
yourself away from this fun, fast,
and totally mind-boggling game!
 Klax
 Controller Functions
 
 Use Up/Down to scroll
 text
HOW TO PLAY
You play KLAX by moving your
paddle left and right and using it
to put tiles in the "bin". Your
paddle can move to five different
places on the screen. The paddle
can hold up to 5 tiles.
As tiles move down the conveyer,
use your paddle to catch them.
Press Button A,B, or C to flip the
top tile off into the bin below. 
Press UP on the D-Pad to throw the
top tile on your paddle back up
the conveyor. You can also press
DOWN on the D-Pad to accelerate
the tiles on the conveyer.Use this
feature with caution.
There are up to 10 total colors in
the game, plus the wild tile. (The
wild tile is a flashing block that
will substitute for any color.)
DROP METER
If you do not catch a tile with
your paddle, it will drop to its
death and your drop meter will
increase. 
You have a limited number of drops
before your game is over. When all
the lights on the Drop Meter are
ON, your game is over!
 Klax
 Playing the Game
 
 Use Up/Down to scroll
 text
HOW TO COMPLETE A WAVE
There are 5 different types of
Waves in KLAX. Keep in mind that a
KLAX is three or more tiles of the
same color in a row. The tiles can
be diagonal, horizontal, or
vertical.
* "You must get XX (a number based
on your current wave) KLAXs."
For this, you should get the
number of KLAXs specified.
* "You must get XX diagonals."
Only diagonal KLAXs count towards
finishing the Wave. You can still
get other types of KLAXs, though
(and you might need them to
survive!).
* "You must catch XX tiles."
That many tiles must be caught on
the paddle to finish the Wave.
* "You must get XXXX points."
You need to get this many points
to finish the Wave. Different
types of KLAXs will earn you
varying points.
* "You must get XX horizontals."
Only horizontal KLAXs count
towards finishing the Wave. You
can still get all types of KLAXs,
though.
 Klax
 Scoring in Klax
 
 Use Up/Down to scroll
 text
BASIC EXAMPLES OF A KLAX
3 Tiles=1 Klax
4 Tiles=2 Klaxs
5 Tiles=3 Klaxs
 * 1 vertical Klax is worth
50 points.
 * 2 vertical Klaxs (4 tiles
of the same color) are worth
10,000 points.
 * 3 vertical Klaxs are worth
15,000 points.
 * 1 horizontal Klax is worth
1,000 points.
 * 2 horizontal Klaxs are
worth 5,000 points.
 * 3 horizontal Klaxs are
worth 10,000 points.
 * 1 diagonal Klax is worth
5,000 points.
 * 2 diagonal Klaxs are worth
10,000 points.
 * 3 diagonal Klaxs are worth
20,000 points.
For bonus points, match up tiles
that will, in turn, match up other
tiles. There are many other shapes
that will earn you points, some of
them over 50,000 points!! 
Try experimenting with different
formations, especially with the
Wild Tile. Good luck!
<a name="Landstlk.o">LANDSTLK.O</a>
 Landstalker: Treasures
 of King Nole
 Sega
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 EQUIPMENT DESCRIPTIONS
 ITEM DESCRIPTIONS
 MOVES
 HINTS AND TIPS
 TROUBLESHOOTING
 BROWSE HELP FILES
 Landstalker: Treasures
 of King Nole
 Game Description
 Use Up/Down to scroll text
Landstalker from Sega pioneers the
next generation of adventure games
on the Genesis...
Eons ago, evil King Nole, on the
verge of being dethroned, hid a
vast treasure stolen from his
subjects. Then he vanished!
Now Landstalker ventures to this
ancient realm search of the
legendary fortune and the power to
re-unite a divided kingdom. 
Intricate logic puzzles and mazes,
humorous dialog and ironic
situations, and a unique graphic
look make this game unforgettable!
 Landstalker: Treasures
 of King Nole
 Controller Functions
 Use Up/Down to scroll text
D-Button:
 * Moves Nigel around the
screen
 * Lets Nigel climb ladders or
lines when pressed up
 * Makes selections in Menu
screens
 * Directs Nigel's jumps
Start Button:
 * Starts the game
 * Brings up the Inventory
screen
A-Button or C-Button:
 * Action. Use this button to
slash out with your sword, open
treasure chests, pick up and drop
items or hold conversations.
 * Chooses items from
Inventory.
B-Button:
 * Jump. Use the D-Button to
direct Nigel's jumps
 * Cancels the Inventory screen
 * Answers "No" to Yes/No
questions
 Landstalker: Treasures
 of King Nole
 Equipment Description
 Use Up/Down to scroll text
From the Inventory screen, if you
move the cursor to Equip, the Item
window shows what armor and
weapons Nigel has.
If you want Nigel to change
equipment, press Button A. A
bracket will appear in the Item
window. 
Use the D-Button to move the
bracket over the item you want to
equip, and press Button A again.
Nigel is now equipped with the
selected item.
Broadsword: This is Nigel's
standard weapon, forged especially
for him. It's a reliable blade,
but not very powerful.
Magic Sword: When fully charged,
this sword burns whatever enemy it
touches. When it is not carrying a
full charge, it can be used like a
regular sword.
Other magical swords include the
Sword of Ice, the Thunder Sword
and the Gaia Sword.
Leather Breastplate: This
standard armor is light and
flexible, but doesn't offer much
protection against attack.
Special Armor (Steel, Chrome,
Shell and Hyper): This offers
more protection than the leather
armor.
Boots: Nigel comes to Mercator
wearing a pair of standard leather
boots. 
During his journey, he may find
special boots that restore hit
points as he walks, or helps him
get through rough terrain (such as
fire pits, spiked floors or ice). 
One size fits all.
Magic Rings: These rings come in
handy during Nigel's adventures: 
 * Saturn Stone: Doubles the
rate at which an equipped magic
sword recharges.
 * Venus Stone: Triples the
rate at which an equipped magic
sword recharges.
 * Mars Stone: Increases
Nigel's resistance to poisons.
 * Moon Stone: Increases
Nigel's resistance to
mind-altering spells.
 Landstalker: Treasures
 of King Nole
 Item Descriptions
 Use Up/Down to scroll text
Items consist of medicine, keys
and magic talismans. 
In the Inventory screen, if a
number to the left of the item
appears in black and white, and/or
has a "x0" next to it, Nigel no
longer possesses that item.
To use an item, (from the
Inventory screen) press the
D-Button left until the arrow
points to Use in the message
window at the bottom of the
screen, then press Button A. 
A bracket will appear in the Item
window. Use the D-Button to move
the bracket over the item you want
to use, and press Button A.
Pick up items by purchasing them
at shops or finding them in
treasure chests.
ITEMS:
* Life Stock: This item increases
the total number of hit points
Nigel has available.
* EkeEke: This special plant
restores either 11 hit points or
half of Nigel's hit points,
whichever is greater.
If Nigel is knocked unconscious
and has a supply of EkeEke, Friday
can use the EkeEke to revive him.
* Detox Grass: Counteracts
poison.
* AntiParalyze: Cancels
paralysis spells.
* Restoration: Cures Nigel of
both paralysis and poisoning.
* Mind Repair: Cancels
hallucination spells.
* Dahl: This completely restores
all of Nigel's hit points, but can
only be administered by Nigel
himself.
* Golden Statue: When activated,
this talisman keeps Nigel's
magical sword fully recharged for
a short period of time.
* Gaia Statue: When activated,
this statue causes an earthquake
that damages all enemies in the
same room/field as Nigel.
The closer an enemy is to Nigel,
the more damage it suffers. The
more total hit points Nigel has,
the more powerful the statue's
attack.
 Landstalker: Treasures
 of King Nole
 Moves
 Use Up/Down to scroll text
OPENING TREASURE CHESTS:
To open a chest, move Nigel in
front of it and press Button A (or
Button C). The lid will pop open
to reveal your loot. 
To take the treasure, press Button
A again. NOTE: If Nigel already
possesses nine of the items he
finds, the chest will close with
the item still in it. 
Once Nigel uses one of those
items, he can return to pick up
the treasure later.
PICKING UP AND CARRYING ITEMS:
There will be areas that are too
high to reach by jumping. 
If there's a crate or other useful
item around to climb on, move
Nigel directly in front of the
item and press Button A to pick it
up. 
Nigel will carry the item around
if you press the D-Button. To make
him drop the item, press Button A
again.
THROWING ITEMS:
To throw an item Nigel is
carrying, press Button B to jump,
then press Button A at the peak of
the jump. 
This move is good for getting
items to high places or for
hurting enemies.
CLIMBING:
To climb up ladders, ropes or
vines, move Nigel directly in
front of the item you want him to
climb, and press the D-Button up. 
Jump down by pressing the D-Button
down.
FIGHTING:
Press Button A to make Nigel lash
out with his sword. For a midair
attack, press Button B to jump,
and press Button A at the peak of
the jump.
READING AND SPEAKING:
To read a sign, move Nigel in
front of it and press Button A.
The writing on the sign will
appear in a window. 
If Nigel lashes out with his
sword, reposition him and try
again. When you are finished
reading the sign, press Button A
to resume play.
Follow the same procedure to hold
conversations with people. If you
are asked a question, you'll see a
choice of answers at the bottom of
the window. 
Use the D-Button to select your
answer and press Button A. Press
Button A again to close the window
and return to play.
 Landstalker: Treasures
 of King Nole
 Hints and Tips
 Use Up/Down to scroll text
Make sure you are fully supplied
with EkeEke and medicines before
going into a field or dungeon. 
You can stock up on extra EkeEke
or other supplies by repeatedly
leaving and reentering the inn or
shop.
Talk to everyone and read every
sign. You'll pick up valuable
clues on how to proceed with your
game.
Sometimes you can stay clear of
traps and avoid drawing
unnecessary attention to yourself
by walking close to the walls
instead of straight through a
room.
Although a direct attack works on
many monsters, you will be damaged
in battle. Try dodging and
attacking at an angle. Lead the
monsters on a merry chase. 
Soon you'll find a fighting method
that's best for you.
Search for what you can't see. 
Sometimes valuable items, secret
paths, or switches are concealed
beneath buildings or obstacles, or
disguised by foliage. 
Explore behind things, and feel
along walls. Be aware (especially
in field or in dungeon areas) that
enemies can be lurking in
concealment as well!
Watch the opening scenes closely
for hints on how to get past
obstacles.
Save your game frequently--
especially after completing a
difficult task.
No puzzle is impossible, but some
are quite hard. Keep on trying!
Landstalker is one gigantic
labyrinth after another. If you're
stuck, make a MAP. 
There may be rooms that have been
forgotten and ignored. It's
probably in these rooms where a
solution may be. 
 Landstalker: Treasures
 of King Nole
 Troubleshooting
 Use Up/Down to scroll text
YOU COME ACROSS A LOCKED DOOR:
1. Trigger the switch. Some
doors can only be opened by
triggering a switch in an adjacent
room.
2. Find the key. A key might be
hidden in one of the connecting
rooms.
3. Is it a magic lock? Some
magic items open doors. Check your
inventory.
4. Are you locked inside a room?
If you find yourself trapped
inside a room, here are 2 ways to
spring the locks:
 a) Defeat all the monsters in
the room. In some rooms, the
locked doors will automatically
disappear.
 b) Look for special devices.
Are there any buttons in the floor
that can be pressed? Are there any
secret doorways hidden in the
walls?
SWITCHES WON'T STAY SWITCHED:
You stand on top of a switch and a
lock or trap disappears. You step
off the switch to take advantage
of the situation...and you're
right back where you started.
1. How long does the switch stay
on? Can you race past the trap in
time?
2. Is there something--or
someone--in the room that you can
use to weigh down the switch?
THE PATH IS BLOCKED:
A bridge out? A pathway cluttered
with debris? You need to pick up
more information. Go back to the
last village you visited and ask
around. A solution will present
itself.
Help everyone in need, no matter
how suspicious of them you are--
they might return the favor...
YOU CAN'T REACH A HIGH PLACE:
Are there items (such as crates or
vases) you can use to stack and
climb on?
1. Feel around. There might be
some sort of hidden support or
staircase you can climb on.
2. Can you drop down onto your
destination from a higher level.
YOU KEEP MISSING A PLATFORM:
Landstalker introduces a new form
of perspective to the role-playing
game. 
Because of the new angle and the
three-dimensional effects, it has
become much harder to gauge where
to jump. 
If a platform is moving, observe
it carefully from a safe place.
Plan all of your moves in advance.
And keep trying!
YOU'VE BEEN POISONED:
If little bubbles appear over
Nigel's head and the screen starts
flashing, he's just been poisoned!
Every time the screen flashes,
Nigel loses one hit point until he
loses consciousness.
1. If you have an antidote (such
as Detox Grass or Restoration
Potion) in your inventory, use it
immediately to save the rest of
your hit points.
2. Are you near a church? A
priest can help heal you ... for a
price.
3. The effects of the poisoning
will eventually wear off, if Nigel
has enough hit points to "walk it
off."
YOU'VE BEEN PARALYZED:
If you have a restorative (such as
AntiParalyze or Restoration
Potion) in your inventory, use it
immediately.
YOU'VE BEEN MUDDLED:
If little birds appear and start
flying around Nigel's head, he's
been muddled. Try one of the
following to clear his head:
1. If you have a restorative
(such as Mind Repair or
Restoration Potion) in your
inventory, use it immediately.
2. Head for the nearest church.
A priest might be able to help
you.
YOU'VE BEEN CURSED:
If little gray Grim Reapers appear
and start circling around Nigel's
head, he's been cursed. Use one of
the following to break the spell:
1. If you have a Restoration
Potion in your inventory, use it
immediately.
2. Hurry to the nearest church.
A priest might be able to help
you.
<a name="Lastbatl.o">LASTBATL.O</a>
 Last Battle
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Ldnstlkr.o">LDNSTLKR.O</a>
 
 Landstalker
 Sega
 
 To return to Now Playing,
 reset your adapter. 
 
 CONTROLLER FUNCTIONS
 EQUIPMENT DESCRIPTIONS
 ITEM DESCRIPTIONS
 MOVES
 HINTS AND TIPS
 TROUBLESHOOTING
 BROWSE HELP FILES
<a name="Leadgolf.o">LEADGOLF.O</a>
 Leaderboard Golf
 US Gold
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Legends.o">LEGENDS.O</a>
 Legends of the Ring
 Electrobrain
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 EXHIBITION MODE
 CAREER MODE
 BATTLE OF THE LEGENDS
 BROWSE HELP FILES
<a name="Lethlnf1.o">LETHLNF1.O</a>
 Lethal Enforcers
 Konami
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Lethal Enforcers
 Game Description
 
 Use Up/Down to scroll text
Listen up! There is a reason you
took this job, right? You think
you can make a difference in this
city. You want to serve and
protect, right? 
Well, I've heard it all
before-from the bleeding hearts
who toss around the term reform
like a platter of biscuits to the
self-proclaimed vigilantes who
think violence fights violence.
Let me tell you something, I've
learned in my years on the force
that most criminals are just
looking for a free ride. They
don't know the boundaries, so they
don't realize they've crossed the
line.
But there is a small percentage
out there who know the rules and
just don't respect 'em. They think
the rewards are greater than the
risks.
They have no fear of
consequences--if they get caught
they'll just end up back on the
streets in no time. Well, that
doesn't wash on my turf.
If you come in here waving guns,
you're going to pay the price for
crossing the line. Innocent people
are the ones with power here, not
the thugs with guns.
Lately there has been a lot of
action with the so-called
organized criminals. I'm not going
to allow that. I want you to hit
the streets and clean up this
town. 
Go it alone or take backup, but
either way I want you to send a
message to those scumbags: there
are laws in my city, and my
enforcers are packing loaded
"Justice."
Now hit the streets!
 Lethal Enforcers
 Controller Functions
 
 Use Up/Down to scroll text
Gun Adjustment Mode:
Aim Center: When you aim for the
center of the target displayed on
the screen and pull the trigger, a
sight automatically appears and
the AIM TEST screen appears.
Aim Test: Aim at the screen and
pull the trigger. When a mark
appears at the spot you were
shooting at, the adjustment is
done. Press the Start button, or
the button on the side of the gun,
to return to Select Mode.
To readjust: When you want to do
the adjustment again, aim off the
screen and pull the trigger. 
You will go back to AIM CENTER, or
you can return to the Select Mode
and go through the steps again
from the beginning.
Note: In AIM CENTER you cannot
adjust two guns at the same time.
Adjust one, and then return to
adjust the other. If you change
the distances of the guns from the
screen or firing point,
readjustment is necessary.
The game is designed so that you
will get the best response when
shooting from a distance of 7-10
feet from the TV screen.
Gun Operation:
 * When you aim at the TV
screen and pull the trigger, a
bullet is fired.
 * When you aim away from the
TV screen and pull the trigger,
your gun is reloaded.
 * To Continue, press the START
button, or the button on the side
of The Justifier.
 * At game over, if your score
is among the top 10, the name
entry screen appears.
Controller Operation:
 * Move the control pad to move
the sighting crosshairs.
 * Press the A or B button to
fire a bullet.
 * Press the C button to
reload.
 * Press START to pause and
resume.
 * To Continue, press the Start
button.
 * At game over, if your score
is among the top 10, the name
entry screen appears.
 Lethal Enforcers
 Playing the Game
 
 Use Up/Down to scroll text
Arcade Mode Rules:
1. Shoot the bad guys. Fire
bullets at them and their
projectiles: hand grenades,
knives, bazooka shells, etc.
2. Don't hit innocent
bystanders.
3. Don't get shot!
Do you think you can handle that,
Rookie?
When you start the game your rank
is Patrolman. By shooting enemies
and not hitting innocent people,
you raise your hitting ratio and
can raise you ranking.
When two people are playing
together, both must fulfill the
rank requirements to clear the
stage. It is important to work
together to beat the enemy.
Your rank will drop each time you
hit an innocent bystander. When
your life drops to zero, the game
is over. When you have credit,
even if you lose all life,
Continue is possible.
Stage Clear rank required:
Stage 1 Clear: Detective
Stage 2 Clear: Sergeant
Stage 3 Clear: Captain
Stage 4 Clear: Lieutenant
Scum Stomping Equipment:
You can pick up some items in the
game to help you wipe out these
vermin. To pick up an item, shoot
it. These aren't permanent,
though. If you take a hit from an
enemy, you will revert back to
your standard issue weapon.
Magnum: Fire power rises; holds
six rounds of ammunition.
Automatic: Holds 12 rounds.
Assault rifle: Fires three
consecutive shots; holds 12
rounds.
Shotgun: Sprays lead in a
relatively big area; holds six
rounds.
Machine gun: Fires consecutively
while the trigger is pulled (or A
or B button is held down); holds
36 rounds and cannot be reloaded.
Grenade gun: Bullets explode;
holds 8 rounds only and cannot be
reloaded.
Practice Mode Rules:
Fire at targets and knock them
down.
You must hit the target before it
disappears or it is counted as a
miss. Even moving targets must be
hit before they disappear off the
screen.
If you hit an innocent bystander
target, it counts as a miss.
The percentage displayed at the
bottom of the screen is the
hitting ratio required to clear
the stage. If you get a higher
percentage, you will be promoted.
If your percentage is lower, you
keep the same rank and lose one
life. Life also decreases each
time you miss an enemy target.
NOTE: In Practice Mode, rank has
no bearing on stage clear.
Basically, the only requirement
for clearing a stage is the
hitting ratio.
 Lethal Enforcers
 Hints and Tips
 Use Up/Down to scroll text
 * Shoot whatever weapons the
boss throws or fires before you
attack the boss directly.
<a name="Lethlnf2.o">LETHLNF2.O</a>
 Lethal Enforcers II
 Konami
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
 Lethal Enforcers II
 Game Description
 
 Use Up/Down to scroll text
All is silent and deserted as you
and your partner ride down Main
Street. It's 1873 and you're in a
town in the American Wild West, a
place where law and order are
dirty words.
You've been sworn in as the
territory's two sheriffs,
challenged to rid the town of the
desperadoes and outlaws infesting
it.
As you head up the street, the
glint of sun against metal catches
your eye, and you know the
showdown's about to begin...
 Lethal Enforcers II
 Controller Functions
 
 Use Up/Down to scroll text
Using the Control Pad:
 * Use the D-Pad to move the
gun sights on the screen.
 * Press the A button to fire
the Gun.
 * Press the C button to
reload.
 * Press the Start button to
pause the game. Press it again to
resume play.
 * Press the Start button to
use Continue.
 * If your score is one of the
top 8 scores, you'll be able to
enter your name on the name entry
screen.
Move the cursor to the letters you
wish to use using the Directional
button and press the A button to
set. Your name will not be saved
when the power is turned off.
Using the Gun:
 * Aim the Gun inside the TV
screen and pull the trigger to
fire.
 * Aim the Gun outside the TV
screen and pull the trigger to
reload.
 * Press the Start button to
Continue, once you have adjusted
your gun.
 * If your score is one of the
top 8 scores, you'll be able to
enter your name on the Name Entry
screen.
Aim the Gun at the letters you
wish to use. Pull the trigger to
set your choice. After you enter
your name you will exit the Name
Entry screen automatically.
Your name will not be saved when
the power is turned off.
 * Both the Player 1 Gun and
the Player 2 Gun are used in the
same way.
Gun Adjust Mode:
Press the START button on the
Player 1 Gun during game play to
go into Gun Adjust Mode.
AIM CENTER: Aim at the center of
the target shown on the screen and
pull the trigger. This will
automatically sight the Gun and
move you to the AIM TEST screen.
AIM TEST: Aim at the TV screen
and pull the trigger. If a mark
appears on the screen at the place
you aimed at, the Gun has been
correctly sighted.
Press the START button to return
to the game. You can shoot as much
as you want in this mode.
How to re-sight:
To re-sight the gun, aim outside
the screen and pull the trigger.
This will return you to the AIM
CENTER screen.
 * It's not possible to
re-sight both Guns at the same
time. Please re-sight each Gun
separately.
You need to re-sight the Gun if
you move closer to the screen or
further away, or move to a
different position to fire.
For best performance, keep about
3-6 feet away from the television
screen when firing.
 Lethal Enforcers II
 Playing the Game
 
 Use Up/Down to scroll text
Game Rules:
Fire the Player 1 Gun at enemies
and any items that they throw at
you. You must not hit any innocent
bystanders.
 * At the start of the game you
have the ranking of POSSE. Move
your ranking up by improving your
hit rate and by not shooting
innocent bystanders.
 * The game ends when your
lives run out. When you have
credits remaining you can use
CONTINUE to battle on.
 * Defeat the Boss at the end
of each stage to clear it.
Items:
Items appear during the
game--shoot them to pick them up.
50 caliber sharp: Your fire
power increases; holds five
rounds.
Rifle: Holds twelve rounds.
Double rig: They fire at same
time; each holds six rounds.
Gatling gun: Fires continuously
while you hold down the trigger or
the A button; holds twenty-four
rounds and cannot be reloaded.
Cannon: Can blast through walls
over a wide range. Holds seven
rounds and cannot be reloaded.
If you are injured by an enemy
your firing power returns to
normal.
<a name="Lgndring.o">LGNDRING.O</a>
 Legends of the Ring
 Electrobrain
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 EXHIBITION MODE
 CAREER MODE
 BATTLE OF THE LEGENDS
 BROWSE HELP FILES
<a name="Lightcru.o">LIGHTCRU.O</a>
 Light Crusader
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MAIN SCREEN
 A SPECIAL CHAMBER
 HINTS AND TIPS
 BROWSE HELP FILES
 Light Crusader
 Game Description
 
 Use Up/Down to scroll text
BEGIN THE SEARCH
I am David Lander, swordsman in
the service of my lord, the great
King Frederick of Whitewood. 
I have fought with the strangest
of creatures and searched for
precious treasures, but today I
have received the most unusual
duty of my entire life.
A few days ago, I returned to
Whitewood from battle with ogres
to the south. 
King Frederick informed me that
his elder brother, none other than
King Weeden of this land of Green
Row, desired my presence. 
Weary of battle, I thought I was
coming for a pleasant rest. How
wrong I was.
Trembling, King Weeden informed me
that his townspeople have been
disappearing daily. 
None of the astrological charts
reveal anything. Not even the
king's own oracle can provide the
answer.
Green Row has always been a safe
and charming land. Not any longer.
I must find out what is happening
to King Weeden's people, and
return them. Something very evil
is at work.
 Light Crusader
 Controller Functions
 
 Use Up/Down to scroll text
TAKE CONTROL
Start:
 * Pauses/Resumes game, makes
selections on pre-game screens
D-Pad:
 * Moves David around game
screen, highlights features on
screens
Button A:
 * Makes David cast spell
Button B:
 * Makes David attack with
sword, makes David talk with other
characters, returns to previous
screen
Button C:
 * Makes David jump, makes
selections on pre-game screens,
makes selections on Main screen
NOTE: Due to the 3-D nature of
Light Crusader, all game movement
is directed by the diagonal
direction controls on the control
pad.
 Light Crusader
 Playing the Game
 
 Use Up/Down to scroll text
MOVING THE WARRIOR
Sword Slash
Press Button B when next to an
opponent to attack. You can also
hit certain objects this way when
you need to do so.
Leap
Press Button C to leap. Press the
D-Pad to guide the leap.
Jumping Thrust
Attack a distant opponent. Hold
the D-Pad in the direction of an
opponent and press Button C
simultaneously. 
Halfway through the leap, release
Button C and press Button B.
Cast Spell
Press the D-Pad to set the
direction of your spell, and press
Button A to cast the spell.
Opponents in the path of attack
spells are affected.
Converse
When facing a character, press
Button B to talk with him or her.
Press any button to forward
through the conversation.
Flip Switch
Flip a switch to open a door.
Stand in front of the switch and
press Button B.
AROUND TOWN
You start your adventure in the
Throne Room of King Weeden's
castle. 
Because of the nature of your
mission, the king has given you
special permission to explore
anywhere you want, even the
castle.
You can purchase various items at
the shops in the town, provided
you have enough gold to do so. 
The amount of gold you have is
listed on the Main screen. King
Weeden has given you 200 gold
pieces to start with. 
Spend them wisely. To purchase an
item, walk over or next to it. You
are asked if you want to buy it. 
Press the D-Pad Left or Right to
highlight Yes or No. Press Button
C. While searching for the missing
villagers, talk with anybody you
can. 
Some of what you hear might just
be idle gossip, but on the other
hand...
Green Row Pub
There's always a wild tale or two
to be heard in the Green Row Pub.
Some food items are also on sale
here.
Weapon Shop
The items might be a little
expensive, but you're guaranteed
excellent quality.
Inn
A stay at the Inn is well worth
the 10 gold pieces you pay. Stay a
night and any Hit points you
previously lost are restored. 
Magical element capsules are for
sale here.
Oracle
The king's advisor has been hard
at work trying to locate the
missing people. She sometimes has
clues which can help direct you.
 Light Crusader
 Main Screen
 
 Use Up/Down to scroll text
INVENTORY
To use an item:
Highlight one with the D-Pad and
press Button C. For many of the
items, a message at the bottom of
the screen appears informing you
of the item's effect.
To change the item's position:
Highlight an item with the D-Pad
and press Button A.
Move the highlighted item to an
open box by pressing the D-Pad,
and press Button A or C to set. 
If you have the highlighted item
to a box already containing an
item, the other item moves to
another box.
To sort the item list:
Group the items by type if
desired. Highlight SORT at the
bottom of the screen and press
Button C.
EQUIP
To equip an item:
Highlight the desired
category(WEAPONS, ARMOUR, or
GLOVES) by pressing the D-Pad Up
or Down. 
Highlight the desired item by
pressing the D-Pad Left or Right.
Press Button C to equip the item.
MAP
Press the D-Pad Up or Down to
highlight the name of the map. The
map appears on the left side of
the screen.
MAGIC
To create magic, you need "element
capsules." There are four
different kinds: wind, fire,
earth, and water. 
You can buy element capsules and
sometimes find one after you
defeat an enemy.
Each time you find a new element
capsule, your count for that
element is increased by 10 points.
The maximum number of points for
any of the four element counts is
99. 
Each time you cast a spell which
requires a certain element, 1
point is subtracted from that
element's count.
MODE
Press Button C repeatedly to
toggle between the on and off
settings. 
When a white dot appears in the
circle next to the feature name,
that feature is enabled.
Damage Number
Each time you successfully attack
an enemy or are hit by the enemy,
the Hit Point damage appears.
Window On
All game messages are displayed
when this feature is on. 
When off, only clues to help you
on your quest and conversation
with other characters are
displayed.
Item Auto Use
If on, and you lose Hit Points
more than an item's value, the
item is automatically used to
replace lost Hit Points equal to
it's value. 
When off, you must select an item
from inventory to replace the lost
Hit Points.
SELECTING MAGIC
Access the MAGIC feature on the
Main screen as you would other
features by pressing Button C when
MAGIC is highlighted.
Select a spell by pressing the
D-Pad Left or Right to highlight
one of the four element capsules. 
The count for an element is listed
below each capsule. Press Button C
to select that element. 
However, if you have not yet
acquired any capsules for a
certain element, the count is
displayed as zero and you cannot
select that element.
For example, if you wanted to
select Turn Undead, you would need
to highlight and select the Wind,
Earth, and Water elements.
Notice that at the bottom of the
screen the spell Turn Undead is
listed. You can now use this spell
during game play. 
Each time you cast this spell
during the game, 1 point is
subtracted from the Wind, Earth,
and Water element counts.
You can also activate the spell
list to review and select spells.
Hold the D-Pad Up and press Button
C. 
The spell list appears on the
right side of the screen.
To select a spell, press the D-Pad
Up or Down to highlight, then
Button C.
FINDING AN ITEM
Weapons and Armor
You start the game with the Long
Sword, Plate(armour) and Gloves.
On your adventure, you will find
more powerful weapons and armor. 
Taking time to look for other
weapons and armor is well worth
the effort!
Potion
Blue Potion: Cures you of any
poisons.
Red Potion: Restores all lost Hit
Points.
Food and Drink
There are many kinds of foods you
can buy or find. Use those listed
below to restore lost Hit Points
or cure poisons.
Element Capsules
There are four kinds of these that
enable you to cast spells: Wind,
Fire, Earth, and Water.
Keys
You need to find keys to pass
through certain locked doors. 
You automatically pass through
such a door if you are carrying
the necessary key.
Life Bubble
Each one you find increases your
maximum number of Hit Points by
10.
Pendant
When you lose all of your Hit
Points, the game is over. 
However, if you have a Pendant,
you start again from the room
where the game ended with all of
your Hit Points restored.
Relics
There are several special items
which you need to find to proceed
in this game. Look carefully for
these special items!
 Light Crusader
 A Special Chamber
 
 Use Up/Down to scroll text
SPECIAL ROOMS
Saving the Game
During your adventure, you will
come across small rooms with runes
inscribed on the floor. 
If you step on the writing, the
game prompts SAVE?. Highlight Yes
or No with the D-Pad and press
Button C to select.
Teleportation
Travel between this type of rune
chamber and other rune chambers
like it which you have visited
before. 
After walking across the rune,
press the D-Pad Up or Down to
highlight the location of the rune
chamber you wish to visit. Press
Button C.
Magic Fountain
When you're low on Hit Points,
there is nothing more valuable
than a Magic Fountain. 
Walk towards one and touch it. All
lost Hit Points are restored.
HAVING TROUBLE?
Jumping
Due to the 3-D view of the game,
jumps can sometimes be a little
tricky. 
Watch your character's shadow, and
not the character itself, to help
you guide the jump.
Locked Doors
There are several reasons why you
can't open locked doors. Ask
yourself the following questions:
 * Have I looked everywhere
possible for keys?
 * Have I flipped all switches
that I have come across?
 * Have I not yet performed
some kind of special task in the
room?
Boss Monsters
Once in a while you come across
one. They're tough and mean. 
It might take several attempts to
get rid of one, or maybe you won't
be able to beat it. 
Maybe you need to find something
that can help you.
Losing Your Way
Write down any advice you hear.
You will receive a lot of it.
Sometimes, the King, the oracle,
or another character might have
useful information.
 Light Crusader
 Hints and Tips
 
 Use Up/Down to scroll text
 * Memorize where the two kinds
of rune chambers are. It's easier
to teleport than to walk from
place to place. 
It's also easier to save the game
at the closest rune chamber rather
than go all the way back to one
found earlier in the game.
 * The same goes for magic
fountains-memorize their
locations. 
Traveling back to the town of
Green Rod to buy items for healing
costs you in time and money, but
visiting a magic fountain costs
you nothing.
 * Many of the rooms you enter
on your adventure are actually
puzzles. 
After entering such a room, spend
a little bit of time trying to
solve the puzzle rather than
heading blindly into action. 
You might save a lot of time this
way.
<a name="Lightfrc.o">LIGHTFRC.O</a>
 Lightening Force
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Lndstlkr.o">LNDSTLKR.O</a>
 Landstalker
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 EQUIPMENT DESCRIPTIONS
 ITEM DESCRIPTIONS
 MOVES
 HINTS AND TIPS
 TROUBLESHOOTING
 BROWSE HELP FILES
<a name="Lotustur.o">LOTUSTUR.O</a>
 Lotus Turbo Challenge
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
 Lotus Turbo Challenge
 Game Description
 
 Use Up/Down to scroll text
 Lotus Turbo Challenge
 Controller Functions
 
 Use Up/Down to scroll text
CONTROL ARRANGEMENTS
MANUAL GEARS MODE
Button A: brake, gear up
Button B: accelerate, gear down
Directions
Up: gear up, accelerate
Down: gear down, brake
Left: turn left, turn left
Right: turn right, turn right
AUTOMATIC GEARS MODE
Button A: accelerate
Button B: brake
Directions
Up: accelerate
Down: brake
Left: turn left
Right: turn right
 Lotus Turbo Challenge
 Playing the Game
 
 Use Up/Down to scroll text
Tracks & Checkpoints
There are eight serpentine
courses on which to sharpen your
skill and test your reflexes. Each
course takes place in a different
landscape, and each has its own
hazardous road conditions-from ice
to fog to giant boulders. The
tracks must be completed in order.
On each track, there are anywhere
from four to nine checkpoints. A
checkpoint is a location you must
reach in order to continue the
race. You have a limited number of
seconds in which to make it to the
next checkpoint-if you don't reach
it in the alloted time, your car
grinds to a dead stop and the race
is over...for you at least.
The checkpoints are spaced such
that you must maintain a high
speed in order to pass them all.
This means that youmust avoid
doing things that will slow you
down and waste valuable
seconds-things like hitting
stationary objects, colliding with
other cars, or driving on the
shoulder of the road(where the
traction is less than optimal).
The ultimate goal, of course, is
to reach the finish line ahead of
your opponents.
Track 1-Forest
Water, logs, and rocks lay strewn
across the track. The rocks and
water slow you down, but the logs
can be useful-hit them head on and
you can use them to jump puddles
and opponents.
Track 2-Night
With visibility severely limited,
a sudden bend could be the end of
the road for you. Careful in those
tunnels-those walls can do a
number on your paint job.
Track 3-Fog
High-speed driving in the fog
makes night-racing look easy.
Buried in this soup is one of the
most twisted, sidewinding tracks
in the game. Add oil
slicks-liberally scattered on the
road-and you're in for one hell of
a race. This is definitely a road
that puts your career on a
collision course.
Track 4-Snow
Driving snow, treacherous ice
patches and lighter-than-light
steering. Challenging enough? Try
it once before you answer.
Track 5_Desert
This barren wasteland is a home to
very little except cacti,
tumbleweeds, and the huge sand
drifts that pile up on the side of
road-hit one of these and you'll
soon realize that your Lotus has a
firt gear! Keep to the center of
the track where the traction is
better.
Track 6-Interstate
There are two lanes on this track.
You can cross the divide and go
into the opposite lane-where the
traffic's decidedly lighter-but be
sure to steer clear of those
oncoming cars. Avoid trucks
crossing your path at
intersections, or just drive
underneath them for extra points.
This is the ultimate urban
adventure!
Track 7-Marsh
The wetland on either side of road
isn't particaularly dangerous, but
it can slow your car down to a
crawl in seconds. Stay on the
asphalt so you don't lose valuable
time. Also, keep an eye out for
the green extra time icons. You'll
see the extra time icons in the
middle of the road-run them over
to add some much-needed seconds to
the Checkpoint Clock. Note: These
seconds could be lost if you hit
oil or miss one of the log jumps
and go flying into the water.
Track 8-Storm
Pounding rain, booming thunder,
and flashing lightning. If mother
nature doesn't put a little fear
in your heart, the breakneck turns
will. There's a lot of distance to
cover between the checkpoints, so
keep an eye out for the red turbo
icons. You'll see the turbo icons
in the middle of the road-run them
over for an extra burst of speed.
Racing
Once you're behind the wheel, it's
just you, the Lotus, and the road.
Rev Bar
The Rev Bar displays your
engine's power. If the red bar is
to the right of the rectangular
box, your engine is doing
overtime. If it's to the left,
then you're going too slow for
victory.
The number above the bar is your
current speed in miles per hour.
If it's not three figures, then
for cryin' out loud, speed up!
Score
This number is your current score.
Checkpoint Clock
The Checkpoint Clock measures the
precious few seconds you have left
to make it to the next checkpoint.
Whenever you pass a checkpoint,
more seconds are added to the
clock. If the clock reaches zero
before you reach the next
checkpoint, the race is over.
However, if you're lucky enough to
be close to the checkpoint, there
may be a chance you'll coast over
the line, in which case you'll be
greeted with the sound of your
car's engine bursting into life.
Gears
The five-on-the-floor diagram
shows the current gear you're in.
This is really only important if
you're in Manual Gears mode.
Distance Bar
The Distance Bar appears below the
Rev Bar but only in 2 Player mode.
This rectangle represents the
track you are racing, the colored
box represents your Lotus(Red for
Player 1 and white for Player 2).
This feature allows you to at a
glance monitor how far in front or
behind your friend(enemy?) you
are.
Head-To-Head-2 Player Games
In a 2 Player game, you and a
friend compete against each other
and a score of Sega
Genesis-controlled opponents. The
screen is divided into two parts:
Player 1 is the white car at the
top of the screen and uses
Controller 1 for steering; Player
2 is the red car at the bottom of
the screen and uses Controller 2.
Race Results & High Score
Once you've finished a race, the
Race Results screen appears:
Your Score
The screen displays a picture of
the course with a marker denoting
your car and your opponent's
car(only present in 2 player
mode). The markers will start to
move down the length of the
course, portraying your movements
as they go.
Press A, B, C or Start to move the
markers to the end position.
<a name="Madden93.o">MADDEN93.O</a>
 John Madden Football '93
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SETS/FORMATIONS AND PLAYS
 BROWSE HELP FILES
<a name="Magsbspc.o">MAGSBSPC.O</a>
 Magic School Bus
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE GAMES
 HINTS AND TIPS
 BROWSE HELP FILES
 Magic School Bus
 Game Description
 
 Use Up/Down to scroll text
Blast Off with Ms. Frizzle!
Did you ever wish your school bus
would take a right turn to
someplace incredibly fun? What if
your school bus took an up-turn
and headed right into outer space?
And what if you could play tag in
outer space with your teacher?
Guess what--you can!
Meet Ms. Frizzle, the spaciest
science teacher on planet Earth.
Her field trips are really out of
this world...way out...all the way
to the end of the Solar System.
Find out about your Solar System.
Ms. Frizzle will show you many
things you've never seen before.
There are lots of wonders in the
Solar System...space stations,
gigantic planets, icy glowing
comets, asteroids and cheese
wheels (just kidding!).
Oh, wait a minute. What about The
Magic School Bus? The Magic School
Bus transforms into a space ship.
It can fly all the way to Pluto
and back on one tank of gas!
Don't worry, if you don't know
what Pluto is, you're going to
find out. One more Bus thing.
You are the bus driver or bus
astronaut or "Bustronaut!" You get
to pilot the Bus/spaceship to
distant planets.
You'll also meet a special friend
named Liz. Keep an eye on Liz
during your space travels. Liz
will guide you by giving you hints
on what to do. Liz also keep your
score during the game.
What You'll Do:
You'll head towards the Moon!
Here's what you'll do on each
trip:
 * First, blast off in The
Magic School Bus for your flight
to the planet. On the way, you can
take photos of interesting space
objects.
Some of these objects are natural,
some were made by scientists...and
some are just plain goofy.
 * Next, pull off tricky
landings on planets that sometimes
don't even have any surface!
 * After that, you're ready for
a walk that includes a wacky
version of hide 'n seek with Ms.
Frizzle. Pull off the right moves
and you'll enjoy special games
during the mission.
 * When the quest is over, use
what you learned in space to play
the Shuffle and Matching Pairs
games.
Now put on your spacesuit and get
ready for some fun!
 Magic School Bus
 Controller Functions
 
 Use Up/Down to scroll text
Selecting a Mission:
 * Press the D-Pad to point to
the moon or a planet on the
Mission Selection chalkboard.
 * Press Start to select that
destination and go to the Planet
Information screen.
 * Press Start again to begin
the mission.
Flying Through Space:
 * Press the D-Pad to steer and
to aim the Camera viewfinder or
Asteroid Blaster sights.
 * Press Button A to slow down.
 * Press Button B to speed up.
 * Press Button C to take
photos or blast asteroids, when a
target is in the camera viewfinder
or Asteroid Blaster sights.
 * Press Start to open or close
the Photo Album.
 * Press the D-Pad LEFT or
RIGHT to turn the pages of the
Photo Album.
Landing:
 * Press the D-Pad to steer
landers and space buggies.
 * Press Button A to give a
light blast for thrust.
 * Press Button B to give a
medium blast.
 * Press Button C to give a
strong blast.
 * Press Start to open the map.
Planet Walking:
 * Press the D-Pad UP or DOWN
to look above and below on the
screen.
 * Press Button A or Button B
to jump, or to hop the moon car
over boulders.
 * Press Button C to operate
your spacesuit thruster.
 * Press Start to open the map.
Playing Shuffle and Matching
Pairs Games:
 * Press the D-Pad to select
squares during a Shuffle or
Matching Pairs game.
 * Press Button B or Button C
to select and place squares during
a Shuffle game.
 * Press Button A to see a
finished landscape during a
Shuffle game.
 * Press Start to pause or
resume a special game.
General:
 * Press Button C on the Title
screen of any level to open the
Button Control screen. This
reminds you how to operate the
level.
 Magic School Bus
 Playing the Game
 
 Use Up/Down to scroll text
There are three difficulty levels
in the game:
 * Easy-Have a blast and learn
the game. You can't lose any lives
or run out of fuel, and you have
unlimited time to complete the
Shuffle and Matching Pairs games.
 * Normal-Begin with eight
lives. During the missions, you
can lose lives and run out of
fuel, so you need to be careful.
You will be timed in the Shuffle
and Matching Pairs games.
 * Hard-Just like the Normal
level, except you begin with four
lives.
Traveling in the Solar System
The Magic School Bus is ready to
blast off on its mission to the
Moon or to one of the eight other
planets (not counting Earth) in
the Solar System.
Ms. Frizzle takes off first. She
leaves a trail of blue and silver
space buoys for you to follow.
Collect these space buoys to earn
points!
Each mission has five phases.
Watch Liz add up your points at
the end of each phase.
 * Flight: Travel to the Moon
or a distant planet, snapping
photos and blasting asteroids.
Follow the space buoys for the
quickest route.
 * Landing: Find the landing
pad and then park the Magic School
Bus.
 * Planet Walk: Explore each
planet and find Ms. Frizzle!
 * Shuffle: Put together a
picture puzzle of the planet's
landscape.
 * Matching Pairs: Match photos
of space objects to their names.
Reward Rounds: Play these
special games during a mission, as
soon as you collect enough stars
or zap three gold asteroids. (You
can finish a mission even if you
don't play these rounds.)
Planet Information Screen:
Before a mission begins, the
Planet Information screen pops
into view. Here you read
interesting facts about the
heavenly body you are headed for.
Press Start and Ms. Frizzle revs
up her spacesuit and rockets off.
The mission and has begun!
We Have Lift-Off!
You're blasting through space.
It's time to get busy! Here's what
to do:
 * Follow the space buoys to
your destination by steering The
Magic School Bus with the D-Pad.
 * Take aim on a photo subject
or asteroid by moving the sights
with the D-Pad.
 * Take photographs by pressing
Button C.
 * Blast asteroids with Button
C or avoid them by turning with
the D-Pad.
 * Adjust your speed. Press
Button A to slow down, or Button B
to speed up.
 * Open the Photo Album by
pressing Start.
 * Be careful. If you run out
of fuel or get hit too often by
asteroids, you have to begin the
flight again.
Taking Photos:
Take plenty of photos during your
flight. Space photos are worth
points and fill the pages of your
Photo Album.
Use the D-Pad to aim your Camera
viewfinder at heavenly bodies,
satellites, and space stuff. Then
press Button C to take a photo.
Aim well to capture the whole
subject.
Check out the details of your
photo by pressing Start to open
the Photo Album. Press the D-Pad
LEFT or RIGHT to page through the
album.
Study the photos to get ready for
the Matching Pairs phase.
Blasting Asteroids:
Defend The Magic School Bus! When
the asteroid alert sounds, the
Camera turns into the Asteroid
Blaster. Use the D-Pad to aim at
an oncoming asteroid.
When the sights begin blinking,
press Button C to fire! Zap lots
of asteroids to enter the Asteroid
Insanity reward game.
Zap three gold asteroids and enter
the Astro Blaster reward game.
When the asteroid threat is gone,
the Asteroid Blaster turns back
into the Camera.
Liz:
Liz is your copilot on the flight.
Watch her for signals about what
to do. Liz points in the direction
you should go. She also points to
space objects that are good photo
subjects.
Fuel and Speed:
You can save on fuel by not taking
too many asteroid hits. (Getting
hit also slows you down.) It's
tough to nail asteroids if you're
flying fast.
When you get low on fuel, an alarm
sounds and the fuel bar flashes
red. If you run out of fuel, The
Magic School Bus has to re-launch
the mission.
 * Press Button A to slow down
the bus.
 * Press Button B to speed it
up.
Heads-Up Read Out:
Watch for wise words from your
classmates. They'll give you
messages on screen to warn you of
upcoming asteroid storms or fuel
problems.
They may also compliment you on
taking good photos...or poke fun
when you fly crazy!
Progress Meter:
Watch the progress meter to see
how close you're getting to your
destination. The flight ends when
the Moon or a planet looms large
in the window.
Congratulations! You made it! Now
you've got to land.
Landing The Magic School Bus
Each planet has a landing platform
hidden somewhere on the surface.
Most of the time, it's in some
really tricky spot.
Check the map to find the landing
pad's location. Before landing,
you can earn points by grabbing
the space buoys that float in the
air and even in caves.
Using the Retro Rockets:
Fire up your retro rockets to
land.
 * Button A: Gentle thrust.
 * Button B: Medium thrust.
 * Button C: Strong thrust.
 * D-Pad: Steer.
Fuel for Landing:
Be careful not to run out of fuel
while landing. Check your map to
find the location of fuel cans,
then fly over them to get more
fuel.
Dodge the falling meteors, which
suck up fuel when they hit you.
Checking Your Map
You can look at a planet map
during the Landing and Walking
phases of your mission. The map
shows what's around you on the
Moon or planet.
Press Start to open the map. Here
are the things it will show,
depending on where you are:
 * Your location.
 * Fuel and oxygen power-ups.
 * Stars to collect for reward
games.
 * Large and small space buoys.
 * The landing platform.
 * Ms. Frizzle.
NOTE: All the map markers may not
show up. For instance, you will
not see both the landing platform
and Ms. Frizzle on the same map.
Walking on the Planets
Now it's time to explore on foot
or on float. You are wearing an
awesome spacesuit that protects
you from the burning heat of Venus
and the freezing cold of Neptune.
The spacesuit has a thruster for
long-range jumps. Press Button C
to use it.
Most planets have hard surfaces
that you can walk on. But some
planets are just huge masses of
gas. On these planets, you walk
across clouds or special support
buoys.
Other planets have furious winds,
acid rain and electrical storms,
so look out!
Things to Do While Walking:
 * Jump on space buoys to
collect points, fuel and extra
lives. Get as many as you can.
 * Collect starts to enter the
Reflector game.
 * Look for oxygen and fuel
cans to fill up your supplies. If
you run out of either oxygen or
fuel, you must begin the walk
again.
 * Rider around on landers and
space buggies.
 * Check your map to see where
you are.
 * Find Ms. Frizzle to complete
the walk.
Lives
When playing the Normal and Hard
difficulty levels, you will lose a
life if you take too much damage
or run out of oxygen or fuel.
In the Easy level, you can't lose
lives or run out of fuel.
During Spaceflight, asteroid hits
use up fuel, and can make the bus
run out of gas. Meteor hits and
other planet hazards use up oxygen
during the walk.
You can collect more lives by
picking up Extra Life power-ups,
or earning a high number of
points.
When you lose a life, you must
start the phase over. When all
your lives are gone, the game
ends.
Space Resources
Collect these important items.
They are stashed throughout the
Solar System.
 * Space Buoys: Blue space
buoys hold power-ups and give you
points. Follow them for the
quickest path to Ms. Frizzle. Red
space buoys give you stronger
power-ups and higher points.
 * Oxygen: You'll need this
during planet walks. Find more in
space buoys, corners and caves.
 * Fuel: Find fuel in plain
sight or hidden in space buoys and
caves.
 * Extra Life: Grab this space
cadet and get an extra life!
 * Stardust Shield: This shield
will protect The Magic School Bus
for a short time in the Astro
Blaster reward game.
 Magic School Bus
 The Games
 
 Use Up/Down to scroll text
The Shuffle Game
Make a mad dash to assemble a
fractured planet scape! Liz will
give you a hand by hopping to each
square of the puzzle at your
direction.
1. Press the D-Pad to make Liz
jump from square to square.
2. Select a square using Button
B or C. A red highlight will
appear around the chosen square.
3. Jump Liz to the position
where you want to place the square
and press Button B or C.
If Liz claps once, you have placed
the piece correctly. If she claps
twice, both pieces are in the
right spot.
4. Press Button A at any time to
compare your work to the original.
NOTE: You will be timed in the
Normal and Hard difficulty levels,
so keep on your toes! Watch the
hour glass.
When the dust drains to the
bottom, you lose a life and must
start the game over.
The Matching Pairs Game
Here's a chance to use your
knowledge of space travel along
with the photos you took during
the flight. Match the objects in
four photos with their correct
names.
1. Press the D-Pad to move Liz
over any card.
2. Press Button A, B or C to
flip up the card and see what's on
the other side.
3. Jump Liz to another card and
flip it up. Try to pick a card
that contains the photo or name
that matches the other card that's
flipped up.
4. When you get the match right,
Liz claps! If you don't make a
match, the cards flip back over.
5. When you match all the cards,
Liz gives you a big hand!
REMEMBER: Watch the hour glass if
you are playing on the Normal or
Hard level. If you run out of
time, you lose a life and have to
start the game over.
Reward Rounds
You can enter four different
reward rounds during the missions.
NOTE: You can see the play
controls for each game by pressing
Button C just before a game
begins.
Asteroid Insanity
Zap lots of asteroids during
spaceflight to enter this wild
ride. This time, the asteroid
never stop coming!
 * Press the D-Pad to aim your
sights.
 * Press Button C to fire when
an asteroid is in your sights.
 * Press Button A to slow down.
 * Press Button B to speed up.
 * Continue the game by
knocking off ever more asteroids!
When you lose a life, you'll be
sent back on your journey.
Astro Blaster
Zap three gold asteroids during
spaceflight, and The Magic School
Bus jumps into the middle of an
asteroid storm! This is Astro
Blaster!
 * Press Button C to blast
oncoming asteroids. Rack up
points, extra lives, continues,
and more fuel with each zap.
 * Use the D-Pad to aim your
shots.
 * Press Button A or B to speed
up The Magic School Bus.
 * Blast meteoroids and get a
star shield as temporary
protection from asteroid hits.
 * Astro Blaster goes on
forever, with ever-increasing
numbers of falling asteroids,
until you run out of continues.
Then, The Magic School Bus resumes
it's interplanetary journey.
Orbiter
Make your own Solar System in this
space-pinball challenge! Collect
lots of points during a mission to
enter the game.
Then, launch the planets so they
fall into orbit around the Sun.
This is tricky!
 * A planet is automatically
loaded into the launcher. Press
the D-Pad down to get ready for
launching.
 * Press the D-Pad left or
right to aim the launcher.
 * Press Button A, B or C to
launch the planet into orbit!
 * Try to get your timing just
right. Launch too soon and the
planet gets sucked up by the Sun's
gravity. Launch too late and the
planet sails off to a different
star system.
 * See if you can get four
planets in orbit. If you pull that
off, you get to try again with
more planets!
Reflector
This is Solar System handball!
Collect 10 stars during a Planet
Walk to enter the challenge.
To play the game, bounce balls
against the asteroid wall as they
automatically drop into space.
 * Use the D-Pad to move The
Magic School Bus left and right to
paddle the balls.
 * Hold down Button A, B or C
to speed up The Magic School Bus.
 * Keep the ball bouncing to
bust loose meteoroids and planets.
 * Try to catch everything that
zooms at The Magic School Bus and
keep the ball going at the same
time.
Using Passwords
Whoops! You lost all your lives
and the game is over. You can
return to the Mission Selection
screen by pressing the D-Pad to
the right to choose "Continue."
You will get credit for the
missions you have completed.
You can also press the D-Pad left
to get a password. Copy it down,
so you'll have it when you're
ready to use it.
Here's how to use the password:
 * On the Title screen, select
"Password" and press any button.
Now you'll see the Password
screen.
 * Press the D-Pad up or down
to select a letter.
 * Press Button A, B or C to
drop the letter into position.
 * To change a letter, move The
Magic School Bus under it with the
D-Pad, and then drop a different
letter.
 * Press Start when your
password is complete. If it's
correct, the word "Continue" will
be available on the Title screen.
 * Highlight "Continue" with
the D-Pad and press Start to begin
the game on the password level.
 Magic School Bus
 Hints and Tips
 
 Use Up/Down to scroll text
Here is some information about the
Magic School Bus Mission that may
help you during the game.
The Magic School Bus has nine
missions. In this limited version
of the game, you will only be able
to visit the moon.
Have your camera ready to snap
pictures of other heavenly bodies
cruising the darkness of space!
The Moon:
Way back in 1969, the first men
walked on the moon. Then they
drove around in moon cars in the
1970's. And that's it. Nobody has
gone to the moon since then, so
it's your turn now!
<a name="Magscbus.o">MAGSCBUS.O</a>
 Magic School Bus
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL JEWELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Magic School Bus
 Game Description
 
 Use Up/Down to scroll text
Columns has always been fun. But
now that you can add
 Magic School Bus
 Controller Functions
 
 Use Up/Down to scroll text
Game Start and Pause. In Pyramid
Columns, if you have items, used
to 
 Magic School Bus
 Playing the Game
 
 Use Up/Down to scroll text
use of the Items you get by.
 Magic School Bus
 Special Jewels
 
 Use Up/Down to scroll text
two rows into your opponent's
playing field.
 Magic School Bus
 Hints and Tips
 
 Use Up/Down to scroll text
First, extinguish blocks
diagonally!
<a name="Main.o">MAIN.O</a>
<a name="Marblmad.o">MARBLMAD.O</a>
 Marble Madness
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Marble Madness
 Game Description
 
 Use Up/Down to scroll text
WELCOME TO MARBLE MADNESS!
On each raceway, maneuver your
marble to the GOAL at the end. At
first you'll have to search for
the Goal. Once you know where they
are, you'll be able to get there
faster! Good Luck!!!
 Marble Madness
 Controller Functions
 
 Use Up/Down to scroll text
GET THE BALL ROLLING!!!
D-Pad any direction to move
The Directional Pad (D-Pad) moves
your marble through each maze. At
the Options screen, choose from
two types of control:
* Normal control-move your
marble relative to your television
screen
* Grid control-move the marble
along the lines on the grid(at
diagonals to your screen)
TURBO OR NOT TURBO?
Press A, B, or C at any time to
give your marble an extra burst of
speed. Turbo to jump over chasms,
or slip out of the way of enemies.
THE CLOCK
At the top of the screen your
time remaining to finish is
displayed. Although it's possible
to have more than 99 seconds of
time accumulated through time
bonuses, you'll only ever see a
maximum of 99 seconds. Don't
worry-the game will know when you
have more than 99.
TWO PLAYERS
When two are playing, player
one's marble is red and player
two's is blue.
 Marble Madness
 Playing the Game
 
 Use Up/Down to scroll text
LOSING YOUR MARBLES
Your marble disappears whenever
it falls off the raceway or gets
captured by certain enemies. When
you lose a marble you must wait
for it to reappear before you can
continue. You have an unlimited
number of marbles, but losing
marbles costs time!
ENEMIES AND TRAPS
Marble Munchers
These guys have a ravenous
appetite for marbles. They have no
eyes, but they can smell you when
you get close. Avoid them at all
costs!
Steelies
These black marbles try to bump
you off the raceway into caverns
around the maze. They're
persistent so get around 'em any
way you can!
Hoovers
Vacuums appear out of nowhere to
pull you off the raceway. Turbo
past them if you want to have a
fighting chance!
Acid Slime
These green pools ooze around the
grid in an attempt to dissolve
your ball. Don't roll into them!
Terrordactyls
Bad birds fly in a straight path,
just don't let 'em fly straight
into you! If they do, you're
history.
Hammers
Hammers hide and appear at the
last minute and try to knock you
off the raceway.
Imwams
These pistons could pop up at any
second and knock you silly. Don't
get caught off guard!
SCORING
Earning Points
You'll get points for several
different things:
* Distance covered on your way
toward the goal line
* Time spent to get to the Goal.
The faster you finish a level, the
higher your score
* Earn one of the bonuses below
 Marble Madness
 Hints and Tips
 
 Use Up/Down to scroll text
* After a cleared level, any
seconds left over are added to
your time on the next level.
During two-player competition, the
winner gets 5 extra seconds on
their time limit for the next
level.
* The clock is always ticking,
and sometimes you think you'll
never make it(lots of times you
won't). Occasionally, though, a
Magic Wand appears to grant you an
extra 10 seconds. Use it well!
* To earn bonus points:
Find shortcuts down pipes, on
waves, and over chasms
Defeat certain enemies
Finish a level in a short time
Make successful jumps
<a name="Markomag.o">MARKOMAG.O</a>
 Marko's Magic Soccer Ball
 Domark
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 THE CAST
 PICK-UP ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Marko's Magic Soccer Ball
 Game Description
 
 Use Up/Down to scroll text
Marko was mad...soccer mad! All
day he played soccer and all night
he dreamt about the game.
And that's the way things would
have stayed, if it hadn't been for
the deadly plan cooked up by the
evil Colonel Brown in the bowels
of his sinister toy factory.
Not content with his lot, the
cunning Colonel has devised a plan
for the domination of North
Sterlington.
By using his latest evil
invention--a deadly genetic
sludge--the evil genius plans to
turn the town's cute and cuddly
animals into deadly sludge
monsters.
In the dead of night, the
Colonel's hapless helpers place
toxic canisters of the sludge
around North Sterlington--surely
nothing can stop the Colonel's
plans now!
Well, maybe there is one person...
On his way to soccer practice,
Marko kicks his ball into a dark
alley.
Peering into the darkness he sees
the most amazing thing--a meek rat
turned into a hideous sludge
creature by the Colonel's sludge.
Cripes!
The mutant rat makes his move, but
Marko is quicker, seeing the
rotten rodent off with a quick
smack of his magic soccer ball.
Hang on a minute! A magic soccer
ball? What's happened here?
Who cares? With his new ball by
his side, our hero takes off into
the depths of North Sterlington to
see what's going on...
 Marko's Magic Soccer Ball
 Controller Functions
 
 Use Up/Down to scroll text
Young Marko's got loads of
stunning trick-shots up his
sleeve, but it's up to you to
bring out the best in him.
To find out just exactly what the
budding young soccer star is
capable of, go straight to the
'backyard' section and try out
some of the following moves.
When you think you've had enough
practice in the backyard section,
move to the right to find your way
out.
Moving Marko (without the ball):
 * Using the D-Pad moves Marko
left or right.
 * Press A while moving left or
right and Marko breaks into a run.
 * Press B and Marko jumps
skyward.
 * Press C to summon the ball
to Marko's feet.
Ball Action:
The fun really starts as soon as
Marko has the ball at his feet.
Here are some of the options
available...
 * Short kick: Press C then
press down on the D-Pad.
 * Low kick: Just tap the C
button.
 * Medium kick: Hold the C
button for just that little bit
longer.
 * Chip: Press C then press up
on the D-Pad.
 * Juggling: Press up on the
D-Pad controller then press C
(this is similar to the chip
control, but with a little
practice you should be able to do
both without any fuss).
 * Head juggling: When
juggling, press up on the D-Pad
and C and Marko chips the ball
onto his head (jump when Marko is
head juggling to make short work
of overhead enemies).
 * Overhead kicks: When
juggling, press C for an acrobatic
overhead kick; hold for low, tap
for high.
Apart from kicking and juggling,
Marko uses his magic soccer ball
for one more very important use.
Press B to jump onto the ball,
then hold B and Marko uses the
soccer ball as his own personal
trampoline--very handy for
reaching those parts that other
soccer-mad kids can't reach.
The backyard is also as good a
place as any to familiarize
yourself with the layout of the
game screen.
The star and cola can counters at
the top right of the screen record
just how many of these particular
pick-ups you've collected along
the way.
The life and energy counter is
situated at the bottom left of the
screen.
The number denotes Marko's
remaining lives, while the
five-section energy bar diminishes
as our hero collides with his
enemies.
 Marko's Magic Soccer Ball
 The Cast
 
 Use Up/Down to scroll text
The inhabitants of North
Sterlington are a peculiar
lot--and none too friendly either.
Just about all of them are out to
stop Marko's mission. So, as it
tells you in all of the best
military handbooks--it pays to
know your enemy.
Here's a selection of some of the
most common (and the rewards for
taking them out)...
The Bouncing Bobby (no points):
PC Plod doesn't actually have
anything against Marko--it's just
that he's a good friend of
Postie's.
He's mean, he's moody and he's
armed with some of the hardest
transport from the local
playground, and he always gets his
man.
The Terrible Twins (200 points):
Jealous of Marko's soccer success,
the twins try to put a stop to his
journey by using their deadly spud
guns. Ball against potato--it's
kill or be killed.
The Birds (150 points, 300 if
airborne):
The scourge of North Sterlington,
these feathered fiends seem happy
to take time out from whitewashing
the locals' cars in order to
dive-bomb our hero.
The Rats (500 points):
Scurrying about all of North
Sterlington's below-ground areas
(and even making it out into the
sunlight from time to time) these
vermin are deadly to the touch.
Silent the Hedgehog (150
points):
Not only can this spiky character
steal one unit of Marko's precious
energy--he's prickly enough to
knock the wind out of his magic
soccer.
Busy Bees (400 points):
Signaling their arrival with a
distinctive buzz, these insects
have a real sting in their
tails--and once again it's the
ball that comes off worst.
The Plane (500 points):
Indigenous to the toy factory,
these ferocious flying frights are
remotely controlled by the factory
workers.
And the rest...
The supporting cast includes
spooks, sludge monsters, dinosaurs
and spiders--but maybe it's best
if you search these out for
yourself.
 Marko's Magic Soccer Ball
 Pick-Up Items
 
 Use Up/Down to scroll text
He may have a magic soccer ball,
but even that won't be enough to
help Marko through all of the
levels.
What he needs is to make the most
of the numerous pick-ups which lie
about, float about and are
scattered about the levels.
These include...
Hearts: Picking up a heart fills
an extra unit on Marko's energy
bar--unless all five are already
full.
Balloons (10 points): Burst a
passing balloon (either by
touching it or hitting it with the
magic soccer) and it releases a
Cola Can.
Pick these up for healthy
end-of-level bonuses, and an
instant 100 point bonus.
Stars: Collect one hundred stars
for an extra life (large stars are
worth eight of the smaller
variety, so watch out for these in
particular).
Plasma Balls (5,000 points): It
may look odd, but this pulsating
mass of lights is one of the best
around--pick it up for a
guaranteed extra life.
Mystery Trainers: Available in
red, green and blue, these...no,
maybe we'll let you find the
trainers' powers out for yourself.
The Tourist: Don't spend your
time admiring this gorgeous
woman--get a little closer and
she'll take your picture.
This comes in very handy if you
lose a life, as play restarts at
the site of your last photography
session.
 Marko's Magic Soccer Ball
 Hints and Tips
 
 Use Up/Down to scroll text
Should you find that things are
moving a little too slowly for
your liking, simply run and kick
the ball at the same time--this
should be enough for even the
biggest speed freak.
 * Not every bonus is obvious
to the naked eye-try jumping
around (and even using the ball)
to find hidden pick-ups.
 * There's more than one way to
skin a cat (knock a policeman off
his bike or bash a sludge
monster), and as the old advice
goes--if at first you don't
succeed...
 * Remember that Marko's a
versatile little soccer player, so
if you can't reach an enemy by
normal means try using an overhead
kick or another special move.
 * You cannot leave certain
levels without destroying all of
the sludge cans: it's up to you to
find out which.
 * Overhead kicks are more
powerful than the normal variety,
so make as much use of them as
possible.
 * Even when the ball is
floating, it still makes a
perfectly good trampoline. Use
this to make your way across the
wider expanses of water or sludge.
 * While Marko is head
juggling, move to the left or
right and press A and C to execute
a special forward header.
 * Bounce on your soccer ball
for the highest jump and use the
plama ball against bosses.
<a name="Maroandr.o">MAROANDR.O</a>
 Mario Andretti Racing
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CIRCUIT RACING
 HINTS AND TIPS
 BROWSE HELP FILES
 Mario Andretti Racing
 Game Description
 
 Use Up/Down to scroll text
The Man
It's hard to know where to start
when talking about Mario Andretti.
He's excelled at almost every kind
of car racing on the planet-
sprints, stocks, Indy Car, Formula
One-you name it, he's won it.
He began racing at age 13 in
Italy, hiding the fact from his
parents. He and his twin brother
Aldo split racing time in a single
seat Fiat. When Mario broke his
kneecap in a race, he told his
parents he'd fallen on the church
steps.
His plans for a Grand Prix career
were cut short at age 19 when the
family emigrated to Nazareth,
Pennsylvania. For Mario, this,
like every other obstacle in his
way, was just another challenge to
overcome. He took a correspondence
course in English so he could keep
up with his schoolmates. He found
stock cars, midgets, and sprints
he could drive on local dirt
tracks. His career took off, and
he never looked back.
There were struggles along the
away, of course-making ends meet
with a growing family, accidents,
living out of a racing caravan
-but Mario always kept charging
forward.
You know the highpoints of Mario's
career-wins in races as diverse as
the Indianapolis 500, Daytona 500,
and Sebring 1 2-Hour Sports Car
Classic. Three Indy Car
championships and a World Grand
Prix championship. He's won on
dirt and asphalt, oval tracks and
road courses. In 1992, he was
named Driver of the
QuarterCentury, the highest
accolade a driver can receive.
Mario has announced that 1994 will
be his last year in racing. As the
Arrivederci Mario tour unfolds, EA
Sports is proud to announce the
release of Mario Andretti Racing.
Mario Andretti Racing is a digital
distillation of Mario's
spirit-like the man, it's an
all-around champion.
In Mario Andretti Racing, you can
race in Sprint, Stock, or Indy
circuit seasons, or drive your way
through an entire career.
Accumulate points toward a circuit
championship, and earn money to
upgrade your car. One player or
head to head, series or a single
race-it's your call.
The heart of Andretti Racing is
realism. You don't just look at a
different set of pretty pictures
when you switch from Sprint to
Stock to Indy driving. The physics
are real -- when you're on dirt,
you slide harder than you do on
asphalt. As your tires wear, the
car handles more loosely. Should
you pit this lap or try to gut it
out for one lap longer on those
bald tires? To succeed, you must
drive with intelligence and skill.
And if you prove worthy, you can
be a Career Champion like Mario
Andretti.
 Mario Andretti Racing
 Controller Functions
 
 Use Up/Down to scroll text
Driving controls (default)
Start:
* Pause during game.
* Activate Option in menu.
D-Pad:
* Steering (move left/right).
* Shift up/down for manual (move
up/down).
Button A:
* Brakes.
* Return to previous screen.
Button B:
* Accelerator.
Button C:
* Change view (1 Player only).
 Mario Andretti Racing
 Playing the Game
 
 Use Up/Down to scroll text
Introduction
Racing School
Single Race mode is a good place
to begin learning the ins and outs
of racing. You can try out any car
on any available track before you
start your run for the big bucks
in Circuit or Career modes.
Car Select Screen
The Car Select screen is used to
set up car options (car type,
color, shifting method, and car
equipment) and select a player
name.
* Highlight SINGLE RACE from the
Main menu and press C or START.
The Car Select screen appears.
* D-Pad up/down to highlight
options.
* D-Pad left/right to change the
highlighted option.
* To return to the previous
screen, press A.
* To accept the setup and advance
to the Race Setup screen, press
START.
TYPE:
SPRINT, STOCK, or INDY car type.
The selected car type is
highlighted on the left side of
the screen.
PAINT:
D-Pad left/right through the
available colors to select the
color of your car.
TRANS:
AUTO transmission (computer
controlled shifting is the default
mode; you only control brake, gas,
and steering) or MANUAL (you must
shift using D-Pad up/down).
CAR:
Select one of the available car
equipment packages. Cars are
identified by number in the menu.
You can use the different cars to
handicap a race between players
with different skill levels, or
make a race against computer
drivers more or less challenging.
NAME:
Highlight this option and press C
to open a Player Name window.
* D-Pad left/right to select a
character with the cursor arrow.
* D-Pad up/down to cycle
forward/backward through the
numbers and alphabet. The default
name is PLAYER 1 (or PLAYER 2 if
you are Player 2).
* Press START to save your name
and return to the Car Select
screen. (Press A to exit without
saving your name.)
In 2 Player mode, the Car Select
menu is divided into two screens:
1. In the first screen, players
choose the car TYPE, and if
desired, player NAMES.
2. Player 1 presses START to
continue, and then a second screen
appears where both players can
select PAINT, TRANS, and CAR
options.
3. When both players press START,
the Race Setup screen appears. (If
either or both players press A,
they return to the previous
screen.)
Race Setup Screen:
The Race Setup screen is used to
select track options and then
practice, qualify, or race. In
Single Race mode, all the below
options are available. In Circuit
or Career mode, SELECT TRACKS and
LAPS are set automatically and
can't be changed.
* D-Pad up/down to highlight
options.
* D-Pad left/right to change the
highlighted option (if
applicable).
* To activate the highlighted
option, press C or START.
SELECT TRACK: Select one of the
five available tracks for the
current car type. An overhead view
of the track appears on the right
side of the screen with
descriptive text.
LAPS: Select the number of laps
for the RACE option below. Each
track has its own default number
of laps, but you can create your
own custom race lengths in SINGLE
RACE mode.
ANDRETTI TIPS: Practice (with no
other cars) on the selected track
with interactive tips and advice
from Mario.
QUALIFY: Drive three solo laps
on the selected track. The fastest
of the three laps is your
qualifying time, which determines
your starting grid position
relative to the other drivers.
RACE: Drive a race on the
selected track for the selected
number of laps.
OPTIONS: Go to the Options
screen.
MAIN MENU: Go to the Main menu.
Driving Controls
 The default driving controls are
as follows (they can be changed
from the Options screen):
* To steer, press D-Pad
left/right.
* To shift up/down in Manual shift
mode, press D-Pad up/down.
* To brake, tap or press A.
* To accelerate, press and hold B.
Keep holding the button down to
maintain speed. To drive at less
than full speed, repeatedly tap or
'pulse' B.
* To change the upper window view
while racing in 1 Player mode,
press C.
Shifting
If you choose MANUAL transmission
from the Car Select screen (or
from the Circuit Setup screen in
Circuit or Career modes), you'll
shift the car manually on the
track. Manual shifting isn't
easy-to really test your skills,
try manual shifting on the Pro
difficulty level.
Normally, you shift up and down
one gear by pressing up or down on
the D-Pad, although the shifting
controls can be changed from the
Options screen. The RPM bar gives
you feedback on your gear
selection:
* When the bar is green, your RPM
is too low. Keep the accelerator
pressed down, and if the bar
doesn't rise, downshift until it
starts to rise.
* When the bar is yellow, you are
in acceptable RPM range. However,
don't assume that you are getting
the maximum possible speed just
because the bar is yellow-if the
bar is oscillating rapidly, it's
time to shift up.
* When the bar is orange, you're
overrevving-shift up or back off
on the accelerator.
Andretti Tips
In this mode, you drive solo on
the selected track with Mario
Andretti as your guide. Mario
offers interactive advice based on
your performance. This is the best
way to learn a track. You can
drive for as long as you want-your
tire and fuel bars always stay
full in this mode.
To practice with Andretti Tips:
1. Highlight ANDRETTI TIPS from
the Race Setup screen and press C
or START. The Racetrack screen
appears.
2. Drive as normal on the track.
As you drive, performance tips
from Mario appear on the screen.
The tips are specific to each
track, so absorb tips from all the
tracks for a competitive edge.
3. To exit to the Race Setup
screen, press START.
Only Player 1 can drive in
Andretti Tips. If both players
want to practice, they must take
turns.
Qualifying
Qualifying is the 'time trial' in
which you drive against the clock
to determine your starting
position-the faster your lap time
relative to the other drivers, the
closer to the start of the grid
you begin the race. You qualify
for three laps, and then your best
lap time is taken.
To Qualify:
1. Highlight QUALIFY from the Race
Setup screen and press C or START.
The Racetrack screen appears.
2. You approach the Start/Finish
line with a rolling start, and
take control of the car
immediately.
3. Hit the gas and drive as fast
as you can. With one lap to go,
you get the white flag, and then
the checkered flag as you finish
the last lap.
* To exit from Qualifying before
the checkered flag, press START.
If you exit before the end of one
lap, you don't get a qualifying
time. Otherwise, your best lap
time is taken as your qualifying
time when you exit.
Mario Andretti Racing gives you
performance feedback while you're
qualifying. The dot on the track
is your current position-this
gives you an indication of what's
coming up. The LAP and BEST lap
time readouts show your current
and best lap times.
In 2 Player mode, both players
simultaneously qualify, although
you won't see the other car in
your racetrack window. You don't
get lap time information-the top
half of the screen is occupied by
Player 2.
After you make your qualifying
run, the Grid Position screen
appears.
A graphic representation of the
starting grid appears on the left
side of the screen, and a text
printout of the grid appears on
the right, with driver names
followed by their best lap time
(with precision to one hundredth
of a second).
* To accept your grid position and
go right to the start of the race,
press C or START.
* To return to the Race Setup
screen, press A.
Qualifying is the one area of
racing where consistency isn't
rewarded-you just need one fast
lap to get to the top of the
starting grid. So go ahead and
take chances. If you spin on one
lap, it won't affect your time on
the next lap.
Your qualifying time can be
especially crucial in a short race
where you don't get much chance to
work your way through the pack. If
you blow it while qualifying,
press A at the Grid Position
screen and then try again from the
Race Setup screen.
Racing
Racing is a little different than
gunning around the track in
Andretti Tips or Qualifying mode.
For one thing, there are all those
pesky other drivers to worry
about. A corner that seems easy
when you're the only car on the
track can be quite a different
matter when you're trying to
maneuver around a car that's
blocking you.
There are ten cars in every race.
In 1 Player mode you race against
9 computer drivers; in 2 Player
mode two human players race
against 8 computer drivers.
Note: You should Qualify before
you start a race. If you don't,
you are placed last in the
starting grid.
To Race:
1. Highlight RACE from the Race
Setup screen and press C or START.
The Grid Position screen appears.
2. Press C or START to continue
(or A to exit back to the Race
Setup screen). The Racetrack
screen appears.
You take control of your car when
the starter waves the green flag.
Your racing position is determined
by your standing in the Grid
Position screen-if you have the
fourth fastest qualifying lap, you
start the race in fourth place.
3. The cars approach the
Start/Finish line with a rolling
start (not a standing start-you're
already moving when you cross the
Start/Finish line). When you see
the starter wave the green flag,
hit the gas and drive as fast as
you can. With one lap to go, you
get the white flag, and then the
checkered flag as you finish the
last lap.
* To cycle through the different
upper window views in 1 Player
mode, press C.
* To pause the race and go to the
Pause menu, press START.
In the Stock and Indy circuits,
your crew chief contacts you over
your car radio throughout the
race. He advises you of your
position if you're in the top 3,
chastises you if you're banging
into too many cars, and lets you
know if you're low on fuel.
After the Race:
After the checkered flag, you're
notified of how you've done in the
race:
* If you finish in the top three,
a congratulatory screen appears.
Press C or START to continue.
* The Race Results screen appears.
The standings for the race (1-10)
are listed, with player name(s)
called out with flashing letters.
* To return to the Race Setup
screen, highlight RACE AGAIN and
press START.
* To return to the Main menu,
highlight MAIN MENU and press
START.
The Pits
You start every race with a full
tank of gas and fresh tires.
Depending on the track surface,
the length of the race, and how
you drive, you may be able to
complete a race without having to
make any pit stops-but don't count
on it.
Note: There are no pits in
sprint racing, because the races
are short and the cars aren't
designed to be serviced during a
race.
Tires:
As your tires wear, you lose
traction. If the bar is green,
you're basically OK. If it's
yellow, you'll test your driving
skills on the corners -if you
carry too much speed, you'll go
right off the track. If it's red,
pit now! If you completely exhaust
your tire bars you'll slow to a
crawl and have trouble controlling
the car.
Tip: Driving on the beams at the
edge of the track, spinning out,
and sliding wear out your tires
much faster than normal. If you
avoid these things, your tires
last longer.
Fuel:
Pay attention to how fast your
fuel bar goes down-if you're in an
8-lap race, and you've used more
than half your fuel at 4 laps, you
know you're going to have to pit.
If you run out of fuel, you'll
slowly and painfully limp around
the track while other cars zoom
past you. Don't let this happen to
you-make a pit stop when your fuel
bar gets down to yellow or red.
To pit:
Each Stock and Indy race track has
a pit lane marked with cones and
tires. Make a mental note of where
the pit lane is on the Race Setup
screen. In 1 Player mode you can
press C to change your top window
view until you see the Overhead
View, which shows a map of the
track.
Steer into the pit lane when
you're ready to pit, and the crew
automatically puts on new tires
and pumps the tank full of fuel.
As the crew works on your car, the
Tire and Fuel bars rise.
You don't need to reduce speed to
pit-just enter the pit lane and
hold down the accelerator until
the digitized pit crew animations
appear, and everything else is
automatic.
To 'Splash and Go'-get a splash of
fuel without changing tires-press
C as you enter the pit area. This
takes less time than a full pit
stop.
To shorten a pit stop in progress,
press B. As soon as your tires are
replaced, you'll be pushed out of
the pits, whether your fuel tank
is full or not. (Pressing B also
shortens a Splash and Go pit in
progress.)
When the digitized crew is
finished working and pushes the
car to get you started, press the
accelerator. Watch for oncoming
traffic as you pull back onto the
track.
Racing Options
Pause Menu
The Pause menu appears when you
press START at any time after the
start of a race (Race mode only).
This menu freezes the action and
lets you change your racing view,
display an instant replay, or quit
the race. The Pause menu is
available only in Race mode.
* To select one of the four
options, D-Pad up/down.
* To activate the selected option,
press START.
The Pause menu options are as
follows:
RESUME RACE Go back to the race.
INSTANT REPLAY Go to Instant
Replay screen. (See Instant Replay
below.)
CHANGE VIEW Toggle between Nose
Cam and Chase Cam views. Any
change is temporary; after the
race the view reverts back to the
setting in the Options menu.
QUIT RACE Exit the race. Press C
to quit and return to the Main
menu, or A to return to the Pause
menu.
Instant Replay
If you select Instant Replay from
the Pause menu, you go into
Instant Replay mode, where you can
view the last few seconds of
action. The replay starts at the
beginning of the stored action.
* To rewind, press and hold A.
* To play at normal speed, press
and hold B. To view the action
frame by frame, tap B.
* To fast forward, press and hold
C.
* To return to the Pause menu,
press START.
Changing Views
You can view the action on the
track in a number of ways in 1
Player mode. Your main racing view
(either a Nose Cam or Chase Cam
view, depending on your Options
menu setting) appears at the
bottom of the screen, and the top
half of the screen is changeable.
The best time to change your view
is before you cross the starting
line at the beginning of a
race-you have a couple of seconds
of grace time to make changes.
* Press C to cycle through the
available views while you're
racing:
Chase Cam View: A view from
behind your car.
Competitor View: A Nose Cam view
from the current race leader's
car. If you are in first place,
the view of the second place car
is used.
Rear View: A view looking
backward from your car. This
perspective is great for checking
out the cars behind you.
Overhead View: An overhead view
of the track (cars appear as
appropriately colored dots), with
digital readouts of the current
lap, best lap time, total time for
the race so far, time between you
and the car ahead, and the time
between you and the car behind.
The Overhead View is the best
strategic help-not only can you
see the current lap time
information, you can see your
position on the track relative to
the other cars.
Full Screen: A full screen view
of the track-you get a nice view
of the sky as well as your car and
the track.
In 2 Player mode, each player can
choose between the Nose Cam or
Chase Cam view in the Options
screen or the Pause menu. Player 1
appears in the bottom half of the
screen, and Player 2 appears in
the top half. Pressing C while
racing has no effect.
Racing Tips
General:
There's a saying in racing: "In
order to be fast on the track, you
must be slow in the cockpit." This
holds true in Mario Andretti
Racing as well. Don't jerk the car
around needlessly -every
correction you make costs you
time.
You can 'pulse' the accelerator
button to mimic the effect of an
actual gas pedal. This technique
allows you to control your speed
in turns without completely
lifting off on the accelerator or
using the brake. To pulse the
accelerator, rapidly tap and
release the B button. The longer
you hold down the button before
releasing, the more speed you'll
maintain.
Cornering
Running off the track slows you
down a lot more than braking does.
So if you need to brake to make it
around a corner successfully,
brake.
Don't compound an error by
overcompensating. The most common
reaction to getting too wide on a
corner is to yank the steering
wheel in the opposite direction.
Unfortunately, this can lead you
right off the track on the other
side. Only turn far enough to get
your car back on the track.
Let go of the D-Pad as you come
out of a turn to let the car
straighten itself out.
Your brakes may lock up in a turn
if you press and hold down the
brake button (A button by
default). Tap rather than hold A
to brake. Also, let up on the
accelerator when you brake-brake
and gas don't mix.
By outbraking, or braking later
than your competitor, you can gain
an advantage going into a turn. To
outbrake, take the inside line
going into a corner and brake
later than the car in front of
you. You then catch up to him on
the inside and force him to let
you by-he can't turn without
running into you.
Drafting
You can get a speed boost by
drafting the car in front of you
-there is a decrease in wind
resistance from the low pressure
air in the leading car's wake. To
draft, position your car directly
behind the car in front of you.
The closer you are to the leading
car, the faster you'll go. If you
pick up enough speed, you can pull
out and slingshot by your
opponent.
 Mario Andretti Racing
 Circuit Racing
 
 Use Up/Down to scroll text
Circuit Racing
Rather than racing in one race as
in Single Race mode, in Circuit
mode you race a series of five
races toward a circuit
championship in Sprint, Stock, or
Indy cars. Money and points are
awarded after each race. Use your
money to beef up your car and pit
crew, and the points determine the
overall Circuit standings. To win
the Circuit, you must amass more
points than any other driver.
Note: In ROOKIE mode you start a
circuit with no money, but in PRO
mode you get a cash advance to
give you a chance against the
tough competition. You get a
$30,000 bankroll for Sprints,
$40,000 for Stocks, and $75,000
for the Indy circuit.
Starting a Circuit
To start a new Circuit:
1. Select ONE or TWO players from
the Main menu-you can go solo or
take on your buddy.
2. Use the D-Pad to select NEW
CIRCUIT from the Main menu, and
press START. The Circuit Setup
screen appears.
To resume a Circuit:
1. Select ONE or TWO players from
the Main menu to match the number
of players used when your password
was assigned at the Race Results
screen.
2. Use the D-Pad to highlight
RESUME CIRCUIT from the Main
menu, and press START. The
Password screen appears.
Before the Race
Custom Performance Center
This is the place to cash in the
big bucks you've accumulated in
racing to beef up your car engine,
brakes, tires, and pit crew. The
Custom Performance Center screen
appears before every Circuit (or
Career) race.
* To highlight an option, D-Pad
up/down.
* To change an option, D-Pad
left/right.
STATUS: Display your current
equipment status in the main
window.
ITEM: ENGINE, TIRES, BRAKES, or
PIT CREW (PIT CREW is available in
Stock and Indy Circuits only).
Engine: Engines are rated in
fuel efficiency and speed. The
'Fuel Rtg' ranges from 1-10, with
a higher rating yielding more
miles per gallon and fewer
fuel-related pit stops. Top speed
is rated in mph, and is the speed
the car can achieve without
drafting another car.
Tires: Tires are rated in
durability and traction from 1-10.
Tires are only good for one
race-if you don't buy a new set,
you revert to Standard tires next
race.
Brakes: Brake pads are rated
from 1-10. Higher brake pad
ratings allow you to hold down the
brakes longer without locking up.
Pit Crew: Higher level pit crews
are faster, and have a shorter
average pit time in seconds. Your
actual pit times in a race will
vary.
TYPE: LEVEL 1-5, with a
correspondingly higher quality
(and price).
* To accept the changes and go to
the Race Setup screen, press
START.
* To return to the Circuit Setup
screen, press A.
Note: If you return to the
Circuit Setup screen from the
Custom Performance Center at any
point during a Circuit or Career,
your car will be restored to the
standard equipment and your bank
will be reset to the default
level. Your Circuit or Career
standings will be maintained.
Race Setup Screen
The Race Setup screen appears
after the Custom Performance
Center. The current track in the
Circuit is displayed, along with
the number of laps for the race.
You can choose to Qualify, Race,
practice with Andretti Tips, or go
to the Options or Main menu
screens.
To Qualify:
* Highlight QUALIFY and press C or
START. If you choose not to
qualify for a race, you are placed
last in the starting grid.
* After you've qualified, press C
or START to go right to the start
of the race, or A to exit to the
Race Setup screen.
To Race:
* Highlight RACE and press C or
START.
After the Race
After the checkered flag, you are
notified of how you've done:
* If you finish in the top three,
a congratulatory screen lists the
points and money you've won. Press
C or START to continue after each
screen.
* Next, the Race Results screen
lists the placing and times of the
ten drivers.
A password for restoring the
current Circuit standings appears
at the bottom of the Race Results
screen. There are 20 characters in
a 1 Player password, and 24
characters in a 2 Player password.
If you want to be able to continue
at a later time, write down the
password and the number of players
and put it somewhere where you
won't lose it.
* Finally, the Circuit Standings
screen lists the standing and
points totals for the ten drivers.
* To continue to the next race,
highlight NEXT COURSE and press
START.
* To return to the Main menu,
highlight MAIN MENU and press
START.
End of the Circuit
If you've won the Circuit, the
Circuit Champion screen appears,
followed by the Race Results
screen. Congratulations! Press C
or START to continue after each
screen, and the Circuit Standings
screen appears.
* To start the new Circuit,
highlight NEW CIRCUIT and press
START.
* To return to the Main menu,
highlight MAIN MENU and press
START.
If you didn't win the Circuit, The
Race Results screen appears after
the last race. Press C or START,
and then the Circuit Standings
screen appears.
To try the Circuit again,
highlight RETRY CIRCUIT and press
START. Your current Bank money and
equipment are maintained, and you
start again at the beginning of
the Circuit. To exit Circuit mode
and return to the Main menu,
highlight MAIN MENU and press
START.
Sprint Circuit
Sprint racing is the simplest and
humblest of the three Circuits-no
pits, and oval dirt tracks. But
that doesn't mean that sprints are
a cakewalk. The racing is fast and
dirty, and it's tricky getting the
hang of sliding around the
corners.
Stock Circuit
Stock cars are heavy steel beasts
with powerful engines. Stock races
are run on long asphalt tracks,
sometimes oval, sometimes
irregular. You can get up a full
head of steam on straight-aways,
but stocks aren't too nimble on
tight corners-they have too much
mass to handle like an Indy car.
Indy Circuit
Indy cars are the thoroughbreds of
auto racing-sleek lines, quick and
streamlined power. Indy drivers
are the best in the game-you'll
have to be sharp to win this
Circuit.
 Mario Andretti Racing
 Hints and Tips
 
 Use Up/Down to scroll text
Sprint Tips
There are no gears in sprint cars,
so don't worry about shifting-your
gas and brake pedals are your only
speed controls.
Sprint cars drive 'loosely', since
you're driving on dirt rather than
asphalt. Expect to slide a lot
around the corners. As you hit the
turn, turn in and brake. As you
tap A to brake, the rear end of
the car slides around. When the
rear slides out, counter-steer
(steer toward the outside of the
turn) to keep the car from
spinning. Maintain a power slide
until you hit the apex (i.e., the
center) of the turn, and then hit
full throttle to give you as much
speed coming out of the turn as
possible.
There's a fine line between
carrying as much speed as possible
through a turn and spinning out.
To succeed, drive as close to that
line as possible-sprint races are
won and lost in the turns.
Stock Tips
You'll have to pit at least once
in most stock races, so keep track
of your Tire and Fuel bars.
Stock racing is volatile in
nature, and cars sometimes bump,
spin, and cause multi-car crashes.
One spinout can take you right of
contention, so drive carefully in
traffic.
Drafting is very important in
stock racing. As you approach the
car in front of you, your speed
increases. Get as close as
possible, and then use the extra
speed to slingshot by.
Be very careful when you're
approaching a turn while
drafting-the extra speed can send
you right into the wall.
You can make it around gradual
turns without braking in some
cases. However, if you try to
change your line in midturn, you
may slide and/or spin.
Stock cars have a tendency to jump
around from side to side on the
track, so don't get too close to
the wall.
The best way to control your
position on the track during turns
is by pulsing the brake and
accelerator buttons. The faster
you go, the higher your position
in the turn. When you get too
close to the wall, pulse the
accelerator rather than holding it
down constantly. When you need to
scrub off even more speed, let up
on the accelerator and pulse the
brake.
Indy Tips
If you start to slide, let up on
the accelerator and try to
counter-steer (i.e., turn in the
direction that you're skidding so
you can regain control). There's
no guarantee you still won't spin,
but you'll improve your chances of
staying in command of the car.
You can carry the most speed
through a turn by starting on the
outside of the track, cutting in
to the inside edge at the apex
(i.e., center of the turn), and
then letting your speed carry you
back toward the outside of the
track. By driving this kind of
line, you 'straighten out' the
turn, reducing the sideways stress
on the tires and enabling you to
drive faster without spinning out.
When you're driving through an
S-turn or chicane, you have to
consider the next turn as well as
the current turn. If you know the
track layout, you can prepare for
the coming turn as you navigate
the current turn.
<a name="Mathblst.o">MATHBLST.O</a>
 Math Blaster: Episode One
 Davidson
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SCORING
 BROWSE HELP FILES
 Math Blaster: Episode One
 Game Description
 
 Use Up/Down to scroll text
Oh, no! The evil trash Alien has
captured Spot, whisked him off to
a faraway planet, and left the
universe littered with trash!
Blasternaut's preparing a daring
three-part rescue mission to save
his trusty sidekick, but he needs
your help.
Climb on board and prepare to zap
the garbage out of the sky, freeze
all alien enemies and rescue Spot!
 Math Blaster: Episode One
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * Aims sights in
 Trash Zapper.
 * Move left or right
 to walk or fly in 
 those directions.
 * Press down to duck.
 * Press up for hover
 control.
Button A:
 * Press to thrust.
Button B:
 * Press to fire.
Button C:
 * Press for shields.
Start:
 * Pauses or resumes
 game.
 Math Blaster: Episode One
 Playing the Game
 
 Use Up/Down to scroll text
Options:
At the options screen, you can
alter the Game Difficulty and the
Math Difficulty, among other
things:
Game Difficulty: PRACTICE gives
a beginner unlimited lives in
Trash Zapper. NORMAL puts you in
the game with three lives.
Math Difficulty: There are three
different levels (easy, medium and
hard) and four different math
subjects.
Levels 1, 4, 7 and 10 are EASY.
Levels 2, 5, 8 and 11 are MEDIUM.
Finally, levels 3, 6, 9 and 12 are
HARD.
The subjects are: Addition,
subtraction, multiplication, and
division.
Trash Zapper:
Complete the math equation by
blasting the piece of trash with
the correct number out of the
universe. If you blast the wrong
piece of trash, you'll lose
energy.
If you allow one of the Trash
Alien's cruise missiles to rock
Blasternaut's ship, you'll lose
energy. Remember to raise your
shields for protection.
Shoot satellites to recharge
shield power. And for extra
points, zap the Trash Alien's
attack ships.
 * Answer 10 equations
 to move on to the
 Bonus Round and to
 the next stage.
Cave Runner:
In order to chase the Trash Alien
through the caves, Blasternaut
must carry a code number that
falls between the numbers on
either side of the cave gaps.
For example, if the numbers are 5
and 9, then Blasternaut's code
must be more than 5 and less than
9 (6, 7, or 8 would work).
Change the code by letting a water
drop with a useful number and
operation sign plop on
Blasternaut's head.
Fly away from lava bombs and force
fields. Use the freeze-ray to stop
alien cave creatures in their
tracks.
 * Snag cave gems for
 bonus points.
 * The cave will scroll
 as you play. Fly
 Blasternaut to the 
 top to move to the
 next phase of the
 mission.
Math Blaster:
The evil Trash Alien is getting
away with Spot! Blasternaut must
blast his way through the garbage,
then head into the porthole that
has the correct answer to the
equation.
Look out for escaped alien cave
creatures. And whatever you do,
complete your mission before the
sun is eclipsed.
 * Answer 10 equations
 to move on to the
 next of three stages.
 Math Blaster: Episode One
 Scoring
 
 Use Up/Down to scroll text
Scoring:
Trash Zapper:
Each correct answer = 200.
Alien Ship = 150.
Asteroids = 100 added to bonus
score.
Bonus score = Maximum number of
correct answers in a row at
current stage X 1000.
Wrong answer = Lose 1 unit of
energy.
Hit by alien bomb = Lose 1 unit of
energy.
Cave Runner:
Gems = 100, 200, 300, 400
(depending on color) added to
Bonus.
Water Drops = 10 for grabbing a
water drop.
Alien Cave Creature = 50 for
shooting any Alien Cave Creature
(ACC).
Math Blaster:
Shooting any trash = 10.
Each correct answer = 200.
Bonus score = Maximum number of
correct answers in a row at
current stage X 1000.
Gems = 100, 200, 300, 400
(depending on color) added to
Bonus.
Wrong answer = Lose 1 unit of
energy.
Hit by trash or Alien Creature =
Lose 1 unit of energy.
Eclipse = Lose all energy (lose a
life).
<a name="Maz_saga.o">MAZ_SAGA.O</a>
 Mazin Saga
 Vic Tokai
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Mcdonal.o">MCDONAL.O</a>
 McDonald's Treasure
 Land Adventure
 Sega
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS AND MORE
 BROWSE HELP FILES
<a name="Mcdonald.o">MCDONALD.O</a>
 McDonald's Treasure
 Land Adventure
 Sega
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS AND MORE
 BROWSE HELP FILES
 McDonald's Treasure
 Land Adventure
 Game Description
 Use Up/Down to scroll text
Ronald McDonald finds an old map
and decides to take on the
adventure. But he's only got one
piece. A trio of villains are
holding the other pieces, and just
waiting for Ronald to show up!
 McDonald's Treasure
 Land Adventure
 Controller Functions
 Use Up/Down to scroll text
Start Button:
* Pauses game; resumes play when
game is paused.
* Exits Options screen.
* Enters certain selections.
D-Pad:
* Changes selections on some
screens.
* Moves marker in selection
screens.
* Moves Ronald in direction
pressed.
* Controls direction Ronald's
jumps.
* Makes Ronald crouch when pressed
down.
* Moves Ronald up or down on his
Scarf.
Button A:
* Cancels certain selections.
* Releases Ronald's Scarf.
Button B:
* Cancels certain selections.
* Makes Ronald use Magic on
Baddies.
Button C:
* Enters selections.
* Makes Ronald jump.
 McDonald's Treasure
 Land Adventure
 Playing the Game
 Use Up/Down to scroll text
Got the Hang of It?
Here's how to use Ronald's
Scarf:
Press the D-Pad to move Ronald
directly under a Hook. Press and
hold Button A to make Ronald toss
the Scarf up and through the Hook.
Then press the D-Pad to move
Ronald up or down while he hangs
from the Scarf and release Button
A. Ronald springs upward and lands
on the platform above. Use the
D-Pad to control Ronald before he
lands. There might be a Baddie up
there, and you don't want to touch
it!
In some areas, Ronald has to
reach a very high place, but there
are few (or no) platforms. He has
to use his Scarf to go from Hook
to Hook. Here's how:
Grab a Hook the same way you do
when there are platforms. Release
the Scarf Button and Ronald
springs upward. Press the D-Pad to
guide Ronald (while he's in
midair) toward the next Hook you
want him to grab and press and
hold the Scarf Button. Timing is
really important-if you miss, you
could have a long trip down! If
this happens, continue controlling
Ronald with the D-Button as he
falls. You might be able to grab
another Hook!
Presto!
Ronald will meet lots and lots of
Baddies as he searches for the
rest of the treasure map. Here's
how Ronald uses Magic to make the
Baddies disappear:
Press the D-Pad to make Ronald
face in the direction of the
Baddie, then press the Shot
Button. Presto! No more Baddie!
(It'll take more than one shot to
get rid of some Baddies.)
When the Baddie is on a higher
level, or when you want to get rid
of a flying Baddie:
Press the D-Pad to make Ronald
face in the direction of the
Baddie, then press the Jump
Button. When Ronald is at the
right height in his jump, press
the Shot Button. Bye-bye, Baddie!
If you want to use Magic on a
Baddie that's on your level, but
the air is full of flying Baddies,
try this:
Press the D-Pad to make Ronald
face in the direction of the
Baddie, press down to make him
crouch, then press the Shot
Button. This should keep Ronald
safe from the Baddies overhead!
To make Ronald use Magic on a
Baddie while he's hanging from his
Scarf:
Press the D-Pad left or right to
make him face in the direction of
the Baddie, press the D-Pad up or
down to raise or lower Ronald,
then press the Shot Button.
Subtract one Baddie!
Jump for Joy!
Ronald has very springy legs, and
can jump quite well. Use his
jumping ability to do these
things:
Press the Jump Button when Ronald
is under a Hook to help him reach
it with his Scarf or press and
hold the D-Pad to move Ronald, and
press the Jump Button while he's
moving to jump to a hard-to-reach
level or over a Baddie! Safe and
sound!
When you want Ronald to jump down
to a platform below...
Press the D-Pad to make him
crouch, then press the Jump
Button. Ronald lands safely below
(or does he?).
 McDonald's Treasure
 Land Adventure
 Items and More
 Use Up/Down to scroll text
Items
Pick up as many items as you can
while you move Ronald through the
game. You will see all of them as
you play, and some of them can
also be bought at the Shops.
Bag of Gold increases Ronald's
total. The White Bag holds 50
Golds, and the Yellow Bag holds
300 Golds.
Jewel restores one of Ronald's
hit points.
Two Jewels restores two of
Ronald's hit points.
Collect 3 White Flowers and
restore one Jewel to Ronald's
total.
Get 2 Yellow Flowers and restore
one Jewel to Ronald's total.
Continue Item gives Ronald a new
set of lives (the number depends
on the difficulty level you
selected in the Options screen).
1-Up adds one Life to Ronald's
total.
Jewel Container adds one hit
point to Ronald's total possible
hit points.
Balloons carry Ronald to safety
when he falls off the bottom of
the screen. Press the D-Pad to
guide Ronald through the air, but
remember that the Balloons will
pop after a short time! Make sure
Ronald's over a safe place (To pop
the Balloons on purpose, press
Button B)!
Magic power-up makes Ronald's
Magic stronger. You can collect up
to three of these.
About Jewels:
You start the game with a certain
number of Jewels (depending on the
level you select in the Options
screen). When Ronald takes damage,
one of the Jewel Containers
becomes empty. If Ronald has three
White Flowers, or two Yellow
Flowers, one hit point will
automatically be restored. Restore
Lives by grabbing the items
described above.
What's Behind This Door?
Well, it's one of two things-a
Shop, where certain items can be
bought, or the Game Center, where
for 2,000 Golds you can play the
Block Game and win lots of items!
To enter, move Ronald directly in
front of the door and press the
D-Pad up.
The Shops
Here, nine different items can be
purchased. You can only keep a
certain number of each item. The
cost (in Golds) of each is shown
below:
Magic Power-up 2,000
Continue 10,000
Balloons 10,000
Life Item 2,000
1-Up 5,000
Two Jewels 500
Jewel 300
Yellow Flower 150
White Flower 100
To buy an item, press the D-Pad
until that item starts flashing.
Then press Button C and the item
is yours. The cost will be
subtracted from Ronald's Gold
total. If you already have your
limit of a particular item, a
message will appear to tell you so
when you press Button C. To leave
the Shop, press the D-Pad until
Exit begins flashing, then press
Button C. You can also press
Button B anytime to leave the
Shop. Thank you for your
patronage. Come again!
The Game Center
A game within a game! Play the
Block Game and win lots of items!
First, you have to let the
Computer know that you want to
play. When it asks you, put the
arrow next to Yes and press Button
A or C. The game starts right
away.
Blocks that have pictures of
different items on them fall in
clumps of three from the top of
the game area. Some are in
straight lines, while others are
in an L shape. The way to win
items it to line up at least three
identical blocks up and down,
across or diagonally. If you can
do this three times, the item is
yours.
You can rotate a clump of blocks
as it falls. Press Button B to
turn it counter-clockwise, and
Button C to rotate it clockwise.
The D-Pad can be used to move the
clump left or right in the game
area.
On the left side of the screen are
five rectangular boxes. Each block
in the boxes shows how many groups
of three you've gotten so far.
Then next group of blocks to fall
is shown in the box at the top
right of the screen (the word Next
appears beneath it).
Skulls will appear in some of the
groups of blocks. Try to keep them
out of the way. They aren't
dangerous, but they might keep you
from winning an item.
The game ends when the game area
fills up with blocks, and no more
can fit. You can choose to play
again if you have enough Golds.
<a name="Megabomb.o">MEGABOMB.O</a>
 Mega Bomberman
 Hudson Soft
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Mega Bomberman
 Game Description
 
 Use Up/Down to scroll text
BOMBED!!!
Bomber Planet was a beautiful
place, and its inhabitants lived
in peace, protected by five
spirits. But one day, invaders
arrived: the evil Bagulaa and his
Robot Army.
In the battle that followed, the
Spirit Pictures-the source of the
Spirits' magical power-were
destroyed.
Without the special spirit power
to protect it, Bomber Planet was
thrown off balance and split into
five pieces.
But wait! All is not lost!
Bomberman has arrived to restore
the Spirit Pictures and reassemble
Bomber Planet!
It won't be easy-the pieces of
Bomber Planet are crawling with
Bagulaa's robot minions and
animals who've been brainwashed
into helping the invaders.
Bomberman has allies-called
Louies-who can help, but only if
Bomberman can find them.
As Bomberman, use your bombing
skills to save Bomber Planet in a
normal game, or choose one of ten
special courses and challenge up
to three other players in a battle
of strategy.
Pack your bombs, hop aboard a
Louie, and get ready for some
explosive action!
 Mega Bomberman
 Controller Functions
 
 Use Up/Down to scroll text
TAKE CONTROL!
Directional Pad
 * Moves Bomberman around game
screens.
 * Toggles through choices on
menu screens.
Start
 * Enters selections on menu
screens.
 * Pauses game/resumes play.
Button A
 * Stops movement of kicked
bombs.
 * Enters selections on menu
screens.
Button B
 * Performs special Bomberman
abilities received from picking up
special items.
 * When Bomberman is riding a
Louie, performs that Louie's
special skills.
 * Cancels selections on menu
screens.
Button C
 * Sets bombs at Bomberman's
feet.
 * Guides Line Bombs.
 * Enters selections on menu
screens.
NOTE: To users of the 6-Button
Arcade Pad: Buttons X, Y, and Z
have no function in this game.
GETTING STARTED
From the opening story, press
Start to call up the Title screen.
Then press the D-Pad up or down to
select the game mode you wish to
play, and press Start again.
Normal Game
In this single-player mode, use
your wits and your bombs to
reassemble the five areas of
Bomber Planet before your battle
with the evil Bagulaa.
Battle Game
Normal: Up to four players
control their own Bomberman
characters and play against each
other until only one remains, the
timer runs out, or a tie game
occurs.
Tag Team: Up to four players
split into two tag teams and
battle each other.
Password
Enter a password to continue a
Normal Game.
 Mega Bomberman
 Playing the Game
 
 Use Up/Down to scroll text
The Normal Game
Using your Bomberman,
strategically set your bombs to
blow up enemies and soft
barriers(such as flowers, barrels,
wood blocks or soda cans). Pick up
power-ups for special abilities.
The Bomber Planet consists of five
areas, containing three or four
stages each. Clear each stage by
obtaining all the pieces of the
area's Spirit Picture. Then defeat
the area Boss to move on to the
next area.
Selecting an Area and Stage
Use the D-Pad to select the stage
you wish to play(when beginning
play in an area, you can only
choose Stage 1), then press Button
A, C or Start.
Note: You can also select stages
and areas which you have already
cleared in order to pick up extra
points and abilities.
To clear an area for the first
time, you must pick up a piece of
the Spirit Picture. However, on an
area already cleared, all you have
to do is find the exit.
The Game Screen
Time Remaining: You must clear a
stage before the timer reaches
zero, or you lose a Bomberman.
Better move fast!
Keys: Blow up all keys in a
stage to break open the Capsule
which contains a piece of the
Spirit Picture.
Bombermen Remaining: You lose a
Bomberman whenever you touch an
enemy character, get caught in a
bomb blast, or fail to clear a
stage within the time limit.
Once you run out of Bombermen, the
game ends.
Capsule: This is your goal in
each stage. Destroy all the Keys
to open the Capsule, then step
inside to pick up a piece of the
Spirit Picture and clear the
stage.
Once this piece is recovered, all
remaining soft blocks turn into
bonus coins which you have 15
seconds to collect for points.
Enemy Character: Blow up enemies
to earn points and make the stages
less dangerous.
Entering a Password
To continue a Normal Game, select
PASSWORD at the Title screen to
bring up the Password screen.
Toggle through the numbers by
pressing the D-Pad up or down, and
move on to the next space by
pressing the D-Pad left or right.
Press Button A, C, or Start to
enter the password.
A Tour of the Bomber Planet
Varied terrain, from fiery
volcanic ranges to icy glaciers
awaits, all filled with lurking
enemies and loaded with traps.
Area 1: Jammin' Jungle
This overgrown forest region
controls the air quality of the
Bomber Planet. And that air is
thick with enemies.
Area 2: Vexin' Volcano
This area is full of red-hot
action and rocky foes. Hop onto a
cart for a wild ride that destroys
any enemies and blocks sitting on
the tracks.
Debris rains down on you from the
volcano. Be careful, because this
debris can set off your bombs.
Area 3: Slammin' Sea
Beware as you venture into the
southern ocean-the fish are
biting! Submarines lurk beneath
the silty sea floor, ready to
ambush you.
Area 4: Crankin' Castle
Bats and other nasty creatures
lurk in the musty dungeons. You
can roll a large barrel onto your
opponents by bombing the barrel's
supports, but be sure to stay out
of the way.
Area 5: Thrashin' Tundra
The critters in this region move
fast to keep warm. Penguins fire
missiles at red X targets that
appear on spots around the maze.
These missiles can also detonate
your bombs.
Power-ups and Abilities
You can uncover hidden power-ups
by blowing up soft blocks.
Beware-power-ups can be destroyed
by bombs.
Firepower increases the distance
of bomb blasts one level.
Bomb increases the maximum
number of bombs which can be set
at one time by one(up to ten
maximum).
Line Bomb allows the maximum
number of settable bombs to be set
at once in a line. Press Button C
twice to set line bombs in the
direction Bomberman is facing.
Skates make Bomberman move
faster.
Block allows Bomberman to pass
through soft blocks.
Egg turns into one of five types
of Louie which can be ridden.
Bomb Boot allows Bomberman to
kick bombs away. A kicked bomb
continues moving until it hits an
object or you press Button A.
Remote Control allows Bomberman
to detonate bombs when you press
Button B.
Sandals slow Bomberman's
movement, making him vulnerable.
Bomb Pass allows Bomberman to
walk through bombs.
Restore allows Bomberman to take
one hit without losing a life.
Clock freezes enemies for ten
seconds.
1UP gives you an extra
Bomberman.
Fire Suit allows Bomberman to
walk through enemies and bomb
blasts for 20 seconds without
taking damage.
Meet Your Friend Louie
Louies are native to the Bomber
Planet and valuable allies of
Bomberman. Louies are found in
eggs which appear when you blow up
soft blocks.
Hop onto an egg, and a Louie
appears as your faithful steed.
When riding a Louie, activate his
special skill by pressing Button
B.
If you get hit while riding a
Louie, you will lose the Louie,
but not any of your remaining
Bombermen.
Green Louie dashes at high
speed, but can't stop until he
runs into an obstacle.
Yellow Louie kicks soft blocks.
Purple Louie jumps over one soft
block or bomb at a time.
Pink Louie does a Louie Dance
when you press Button B.
Blue Louie kicks bombs over
walls and blocks.
The Battle Game
Battle Mode is a versus mode
which allows up to four Bombermen
to play against each other. Select
BATTLE MODE at the Title Screen
and press Start. Player 1 makes
all selections.
Use the D-Pad to toggle through
the options, and press Button A, C
or Start to make selections. Use
Button B to back up one screen if
necessary.
Choose between two types of Battle
games: Normal and Tag. In Normal
Mode, the last surviving Bomberman
wins. In Tag Mode, the first team
to bomb the other team wins.
Note: In order to manually control
more than two Bombermen, you must
play with the correct number of
Control Pads connected to the Sega
4-Player Adapter.
Please consult your 4-Player
Adapter manual for details on
hookup and use.
Number of Players
Press the D-Pad left or right to
select the number of Bombermen you
want to use. Press Button A, C or
Start to move to the next screen.
Number of Games
Select the number of wins that
must be scored to decide the
winner by toggling up or down with
the D-Pad.
The first player or team to reach
this number wins the game. Press
Button A, C or Start to move to
the next selection.
Selecting Characters
Press the D-Pad left or right to
select a Bomberman, and press up
or down to select whether that
Bomberman will be controlled
manually(MAN) or by the
Computer(COM).
Press Button A, C or Start, then
use the D-Pad to highlight the
type of Bomber character you want
to use and press Button A, C or
Start to select.
Once all character controls and
types are set, confirm your
selections and go on to the next
screen by highlighting OK and
pressing Button A, C or Start.
In Tag Team Mode, the Tag Team
screen follows. Press the D-Pad
left or right to select Bombermen,
and up or down to assign teams.
Bomberman Team Characters
Each character displays its own
personality and fighting style
when controlled by the Computer.
Bomberman: Balanced offense and
defense.
Grampa Bomber: Weak offense, but
strong and stubborn defense.
Big Bomber: Rushes to find and
grab all the items he can.
Bookworm: A cunning strategist
with strong offense and defense.
Bomber Lady: Holds back on
offense, but don't underestimate
her.
Kamikaze Bomber: Sets bombs
everywhere he can without regard
to his own life.
Construction Bomber: Ignores
opponents and concentrates on
destroying blocks.
Bonsaver: A very aggressive
character.
Tiny Bomber: Moves rapidly and
likes sudden ambushes.
Selecting Stages
Select the stage in which you
want to do battle by pressing the
D-Pad left or right. Then start
the game by pressing Button A, C
or Start.
In Battle Mode, you can select the
setting for your battle from any
of the ten stages found in the
Normal Game. Each stage has its
own special features that alter
gameplay.
Once you have started gameplay,
the stage cannot be changed until
a winner is determined.
Standard Screen: No special
features. Practice your bombing
skills on this stage.
Sea Floor Screen: Battle on the
ocean floor.
Conveyor Belt Screen: Conveyor
belts in the floor transport bombs
or Bombermen.
Forest Screen: Rocks form a maze
inside a secret forest.
South Pole Screen: This stage
includes igloos, snowmen and
missile-firing penguins.
Europe Screen: Kicked bombs turn
corners to follow the arrows on
the maze.
Ancient Castle Screen: Warp to
different locations by dropping
through trap doors.
Magma Screen: Begin play with
maximum firepower and the ability
to set up to five bombs.
Lightning Quick Screen: Begin
play with the ability to run at
ultra high speeds.
Bush Screen: Canopies of green
leaves obscure the view of some
sections.
Skull Items(Battle Games only)
Touching a Skull Item results in
one of the maladies described
below. Any Bomberman touched by an
infected Bomberman also becomes
infected.
Slow Sickness: Slows down
movement, making a Bomberman
vulnerable to attack.
High Speed Sickness: Speeds a
Bomberman character out of
control.
Reverse Direction Disease: Makes
a Bomberman move opposite to the
direction pressed on the D-Pad.
Bomb Set Disease: A Bomberman
becomes completely unable to set
bombs.
Bomb Burp: A Bomberman sets
bombs uncontrollably.
Minimum Firepower Disease: Bomb
blast distance is minimized.
Premature Detonation Disease:
Bombs explode almost immediately
after being set.
Delayed Detonation Disease:
Bombs take too long to explode.
Perpetual Motion Sickness: A
Bomberman keeps on moving and
cannot be stopped.
Change Locations: An infected
Bomberman suddenly changes places
with other Bombermen.
 Mega Bomberman
 Hints and Tips
 
 Use Up/Down to scroll text
 * Attack soft walls and
opponents with your bombs while
avoiding bomb blasts. You lose if
you get hit by a bomb blast.
 * The last surviving player
scores one win. In a tag team
match, a team scores a win when
all members of the opposing team
have been blown up.
The first player or team to score
the number of wins required for a
victory wins the game.
 * A draw results if time runs
out or if players are destroyed at
the same time.
 * When the remaining time goes
under one minute, pressure blocks
begin to appear. You lose if you
get squashed by one of these
blocks.
PASSWORDS:
Level One
 * 1-1: 2200
 * 1-2: 6800
 * 1-3: 5120
Level One Boss:7420
Level Two
 * 2-1: 4501
 * 2-2: 8111
 * 2-3: 7421
 * 2-4: 1051
Level Two Boss:3351
Level Three
 * 3-1: 4502
 * 3-2: 8111
 * 3-3: 7421
 * 3-4: 1052
Level Three Boss:3352
Level Four
 * 4-1: 6806
 * 4-2: 0513
 * 4-3: 9723
 * 4-4: 3353
Level Four Boss:5653
Level Five
 * 5-1: 8114
 * 5-2: 2814
 * 5-3: 1134
 * 5-4: 5654
Level Five Boss:7954
Final Boss: 0515
<a name="Megaman.o">MEGAMAN.O</a>
 Mega Man: The Wily Wars
 Capcom
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER UP ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Mega Man: The Wily Wars
 Game Description
 
 Use Up/Down to scroll text
Trouble in Time!
"I should have melted that
meddling robot years ago. But now,
with the help of my new Wily
machine, I'm going to fix that.
I'll just take a quick blast to
the past and I make sure that Mega
Man will never have survived any
of our first three encounters!"
"With Mega Man destroyed in the
past, there will be nothing to
stop me here in the future. The
world will finally be mine!!!"
Wily's mechanical minions are on
the loose and Mega Man has got to
stop them. Blastin' everything
that moves, Mega Man must track
down the lair of each robot master
and blow him away!
But hundreds of mindless metal
machines block every turn and they
have only one order running
through their malicious
microchips--Destroy Mega Man!
Dodge their endless barrages of
lethal lasers as you race through
the corridors. Every hit packs
quite a wallop, so keep a sharp
eye on your Energy Level!
Collect energy pellets from fallen
foes to keep up your strength,
because if you run out--you're
history!
 Mega Man: The Wily Wars
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * Press left or right to make
Mega Man run in those directions.
B-Button:
 * Fires current weapon.
C-Button:
 * Makes Mega Man jump.
A-Button:
 * Activates the weapon select
screen.
To make Mega Man climb up or down
a ladder: Push up or down on the
D-Pad while standing on a ladder.
To make Mega Man slide (Mega Man 3
only): Hold down on the D-Pad and
press the C Button.
 Mega Man: The Wily Wars
 Playing the Game
 
 Use Up/Down to scroll text
As Mega Man defeats each of the
Robot Masters, his progress will
automatically be saved into
memory.
In addition to the game being
saved, Mega Man will also gain a
copy of the robot masters weapon
and add it to his own arsenal.
These weapons can be activated by
selecting the Weapon Select
Window.
When the window appears, press the
D-Pad left, right, up or down to
highlight the weapon you wish to
use. Then, close the Weapon Screen
and Mega Man will activate his new
weapon.
Remember, these special weapons
require extra energy each time
they are fired, so collect weapon
capsules to keep them fully
charged!
Cybernetic Contraptions!
Wall Climbers, Floating platforms,
Magnet beams, and even a
cybernetic dog named Rush are all
creations of that brilliant
inventor, Dr. Light.
His useful inventions are hidden
throughout the 22 stages of the
adventure. Use them wisely and
they'll help Mega Man to overcome
some troublesome obstacles!
Once found, these devices can be
summoned at a moment's notice by
using the Weapon Select Window.
Simply highlight the item you wish
to use and close the Weapon Select
Window. Hit the fire button and
the item will activate and be
ready to go!
Some Helpful Items You Might Find
Are:
In Mega Man:
Magnet Beam: For creating
temporary platforms.
In Mega Man 2:
Item 1: A platform that climbs up
walls.
Item 2: A jet sled.
Item 3: A floating platform.
In Mega Man 3:
Rush Coil: Rush, the robodog,
turns into a springboard.
Rush Jet: Rush, the robodog, turns
into a jet sled.
Rush Marine: Rush, the robodog,
turns into a submarine.
 Mega Man: The Wily Wars
 Power Up Items
 
 Use Up/Down to scroll text
Point Pellets: These pellets
increase Mega Man's score. (Only
available in Mega Man 1).
Yashichi: The Yashichi will
refill all of Mega Man's powers.
(Only available in Mega Man 1).
Energy Pellets: These pellets
increase Mega Man's energy level.
Weapon Capsules: Weapon Capsules
increase the energy level of Mega
Man's current special weapon.
Energy Tank: Energy Tanks fully
recharge Mega Man's energy supply.
The number of tanks currently
stored are shown on his weapon
screen.
Surprise Tank: Who knows what's
inside?
1-Up: A 1-Up gives Mega Man one
more chance to complete his
mission.
The Game File Screen:
The game file screen allows you to
save up to three different Mega
Man adventures.
Highlight the file number you wish
to use. Press left and right to
see the Robot Masters from Mega
Man, Mega Man 2 and Mega Man 3.
As you defeat each robot master,
the cartridge will automatically
save your game. Once you have
selected the file number you wish
to use, press the Start button.
The other options on the Game File
Select screen are CLEAR and COPY.
The CLEAR option will erase a game
file, so you can begin at the
beginning of the game.
The COPY option allows you to copy
one game file to another game
file.
 Mega Man: The Wily Wars
 Hints and Tips
 
 Use Up/Down to scroll text
 * Some robots are very
susceptible to certain types of
weapons. If you find that your
current weapons aren't doing much
damage against a robot master,
maybe you should try to defeat a
different one.
 * Hitting the Jump button
while hanging on a ladder will
make Mega Man fall. Use this
tactic to quickly climb down
ladders.
 * When Mega Man gets hit by an
enemy, he is invincible for a few
seconds. Use this time to get by
tough enemies or obstacles.
<a name="Megaturr.o">MEGATURR.O</a>
 Mega-Turrican
 Data East
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPON DESCRIPTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Mercs.o">MERCS.O</a>
 Mercs
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Mercs
 Game Description
 
 Use Up/Down to scroll text
The world is faced with the worst
outbreak of revolutions and
terrorism that it has ever seen.
The forces that seek to disrupt
peace will stop at nothing to get
what they want!
The U.S. government has tried its
best to eliminate these threats
using the military. But the
military is ineffective against
the guerrilla warfare and
terrorist tactics of the enemy.
The U.S. government can not afford
to take sides in the rapidly
changing power structures of
war-torn countries. The government
needs a way to accomplish its
missions with a minimum of
casualties.
Now, the decision is made to send
a group of professional
mercenaries, known as the Mercs,
who are well-trained in
anti-terrorist activities.
As a Merc, you must penetrate
enemy lines to accomplish secret
missions for the U.S. government.
You must battle through
treacherous displays of enemy war
machinery where no ordinary
soldier would dare to go!
 Mercs
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press to move in 8
directions.
 * Press to point in the
direction you wish to fire.
 * In friendly hideout screens,
press to select items.
 * In Merc selection screens,
press to select a Merc.
Start Button:
 * Press to start game.
 * Press to pause during play,
press again to resume play.
 * In the Original mode, press
to open Merc selection screens.
 * In Merc selection screens,
press to enter your selection.
Button A:
 * Press to fire weapon.
 * In friendly hideout screens,
press to enter your selection.
Button B:
 * Press to fire a Mega crash
bomb.
 * In friendly hideout screens,
press to cancel your selection.
Button C:
 * Press to fire weapon.
 * In friendly hideout screens,
press to cancel your selection.
 Mercs
 Playing the Game
 
 Use Up/Down to scroll text
Arcade Mode:
When you select the Arcade mode in
the Mode selection screen, a
series of story screens will
appear. Read the story screens to
learn more about the mission, or
press the Start Button to begin
play. The objective is to
accomplish seven missions within
the time limit.
Scoring:
You will receive points for each
item that you pick up and for each
enemy that you defeat. Each time
you clear a stage, you will
receive bonus points and extra
vitality.
Mission Bonus: You will receive
extra points for finishing the
mission.
Mega crash bomb bonus: You will
receive extra points for each
remaining Mega crash bomb. If you
have fewer than three Mega crash
bombs, the number will be restored
to three for the next mission. If
you finish a mission with more
than three Mega crash bombs, you
will start the next mission with
that number of bombs.
Life Bonus: If your life gauge
has run down, it will be partially
refilled.
When the game is over, the Best
Fighters screen will appear. If
your score is good enough to be
included in the top seven scores,
your score will be listed.
Vehicles:
In some places you may shoot enemy
soldiers riding vehicles and steal
the vehicles. In situations where
you can steal the vehicles, the
word ENTER appears on screen. Each
vehicle has an endurance gauge.
This gauge runs down as the
vehicle is hit by enemy fire. You
can ride each vehicle until the
gauge reaches empty. Your Merc
does not sustain damage while
riding in vehicles. Your Merc can
enter jeeps, boats, tanks and gun
batteries.
Original Mode:
When you select the Original mode
in the Mode selection screen, a
series of story screens will
appear. Read the story screens to
learn more about the mission or
press the Start Button to see a
map of your next mission. Press
the Start Button again to begin
play immediately. The objective is
to use five soldiers, each with
different abilities, to accomplish
eight missions.
Change Mercenaries:
Press the Start Button during the
game to pause the game and open
the Merc selection screen. Select
a mercenary from among those
available. You will start the game
with one mercenary and this number
will increase as other soldiers
join you at friendly hideouts
along the way. Select a different
Merc by pressing the D-Button up
or down. Press the Start Button to
enter your choice.
Friendly Hideouts:
You can join with other Mercs and
shop for items at friendly
hideouts. You will be able to
identify these hideouts by the
word ENTER flashing in front of a
tent or shack. You can buy items
with the medals that you have
collected on the way. Different
hideouts sell different items.
Select the items you wish to buy
with the D-Button and press Button
A or C to enter your selection.
Press Button B to cancel.
Next press the D-Button up or down
to select which Merc to give the
item to. Press Button A or C to
enter your selection. Select EXIT
and press Buttons A, B or C to
resume play.
NOTE: When an item is given to a
Merc who already has that item,
the transaction is automatically
canceled with an indication that
the item is unnecessary.
Information can be bought more
than once. Once the information is
bought, the transaction cannot be
canceled.
 Mercs
 Items
 
 Use Up/Down to scroll text
Shoot the wooden crates that
appear in the game to see the
items that are stored inside. Walk
(or ride) over the items to pick
them up.
Hamburger: Restores part of life
gauge. (3 units in Arcade mode, 2
units in Original mode)
Spinach: Restores part of life
gauge. (3 units)
Roast Chicken: Restores part of
life gauge. (3 units in Arcade
mode, 4 units in Original mode)
Leg of lamb: Restores part of
life gauge. (3 units in Arcade
Mode, 6 units in Original mode)
First aid box: Restores part of
life gauge. (16 units)
Life-Up: Adds four full units to
life gauge capacity. Up to four
life-up items may be used.
Power: Increases weapon hit
power.
Mega crash bomb: Increases
number of Mega crash bombs that
can be used.
Special Arcade-Mode Items:
You can use a variety of weapons
by picking them up along the way.
The power of your weapons
increases each time you pick up a
power-up item. Power increases up
to ten levels.
Assault rifle: Fires bullets.
Flame thrower: Shoots a
continuous flame.
Shot gun: Shoots scattered
bullets.
Grenade Launcher: Shoots single
grenades.
Medal: Restores part of life
gauge.
Special Original-Mode Items:
Medal: Adds one medal which can
be traded in for items at friendly
hideouts.
Special medal A: Adds three
medals.
Special medal B: Adds five
medals.
Special first aid box:
Completely restores life gauge.
Boots: Increases speed.
Bullet-proof vest: Reduces
damage inflicted by the enemy.
Gas mask: Reduces damage caused
by poisonous gas.
Elixir: Brings Mercs back to
life.
Dynamite: Explodes, causing
damage to your Merc.
Item soldier: Drops a mystery
item when defeated.
 Mercs
 Hints and Tips
 
 Use Up/Down to scroll text
 * Sometimes it is necessary to
shoot down walls and doors to
advance. Anything that flashes
when shot at can be eliminated.
 * Learn where to find items
that restore vitality so you can
continue fighting without losing
lives.
 * You don't need to destroy
every foot soldier that you come
across.
 * Learn the best tactics for
fighting the large enemy vehicle
at the end of each stage.
<a name="Midrest.o">MIDREST.O</a>
 Midnight Resistance
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Mig29.o">MIG29.O</a>
 Mig-29
 Domark
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
 Mig-29
 Game Description
 
 Use Up/Down to scroll text
THE COLD WAR IS OVER. NOW THE
HOTTEST SOVIET JET FIGHTER IS
YOURS TO COMMAND!
With it's Mach 2+ top speed,
amazing maneuverability, and
awesome weaponry, the MiG-29 is
arguably the world's best fighter
aircraft.
Until now, it was locked behind
the Iron Curtain, inaccessible to
anyone but a few elite Soviet
pilots.
Now with the Cold War over, the
MiG- 29 is ready to fly - this
time under your command when you
play this superb advanced flight
simulator!
Start with the training flight
which will teach you how to take
off, fly, bank, fire, and land.
Then launch into five increasingly
dangerous and explosive combat
missions in the Middle East.
Everything about MiG-29 Fighter
Pilot makes you feel like you're
flying the real thing - with
actual flight instruments and
avionics.
Feel your stomach sink as you make
a high-g roll.
Feel your face pulled back when
you kick in the afterburners and
your hands tremble as you fire
air-to-air missiles, air-to-ground
rockets and powerful cannons at
enemy fighters, tanks and other
targets.
The question is: Can your heart
stand all this excitement?
 Mig-29
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad: This is your flight
stick. In an aircraft the nose of
the plane is controlled with the
stick.
Pulling back on the stick (pushing
down on the pad) brings the nose
of the aircraft up, gaining
altitude
 Pushing forward on the stick
(pushing up on the pad) lowers the
aircraft's nose, losing altitude.
Right and Left bank the aircraft's
wings. To turn right or left, bank
the aircraft right or left and
then push down on the pad. This
will swing the aircraft around
quickly.
A Button: This is the action
button. Hold the A Button down and
push Up or Down on the control pad
to adjust your engine power.
Highlight a menu item and press A
to select that item. Tap A with a
target in sight (and a weapon
selected) to fire.
B Button: Pressing this button
pauses the game and brings up the
Weapon Select menu. Choose your
weapon by highlighting it and
pressing A.
Selecting the same weapon you
already have selected will choose
the next available target for that
weapon.
C Button: Pressing this button
brings up the Flight Systems menu.
Highlight an item and press A to
select it.
Pressing C again will not select
the item, but closes the menu. The
following list shows what each
item does and when to use it:
WHEELS: Lifts the wheels of the
MiG into the aircraft, greatly
enhancing maneuverability. Use
right after takeoff.
W. BRAKES: Locks the wheels so
they slow the MiG down on the
ground. You don't have to release
them to take off, but it helps.
A. BRAKES: Slows the MiG down
quickly when flying.
DROP CHAFF/DROP FLARES: This
drops a countermeasure from the
tail of the aircraft distracting
enemy missiles. Use after they
launch a missile at you.
AUTOSTAB: Automatically levels
the aircraft. Use this if you lose
control or bearing.
RADAR RANGE: Adjusts the range
at which the radar scans. Longer
range shows more, but is harder to
tell exactly where the targets
are.
NEXT WAYPOINT: This selects the
next navigational marker.
Waypoints generally mark targets
or landmarks.
AUTO REFUEL: Selecting this when
near the VC-10 automatically links
your aircraft up for refueling.
AUTO LAND: Select this when you
are near a friendly airfield. This
will automatically land the
aircraft for refueling and
re-arming.
MAP: Brings up a map of the
area. B button will show you your
mission waypoints and A will bring
you back to the aircraft.
MISSION INFO: Selecting this
will show you what your mission
objectives are. Complete these
(they will dim when completed) and
land at a friendly airfield to go
on to the next mission.
EJECT: Select this to save
yourself from a doomed aircraft.
START Button: This button brings
up the Views menu. Panel removes
the panel and gives you a larger
view of the world.
Tower View gives you a view of
your aircraft from a major
landmark. Missile view is a camera
located on the nose of the
aircraft, and can only be accessed
when a missile is in the air.
 Mig-29
 Hints and Tips
 
 Use Up/Down to scroll text
Takeoff by holding A and pushing
up on the control pad to increase
engine power. When you reach 250
knots (shown in the upper right of
the HUD), pull back and ease into
the air.
Bring up your landing gear, and
then bring down your engine power
(hold A and push down on the pad)
until the red bars in the engine
power display are gone.
This shuts off the afterburner
(giving you enough fuel to
complete the mission).
Targets can be selected by first
choosing a weapon (holding B and
selecting a weapon type) and then
getting a target lock. A white
square around the target means
minimal lock.
Firing the weapon now has only a
30 percent chance of hitting the
target.
Wait until the target gets within
weapon range and the square will
turn red, meaning a 95 percent
chance to kill the target if you
fire now.
To select a different target tap B
and the computer will select the
next available target for that
weapon.
Remember that AA missiles are Air-
to-Air, and AS are Air-to-Surface
missiles.
These missile types are FAR more
reliable than rockets, so deplete
your aircraft of rockets at the
beginning and load up a couple
extra short range AA missiles.
This will help you in the air as
the enemy has a near endless
supply of aircraft to throw at
you.
Watch your compass on the HUD (the
strip of numbers scrolling at the
top).
A red mark will show you where
your target is located. Once
you've destroyed your objective at
that mark Select Next Waypoint and
repeat the process.
Use Autoland when you are over the
airport. This will help beginners
re-arm and refuel their aircraft
easily.
*** ALL MISSION PASSWORD ***
This password will allow you to
play any of the missions:
WEXBJOISGIITES
<a name="Mightypr.o">MIGHTYPR.O</a>
 Mighty Morphin
 Power Rangers
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL ATTACKS
 BROWSE HELP FILES
 Mighty Morphin
 Power Rangers
 Game Description
 
 Use Up/Down to scroll text
Battle with Rita Repulsa!
From her castle on the moon, the
evil intergalactic sorceress, Rita
Repulsa, plots to control the
universe. Her first target is
planet Earth. Using her league of
horrors, she is out to destroy
everything in sight.
Standing in her way is a brave
team of warriors. Chosen by
Zordon, a helpful alien being,
teenagers Jason, Zack, Kimberly,
Trini, and Billy use Power Suits
and weapons that give them special
powers and make them the Mighty
Morphin Power Rangers. When Rita's
monsters become a really BIG
problem, the Power Rangers'
special vehicles-the
Dinozords-combine to create the
powerful Megazord. Then the battle
gets really intense!
But Rita has a few nasty tricks up
her sleeve. Among them is the
Green Ranger, a teenager she has
brainwashed into fighting for the
wrong side. Can the other Power
Rangers defeat the Green Ranger
and his mighty mecha, the
Dragonzord, and show him the error
of his ways? They could sure use
his help for what lies ahead!
As one of the Mighty Morphin Power
Rangers, take part in the
high-powered action from the hit
television series. Or use the 2P
Battle Mode to control the Power
Ranger, Zord or monster of your
choice and challenge a friend to a
duel. The power is yours!
 Mighty Morphin
 Power Rangers
 Controller Functions
 
 Use Up/Down to scroll text
Take Control!
D-Pad:
 * Press to select items on
menu screens.
 * Press to move your
character.
 * Press up to make your
character jump. Guide jumps
 by pressing diagonally up in
the direction you
 want your character to go.
 * Press down to make your
character crouch.
 * Press with Button A or B for
various fighting moves.
Start:
 * Press to start/resume game.
Button A*
 * Press to choose items on
menu screens.
 * Press for a normal attack.
Button B*
 * Press for a fierce attack.
Button C*
 * Press to choose items on
menu screens.
* Buttons A, B and C can also be
used to proceed through story
screens.
Note to users of the 6-Button
Control Pad: Buttons X, Y and Z
have no functions in this game.
The Main Moves
Here are the eight basic D-Pad
positions used in the game. These
positions are for a character
facing RIGHT.
Jump:
 * Press the D-Pad up. Guide your
 jumps by pressing left or
right.
 Press with Button A or B for
 vicious aerial attacks!
Crouch:
 * Hold the D-Pad down. The use
 Button A or B to trip up your
 enemy with low attacks and
foot
 sweeps.
Guard:
 * To brace yourself against
attacks,
 press the D-Pad away from your
 opponent. For a crouching
guard,
 press the D-Pad down and away
from
 your opponent.
Deflect:
 * Press the D-Pad twice right
 (toward your opponent) and
 press Buttons A and B
 simultaneously to deflect
 an opponent's missiles.
Forward Dash:
 * Press the D-Pad twice right
 (toward your opponent) and
 hold. Use the dash in
 conjunction with an attack
 to bowl your opponent over.
Evasive Backflip:
 * Press the D-Pad twice left
 (away from your opponent) to
 flip away from danger.
 Mighty Morphin
 Power Rangers
 Playing the Game
 
 Use Up/Down to scroll text
One Player Scenario Mode
It's just you versus Rita
Repulsa's evil horde! Selecting
this mode and pressing Start
brings up an introduction. If you
want to skip past these scenes and
go straight to the action, press
Start or Button A, B or C until
the Player Select screen appears.
Press the D-Pad left or right to
highlight the Power Ranger you
want to use, and press Start or
Button A or C to begin the fight.
There are seven stages with two
rounds each. When you win the
first round as a Power Ranger, you
proceed to the Megazord or
Dragonzord for a full-sized
battle! With each victory, you
will be challenged by more
difficult opponents until you lose
a round or defeat all the
creatures in Rita's arsenal.
If you lose a round, the game ends
and a Continue screen appears.
Press Start before the timer runs
out to continue your battle. Press
Start before the timer runs out to
continue your battle. You have an
unlimited number of Continues. If
you lose a round as the Megazord
or Dragonzord, you will continue
at the beginning of the stage,
fighting as a Power Ranger.
Note: To use the Dragonzord in 1
Player Scenario Mode, you must
select
 the Green Ranger at the
beginning of the stage. And to do
that,
 you must first defeat the
Green Ranger in battle!
Two Player Battle Mode
Select this mode and press Start
to see the Player Select screen.
Player 1 and Player 2 use the
D-Pad to highlight the desired
character, and choose that
character by pressing Button A or
C or Start. Next, either player
chooses the background by
highlighting the desired stage and
pressing Button A or C or Start.
Note: Both players cannot select
the same character. The Power
Rangers 
 cannot fight against
Megazord, Dragonzord, or Cyclops.
When two 
 Power Rangers challenge each
other to a fight, they can only
fight 
 on the Rangers Stage.
Before the match begins, press and
hold Start to bring up the
following option screen:
Key Configuration:
 * Set the functions of the
buttons on your Control Pad. The
procedure is the same as in the
Option Mode.
Game Level:
 * Set the level of difficulty
for the coming game. The higher
the level, the less damage your
character's attacks make. Choose
between Levels 1 through 8.
After each match a Result screen
appears with statistics for each
player and each character in the
game. Press Start to advance to
the next screen.
Here you have a chance to end the
game and return to the Title
screen(END GAME) or continue with
another match(CONTINUE). If you
want to start the next series of
matches with a clean slate, CLEAR
RESULT to reset the Result screen.
Note: During a 1P Scenario
battle, Player 2 can call up 2P
Battle Mode 
 by pressing Start on Control
Pad 2. The 2P Battle Mode Player 
 Select screen appears.
Choose your characters and proceed
as 
 above.
 Mighty Morphin
 Power Rangers
 Special Attacks
 
 Use Up/Down to scroll text
Special Attacks!
Megazord
 * Mega Beam- Press down, up,
 then Button A or B.
 * Shield Flash- Press left,
 right. then Button A or B.
 * Inferno Blast- Press down,
 down right, right, then
 Button A or B.
 * Lightning Plasma- Press
 down left, down, down right,
 right, up right, then Button
 A or B.
Dragonzord
 * Heat Horn- Press left and
hold
 for 1 second, then right, then
 Button A or B.
 * Blade Whip- Press down and
hold
 for 1 second, then up, then
 Button A or B.
 * Dragon Missile- Press down
left,
 and hold for 1 second, then up
 right, then Button A or B.
 * Dragon Dynamo- Press and
hold
 Button B for 2 seconds, then
 release.
Red Ranger
 * Heel Kick- right, down
right,
 down, down left, left, then
 Button A or B.
 * Power Gun- Press down, down
 right, right, then Button
 A or B.
 * Power Sword- Press down, up,
 then Button A or B.
Black Ranger
 * Spinning Axe- Press Button A
 or B repeatedly.
 * Power Gun- Press down, down
 right, right, then Button A
 or B.
 * Hurricane Tackle- Press
down,
 down left, left, then Button
 A or B.
Blue Ranger
 * Thunder Lance- Press down
and
 hold 1 second, then up, then
 Button A or B.
 * Power Gun- Press down, down
 right, right, then Button A
 or B.
 * Dino Lance- Press left and
 hold 1 second, then right,
 then Button A or B.
Pink Ranger
 * Knee Whip- Press down for 1
 second, then up, then Button
 A or B.
 * Power Gun- Press Down, down
 right, right, then Button A
 or B.
 * Dino Arrow- Press left and
hold
 1 second, then right, then
Button
 A or B.
Yellow Ranger
 * Dagger Tackle- Press right,
left,
 right, then Button A or B.
 * Power Gun- Press down, down
right,
 right, then Button A or B.
 * Tiger Crasher- While in
midair,
 press down and Button A or B 
 simultaneously.
Green Ranger
 * Dragon Kick- Press left and
hold
 for 1 second, then right, then
 Button A or B.
 * Power Gun- Press down, down
right,
 right, then Button A or B.
 * Dragon Buster- Press and
hold
 Button B for 2 seconds, then
release.
Minotaur
 * Tornado Charge- Press left
and hold
 for 1 second, then right, then
Button
 A or B.
 * Fire Breath- Press right,
down right,
 down, down left, left, then
Button
 A or B.
 * Power Wall- Press down, down
right,
 right, then Button A or B.
 * Jack knife Tackle- Press
down and
 hold for 1 second, then up,
then
 Button A or B.
Madam Woe
 * Water Blast- Press down,
down
 left, left, then Button A or
 B(works in midair also).
 * Ice Breath- Press left, down
 left, down, down right, right,
 then Button A or B.
 * Hair Whip- Press left and
hold
 1 second, then right, then
 Button A or B.
Goldar
 * Hurricane Sword- Press down,
 down right, right, then Button
 A or B.
 * Eye Beam- Press down, down
left,
 left, then Button A or B.
 * Gold Slash- Press left, down
left,
 down, down right, right, then
Button
 A or B.
 * Atomic Ball- Press and hold
Button
 B for 2 seconds, then release.
Cyclopsis
 * Arm Thunder- Press down,
down right,
 right, then Button A or B.
 * Lava Missile- Press down
right, down,
 down left, left, then Button A
or B.
 * Lightning Rain- Press down
left, down,
 down right, right, up right,
then
 Button A or B.
 * Razing Flash- Press left and
hold 1
 second, then press right, then
Button
 A or B.
<a name="Mikultch.o">MIKULTCH.O</a>
 Mickey's Ultimate
 Challenge
 Hi Tech Entertainment
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Mk3parta.o">MK3PARTA.O</a>
 Mortal Kombat 3
 Williams
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SECRET CODES
 THE WARRIORS
 BROWSE HELP FILES
 Mortal Kombat 3
 Game Description
 
 Use Up/Down to scroll text
The Shaolin Tournament for Martial
Arts, better known as Mortal
Kombat was, for countless ages, a
noble institution that tested the
mettle of the very best Warriors.
Years ago the Tournament was
corrupted by the evil Sorcerer
Shang Tsung who dared to take not
only the lives of his opponents,
but their very souls.
Eventually it became known that
Shang Tsung was acting at the
behest of his diabolical master
Shao Kahn, Emperor of the
Outworld, who planned to claim all
the souls on Earth.
The Champions of Earth: Liu Kang,
Kung Lao, their Ancestors and
others have, so far, thwarted this
plan.
For centuries Earth has used
Mortal Kombat to defend itself
against the Outworld's Emperor,
Shao Kahn. But Kahn grows
frustrated by failed attempts to
take Earth through Tournament
battle.
He enacts a plan which began
10,000 years ago. During that time
Shao Kahn had a Queen. Her name
was Sindel, and her early death
was unexpected.
Kahn's Shadow Priests, led by
Shang Tsung, made it so Sindel's
spirit would someday be reborn:
not on the Outworld, but on the
Earth Realm itself.
This evil act gives Shao Kahn the
power to step through the
dimensional gates and reclaim his
Queen, thus enabling him to
finally seize the Earth Realm.
Upon breaching the portal into
Earth, Shao Kahn slowly transforms
the planet into a part of the
Outworld.
He strips the Earth of all human
life; claiming every soul as his
own. But there are souls which
Kahn cannot take.
These souls belong to the Warriors
chosen to represent Earth in a new
Mortal Kombat. The remaining
humans are scattered throughout
the planet.
Shao Kahn sends an army of fierce
Outworld Warriors to find and
eliminate them.
Some of Earth's Warriors survive
the attacks. Most do not, but the
remaining few hold the one chance
at saving all of human kind.
 Mortal Kombat 3
 Controller Functions
 
 Use Up/Down to scroll text
6 Button Controller
Button A:
 * Low Punch
Button B:
 * Block
Button C:
 * Low Kick
Button X:
 * High Punch
Button Y:
 * Run
Button Z:
 * High Kick
D-Pad:
 * Makes Warrior move, jump,
crouch
3 Button Controller
Button A:
 * Low Punch
Button A + B:
 * High Punch
Button B:
 * Block
Button C:
 * Low Kick
Button B + C:
 * High Kick
Start:
 * Run
D-Pad:
 * Makes Warrior move, jump,
crouch
BASIC MOVES
The best way to begin your
training is with the fundamental
moves: Kicks, Punches, Crouches,
Jumps and Blocks.
These moves may seem trivial
compared to powerful and acrobatic
moves like the Flying Kick.
However, knowing how to stop,
avoid or counteract a Flying Kick
can be far more useful than
knowing how to land one yourself.
The Y Button (Run) is especially
powerful. No longer can a foe hide
by backing off. Hold the Y Button
while pressing Forward on the
Control Pad.
Combined, these fundamentals are
the foundation for both a strong
defense and a potent offense.
CLOSE QUARTERS
Additional moves used during
close-in Kombat situations are the
Knee and the Throw. They are
highly effective, and do not
require full limb extension which
is impossible in close quarters.
Although these moves are potent,
they can be used only when
directly adjacent to an opponent.
NOTE: Pressing the Attack
Buttons in a certain sequence will
result in different "Combos" for
different players.
SPECIAL MOVES
All of the Mortal Kombat Warriors
possess expert fighting skills-in
that respect, they are equal to
thousands of other warriors around
the globe. 
What raises them above their peers
are the special moves which they
have created and perfected. 
In order to become a superior
warrior, skilled enough to win the
title of Grand Champion, you too
must learn these moves, because
these moves, whether special kicks
or elemental bolts, make the
Mortal Kombat warriors the
fiercest and most ferocious
kombatants on Earth. 
Mastering their special moves will
make you the same.
CROUCHING MOVES
Defensively, the crouching moves
allow one to avoid punches and
aerial weapons, to escape from
close proximity and to avoid being
thrown.
Offensively, the uppercut,
executed from the crouch is one of
the most powerful offensive
weapons in a Warrior's arsenal.
To do the crouching moves, hold
the Control Pad down and
simultaneously push Z or C for a
Crouching Kick.
Hold the Control Pad down and push
X for an Uppercut. The Block can
always be used to defend against
your opponent's moves.
SPINNING MOVES
The spin is the key to such exotic
moves as the Roundhouse Kick and
the Foot Sweep. 
The Foot Sweep hits your
opponent's ankles and knocks him
onto his back.
The Roundhouse is a spinning kick
which strikes your opponent in the
face.
To execute the spin moves, hold
the Control Pad away from your
opponent while you press the Kick
buttons.
AERIAL MOVES
The final moves one should learn
are the Aerial moves-Flying
Punches and Kicks. 
To execute these moves, either
jump in place or go towards your
opponent, then press the Attack
Buttons while in the air. 
However, unlike most attacks,
aerial attacks must be timed
properly to land blows.
 Mortal Kombat 3
 Playing the Game
 
 Use Up/Down to scroll text
FIGHTING SUMMARY
The Tournament first tests a
Warrior's fighting skill by
pitting him against other
tournament challengers. 
In all Mortal Kombat battles,
meters in the upper part of the
screen measure the health of each
Warrior.
The meters begin each round
indicating the Warrior's complete
health, but are reduced with each
blow taken. 
The amount of the reduction
depends both on the type of hit
and whether or not it was blocked.
When a Warrior's health meter runs
out, he/she is knocked out and the
round goes to the opponent.
Should time run out before either
Kombatant is knocked out, the
Warrior with fewer injuries is
declared the victor. 
The first warrior to win two
rounds takes the match and moves
on to the next opponent.
 Mortal Kombat 3
 Secret Codes
 
 Use Up/Down to scroll text
At the bottom of the VS BATTLE
Screen you will see a row of six
boxes with different Dragon Icons
in them.
Player 1 can change the symbols in
the first three boxes by pressing
his/her Low Punch, Block and Low
Kick Buttons.
Player 2 can do the same with the
other three symbols. The six
symbols represent secret codes
which can have subtle or dramatic
effects on game play.
Each button causes the symbol in
the corresponding box to change to
the next icon in a predetermined
order.
If you hold up while pressing A,
B, or C, the order in which the
Icons are cycled will be reversed.
For example, pressing the Player 1
Low Punch Button once will change
the Dragon Icon in the first box
into a "MK" symbol; pressing it a
second time will change it to the
third icon in the sequence and so
on. 
Pressing a button more than nine
times will cause the order of the
icons to start over. 
In other words, pressing a button
that corresponds to a box with a
Skull symbol will change the Skull
back to the original Dragon Icon.
 Mortal Kombat 3
 The Warriors
 
 Use Up/Down to scroll text
Cyrax
Cyrax is Unit LK4D4, the second of
three prototype Cybernetic Ninjas
built by the Lin Kuei. 
Like his counterparts, Cyrax's
last programmed command is to find
and terminate the rogue Ninja
Sub-Zero. 
Without a soul, Cyrax goes
undetected by Shao Kahn and
remains a possible threat against
his occupation of Earth.
Jax
After failing to convince his
superiors of the coming Outworld
menace, Jax begins to covertly
prepare for future battle with
Kahn's minions. 
He outfits both arms with
indestructible bionic implants.
This is a war that Jax is prepared
to win.
Kabal
As a Chosen Warrior, his identity
is a mystery to all. It's believed
that he is the survivor of an
attack by Shao Kahn's
extermination squads. 
As a result, he is viciously
scarred and kept alive only by
artificial respirators and a rage
for ending Shao Kahn's conquest.
Kano
Kano is thought to have been
killed in the first Tournament.
Instead, he's found alive in the
Outworld where he once again
escapes capture by Sonya. 
Before the actual Outworld
invasion, Kano convinces Shao Kahn
to spare his soul. Kahn needs
someone to teach his Warriors how
to use Earth's weapons. 
And Kano is the man to do it.
Kung Lao
After avenging the death of his
great ancestor by emerging Supreme
Champion against all Outworld
opponents, Kung Lao returns to
Earth to train a new generation of
Shaolin alongside Liu Kang. 
But Lao's greatest challenges lie
ahead, fighting for those who
cannot defend themselves against
Shao Kahn's treachery.
Liu Kang
After the Outworld invasion, Liu
Kang finds himself the prime
target of Kahn's extermination
squads. 
He is the Shaolin Champion and has
thwarted Kahn's schemes in the
past. Of all the humans, Kang
poses the greatest threat to Shao
Kahn's rule.
Shang Tsung
Shang Tsung is Shao Kahn's lead
Sorcerer. He once fell out of
favor with his Emperor after
failing to win the Earth Realm
through Tournament Battle. 
But the ever-scheming Shang Tsung
is instrumental in Kahn's conquest
of Earth. He has now been granted
more power than ever.
Nightwolf
He works as a historian and
preserver of his people's culture.
When Kahn's portal opens over
North America, Nightwolf uses the
magic of his Shamen to protect his
tribe's sacred land. 
This area becomes a vital threat
to Kahn's occupation of the Earth.
Sheeva
She was hand-picked by Shao Kahn
to serve as Sindel's personal
protector. 
However, she becomes suspicious of
Shao Kahn's loyalty towards her
race of Shokan when he places
Motaro as the leader of his
extermination squads. 
On the Outworld, Motaro's race of
Centaurians are the natural enemy
of the Shokan.
Sektor
Sektor is actually the code name
for Unit LK9T9. He was the first
of three prototype Cybernetic
Ninjas built by the Lin Kuei. 
Sektor was once a human assassin
trained by the Lin Kuei. He
volunteered for automation because
of his loyalty to the Clan. 
Sektor survives the Outworld
invasion...he has no soul to take.
Sindel
She once ruled the Outworld at
Shao Kahn's side as his Queen.
Now, 10,000 years after her
untimely death, she is reborn on
Earth. 
Her evil intent is every match for
Shao Kahn's tyranny. She is the
key to his occupation of Earth.
Stryker
When the Outworld portal opens
over a large city in North
America, panic and chaos rage out
of control. 
Kurtis Stryker was the leader of a
riot control brigade when Shao
Kahn began taking souls. 
He finds himself the lone survivor
of a city once populated by
millions.
Sonya
Sonya Blade disappears in the
first tournament, but is later
rescued from the Outworld by Jax. 
After returning to Earth, she and
Jax try to warn the U.S.
Government of the looming Outworld
menace. 
Lacking proof, they watch
helplessly as Shao Kahn begins his
invasion.
Sub-Zero
The Ninja returns unmasked. He was
betrayed by his own Ninja clan,
the Lin Kuei. 
He broke the sacred Codes of Honor
by leaving the Clan and is marked
for death. But unlike the Ninja of
old, his pursuers come as
machines. 
He must not only defend against
the Outworld menace, but must also
elude his soulless assassins.
Smoke
Third of the three prototype
Cybernetic Ninjas, Smoke's unit
designator was erased in a
computer crash. 
Lost as he is to software control,
no one can be sure that he will
complete his ultimate programming,
i.e., kill Sub-Zero. 
So, he is somewhat of a wild card
in the tournament deck. (Secret
Character)
Motaro
In the realm of the Outworld,
Motaro's race of Centaurians has
long since come into conflict with
the Shokan. 
When Shao Kahn formed special
extermination squads to eliminate
the Chosen Warriors of Earth,
Motaro was appointed to head this
elite group of Savage Warriors.
Shao Kahn
Many decades ago, Shao Kahn rose
to power in the Outworld, usurping
the realm from Kitana's parents
and taking Queen Sindel for his
bride. 
But she died. Now, centuries
later, Sindel is reborn. 
And since Shang Tsung failed to
win the Earth Realm through Mortal
Kombat I and II, her rebirth is
the means by which Kahn will
finally seize the planet forever
unless...
<a name="Mk3spec.o">MK3SPEC.O</a>
 Mortal Kombat 3
 Williams
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE WARRIORS
 BROWSE HELP FILES
 Mortal Kombat 3
 Game Description
 
 Use Up/Down to scroll text
ATTENTION! THIS TEST DRIVE
VERSION OF MORTAL KOMBAT 3 ONLY
ALLOWS YOU TO PLAY WITH FOUR
CHARACTERS.
The Shaolin Tournament for Martial
Arts, better known as Mortal
Kombat was, for countless ages, a
noble institution that tested the
metal of the very best Warriors.
Years ago the Tournament was
corrupted by the evil Sorcerer
Shang Tsung who dared to take not
only the lives of his opponents,
but their very souls.
Eventually it became known that
Shang Tsung was acting at the
behest of his diabolical master
Shao Kahn, Emperor of the
Outworld, who planned to claim all
the souls on Earth.
The Champions of Earth: Liu Kang,
Kung Lao, their Ancestors and
others have, so far, thwarted this
plan.
For centuries Earth has used
Mortal Kombat to defend itself
against the Outworld's Emperor,
Shao Kahn. But Kahn grows
frustrated by failed attempts to
take Earth through Tournament
battle.
He enacts a plan which began
10,000 years ago. During that time
Shao Kahn had a Queen. Her name
was Sindel, and her early death
was unexpected.
Kahn's Shadow Priests, led by
Shang Tsung, made it so Sindel's
spirit would someday be reborn:
not on the Outworld, but on the
Earth Realm itself.
This evil act gives Shao Kahn the
power to step through the
dimensional gates and reclaim his
Queen, thus enabling him to
finally seize the Earth Realm.
Upon breaching the portal into
Earth, Shao Kahn slowly transforms
the planet into a part of the
Outworld.
He strips the Earth of all human
life; claiming every soul as his
own. But there are souls which
Kahn cannot take.
These souls belong to the Warriors
chosen to represent Earth in a new
Mortal Kombat. The remaining
humans are scattered throughout
the planet.
Shao Kahn sends an army of fierce
Outworld Warriors to find and
eliminate them.
Some of Earth's Warriors survive
the attacks. Most do not, but the
remaining few hold the one chance
at saving all of human kind.
 Mortal Kombat 3
 Controller Functions
 
 Use Up/Down to scroll text
ATTENTION! THIS TEST DRIVE
VERSION OF MORTAL KOMBAT 3 ONLY
ALLOWS YOU TO PLAY WITH FOUR
CHARACTERS.
6 Button Controller
Button A:
 * Low Punch
Button B:
 * Block
Button C:
 * Low Kick
Button X:
 * High Punch
Button Y:
 * Run
Button Z:
 * High Kick
D-Pad:
 * Makes Warrior move, jump,
crouch
3 Button Controller
Button A:
 * Low Punch
Button A + B:
 * High Punch
Button B:
 * Block
Button C:
 * Low Kick
Button B + C:
 * High Kick
Start:
 * Run
D-Pad:
 * Makes Warrior move, jump,
crouch
BASIC MOVES
The best way to begin your
training is with the fundamental
moves: Kicks, Punches, Crouches,
Jumps and Blocks.
These moves may seem trivial
compared to powerful and acrobatic
moves like the Flying Kick.
However, knowing how to stop,
avoid or counteract a Flying Kick
can be far more useful than
knowing how to land one yourself.
The Y Button (Run) is especially
powerful. No longer can a foe hide
by backing off. Hold the Y Button
while pressing Forward on the
Control Pad.
Combined, these fundamentals are
the foundation for both a strong
defense and a potent offense.
CLOSE QUARTERS
Additional moves used during
close-in Kombat situations are the
Knee and the Throw. They are
highly effective, and do not
require full limb extension which
is impossible in close quarters.
Although these moves are potent,
they can be used only when
directly adjacent to an opponent.
NOTE: Pressing the Attack
Buttons in a certain sequence will
result in different "Combos" for
different players.
SPECIAL MOVES
All of the Mortal Kombat Warriors
possess expert fighting skills-in
that respect, they are equal to
thousands of other warriors around
the globe. 
What raises them above their peers
are the special moves which they
have created and perfected. 
In order to become a superior
warrior, skilled enough to win the
title of Grand Champion, you too
must learn these moves, because
these moves, whether special kicks
or elemental bolts, make the
Mortal Kombat warriors the
fiercest and most ferocious
kombatants on Earth. 
Mastering their special moves will
make you the same.
CROUCHING MOVES
Defensively, the crouching moves
allow one to avoid punches and
aerial weapons, to escape from
close proximity and to avoid being
thrown.
Offensively, the uppercut,
executed from the crouch is one of
the most powerful offensive
weapons in a Warrior's arsenal.
To do the crouching moves, hold
the Control Pad down and
simultaneously push Z or C for a
Crouching Kick.
Hold the Control Pad down and push
X for an Uppercut. The Block can
always be used to defend against
your opponent's moves.
SPINNING MOVES
The spin is the key to such exotic
moves as the Roundhouse Kick and
the Foot Sweep. 
The Foot Sweep hits your
opponent's ankles and knocks him
onto his back.
The Roundhouse is a spinning kick
which strikes your opponent in the
face.
To execute the spin moves, hold
the Control Pad away from your
opponent while you press the Kick
buttons.
AERIAL MOVES
The final moves one should learn
are the Aerial moves-Flying
Punches and Kicks. 
To execute these moves, either
jump in place or go towards your
opponent, then press the Attack
Buttons while in the air. 
However, unlike most attacks,
aerial attacks must be timed
properly to land blows.
 Mortal Kombat 3
 Playing the Game
 
 Use Up/Down to scroll text
ATTENTION! THIS TEST DRIVE
VERSION OF MORTAL KOMBAT 3 ONLY
ALLOWS YOU TO PLAY WITH FOUR
CHARACTERS.
FIGHTING SUMMARY
The Tournament first tests a
Warrior's fighting skill by
pitting him against other
tournament challengers. 
In all Mortal Kombat battles,
meters in the upper part of the
screen measure the health of each
Warrior.
The meters begin each round
indicating the Warrior's complete
health, but are reduced with each
blow taken. 
The amount of the reduction
depends both on the type of hit
and whether or not it was blocked.
When a Warrior's health meter runs
out, he/she is knocked out and the
round goes to the opponent.
Should time run out before either
Kombatant is knocked out, the
Warrior with fewer injuries is
declared the victor. 
The first warrior to win two
rounds takes the match and moves
on to the next opponent.
 Mortal Kombat 3
 The Warriors
 
 Use Up/Down to scroll text
ATTENTION! THIS TEST DRIVE
VERSION OF MORTAL KOMBAT 3 ONLY
ALLOWS YOU TO PLAY WITH FOUR
CHARACTERS.
Kano
Kano is thought to have been
killed in the first Tournament.
Instead, he's found alive in the
Outworld where he once again
escapes capture by Sonya. 
Before the actual Outworld
invasion, Kano convinces Shao Kahn
to spare his soul. Kahn needs
someone to teach his Warriors how
to use Earth's weapons. 
And Kano is the man to do it.
Kung Lao
After avenging the death of his
great ancestor by emerging Supreme
Champion against all Outworld
opponents, Kung Lao returns to
Earth to train a new generation of
Shaolin alongside Liu Kang. 
But Lao's greatest challenges lie
ahead, fighting for those who
cannot defend themselves against
Shao Kahn's treachery.
Nightwolf
He works as a historian and
preserver of his people's culture.
When Kahn's portal opens over
North America, Nightwolf uses the
magic of his Shamen to protect his
tribe's sacred land. 
This area becomes a vital threat
to Kahn's occupation of the Earth.
Sindel
She once ruled the Outworld at
Shao Kahn's side as his Queen.
Now, 10,000 years after her
untimely death, she is reborn on
Earth. 
Her evil intent is every match for
Shao Kahn's tyranny. She is the
key to his occupation of Earth.
<a name="Mk3_td.o">MK3_TD.O</a>
 Mortal Kombat 3
 Williams
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE WARRIORS
 BROWSE HELP FILES
 Mortal Kombat 3
 Game Description
 
 Use Up/Down to scroll text
ATTENTION! THIS TEST DRIVE
VERSION OF MORTAL KOMBAT 3 ONLY
ALLOWS YOU TO PLAY WITH FOUR
CHARACTERS.
The Shaolin Tournament for Martial
Arts, better known as Mortal
Kombat was, for countless ages, a
noble institution that tested the
mettle of the very best Warriors.
Years ago the Tournament was
corrupted by the evil Sorcerer
Shang Tsung who dared to take not
only the lives of his opponents,
but their very souls.
Eventually it became known that
Shang Tsung was acting at the
behest of his diabolical master
Shao Kahn, Emperor of the
Outworld, who planned to claim all
the souls on Earth.
The Champions of Earth: Liu Kang,
Kung Lao, their Ancestors and
others have, so far, thwarted this
plan.
For centuries Earth has used
Mortal Kombat to defend itself
against the Outworld's Emperor,
Shao Kahn. But Kahn grows
frustrated by failed attempts to
take Earth through Tournament
battle.
He enacts a plan which began
10,000 years ago. During that time
Shao Kahn had a Queen. Her name
was Sindel, and her early death
was unexpected.
Kahn's Shadow Priests, led by
Shang Tsung, made it so Sindel's
spirit would someday be reborn:
not on the Outworld, but on the
Earth Realm itself.
This evil act gives Shao Kahn the
power to step through the
dimensional gates and reclaim his
Queen, thus enabling him to
finally seize the Earth Realm.
Upon breaching the portal into
Earth, Shao Kahn slowly transforms
the planet into a part of the
Outworld.
He strips the Earth of all human
life; claiming every soul as his
own. But there are souls which
Kahn cannot take.
These souls belong to the Warriors
chosen to represent Earth in a new
Mortal Kombat. The remaining
humans are scattered throughout
the planet.
Shao Kahn sends an army of fierce
Outworld Warriors to find and
eliminate them.
Some of Earth's Warriors survive
the attacks. Most do not, but the
remaining few hold the one chance
at saving all of human kind.
 Mortal Kombat 3
 Controller Functions
 
 Use Up/Down to scroll text
ATTENTION! THIS TEST DRIVE
VERSION OF MORTAL KOMBAT 3 ONLY
ALLOWS YOU TO PLAY WITH FOUR
CHARACTERS.
6 Button Controller
Button A:
 * Low Punch
Button B:
 * Block
Button C:
 * Low Kick
Button X:
 * High Punch
Button Y:
 * Run
Button Z:
 * High Kick
D-Pad:
 * Makes Warrior move, jump,
crouch
3 Button Controller
Button A:
 * Low Punch
Button A + B:
 * High Punch
Button B:
 * Block
Button C:
 * Low Kick
Button B + C:
 * High Kick
Start:
 * Run
D-Pad:
 * Makes Warrior move, jump,
crouch
BASIC MOVES
The best way to begin your
training is with the fundamental
moves: Kicks, Punches, Crouches,
Jumps and Blocks.
These moves may seem trivial
compared to powerful and acrobatic
moves like the Flying Kick.
However, knowing how to stop,
avoid or counteract a Flying Kick
can be far more useful than
knowing how to land one yourself.
The Y Button (Run) is especially
powerful. No longer can a foe hide
by backing off. Hold the Y Button
while pressing Forward on the
Control Pad.
Combined, these fundamentals are
the foundation for both a strong
defense and a potent offense.
CLOSE QUARTERS
Additional moves used during
close-in Kombat situations are the
Knee and the Throw. They are
highly effective, and do not
require full limb extension which
is impossible in close quarters.
Although these moves are potent,
they can be used only when
directly adjacent to an opponent.
NOTE: Pressing the Attack
Buttons in a certain sequence will
result in different "Combos" for
different players.
SPECIAL MOVES
All of the Mortal Kombat Warriors
possess expert fighting skills-in
that respect, they are equal to
thousands of other warriors around
the globe. 
What raises them above their peers
are the special moves which they
have created and perfected. 
In order to become a superior
warrior, skilled enough to win the
title of Grand Champion, you too
must learn these moves, because
these moves, whether special kicks
or elemental bolts, make the
Mortal Kombat warriors the
fiercest and most ferocious
kombatants on Earth. 
Mastering their special moves will
make you the same.
CROUCHING MOVES
Defensively, the crouching moves
allow one to avoid punches and
aerial weapons, to escape from
close proximity and to avoid being
thrown.
Offensively, the uppercut,
executed from the crouch is one of
the most powerful offensive
weapons in a Warrior's arsenal.
To do the crouching moves, hold
the Control Pad down and
simultaneously push Z or C for a
Crouching Kick.
Hold the Control Pad down and push
X for an Uppercut. The Block can
always be used to defend against
your opponent's moves.
SPINNING MOVES
The spin is the key to such exotic
moves as the Roundhouse Kick and
the Foot Sweep. 
The Foot Sweep hits your
opponent's ankles and knocks him
onto his back.
The Roundhouse is a spinning kick
which strikes your opponent in the
face.
To execute the spin moves, hold
the Control Pad away from your
opponent while you press the Kick
buttons.
AERIAL MOVES
The final moves one should learn
are the Aerial moves-Flying
Punches and Kicks. 
To execute these moves, either
jump in place or go towards your
opponent, then press the Attack
Buttons while in the air. 
However, unlike most attacks,
aerial attacks must be timed
properly to land blows.
 Mortal Kombat 3
 Playing the Game
 
 Use Up/Down to scroll text
ATTENTION! THIS TEST DRIVE
VERSION OF MORTAL KOMBAT 3 ONLY
ALLOWS YOU TO PLAY WITH FOUR
CHARACTERS.
FIGHTING SUMMARY
The Tournament first tests a
Warrior's fighting skill by
pitting him against other
tournament challengers. 
In all Mortal Kombat battles,
meters in the upper part of the
screen measure the health of each
Warrior.
The meters begin each round
indicating the Warrior's complete
health, but are reduced with each
blow taken. 
The amount of the reduction
depends both on the type of hit
and whether or not it was blocked.
When a Warrior's health meter runs
out, he/she is knocked out and the
round goes to the opponent.
Should time run out before either
Kombatant is knocked out, the
Warrior with fewer injuries is
declared the victor. 
The first warrior to win two
rounds takes the match and moves
on to the next opponent.
 Mortal Kombat 3
 The Warriors
 
 Use Up/Down to scroll text
ATTENTION! THIS TEST DRIVE
VERSION OF MORTAL KOMBAT 3 ONLY
ALLOWS YOU TO PLAY WITH FOUR
CHARACTERS.
Kano
Kano is thought to have been
killed in the first Tournament.
Instead, he's found alive in the
Outworld where he once again
escapes capture by Sonya. 
Before the actual Outworld
invasion, Kano convinces Shao Kahn
to spare his soul. Kahn needs
someone to teach his Warriors how
to use Earth's weapons. 
And Kano is the man to do it.
Kung Lao
After avenging the death of his
great ancestor by emerging Supreme
Champion against all Outworld
opponents, Kung Lao returns to
Earth to train a new generation of
Shaolin alongside Liu Kang. 
But Lao's greatest challenges lie
ahead, fighting for those who
cannot defend themselves against
Shao Kahn's treachery.
Nightwolf
He works as a historian and
preserver of his people's culture.
When Kahn's portal opens over
North America, Nightwolf uses the
magic of his Shamen to protect his
tribe's sacred land. 
This area becomes a vital threat
to Kahn's occupation of the Earth.
Sindel
She once ruled the Outworld at
Shao Kahn's side as his Queen.
Now, 10,000 years after her
untimely death, she is reborn on
Earth. 
Her evil intent is every match for
Shao Kahn's tyranny. She is the
key to his occupation of Earth.
<a name="Mkombat.o">MKOMBAT.O</a>
 Mortal Kombat
 Acclaim Entertainment
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 SECRET MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Monopoly.o">MONOPOLY.O</a>
 Monopoly
 Parker Brothers
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 STARTING THE GAME
 PLAYING THE GAME
 BASIC RULES
 BROWSE HELP FILES
 Monopoly
 Game Description
 
 Use Up/Down to scroll text
This version of the Monopoly game
conforms to all the rules of the
board game and some of the rules
used in tournament play.
The beauty of this version is that
the system acts as the Banker and
takes care of all the accounting
and money management tasks--which
speeds up play and prevents
mathematical errors in the High
Finance Department!
 Monopoly
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Begins the game.
A Button:
 * Selects and enters all
choices.
 * Buys un-owned property you
land on.
 * Bids at the auction.
 * Moves you from the Main Menu
to a Sub-Menu.
 * Exits you from most screens.
B Button:
 * Sends a property to auction.
 * Press to see all players'
assets.
C Button:
 * Calls up the Main Menu.
 * Press to see Title Deed
cards.
 * Press to quit some screens
or menu selections.
D-Pad:
 * Press to move and scroll to
numbers, letters, tokens, and
options.
 Monopoly
 Starting the Game
 
 Use Up/Down to scroll text
When the title screen appears,
press Start to begin. Then you
will need to go through the
following options:
1) Number of players.
2) Whether the player is Human
or the Computer.
3) Enter your name.
4) Pick your Token.
5) Repeat steps 2, 3, and 4 for
all the remaining players.
6) Press A to start the game
immediately. Or, you can press C
for Options to preset the
gameplay. See below for a list of
the Options.
7) The system randomly picks who
goes first and that player's name
appears on the first screen.
8) Roll the dice by pressing
Button A, and you're ready to
play!
OPTIONS:
The first four options affect
individual players, so you will
need to repeat these steps for
each player as you go along. Then
place Houses and Hotels on the
properties.
1) Set Cash: Use the D-Pad to
raise and lower how much cash each
player starts with. Press A to
select.
2) Assign Property: Use the
D-Pad to move around the board,
hitting A to assign a property to
that player; property values are
not deducted from player's cash.
Hit C to quit this option.
3) Place Token: Use the D-Pad to
place each token where you want it
to be at the game's official
start. Press A to select.
4) Place Houses/Hotels: You may
only do so if you own all the
properties in a particular color
group.
Use the D-Pad to move through
property deeds to the color group
where you want to place buildings.
Press A.
Use the D-Pad to fill in the
number of Houses you want to
place; if you change your mind,
lower the number. Press A to
confirm.
The system will automatically
distribute buildings evenly across
all the properties in this color
group.
If you've already place four
Houses on each property in a color
group, you may replace the four
Houses with a Hotel from the bank.
5) Short Game: To play a short
game, use the D-Pad's left/right
arrows to enter the number of
minutes you want to play; press A
to select that number.
When the time in a limited game
expires, the game automatically
and immediately ends and the
winner is displayed.
If you picked Short Game, the
system will ask if you want it to
randomly deal out two Title Deed
cards to each player (so you don't
have to spend time acquiring
property).
Press A if you want it to deal.
Press C if you want to skip this
option and exit.
6) Load Preset Game: Use this
option to load one of the 12
preset games (see the following
section). Use the D-Pad to scroll
through your choices. Press A to
select the one you want.
These special games for two to
four players assume you haven't
acquired the properties you see
listed, and each player is given a
certain amount of money--from $300
to $1600 depending on the game.
NOTE: If there are just two
players, the system automatically
combines the resources from Player
1 and Player 3, and Player 2 and
Player 4.
If there are three players, it
deletes Player 4 entirely.
ILLEGAL MOVES: You can't get away
with any shady dealings! Whenever
you try to make a move that does
not follow the official MONOPOLY
rules, the system will let you
know!
The move will not be carried out,
and play will resume at the point
before the illegal move was
attempted.
PRESET GAMES:
Number 1-The Big Boys
All players start with $1000.
Player 1 has the Dark Blues and
the Dark Purples.
Player 2 has the Yellows.
Player 3 has the Reds.
Player 4 has the Greens.
Number 2-Trader's Delight
All players start with $500.
Player 1 has Boardwalk, Pacific
Avenue, Kentucky Avenue,
Pennsylvania RR, St. James Place,
and Connecticut Avenue.
Player 2 has North Carolina
Avenue, Ventnor Avenue, Water
Works, Short Line Railroad,
Indiana Avenue, St. Charles Place,
Vermont Avenue, and Mediterranean
Avenue.
Player 3 has Pennsylvania Avenue,
Atlantic Avenue, Illinois Avenue,
Tennessee Avenue, Virginia Avenue,
Baltic Avenue, and Reading RR.
Player 4 has Park Place, Marvin
Gardens, B&O RR, New York Avenue,
Electric Company, States Avenue,
and Oriental Avenue.
Number 3-Even Steven
All players start with $1000.
Player 1 has Boardwalk, States
Avenue, Kentucky Avenue, B&O RR,
and Baltic Avenue.
Player 2 has North Carolina
Avenue, New York Avenue, Reading
RR, Indiana Avenue, Vermont
Avenue.
Player 3 has Pacific Avenue,
Illinois Avenue, Tennessee Avenue,
Oriental Avenue, and Pennsylvania
RR.
Player 4 has Park Place, Short
Line RR, Mediterranean Avenue,
Ventnor Avenue, and Virginia
Avenue.
Number 4-Small Stuff
All players start with $500.
All players start on Free Parking.
Player 1 has the Light Blues and
the Utilities.
Player 2 has the Light Purples.
Player 3 has the Oranges.
Player 4 has the Dark Purples and
all the Railroads.
Number 5-Money Isn't Everything
All players start with $300.
Player 1 has the Light Blues, the
Greens and Short Line RR.
Player 2 has the Light Purples,
the Reds, and both Utilities.
Player 3 has the Oranges and
Yellows.
Player 4 has the Dark Purples,
Dark Blues, and all the Railroads
except for Short Line.
Number 6-Short and Sweet
All players start with $500.
Player 1 has the Greens and 4
Houses.
Player 2 has the Reds with Hotels.
Player 3 has the Yellows with
Hotels.
Player 4 has the Light Purples
with Hotels, the Dark Purples with
Hotels, and all the Railroads.
Number 7-Building Shortage
All players start with $1500.
Player 1 has the Reds with Hotels,
the Dark Purples with 4 Houses
each, and all the Railroads.
Player 2 has the Yellows with 3
Houses each, and the Light Purples
with Hotels.
Player 3 has the Light Blues with
Hotels, the Oranges with Hotels,
and both of the Utilities.
Player 4 has the Greens with 4
Houses, Boardwalk with 2 Houses,
and Park Place with 1 House.
Number 8-It's a Start
All players start with $1500.
Player 1 has Indiana Avenue, New
York Avenue, and Pennsylvania RR.
Player 2 has Ventnor Avenue,
Virginia Avenue, and B&O RR.
Player 3 Vermont Avenue,
Pennsylvania Avenue, and Reading
RR.
Player 4 has Park Place, Baltic
Avenue, Short Line RR.
Number 9-Jump in the Middle
All players start with $1000.
Player 1 has the Dark Purples,
Oranges, and Ventnor Avenue.
Player 2 has the Light Blues, all
the Railroads except Reading,
Boardwalk, and Marvin Gardens.
Player 3 has the Greens, St.
Charles Place, Atlantic Avenue,
Virginia Place, and Electric
Company.
Player 4 has the Reds, Reading RR,
States Avenue, Water Works, Park
Place.
Number 10-Corner the Market
All players start with $1500.
Player 1 has Park Place,
Boardwalk, Mediterranean Avenue,
and Baltic Avenue.
Player 2 has Vermont Avenue,
Connecticut Avenue, St. Charles
Place, Virginia Avenue and
Electric Company.
Player 3 has St. James Place,
Tennessee Avenue, New York Avenue,
and Kentucky Avenue.
Player 4 has Atlantic Avenue,
Ventnor Avenue, Marvin Gardens and
Pacific Avenue.
Number 11-Championship Game
All players start with $1600.
Player 1 has Pennsylvania Avenue,
North Carolina Avenue, Pacific
Avenue, St. Charles Avenue,
Vermont Avenue, Baltic Avenue, and
Pennsylvania RR.
Player 2 has Atlantic Avenue
Ventnor Avenue, Marvin Gardens,
B&O RR, Virginia Avenue,
Connecticut Avenue, and Water
Works.
Player 3 has Kentucky Avenue,
Indiana Avenue, Illinois Avenue,
Park Place, States Avenue,
Electric Company, and Reading RR.
Player 4 has St. James Place,
Tennessee Avenue, New York Avenue,
Boardwalk, Mediterranean Avenue,
Short Line RR, and Oriental
Avenue.
Number 12-It's Not Fair
All players start with $1500.
NOTE: Player 1 has the advantage,
so let the youngest or least
experienced player be Player 1.
Player 1 has Mediterranean Avenue
with 1 Hotel, Baltic Avenue with 1
Hotel, Oriental Avenue, Vermont
Avenue, Connecticut Avenue and all
the Railroads.
Player 2 has Pacific Avenue, North
Carolina Avenue, Kentucky Avenue,
New York Avenue, Ventnor Avenue
and the Electric Company.
Player 3 Indiana Avenue, Illinois
Avenue, St. Charles Place,
Tennessee Avenue, Atlantic Avenue,
and Park Place.
Player 4 has States Avenue,
Virginia Avenue, Pennsylvania
Avenue, St. James Place, Marvin
Gardens, Boardwalk, and Water
Works.
 Monopoly
 Playing the Game
 
 Use Up/Down to scroll text
COMPUTER OPPONENTS:
Elizabeth: The grande dame of
Newport society, she earned her
money the old-fashioned way--she
inherited it.
Tough as a battleship, and
approximately the same weight,
she's a tough opponent.
Jeeves: For years an esteemed
butler, he retired to Monaco on
his earnings from stock market
tips overheard at the mansion.
He is vedy, vedy British, and even
more devious.
Amanda: A former flapper, she is
quick with her money. She has
always wanted the finer things in
life...like a mansion on Park
Place.
Paulie: Always the butt of
accusations of wrong-doings merely
because of his crony, Capone,
Paulie is really a good boy; as he
is quick to point out, "You can't
prove nothin'."
After trading with him, count your
fingers!
Gary Cant: A smooth, debonair
actor, Gary still harkens back to
his middle class roots. He can be
had in a trade; just play on his
childhood memories.
Betty Sue: Elizabeth's private
secretary, she pays great
attention to detail but often
misses the big picture.
Billy Bob: A good ole boy, he
acquired his business sense in
wildcat oil fields. Unfortunately,
this doesn't always translate too
well in real estate deals.
Mary Anne: Head of the
Department of Underachieving
Matrons (DUM), she is full of big
words and small thoughts.
Buying and Auctioning
Properties:
To Buy: When your token lands on
an unowned piece of real
estate--with a "For Sale"
sign--press A to buy it
immediately.
If you need to raise money to buy
it, see "Mortgage". To view all of
that property's Title Deed card
information, press C.
To Auction: If you don't want to
buy the property, press B to send
it to auction, where all players
may participate if they wish.
The auctioneer will run the
auction and determine what the
bids will be. To bid, use the
D-Pad to move back and forth from
player to player and to up the
ante; the auctioneer sets each new
bid.
As soon as no one makes another
bid, he will flash "Going, going,
going..." If no one jumps in, it
will be "SOLD!" to the highest
bidder.
Assets and Get Out of Jail Free:
Assets: To find out everyone's'
status at any particular time,
press B to bring up the Assets
screen and see:
 * Properties owned.
 * Cash levels.
 * "Get Out of Jail Free" card:
If you drew one from Chance or
Community Chest, it will show up
here.
Press any button to exit.
To Get Out of Jail: You may...
1) Press A to roll the dice and
try for doubles, OR
2) Use your Get Out of Jail Free
card if you have one: Press C to
bring up the Main Menu and select
Get Out of Jail from the Sub-Menu,
OR
3) If you don't have a card, pay
$50: Press C to bring up the Main
Menu and select the Get Out of
Jail option.
Main and Sub-Menus:
Hit C to bring up the Main Menu.
When the system asks who it is
talking to, use the D-Pad to
identify yourself. Press A.
Use the D-Pad to move between
options. Hit A to make your
selection and bring up Sub-menus.
Hit C when you are through.
Buildings:
NOTE: The number of Houses and
Hotels left in the Bank and
available for sale appears on the
main screen at the beginning of
each player's turn.
Watch out for impending
house/hotel shortages!
To Buy and Sell Houses and
Hotels: Press C to bring up the
Main Menu, scroll to the Buildings
option and press A; use the D-Pad
to select the Buy Houses or Hotels
option, and press A again.
Use the D-Pad to view the Title
Deed cards for the properties you
own: When you reach the one you
want, press A.
To buy: On the next screen, use
the D-Pad to enter the number of
Houses or Hotels you want to buy.
Press A to select. Press C to
exit.
To sell: Do the same, but select
the Sell option and press A. If
you're selling a Hotel, it will
first be "converted" back into
four Houses, which will be sold
off evenly.
NOTE: If you purchased more than
one House, the system will
automatically put the first one on
the property you're on, then
distribute the others evenly among
the properties in that color
group.
If Anyone Else Wants to Build:
At this point, other players may
jump in and purchase Houses or
Hotels for their own properties by
pressing the B Button.
This is very important if there is
a potential building shortage.
Each player indicates how many
he/she wants.
If there is a shortage, the system
automatically starts an auction
for each available building.
The auction follows the usual
procedure; the highest bidder
wins.
Mortgage:
Press C to bring up the Main Menu,
scroll to the Mortgage option and
press A.
Use the D-Pad to move to different
properties you own and display
their Title Deed cards; the
mortgage value (50% of the
property's worth) is displayed
halfway down.
Press the A Button to mortgage the
property you stopped on. If you
decide not to mortgage, press C to
exit.
NOTE: Before you can mortgage a
property, you must sell any
buildings on it back to the bank.
To un-mortgage, select that option
on the Sub-menu and follow the
above procedure; press A to
un-mortgage it.
Your cash on hand will be debited
for the value of the mortgage plus
10 percent interest.
Trade:
First, select Trade on the Main
Menu and press A. Then, scroll to
select the player you wish to
trade with; press A to confirm.
Next, point Rich Uncle's hand at a
menu item and press A to select.
Finally, put together your deal.
Property: Use the D-Pad to
scroll through your deeds and find
one to offer.
Press A to select it and make it
part of your trade; you may press
A again to un-select it if you
want to change your offer.
Keep scrolling and selecting until
you've picked all the properties
you want to offer. Hit C to return
to the main Trade screen.
Cash: Use the D-Pad arrows to
enter the amount of your cash
offer. Hit A to confirm your final
cash offer.
Point Rich Uncle at the other
player's name, and repeat the
above steps for the other half of
the deal.
Accept: Once an acceptable deal
is set up, move Rich Uncle to
Accept and press A, or use the
D-Pad to further modify the offer.
When the deal is to everyone's
liking, each player in turn
presses A to accept.
Refuse: To refuse, press C--No
Deal!
NOTE: You can set up the deal for
what you want to receive in a
trade as well as what you are
willing to offer.
This is especially important when
dealing with computer opponents.
Follow the same steps above.
Deeds:
To look at all the deeds on the
board, including who owns what,
and to see what a property is
worth, press C to bring up the
Main Menu.
Then scroll to Deeds and press A
to select it. When the Title Deed
is displayed, you will see the
status:
 * Ownership of the property.
 * Number of Houses/Hotels and
rent.
 * Mortgage/Un-mortgage status.
The game board will also be
displayed; it too indicates the
status of each property. Use the
D-pad to move to the property you
want to review. Press C to exit.
General:
Timer: If you elected to play a
short, timed game, this will tell
you how much time you have left.
Game Speed: To speed up or slow
down the pace, select this option
from the Sub-menu and press A. Use
the D-Pad to move the arrow to the
desired speed; hit A to confirm.
Computerize: To change a Human
player to a Computer player if
somebody wants to leave the game,
select this option.
Once you have converted the
player, you can't un-do the
switch.
Turn Order: To see the order of
the players.
End Game: To end the game for
any reason, select this option.
The Assets screen appears and
shows who won. You may then turn
off the unit.
 Monopoly
 Basic Rules
 
 Use Up/Down to scroll text
These are the traditional and
internationally accepted rules for
the board game, plus certain
tournament rules.
The screen will indicate certain
basic instructions as you proceed
through a game.
Object: To become the wealthiest
player by buying, renting, and
selling property.
Preparation: Enter your name and
pick a token on-screen. The system
Banker automatically allots each
player $1500 from the Bank and
keeps track of all other
equipment.
Banker: The system will always
act as Banker.
The Bank: Besides its money, the
Bank hold the Title Deed Cards and
Houses and Hotels prior to
purchase by the players. The Bank
pays salaries and bonuses.
The Bank sells and auctions
properties and distributes their
proper Title Deed cards, sells
Houses and Hotels, and loans money
when required on mortgages.
The Bank collects all taxes,
fines, loans and interest and will
buy back Houses and Hotels (at
half price).
NOTE: All of these functions are
performed automatically by the
system.
The Play: The system picks who
goes first, and that player uses
the A Button to "roll" the dice.
The token is automatically moved
that number of spaces along the
board. After the play is
completed, the turn passes to the
next player.
The tokens remain on the spaces
occupied and proceed from that
point on the player's next turn.
One or more tokens may rest on the
same space at the same time.
Depending on which space your
token reaches, you may be entitled
to buy real estate or other
properties, or obliged to pay
rent, pay taxes, draw a Community
Chest or Chance card, "Go to
Jail," etc.
If you throw doubles, move, then
roll and move again.
Go: Each time you land on or
pass over "GO," the Bank pays you
$200 "salary."
This amount is added to your
"account" and the new total
automatically appears on-screen
every time you begin your turn.
Buying and Auctioning Property:
Whenever you land on an unowned
property, you may buy it from the
Bank at its displayed price.
If you don't want it, it will be
auctioned, and the Banker will
sell it to the highest bidder.
Paying Rent: Whenever you land
on property owned by another
player, the owner "collects" rent
from you in accordance with the
information displayed on its Title
Deed card.
The system handles the whole
transaction. If the property is
mortgaged, no rent can be
collected.
It is an advantage to hold all
Title Deeds in a color group (e.g.
Boardwalk and Park Place) because
the owner may then charge double
rent for unimproved properties in
that group.
This rule applies to un-mortgaged
properties even if another
property in that color group is
mortgaged.
It is an even greater advantage to
have Houses or Hotels on
properties, because rents are much
higher than for unimproved
properties.
Chance and Community Chest:
Whenever you land on either of
these spaces, the system gives
instructions to follow--and
automatically makes the
appropriate move or handles any
monetary transaction. Press A to
proceed.
The "Get Out of Jail Free" card is
held in a player's "account"--and
will show on his Assets
screen--until needed. To use it,
press Select.
After being used, it is "returned"
to the "pack."
Income Tax: When you land on
"Income Tax" you have two options:
Estimate your tax at $200 and pay
the Bank, or pay 10 percent of
your total worth to the Bank.
Your total worth is all your cash
on hand, printed prices of
mortgaged and un-mortgaged
properties, and the cost price of
all buildings you own.
You must decide which option you
want before you add up your total
worth.
Jail: You land in Jail when...
1) Your token lands on the "Go To
Jail" space OR
2) You are allocated a card marked
"Go To Jail," OR
3) You throw doubles three times
in succession.
If you are sent to Jail, you
cannot collect $200 salary on that
move since, regardless of where
your token is on the board, you
must go directly to Jail.
Your turn ends when you're sent to
Jail. If you are not sent to Jail
but, in the ordinary course of
play, you land on that space, you
are "Just Visiting," you incur no
penalty, and you move ahead in the
usual manner on your next turn.
You can get out of Jail if
you...
1) Throw double on any of your
next three turns; if you succeed
in doing this, immediately move
forward the number of spaces shown
by your doubles throw.
Even though you have thrown
doubles, you do not take another
turn, OR
2) Use a "Get Out of Jail Free"
card if you have one, OR
3) Pay a fine of $50 before you
throw the dice on either of your
next two turns.
If you do not throw doubles by
your third turn, you must pay the
$50 fine. You then get out of Jail
and immediately move forward the
number of spaces shown by your
throw.
Even when in Jail, you may buy or
sell property, buy or sell
buildings and collect rents.
Free Parking: A player who lands
on this space does not receive any
money, property or reward of any
kind. This is just a "free"
resting place.
Houses: When you own all the
properties in a color group, you
may buy Houses from the Bank and
erect them evenly on those
properties.
If you buy one House, you may put
it on any one property. The next
House you buy must be erected on
one of the unimproved properties
of this or any other complete
color group you may own.
The price you pay the Bank for
each House is shown on the Title
Deed card for the property on
which you erect the House.
As owner, you can still collect
double rent from any opponent who
lands on the unimproved properties
of your complete color group.
You may buy and erect at any time
as many Houses as your judgement
and finances will allow.
But you must build evenly, i.e.
you cannot erect more than one
House on any one property of any
color group until you have built
one House on every property of
that group.
You may then begin on the second
row of Houses, and so on, up to a
limit of four to a property.
For example, you cannot build
three Houses on one property if
you have only one House on another
property of that group.
As you build evenly, you must also
break down evenly if you sell
Houses back to the Bank.
Hotels: When you have four
Houses on each property of a
complete color group, you may buy
a Hotel from the Bank and erect it
on any property of that color
group.
The four Houses from that property
are returned to the Bank, and you
pay the price for the Hotel as
shown on the screen. Only one
Hotel may be erected on any one
property.
Building Shortage: When the Bank
has no more Houses to sell,
players wishing to build must wait
for some player to turn back or
sell Houses to the Bank before
building.
If there are a limited number of
Houses and Hotels available and
two or more players wish to buy
more than the Bank has, the Houses
or Hotels must be sold by auction
to the highest bidder.
Hotels take priority over Houses
when bought or auctioned.
Selling Property: Unimproved
properties, railroads and
utilities (but not buildings) may
be sold to any player as a private
transaction for any amount the
owner can get.
However, no property can be sold
to another player if buildings are
standing on any properties of that
color group.
Any buildings so located must be
sold back to the Bank before the
owner can sell any property of
that color group.
Houses and Hotels may be sold back
to the Bank at any time for one
half the price paid for them.
All Houses on one color group may
be sold one by one, evenly, in
reverse of the manner in which
they were erected.
All Hotels on one color group may
be sold at once or they may be
sold one House at a time, evenly,
in the reverse of the manner in
which they were erected.
Mortgages: Unimproved properties
can be mortgaged through the Bank
at any time.
Before an improved property can be
mortgaged, all the buildings on
all the properties of its color
group must be sold back to the
Bank at half price.
The mortgage value is displayed on
each Title Deed card. No rent can
be collected on the mortgaged
properties or utilities, but rent
can be collected on un-mortgaged
properties in the same group.
In order to lift the mortgage, you
must pay the Bank the amount of
the mortgage plus 10 percent
interest.
When all the properties of a color
group are no longer mortgaged, you
may begin to buy back Houses at
full price.
The player who mortgages property
retains possession of it, and no
other player may secure it by
lifting the mortgage from the
Bank.
However, you may sell this
mortgaged property to another
player at any agreed price.
The new owner has the option of
lifting the mortgage at once by
paying off the mortgage plus 10
percent interest to the Bank.
If the new owner does not lift the
mortgage at once, he/she must pay
the Bank 10 percent interest upon
buying the property, and if the
mortgage is lifted later, must pay
an additional 10 percent interest
as well as the amount of the
mortgage to the Bank.
Bankruptcy: You are bankrupt
when you own more than you can pay
either to another player or to the
Bank.
If your debt is to another player,
you turn over to that player all
that you have of value and retire
from the game.
In the making of this settlement,
if you own Houses or Hotels, you
must return these to the Bank in
exchange for one half the amount
of money paid for them.
This cash is given to the
creditor. If you have mortgaged
property, you also turn this
property over to your creditor,
but the new owner must at once pay
the Bank the amount of interest on
the loan, which is 10 percent of
the value of the property.
It is possible for the player
collecting the debt to go bankrupt
if the 10 percent cannot be paid.
After paying up, the new owner
may, at his/her option, pay the
principal or hold the property
until some later turn, at which
time the mortgage may be lifted.
Should you owe the Bank, instead
of another player, more than you
can pay (because of taxes or
penalties) even by selling your
buildings and mortgaging property,
you must turn over all your assets
to the Bank.
The Bank immediately sells by
auction all property so taken,
except buildings.
A bankrupt player must immediately
retire from the game. The last
player left in the game wins.
Miscellaneous: Money can be
loaned to a player only by the
Bank, and then only by mortgaging
property.
<a name="Montana2.o">MONTANA2.O</a>
 Joe Montana
 Sportstalk Football II
 Sega
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Moonwalk.o">MOONWALK.O</a>
 Michael Jackson's
 Moonwalker
 Sega
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Musha.o">MUSHA.O</a>
 Musha
 Seismic
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Mutchsp3.o">MUTCHSP3.O</a>
 Mutant Chronicles: 
 Doom Troopers
 Playmates
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTERS
 BROWSE HELP FILES
 Mutant Chronicles: 
 Doom Troopers
 Game Description
 
 Use Up/Down to scroll text
ATTENTION: YOU ARE ONLY ALLOWED
TO PLAY THE FIRST THREE LEVELS OF
MUTANT CHRONICLES: DOOM TROOPERS
ON THIS TEST DRIVE VERSION!
A SLEEPING ENEMY AWAKES!
You want the rush from taking on
an army of mutated warriors
single-handedly? 
Then you may have what it takes to
make it as a Doomtrooper!!! Take
on worlds infested with the
mutated hordes of Dark Legion
mutants and teach them the true
meaning of fear!
Join Mitch Hunter and Max Steiner
as they take on the galaxy-blazing
a trail of smoldering Dark
Legionnaires in their onslaught to
rid the human outposts of the
deadly alien threat. 
Suit up as a Doomtrooper and get
ready for the most action-packed
combat you've ever seen! The world
is counting on you-don't pass this
one up!
 Mutant Chronicles: 
 Doom Troopers
 Controller Functions
 
 Use Up/Down to scroll text
ATTENTION: YOU ARE ONLY ALLOWED
TO PLAY THE FIRST THREE LEVELS OF
MUTANT CHRONICLES: DOOM TROOPERS
ON THIS TEST DRIVE VERSION!
Button A:
 * Activates either the jab or
kick attack(depending on which
character you choose). 
This is best achieved in close
hand-to-hand combat situations
only. Do not attempt this move
when you are far from an enemy.
Button B:
 * Fires all weaponry. 
As you advance through the levels,
you will collect special weapons
for your guns that are also
triggered by pressing this button.
Button C:
 * Press to jump. 
If you jump near a ledge that you
can reach, you must direct the
controller in the direction of the
ledge to grab it and pull your
character up.
Start:
 * Pause/resume game
D-Pad:
 * Move your character
NOTE: When trying to climb down
from a ledge, in Autoclimb Mode,
let go of the control pad as soon
as the character steps off the
ledge. 
If you don't let go, he will grab
onto an adjacent ledge.
 Mutant Chronicles: 
 Doom Troopers
 Playing the Game
 
 Use Up/Down to scroll text
ATTENTION: YOU ARE ONLY ALLOWED
TO PLAY THE FIRST THREE LEVELS OF
MUTANT CHRONICLES: DOOM TROOPERS
ON THIS TEST DRIVE VERSION!
THE MISSION OBJECTIVES
Mitch and Max have their work cut
out for them. They travel to
planets in their solar system,
looking to rid them of the Dark
Legion infestations. 
Heavily armed and armored with
state-of-the-art weaponry, the
Doomtroopers are ready to kick
some mutant butt!
Mitch uses a modified CAR-24
close-assault rifle with a
"Southpaw" rocket launching
attachment. 
Max carries twin MP-105 machine
pistols and a modified Gehenna
Puker Flame-thrower which mounts
under his wrists.
By successfully completing
increasingly different and
dangerous missions, they come one
step closer to defeating Algeroth,
Dark Apostle of War & the Dark
Technology. 
Defeat Algeroth and the war with
the Dark Legion is over.
Items
Both soldiers can collect the
following items as they blast
across the battlefields. 
Each item adds either power to
their arsenal or restores health
to their life meter.
Rocket Power-Up: Adds a limited
supply of rockets to player's
arsenal.
Bullet Power-Up: Adds an extra
supply of bullets to player.
Health Power-Up: Restores full
health to player.
1-Up Power-Up: Adds an extra
life to the player.
Continue Power-Up: Gives player
an extra continue.
WAR ON THE DISTANT PLANETS
The Dark Legion has overrun the
human bases established across the
solar system and it's up to Mitch
and Max to get them back.
VENUS-This planet has been
successfully terraformed into a
lush jungle world that is now home
to the tyrant Demnogonis-the Dark
Apostle of Destruction. 
Climb raging waterfalls and blast
your way through the dense
vegetation to reach his unholy
throne of bones, built from the
skeletons of his numerous victims.
MERCURY-The hottest
planet(closest to the sun), is the
new domain of Semal-the Dark Lord
of Spite. 
Reeking with fetid pools of lava
and dripping death from above, the
terrain of Mercury is even more
dangerous than Venus
Semal wields incredible powers
that your mere guns and rockets
cannot crush. You must find a way
to defeat him...
PLUTO-Going from the extremes of
heat to the depths of cold, you
now grace the planet furthest from
the sun. 
Pluto is known for a chilly
reception. Rumor has it the Dark
Legion terror known as Razide
lives within the hidden fortress. 
You must penetrate deep within the
ice caverns to locate the base's
reactor and destroy it
Remember to get out before the
whole installation blows sky high
with you still in it!
NERO-The tenth planet of our
solar system is the home world of
the Dark Legion and the domain of
Algeroth. 
Secreted deep in his Cathedral,
Algeroth awaits all warriors with
more weaponry and pure fire power
than you have yet faced. 
Good luck, Doomtrooper, against
this menace you're going to need
it!
SCORING
The Level Summary Screen
automatically appears when you
complete each level. 
This screen provides you with the
vital statistics of your
character(s) and how well you
scored.
The summary includes:
 * The number of lives you have
left.
 * The number of continues you
have left.
 * The time it took you to
complete the level.
 * Your score for that level.
 * Your score for the entire
game.
The scores you get for each level
depend on your effectiveness as a
Doomtrooper in ridding each region
of the Mutant menace and for the
number of bonuses you collected
along the way.
 Mutant Chronicles: 
 Doom Troopers
 Characters
 
 Use Up/Down to scroll text
ATTENTION: YOU ARE ONLY ALLOWED
TO PLAY THE FIRST THREE LEVELS OF
MUTANT CHRONICLES: DOOM TROOPERS
ON THIS TEST DRIVE VERSION!
THE DOOMTROOPERS
Mitch Hunter
Planning to use it as a
springboard to the world of high
finance, Mitch signed on with the
Capitol elite forces for a couple
of years. 
Nine years passed, and the impact
on the world Mitch wanted to make
with a suit and tie is being made
with battle armor instead.
Mitch has an extreme personal code
of honor and will refuse to do
anything that conflicts with it. 
He is very charismatic, and almost
always gets his way(even if his
commanders don't always approve).
Maximillian "Max" Steiner
The son of an aristocratic Bauhaus
family, he joined the air cavalry
at an early age. He gained fame as
one of the finest helo-pilots, but
a scandal grounded him. 
He has earned just as strong a
reputation on the ground as he had
in the air.
Both his background and demeanor
are noble. Though not preachy
about it, Max would never break a
promise or the unwritten codes of
combat. 
He is one of those people you
instantly respect, a natural
leader.
THE FORCES OF THE DARK LEGION
Legionnaire
The Legionnaires make up the bulk
of the Dark Legion's forces. They
are the reanimated human dead of
the battlefield, brought back to
life by necro-technology.
Their ghoulish twisted grins and
glowing eyes are enough to strike
fear into any soldier's heart. 
Their equipment and armor are the
plunder of combat.
The legionnaires are mindless
zombies that act without any will
of their own. They are slaves to
the will of a commanding Nepharite
or Dark Legion superior.
Necromutant
Necromutants are warriors
transformed by the twisted science
of the Dark Legion. Their bodies
are perfectly adapted to combat. 
They are massively built, with
broad shoulders and muscular arms.
Their skin is the color of soot
and their eyes are expressionless
wells of darkness. 
Their veins pulsate with an unholy
glow.
Necromutants are the commanding
officers of the Dark Legion.
Followed by hordes of
Legionnaires, they will fearlessly
assault even the strongest
fortifications.
Razide
A Razide is a hybrid collection of
flesh, iron and stone. 
Unearthly organs connected by
endless tubes pump dark liquids
through the Razide's muscular body
and send ripples across the skin. 
Razides tower over an average
person and can crush stone with
their bare hands.
The Razide is a beast from another
time and existence, impossibly
strong and given a constitution
beyond any man's. 
Under the command of a Nepharite
or Centurion, Razides are the Dark
Legion's support troops and fire
power.
Centurion
Centurions are the special forces
of the Dark Legion. 
They physically resemble
Necromutants, but they often carry
better weapons and equipment.
Centurions are a superior form of
Necromutant, a little more
intelligent and imaginative.
Their combat abilities are also
better, and they are often used
for special missions as well as
commanding troops.
<a name="Muthocky.o">MUTHOCKY.O</a>
 Mutant League Hockey
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 JEUX SPECIAUX
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 Mutant League Hockey
 Description du Jeu
 
 Use Up/Down to scroll text
Du hockey pour ceux qui n'ont pas
froid aux yeux! PrÈparez-vous ‡
assister au match de hockey le
plus drÙle et sauvage qui soit!
C'est vous qui contrÙlez ´Bones
Jacksonª ou ´Maim Zitzskyª, prÍts 
 tuer pour rÈcupÈrer la rondelle.
Des bagarres comme vous n'en avez
jamais vues! ContrÙlez les coups
assenÈs par ´Mo Pukeª. Suivez les
conseils tordants d'entraÓneurs
assez bizarres comme ´McWhimpleª!
Ce jeu est aussi palpitant qu'un
vrai match de hockey, mais deux
fois plus sanglant.  tes-vous prÍt
pour une violente partie de
hockey? Mais bien s˚r! 
 Mutant League Hockey
 Fonctions du ContrÙleur
 
 Use Up/Down to scroll text
SOMMAIRE DES COMMANDES
Mise au jeu
Appuyez sur A pour donner un coup
de poing ‡ l'adversaire.
Appuyez sur B + Bouton
directionnel dans la direction
vers laquelle vous voulez passer
la rondelle.
Appuyez sur le Bouton directionnel
vers la rondelle pour la prendre.
Attaque
Appuyez sur A pour donner un coup
de poing ou utiliser une arme.
Appuyez sur B + Bouton
directionnel pour contrÙler la
direction vers laquelle vous
voulez diriger la rondelle.
Appuyez sur B (et gardez B
enfoncÈ) pour lancer la rondelle.
Appuyez sur C (une fois) + Bouton
directionnel pour contrÙler la
direction d'un lancer du poignet.
Appuyez sur C (et gardez C
enfoncÈ) + Bouton directionnel
pour contrÙler la direction d'un
lancer frappÈ.
Le bouton directionnel contrÙle le
porteur de la rondelle ou le
joueur le plus prËs de la
rondelle, lorsque c'est lui-mÍme
qui la contrÙle.
D…FENSE
Appuyez sur A pour donner un coup
de poing ou utiliser une arme.
Appuyez sur A (et gardez A
enfoncÈ) pour plonger.
Appuyez sur B pour changer de
joueur.
Appuyez sur C (une fois) pour
accÈlÈrer ou mettre un joueur en
Èchec.
Utilisez le bouton directionnel
pour contrÙler la direction vers
laquelle le joueur patine.
GARDIEN DE BUT
Sans la rondelle
Appuyez sur A pour bloquer.
Appuyez sur B pour choisir un
autre joueur.
Appuyez sur C pour cingler.
Utilisez le bouton directionnel
pour dÈplacer le gardien de but
dans la surface de but.
Avec la rondelle
Appuyez sur A ou B pour passer.
Appuyez sur C pour cingler.
Utilisez le bouton directionnel
pour dÈplacer le gardien de but
dans la surface de but.
BAGARRES
Appuyez sur A pour bloquer le
passage.
Appuyez sur B ou C pour donner un
coup de poing.
Utilisez le bouton directionnel
gauche/droite pour dÈplacer un
joueur ‡ gauche ou ‡ droite.
SAUTS
Pour un saut automatique, l‚chez
le bouton directionnel pendant le
dÈplacement. Le joueur contrÙlÈ
saute automatiquement par-dessus
les obstacles.
PAUSE/TEMPS MORT
Appuyez sur ´STARTª pour une
pause, sur B pour un temps mort.
Seule l'Èquipe en possession de la
rondelle peut demander un temps
mort et ce, une seule fois par
pÈriode.
RALENTI
Appuyez sur A pour rembobiner ou
reculer.
Appuyez sur B pour un plan fixe ou
un ralenti.
Appuyez sur C pour jouer.
PARTIES AVEC PLUSIEURS JOUEURS
´Mutant League Hockeyª peut se
jouer seul, ‡ deux, ‡ trois ou ‡
quatre. Pour 3 ou 4 joueurs, il
est nÈcessaire d'avoir un adapteur
‡ quatre voies.
Le systËme dÈtecte automatiquement
la prÈsence de l'adapteur branchÈ
sur le SEGA Genesis.
 Mutant League Hockey
 Jouer le Jeu
 
 Use Up/Down to scroll text
JOUEURS ET PERSONNAGES
Trolls
Ce sont de grosses brutes trËs
bÍtes. Elles ne vont pas bien
vite, mais leurs tailles et leurs
forces en font de bons joueurs de
dÈfense.
Robots
´Agiles mais fragilesª, voil‡ ce
qu'en disent gÈnÈralement les
recruteurs. Ils sont rapides et
prÈcis, mais incapables de
rÈsister aux coups. Trop de corps 
 corps, ils ne sont plus bons que
pour la ferraille.
Squelettes
Presque aussi rapides que les
robots mais encore plus mÈchants.
Ils n'ont pas peur des coups
puisqu'ils sont dÈj‡ morts!
POSITIONS DES JOUEURS
Centre
Ailier gauche
Ailier droit
DÈfenseur gauche
DÈfenseur droit
Gardien de but
…CHELLE DE SANT…
Lorsque l'option de rÈserve a ÈtÈ
activÈe, on peut vÈrifier la santÈ
d'un joueur gr‚ce ‡ l'Èchelle de
santÈ.
Il s'agit de la ligne jaune qui
apparaÓt sous le joueur contrÙlÈ.
On peut Ègalement vÈrifier la
santÈ d'un joueur en activant son
nom dans l'Ècran des rÈserves.
Dans cet Ècran, l'image du joueur
et son Èchelle de santÈ
apparaissent ‡ gauche. Si le
joueur n'a aucune Èchelle de
santÈ, envoyez-le se reposer.
Quand un joueur sur la glace voit
sa santÈ diminuer, l'Èchelle passe
du jaune au rouge. Plus elle est
rouge, plus le joueur est prÍt ‡
rendre l'‚me.
L'ARBITRE
L'arbitre apparaÓt aprËs une
faute. MÍme s'il peut dÈnoncer les
infractions, il ne vaut guËre
mieux que les autres puisqu'on
peut l'acheter ou le tuer.
L'ORGANISTE
L'organiste est le gÈnie malin de
´Mutant League Hockeyª. Il
apparaÓt pour lancer la rondelle
lors des mises au jeu.
GLYNDA
´Glynda Zamboniª est un Ènorme
monstre en forme d'insecte qui ne
pense qu'‡ manger. Elle rampe sur
la glace entre les pÈriodes et
pendant les temps d'arrÍt. Elle
aspire les morceaux de chair des
joueurs et autres bonnes choses.
´Crudy Candyª, premiËre dame de
´Mutant League Hockeyª, chevauche
la ´Zamboniª pendant ses raids
alimentaires.
MISE AU JEU
La mise au jeu se produit au dÈbut
d'une pÈriode ou d'une partie: si
la rondelle quitte la patinoire ou
explose, pendant un jeu excitant
ou aprËs un but, une bagarre ou
une infraction:
L'organiste fait tomber la
rondelle pour commencer un jeu.
Lorsque la rondelle tombe sur la
glace, elle prend vie et on peut
la capturer.
Les centres de chaque Èquipe
tentent d'attraper la rondelle en
se dirigeant vers le but adverse.
Il y a trois faÁons d'attraper la
rondelle lors de la mise au jeu:
- Appuyez sur B pour passer la
rondelle ‡ un co-Èquipier.
- DÈplacez le bouton directionnel
vers la rondelle et tenter de
l'attraper.
- Appuyez sur A pour donner un
coup de poing au centre adverse et
le dÈsÈquilibrer lors de la mise
au jeu.
Certains centres sont plus
coriaces et habiles que d'autres.
Soyez bien conscient des forces et
faiblesses de votre centre pour
bien l'utiliser pendant la remise
en jeu.
PATINER
Les commandes de patinage
demeurent les mÍmes qu'on soit en
attaque ou en dÈfense. DÈplacez le
bouton directionnel vers la
direction o˘ vous voulez faire
patiner votre joueur.
Pour arrÍter un joueur rapidement,
dÈplacez le bouton directionnel
dans la direction contraire prise
par celui-ci. Par exemple: si le
joueur patine vers la gauche,
dÈplacez le bouton directionnel
vers la droite pour l'arrÍter.
SAUTS AUTOMATIQUES
Pour faire sauter un joueur
par-dessus un obstacle, rel‚chez
le bouton directionnel tout juste
avant que celui-ci ne l'atteigne
et il sautera automatiquement.
PASSES
1. DÈplacez le bouton directionnel
vers la direction o˘ vous voulez
diriger la rondelle.
2. Appuyez une fois sur B pour
passer la rondelle.
3. Si vous arrivez ‡ passer la
rondelle ‡ un joueur contrÙlÈ par
l'ordinateur, celui-ci devient le
porteur de rondelle et c'est vous
qui prenez automatiquement le
contrÙle de ce joueur.
4. Si vous ratez votre passe, la
rondelle est libre et les deux
Èquipes peuvent l'attraper.
Vous pouvez choisir un autre
joueur et le diriger manuellement
vers la rondelle. Appuyez sur B
pour choisir le joueur le plus pr
s de la rondelle.
Si vous oubliez un obstacle
lorsque vous vous approchez et
qu'il tente de faire une passe.
Lorsqu'une rondelle touche un
obstacle en fin de course, elle
rebondit dans tous les sens..
L‚cher la rondelle
Le porteur de rondelle peut l‚cher
la rondelle et permettre ‡ un
co-Èquipier d'en prendre
possession. Pour ce, gardez B
enfoncÈ.
PASSES ENTRE CO-…QUIPIERS
1. DÈplacez le bouton directionnel
vers le co-Èquipier qui doit
recevoir la passe.
2. Appuyez sur B pour passer la
rondelle. Si vous rÈussissez,
votre co-Èquipier devient le
porteur de rondelle jusqu'‡ ce
qu'il fasse une passe, essaye de
marquer un but ou perde la
rondelle.
ATTAQUE
Vous contrÙlez le joueur qui
patine sur des os entrecroisÈs. Si
c'est lui qui a la rondelle, il
est Ègalement dotÈ d'un cercle.
Vous contrÙlez le joueur en
possession de la rondelle lorsque
vous jouez en attaque.
ATTAQUE ¿ PLUSIEURS
Dans une partie ‡ deux
co-Èquipiers, un joueur contrÙle
la rondelle, et l'autre joueur
attaquant est dotÈ des mÍmes
commandes qu'un dÈfenseur.
Pointage
On peut compter deux types de buts
dans ´Mutant League Hockeyª.
Buts ‡ un point : Un but normal
vaut un point.
Buts ‡ deux points : Un but
marquÈ derriËre la ligne bleue
vaut deux points. La ligne bleue
se trouve entre la ligne de but et
la ligne centrale. Elle dÈlimite
la surface d'attaque pour l'Èquipe
en possession de la rondelle.
Nota : Si vous marquez un but dans
votre propre filet, nous ne vous
humilierons pas en identifiant
votre joueur ‡ l'Ècran de
pointage.
LANCER
ContrÙler un lancer
Les filets comportent neuf zones
o˘ on peut viser pour lancer la
rondelle. DÈplacez le bouton
directionnel dans n'importe quelle
direction pour viser l'une de ces
zones. Par exemple: dÈplacez le
bouton directionnel vers la droite
pour viser le cÙtÈ droit du filet.
Si le bouton directionnel est
centrÈ au moment du lancer, la
rondelle glisse vers le centre du
but.
DÈplacez le bouton directionnel
vers le haut pour un lancer haut,
ou vers le bas pour un lancer bas.
Types de lancer
Il existe deux types de lancer :
le lancer du poignet et le lancer
frappÈ.
Les lancers du poignet sont lents
mais prÈcis. Ils sont plus
efficaces prËs du but. Appuyez sur
C rapidement pour un lancer du
poignet.
Les lancers frappÈs sont plus
rapides mais moins efficaces. Ils
sont plus efficaces vers l'arriËre
de la zone d'attaque. Gardez C
enfoncÈ pour un lancer frappÈ.
Nota : Si la rondelle est lancÈe
hors de la patinoire (dans la
foule ou au fond d'un trou dans la
glace) il y aura une nouvelle mise
au jeu.
UNE-DEUX 
Un une dans deux peut se faire
entre deux co-Èquipiers : le
joueur A, muni de la rondelle, la
passe au joueur B qui la laisse
rebondir sur son b‚ton dans le but
de marquer un but sans en prendre
possession.
C'est une manoeuvre puissante,
alors servez-vous en souvent.
Pour faire une passe, appuyez sur
B; dËs que le joueur a passÈ la
rondelle, appuyez sur C. Lorsque
deux joueurs dirigent une Èquipe,
celui qui reÁoit la passe peut
appuyer sur C pour compter le but.
D…FENSE
Changer de dÈfenseurs
Pour changer le contrÙle du
dÈfenseur le plus proche de la
rondelle, appuyez sur le bouton B.
Changer de dÈfenseurs entre
co-Èquipiers
Pour changer le contrÙle du
dÈfenseur le plus proche de la
rondelle, appuyez sur B. Le
premier co-Èquipier ‡ appuyer sur
B devient le joueur le plus prËs
de la rondelle.
Utiliser des armes
Lorsque le joueur contrÙlÈ porte
des armes, appuyez sur A pour les
utiliser.
Pour ramasser une arme qui traÓne
sur la glace, patinez dessus.
AccÈlÈration
Si le dÈfenseur contrÙlÈ ne patine
pas prËs d'autres joueurs, appuyez
une fois sur C pour lui donner un
surcroÓt de vitesse lui permettant
de rattraper les autres.
Mise en Èchec
Si votre dÈfenseur est prËs d'un
adversaire, appuyez sur C pour
mettre ce dernier en Èchec. Il
existe deux types de mises en
Èchec automatique : Èpaule contre
Èpaule ou obstruction corporelle.
La technique adoptÈe dÈpend de la
position de votre dÈfenseur par
rapport ‡ l'adversaire.
S'il lui fait face, il le pousse.
S'il est ‡ cÙtÈ de lui, il le met
en Èchec avec ses Èpaules.
GARDIENS DE BUT
Surface de but
Le demi-cercle tracÈ devant chaque
but s'appelle la surface de but.
ContrÙle du gardien de but sans
la rondelle
Pour choisir votre gardien de but,
s'il est le dÈfenseur le plus prËs
de la rondelle, appuyez sur B.
Pour bloquer un lancer au but,
appuyez sur A.
Pour cingler des opposants ‡
l'intÈrieur de la ligne de but,
appuyez sur C.
Pour dÈplacer le gardien de but
derriËre la ligne de but, dÈplacez
le bouton directionnel vers la
direction o˘ vous voulez qu'il
patine.
Nota : Un gardien de but peut
garder la rondelle s'il ne peut
pas la remettre en jeu
correctement. Dans ce cas, on
arrÍte le jeu et il y a une mise
au jeu.
BAGARRES
Les bagarres Èclatent au hasard au
cours du match, mais surtout
lorsqu'un exÈcuteur est sur la
glace.Deux joueurs seulement
peuvent se bagarrer ‡ la fois.
Lorsqu'une bagarre commence, on
passe ‡ l'Ècran des bagarres.
L'Ècran montre les combattants
face ‡ face ou de cÙtÈ. Toutes
les bagarres ont une durÈe
limitÈe. Elles peuvent se terminer
de trois faÁons :
DÈcision : Un des combattants
est dÈclarÈ gagnant si la bagarre
dure pendant le temps imparti.
Knockout : Si l'un des
combattants est mis hors combat,
assommÈ ou est incapable de
continuer la bagarre.
Match nul : Les deux combattants
ont assenÈ le mÍme nombre de coups
‡ l'expiration du dÈlai. Aucun ne
gagne.
COMMANDES DES BAGARRES
Appuyez sur B ou sur C pour donner
un coup de poing.
Appuyez sur A pour bloquer un coup
de poing.
DÈplacez le bouton directionnel
vers la droite ou vers la gauche
pour dÈplacer votre combattant.
Si l'option de punition est
activÈe, les deux combattants sont
punis aprËs la bagarre. Toutefois,
le perdant passe plus de temps sur
le banc de punition.
Fiche des bagarres
AprËs une bagarre, une fiche
apparait et donne une description
rapide en indiquant le nombre de
coups donnÈs et reÁus ainsi que
les blessures mineures comme, par
exemple, les ongles cassÈs.
INFRACTIONS ET PUNITIONS 
Si l'option de punition est
activÈe, l'arbitre dÈnonce les
infractions commises sur la glace
(surtout contre votre adversaire
si vous l'avez achetÈ).
Si l'infraction a ÈtÈ commise par
le joueur qui contrÙle la
rondelle, l'arbitre ordonne un
arrÍt.
Le nom du joueur puni ainsi que
l'infraction apparaissent ‡
l'Ècran des fautes pendant qu'il
patine vers le banc de punition.
Une remise en jeu a lieu dans la
zone appropriÈe.
Punitions retardÈes
Si l'infraction a ÈtÈ commise par
un joueur de l'Èquipe qui ne contr
lait pas la rondelle, le joueur
est informÈ de la punition lorsque
l'arbitre apparaÓt.
Le jeu continue jusqu'‡ ce qu'un
joueur de l'Èquipe fautive touche 
 la rondelle. ¿ ce moment,
l'arbitre arrÍte le jeu et le
joueur puni est envoyÈ en
punition. On fait alors une mise
au jeu.
Si l'Èquipe du joueur puni ne
reprend pas la rondelle avant que
l'Èquipe adverse ne marque un but,
la punition est annulÈe. Seules
les fautes mineures font l'objet
d'une punition retardÈe. Les
fautes majeures sont punies
immÈdiatement.
Fautes mineures
Les joueurs qui mÈritent une
punition mineure doivent passer un
petit moment sur le banc de
punition.
Cingler : Le fait de frapper un
adversaire par derriËre avec son
b‚ton afin de le gÍner ou de
l'intimider.
Force excessive : Cacher et
utiliser des armes illÈgales sur
la glace.
Blessures : BrutalitÈ excessive 
 l'endroit d'un adversaire.
Attaquer le gardien de but :
S'en prendre au gardien de but
derriËre sa ligne de but.
Fautes majeures
Les joueurs qui commettent des
fautes majeures doivent passer
plus de temps en punition.
ExÈcution : Provoquer la mort
d'un adversaire.
Bagarre : Se battre avec un
autre joueur. Les deux joueurs
sont punis, mais le perdant passe
plus de temps en punition.
BrutalitÈ : Attaquer le gardien
de but adverse en vue de le
blesser. Cette faute est
sanctionnÈe lorsqu'une Èquipe a
pour but de blesser ou de malmener
le gardien de but adverse.
Nota : ´Mutant League Hockeyª est
un jeu violent et les arbitres
n'imposent de pÈnalitÈs
d'exÈcution ou de force excessive
qu'en cas d'attaque vraiment trop
brutale.
INFRACTIONS
DÈgagement interdit : Passer ou
lancer la rondelle au-del‡ de la
ligne rouge divisant la
patinoire en deux, la ligne bleue
de l'adversaire et la ligne de but
rouge au bout de la patinoire,
mais n'incluant pas la surface de
but.
Nota : Certaines patinoires de
´Mutant Leagueª ont des lignes de
couleurs diffÈrentes, mais
l'infraction demeure la mÍme.
Si un joueur de l'Èquipe adverse
touche la rondelle aprËs un
dÈgagement interdit ou si le
gardien de but de l'Èquipe
dÈfendante touche la rondelle
avant l'Èquipe attaquante, il n'y
a pas d'infraction.
Il n'y a pas de dÈgagement
interdit lors d'un lancer au but,
ou si l'Èquipe est en infÈrioritÈ
numÈrique en raison de punitions
ou de dÈcËs.
AprËs avoir dÈnoncÈ un dÈgagement
interdit, l'arbitre arrÍte le jeu
et demande une remise en jeu dans
la zone de dÈfense de l'Èquipe qui
a commis l'infraction.
GARDER LA RONDELLE
Si le gardien de but garde la
rondelle pendant plus de dix
secondes, le jeu est arrÍtÈ et il
y mise au jeu.
BLESSURES
Il arrive qu'un joueur prenne un
coup dur et se torde de douleur
sur la glace pendant quelques
secondes.
JEU DE PUISSANCE
Lorsqu'une Èquipe a un joueur en
moins en raison de punitions, il y
a jeu de puissance. Le temps qu'il
reste dans le jeu de puissance est
affichÈ ‡ l'horloge.
FORFAITS
Les matches de ´Mutant League
Hockeyª peuvent se terminer par un
forfait. Une Èquipe dÈclare
automatiquement forfait si elle a
moins de deux joueurs et un
gardien de but (ou filet
diabolique) sur la glace.
Les joueurs sont considÈrÈs comme
non disponibles s'ils sont en
punition, sous la glace ou morts.
Les joueurs la santÈ fragiles
demeurent tout de mÍme 
disponibles. Les forfaits sont
plus courants lorsque l'indice de
mort est fixÈ ‡ un niveau ÈlevÈ.
ARMES
L'utilisation d'armes (tron
onneuses, haches, marteaux, etc.)
est strictement contrÙlÈe dans
´Mutant League Hockeyª, on se
demande bien pourquoi!
Les joueurs autres que les
exÈcuteurs qui se servent d'armes
sur la glace risquent d'Ítre
punis. Toutefois, il y a une
lacune dans les rËgles: les
joueurs ne doivent pas Ítre armÈs
lorsqu'ils arrivent sur la glace,
mais ils peuvent ramasser des
armes au cours du match.
Pour ramasser les armes jetÈes par
la foule sur la glace, les joueurs
doivent patiner dessus. Le joueur
dÈj‡ armÈ qui patine sur une arme
doit laisser tomber son arme pour
en ramasser une autre.
Lorsqu'un joueur quitte la glace
et va s'asseoir sur le banc, il
perd ses armes sauf s'il est un
exÈcuteur.
Appuyez sur A pour utiliser une
arme.
PI»CES DE MONNAIE
Les spectateurs jettent parfois
des piËces de monnaie sur la
glace. Lorsqu'un joueur patine sur
une piËce, il la ramasse.
L'arbitre est alors
automatiquement achetÈ et c'est
l'Èquipe adverse qui recevra
toutes les punitions.
OSSEMENTS
Les spectateurs jettent aussi des
os sur la glace. Pour les
ramasser, votre joueur doit
patiner dessus.
Os blancs : Pour amÈliorer les
coups de poing et les mises en
Èchec de votre joueur.
Os rouges : Pour rendre toute sa
santÈ ‡ votre joueur.
Os noirs : Pour ralentir un
joueur.
FILETS DE BUT
Filet standard
C'est le filet ordinaire que tous
les amateurs de hockey
connaissent. Lancez la rondelle
au-del‡ de la ligne de but et dans
le filet pour marquer un but. Dans
la ´Mutant Leagueª, les filets
standard sont rÈservÈs aux Èquipes
moins glorieuses et plus pauvres.
Filet de bataille
C'est un filet ÈmaillÈ de pointes
acÈrÈes et de fil barbelÈ pouvant
faire mal aux joueurs. Ces
derniers perdent des vies s'ils
traÓnent trop longtemps dans les
parages. 
Filet diabolique
C'est un filet vivant qui rÈagit
aux conditions du jeu. Il est trËs
utile si une Èquipe doit envoyer
son gardien de but se reposer.
Le filet diabolique ne peut pas
Ítre utilisÈ en prÈsence d'un
gardien de but.
Le filet diabolique suit la
rondelle lorsque l'Èquipe adverse
se trouve dans son camp. Lorsque
la rondelle pÈnËtre dans sa zone,
la bouche du filet s'ouvre et se
ferme ‡ toute vitesse et il
devient difficile de marquer un
but.
Un filet diabolique dÈteste qu'on
marque un but (peut-Ítre qu'il
n'aime pas le go˚t de la
rondelle); tout but le fera
exploser et mourir. Il est alors
automatiquement remplacÈ par un
nouveau filet muni d'un gardien de
but.
Toutes les Èquipes ne disposent
pas d'un filet diabolique. Pour
voir si une Èquipe a un filet
diabolique, vÈrifiez les attributs
du gardien de but (si l'option
´RÈservesª est activÈe).
Un filet diabolique peut Ítre mis
et retirÈ du jeu tout comme un
gardien de but. Il ne peut servir
qu'‡ dÈfendre le cÙtÈ nord.
R…SERVES
Lorsque l'option ´RÈservesª est
dÈsactivÈe, l'ordinateur se charge
de remplacer les joueurs. Si cette
option est activÈe, c'est vous qui
envoyez les remplaÁants.
On peut faire des remplacements
dans les trois cas suivants :
- Lorsqu'un joueur rend l'‚me. Il
est automatiquement remplacÈ sans
interruption du jeu.
(L'ordinateur choisit le joueur de
rÈserve ‡ envoyer; si aucun joueur
de mÍme position n'est disponible,
le meilleur joueur d'une autre
position est automatiquement
envoyÈ.)
- ¿ partir du menu des options de
pointage.
- Pendant un temps mort.
¿ chaque position correspondent
quatre joueurs : 1er choix, 2e
choix, 3e choix ou rÈserve.
En outre, chaque position autre
que celle de gardien de but
dispose d'un joueur
supplÈmentaire.
Le remplaÁant est choisi par
l'ordinateur comme Ètant le
meilleur pour cette position, mÍme
si normalement il joue dans une
autre position.
Certains remplaÁants sont
polyvalents et jouent trËs bien en
diffÈrentes positions.
Par consÈquent, si vous voyez un
joueur comme ´Too Gruesomeª dans
la liste des joueurs pour
plusieurs positions diffÈrentes,
c'est parce qu'il est capable de
jouer aussi bien dans toutes ces
positions.
Si un remplaÁant arrive sur la
glace, il ne figure plus sur la
liste des joueurs pour sa position
normale tant qu'il continue ‡
patiner.
ENVOYER DES R…SERVES
- Appuyez sur B dans le menu
´SCOREBOARD OPTIONSª.
- Activez la position pour
laquelle vous voulez un remplaÁant
en dÈplaÁant le bouton
directionnel vers le haut ou le
bas. Appuyez sur A, B ou C lorsque
la bonne position est mise en
surbrillance.
- Une liste des joueurs de rÈserve
disponibles apparaÓt. Le joueur
actuellement sur la glace figure
en haut de la liste.
Les joueurs qui ne sont pas
disponibles parce qu'ils sont
punis, sous la glace ou morts sont
Ègalement identifiÈs. Utilisez le
bouton directionnel pour mettre
les diffÈrents joueurs en
surbrillance.
La barre de vies des joueurs,
ainsi que leur numÈro et leur
photo, apparaissent en
surbrillance en haut ‡ gauche de
l'Ècran; l'entraÓneur rÈsume la
situation en critiquant souvent
leur performance.
- Lorsque le joueur que vous
voulez utiliser est activÈ,
appuyez sur A, B ou C.
- Pour sortir de cet Ècran,
appuyez sur ´STARTª.
TEMPS MORT
Les temps morts ne peuvent Ítre
demandÈs que par l'Èquipe qui
contrÙle la rondelle. On peut
demander un temps mort par
pÈriode. Tous les joueurs
recouvrent alors la santÈ (si
l'option ´RÈservesª est activÈe).
Pour demander un temps mort :
1. Appuyez sur ´STARTª lorsque
votre Èquipe contrÙle la rondelle.
2. Appuyez sur B pour demander un
temps mort.
Pendant le temps mort, l'Ècran de
rÈserves et de jeux spÈciaux
apparaÓt ‡ l'Ècran si l'option
´RÈservesª est activÈe. Dans le
cas contraire, c'est l'Ècran des
jeux spÈciaux qui apparaÓt.
 Mutant League Hockey
 Jeux Speciaux
 
 Use Up/Down to scroll text
JEUX SP…CIAUX, JEUX VIOLENTS ET
JEUX BLANCS
Vous disposez de trois jeux
spÈciaux, de trois jeux violents
et d'un nombre illimitÈ de jeux
blancs. On ne peut utiliser qu'UN
jeu violent par pÈriode.
Les jeux violents d'une Èquipe
font partie des attributs
mentionnÈs dans l'Ècran de
description des Èquipes. Si une
pÈriode prend fin sans que vous
ayez utilisÈ votre jeu violent,
vous la perdez, mais vous pourrez
avoir un autre jeu violent lors de
la prochaine pÈriode.
PASSER DE L'…CRAN DE POINTAGE ¿
L'…CRAN DES JEUX VIOLENTS
1. Pour choisir un jeu violent,
appuyez sur A.
2. Lorsque le jeu reprend, gardez
A enfoncÈ pour activer le jeu
violent lorsque votre Èquipe a
pris possession de la rondelle.
Lorsque vous utilisez un jeu
violent, il est remplacÈ par un
jeu blanc pendant le reste de la
pÈriode.
JEUX SP…CIAUX
1. Pour choisir un jeu spÈcial,
dÈplacez le bouton directionnel
vers le haut ou vers le bas pour
activer le jeu spÈcial de votre
choix, puis appuyez sur B.
2. Lorsque le jeu reprend, gardez
A enfoncÈ pour activer le jeu
spÈcial au moment o˘ votre Èquipe
prend possession de la rondelle.
Les trois jeux spÈciaux peuvent
Ítre utilisÈs dans une pÈriode;
ils sont immÈdiatement remplacÈs
par un jeu blanc.
JEUX BLANC
Pour demander un jeu blanc,
appuyez sur C.
DESCRIPTIONS DES JEUX SP…CIAUX
Pour activer un jeu spÈcial ou un
jeu violent pendant un match,
gardez A enfoncÈ jusqu'au coup de
klaxon.
Vous pouvez faire cela ‡ n'importe
quel moment de la pÈriode pourvu
que vous contrÙliez la rondelle.
Dans certains cas, il faudra
appuyer sur un autre bouton pour
activer le jeu spÈcial.
Arbitre corrompu
L'arbitre corrompu donne la faveur
‡ l'Èquipe qui l'a achetÈ. Il
n'impose aucune punition ‡ cette
Èquipe, mais impose des punitions
frÈquentes et souvent injustifiÈes
‡ l'Èquipe adverse.
Pour acheter l'arbitre pendant le
match, gardez A enfoncÈ jusqu'au
coup de klaxon.
Il ne suffit pas d'acheter
l'arbitre pour garantir que
l'autre Èquipe sera punie. Tous
les arbitres ne sont pas
corrompus.
Massacrer l'arbitre
Lorsqu'on active ce jeu spÈcial,
tous les joueurs sur la glace
(sauf le gardien de but) de cette
Èquipe se dirigent vers l'arbitre
pour le massacrer.
C'est une bonne dÈfense contre un
arbitre corrompu.
Pour massacrer l'arbitre pendant
le match, gardez A enfoncÈ
jusqu'au coup de klaxon. Vos
joueurs se dirigent immÈdiatement
vers l'arbitre.
La grande Èvasion
Faites Èvader tous vos joueurs
punis du banc de punition avant
l'expiration du dÈlai de pÈnalitÈ.
Pour faire Èvader vos joueurs ‡
n'importe quel moment, gardez A
enfoncÈ jusqu'au coup de klaxon.
Vos joueurs quitteront alors le
banc de punition.
DESCRIPTIONS DES JEUX VIOLENTS
Chaque Èquipe a droit ‡ un jeu
violent par pÈriode. Elle aura un
jeu violent diffÈrent ‡ la pÈriode
suivante.
Si vous n'utilisez pas votre jeu
violent pendant une pÈriode, vous
le perdez; les jeux violent ne se
cumulent pas.
Rondelle explosive
Une rondelle explosive saute
lorsqu'un joueur ou gardien de but
adverse la reÁoit aprËs une passe
ou un lancer. C'est utile lorsque
la rondelle est reprise par les
adversaires.
- Pour utiliser la rondelle
explosive pendant le match, gardez
A enfoncÈ jusqu'au coup de klaxon.
Ensuite, passez ou lancez la
rondelle ‡ l'Èquipe adverse et
admirez la belle explosion.
Rondelle roquette
La rondelle file comme une
roquette la premiËre fois qu'on la
lance dans le filet.
- Pour utiliser la rondelle
roquette pendant le match, gardez
A enfoncÈ jusqu'au coup de klaxon.
- Appuyez sur C pour envoyer la
rondelle ‡ toute vitesse dans le
filet.
MASSACRER LE GARDIEN DE BUT
Tous les joueurs de l'Èquipe (sauf
le gardien de but) sautent sur le
gardien de but adverse pour le
massacrer.
- Pour massacrer le gardien de but
pendant le match, gardez A enfoncÈ
jusqu'au coup de klaxon. Vos
joueurs se dirigent vers le
gardien de but.
- Le contrÙle du gardien de but
revient automatiquement aux
dÈfenseurs. Appuyez sur C pour
cingler les attaquants.
Nota : Ce jeu ne peut Ítre utilisÈ
contre le filet diabolique (il
faut marquer un but pour s'en
dÈbarrasser).
GARDIEN DE BUT F…ROCE
Si un joueur s'approche du gardien
de but fÈroce, le malheureux devra
le payer cher.
- Pour utiliser le gardien de but
fÈroce pendant le match, gardez A
enfoncÈ jusqu'au coup de klaxon.
Votre gardien de but devient
extrÍmement nerveux et
susceptible.
CONFUSION
Les adversaires rÈagissent de fa
on contraire aux instructions re
ues du contrÙleur de l'adversaire.
La confusion dure jusqu'‡ la fin
du match.
- Pour utiliser la confusion
pendant le match, gardez A enfoncÈ
jusqu'au coup de klaxon.
FORCE ARM…E
Tous vos joueurs reÁoivent des
armes.
- Pour utiliser la force armÈe
pendant le match, gardez A enfoncÈ
jusqu'au coup de klaxon.
- Pour utiliser une arme, appuyez
sur A.
L'adversaire atteint par une arme
perd de sa vitalitÈ et s'effondre
sur la glace.
La force armÈe dure jusqu'‡ la fin
du match. C'est encore plus
efficace avec le jeu spÈcial de
l'arbitre corrompu.
MOUFETTE
Silencieux mais mortel. Le porteur
de la rondelle a cinq chances de
pÈter en direction des joueurs qui
le poursuivent, les mettant hors
course.
- Pour utiliser la moufette
pendant le match, gardez A enfoncÈ
jusqu'au coup de klaxon.
- Appuyez sur A pour pÈter.
JEUX D'…QUIPE M…CHANTS
´Black Heartsª - Massacrer le
gardien de but, gardien de but
fÈroce, force armÈe
´Bruiser Botsª - Massacrer le
gardien de but, rondelle
explosive, force armÈe
´Chilly Liarª - Rondelle
explosive, force armÈe, gardien de
but fÈroce
´Darkstar Dragonª - Rondelle
explosive, gardien de but fÈroce,
force armÈe
´Deathskin Razorsª - Rondelle
roquette, force armÈe, rondelle
explosive
´The Derangersª - Gardien de but
fÈroce, force armÈe, massacrer le
gardien de but
´Galaxy Acesª - Gardien de but
fÈroce, rondelle explosive,
massacrer le gardien de but
´Ice Slashersª - Rondelle
explosive, force armÈe, gardien de
but fÈroce
´Lizard Kingzª - Rondelle
roquette, massacrer le gardien de
but, force armÈe
´Maniac AllStarsª - Massacrer le
gardien de but, rondelle roquette,
force armÈe
´Mighty Weeniesª - Confusion,
force armÈe, rondelle explosive
´Montroyale Cadaversª - Force
armÈe, confusion, massacrer le
gardien de but
´Mutant Monstersª - Force armÈe,
confusion, rondelle explosive
´Pucksucker Pukesª - Rondelle
explosive, confusion, massacrer le
gardien de but
´Screaming Evilsª - Force armÈe,
confusion, gardien de but fÈroce
´The Shrimpsª - Force armÈe,
confusion, rondelle explosive
´Slaycity Slayersª - Rondelle
roquette, confusion, massacrer le
gardien de but
´St. Mucus Oozeª - Rondelle
explosive, confusion, massacrer le
gardien de but
´Terminator Trolzª - Moufette,
massacrer le gardien de but, force
armÈe
´Toxic AllProsª - Force armÈe,
rondelle explosive, massacrer le
gardien de but
´Turbo Techiesª - Rondelle
explosive, confusion, force armÈe
´War Slammersª - Gardien de but
fÈroce, force armÈe, confusion
JEU BLANC
Faire semblant
C'est le seul jeu blanc. Comme son
nom l'indique, un jeu blanc ne
fait rien. Il ne se passe rien,
personne ne meurt, rien ne sent
mauvais. 
Son objectif est d'inciter les
adversaires ‡ penser que vous
essayer de jouer un jeu malin. Et
ils ont raison, sauf que rien ne
se passe!
 Mutant League Hockey
 Trucs et Astuces
 
 Use Up/Down to scroll text
RALENTI
Pendant un arrÍt de jeu, ou dans
l'Ècran de pointage, vous pouvez
regarder au ralenti les derniËres
secondes restantes de la partie
enregistrÈe.
1. Sur la patinoire, appuyez sur
´STARTª pour arrÍter le jeu.
2. Lorsque l'Ècran de pause
apparaÓt, appuyez sur A pour voir
le match au ralenti.
3. La partie est automatiquement
rembobinÈe aussi loin que
possible. Le contrÙleur du ralenti
se trouve en haut ‡ gauche de
l'Ècran.
- Appuyez sur C pour faire dÈfiler
l'image ‡ vitesse normale.
- Gardez B enfoncÈ pour la
regarder au ralenti; appuyez une
fois sur B pour regarder un arrÍt
sur image.
- Gardez A enfoncÈ pour rembobiner
le ralenti; l‚chez A pour arrÍter
de rembobiner.
- Appuyez sur ´STARTª pour
reprendre la partie.
Pendant le ralenti, l'image suit
toujours la rondelle ou le porteur
de rondelle.
ASTUCE : Pour Èviter les obstacles
en patinant, l‚chez briËvement le
bouton directionnel.
<a name="Mystdefn.o">MYSTDEFN.O</a>
 Mystic Defender
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MAGIC
 HINTS AND TIPS
 BROWSE HELP FILES
 Mystic Defender
 Game Description
 
 Use Up/Down to scroll text
Evil is at it again! Zareth, the
Devil's Disciple, has cooked up a
fiendish plot to bring Zao back to
life. Zao is the wickedest wizard
in the universe.
He is the Emperor of Evil! If he
returns, his strength will be
beyond imagination. He'll be able
to conquer the world and make all
things in it his evil slaves.
You, Joe Yamato, are the only one
with enough skill and power to
stop Zareth. Get yourself to Zao's
stronghold, Azuchi Castle, and
hurry!
The beautiful Alexandra is
Zareth's prisoner there, and she
is about to face a terrifying
ordeal. Zareth plans to steal her
soul in order to bring Zao back to
life!
Your road is treacherous, full of
monsters and evil beings with
surprising powers. No one knows
what terrors you'll meet, or if
you'll be able to survive.
You begin the hardest challenge of
your life. But you face it with
something special-Magic!
 Mystic Defender
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press up or down to move
arrow on Start Game and Options
screens.
 * Press right or left to
change options on the Options
screen.
 * Press right or left to make
Joe walk right or left.
 * Press down to make Joe
crouch.
Start Button:
 * Press to start game.
 * Press to bypass the opening
sequence.
 * Press to enter selections on
the Options screen.
 * Press to pause game during
play. Press again to resume play.
Button A (Select Button):
 * Press to select your Magic.
Button B (Shot Button):
 * Press to swirl or throw your
Magic. When swirling Flame Magic,
press the D-Button up and left or
right to sweep through those
directions.
Button C (Jump Button):
 * Press to jump. During a
jump, press the D-Button left or
right to jump in either direction.
 Mystic Defender
 Playing the Game
 
 Use Up/Down to scroll text
You are Joe Yamato, possessor of
powerful Magic. You must battle
your way to Azuchi Castle, facing
hordes of fierce slimy creatures
who will try to stop you any way
they can!
You must get into the Castle and
destroy Zareth before he destroys
Alexandra and resurrects the
insanely criminal magician Zao,
the Emperor of Evil!
You start out carrying Psycho
Magic. You gain other Magics as
the battle goes on. Select your
Magic by pressing your Select
Button (Button A) and swirl or
throw it by pressing the Shot
Button (Button B).
Press the Jump Button (Button C)
to hurdle enemies and obstacles
and to leap to high places.
Press the Shot Button while
jumping for high shots. Press the
D-Button to aim your shots left,
right, and high or low, and to
twist and whirl while jumping.
Survival!
During battle you will be injured
by enemy punches and weapons. You
start each game with 3, 4, or 5
lives (depending on your setting)
and 3 Life Packs per life.
As you get injured, your Life
Packs disappear. When all 3 Life
Packs are gone, you lose a life.
You will revive as long as you
have lives left. When all your
lives are gone, the game ends.
During your skirmishes with the
enemy, pick up bonus items that
help you stay alive. Grab these
items by running over them or
springing up to snatch them from
high places.
Learn to climb by leaping and
turning so you can reach all
items.
Strength (Blue): Increases your
Life Pack by one box.
Life: You gain another life.
Power (Red): Speeds up the Power
Bar so you can use your Magic more
rapidly. This stays with you until
you lose your current life.
 Mystic Defender
 Magic
 
 Use Up/Down to scroll text
Magic:
You are a feared warrior,
thoroughly skilled in combat.
Besides your fighting skills, you
have 4 special weapons of
extraordinary power. These weapons
are Magic!
You begin the battle carrying
Psycho Magic. Other Magics appear
as you push further into danger.
The Magic on the far left of the
Magic Pouch is the one you're
using.
To change Magics, press the Select
Button until the one you want is
on the far left.
Hold down the Shot Button to
increase the power of your Magic.
The Power Bar starts to fill up.
The fuller the Bar is when you
release the Shot Button, the more
destructive your Magic will be.
All your weapons have different
levels of destructive power.
Psycho Magic:
By mental concentration you form a
ball of radiant power in your
hands. The longer you concentrate
(hold down the Shot Button) the
larger the ball becomes.
When the Power Bar is full the
ball splits into 3 globes. Release
the Shot Button to shatter your
enemies with this Magic!
Flame Magic:
Appears at the end of Round 1.
Concentrate to envelope yourself
in a fiery cloud. Release the
power to scorch your attackers
with a long, hot flame.
While shooting, press the D-Button
left, right, and up to burn
enemies all around you.
Sonic Magic:
Appears in Round 2. You hold 6
balls of power that fly in 6
directions at once, blasting the
enemy to smithereens.
At maximum power, 4 of the balls
ricochet around the area, smashing
into enemies with destructive
force.
Thunder Dragon Magic:
Appears in Round 3. Concentrate to
assume the unstoppable power of
the Dragon. Release and burn all
enemies on screen with flaming
columns of power.
 Mystic Defender
 Hints and Tips
 
 Use Up/Down to scroll text
Staying Alive!
 * Figure out which Magic is
best for every skirmish-you have 4
different Magics for a reason. Be
smart, and you'll succeed.
 * Work on your jump, turn and
attack skills, and perfect your
timing. Remember, you are a great
warrior-and that takes practice!
 * Learn the shortcomings of
your enemies, and how to destroy
them quickly. Watch their moves
and stalk them carefully. Rushing
into new areas can be dangerous!
<a name="M_hockey.o">M_HOCKEY.O</a>
 Mario Lemieux Hockey
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TEAM SKILLS
 HINTS AND TIPS
 BROWSE HELP FILES
 Mario Lemieux Hockey
 Game Description
 
 Use Up/Down to scroll text
This is real hockey. And you do it
all!!! Square off with Mario
Lemieux as he comes towards you
with a high stick. Pass up the
boards to an open winger for the
give-and-go.
This crazy defenseman's on your
back. But you unload a
body-crushing check into the
boards. He drops his gloves. It's
a fight. He fires a roundhouse.
You duck, jab, then uppercut. All
in up-close, one-on-one action.
This is real hockey, with all the
trimmings. All the moves of the
pros, including fights. From Sega.
 Mario Lemieux Hockey
 Controller Functions
 
 Use Up/Down to scroll text
Directional Button:
 * Moves players right and left
 * Controls goalie in shoot-out
Start Button:
 * Accepts settings
 * Begins play
 * Pause/Resume
Button A:
 * Moves password cursor
 * Confirms selections
Button C:
 * Accepts password character
 Mario Lemieux Hockey
 Playing the Game
 
 Use Up/Down to scroll text
ON OFFENSE:
 * The Face Off: When the
referee drops the puck, one of you
will get control of the puck.
 * Getting Control of the Puck:
When you're in position to swipe,
the red lights at the bottom of
the screen will turn green. TO HIT
THE PUCK, press Button B at
precisely the right time.
Here are your offensive controls:
 * Directional Button: Skate:
Aim pass or shot
 * A Button: Shoot, tap once
for low, twice for high.
 * B Button: Pass; Request pass
 * C Button: Request control
 * Start Button: See
Stats/Pause
 * Passing the Puck: You
control the player with the circle
under him. To switch control,
press Button C.
To pass the puck, hold down the
D-Button in the direction you want
to pass and press Button B.
 * Shooting: To shoot, skate
towards the goal and press Button
A when you think you have an
opening.
Remember to "aim" with the
D-Button as you're pressing Button
A.
The puck target indicator lets you
know if you're in line for a shot
just as you're ready to make it.
If the shot becomes blocked by the
goalie or if you move out of
position the arrow will disappear.
FIGHTING:
Players start out with different
energy levels depending on their
"Power" level.
Here are the fighting moves:
 * Directional Button: Moves
fighter
 * A Button: Jab
 * B Button: Roundhouse
 * C Button: Uppercut
 * A+B Buttons: Low blow.
 * B+C Buttons: Another low
blow.
As you punch and get punched, you
lose energy. Keep your eye on the
energy meter and try to avoid
getting drained. Defend yourself,
and make every punch count.
Make sure you're the right
distance away from your opponent
for the most effective punches.
Some punches, like jabs, are more
effective from a bit farther back.
Other punches, like uppercuts, are
more effective when you're right
in the guy's face.
ON THE DEFENSE:
Whenever you lose possession of
the puck, you're on the defense.
When you're on defense you can
skate the guy you're controlling
anywhere. Even off the screen!
Change control of your player in
defense by pressing Button C.
Here are your other defensive
moves:
 * Directional Button: Moves
player; Directs goalie pass.
 * A Button: Checks opponent;
Swings stick if penalty box full.
 * B Button: Makes Goalie pass.
 * C Button: Switch player
control
Note: If you chase the puck or
double-team an opponent, you will
be leaving a man open and
unguarded unless, of course, the
other guys have players in the
penalty box.
Also, if the goalie holds the pass
too long, he'll get a "Goalie
Holding Puck" Penalty resulting in
a face-off.
 * Fighting Penalties: If you
win, you stay in the game. If you
lose, you must go to the penalty
box. Sometimes you both have to
go.
 * Checking: To "check" an
opponent, get close to him and
press Button A.
Once you check your opponent he'll
drop to the ice. But don't be
surprised if he goes after you. Or
if the ref calls a penalty on you.
Note: You can't "check" a goalie
or a referee. And whenever two men
are already in the penalty box,
you won't be able to check.
CHANGING LINES:
Just like in real hockey, you can
rotate your lines with fresh
defenders when the ones on the ice
get tired.
 * Green means fully rested.
 * Yellow is somewhat rested.
 * Red means getting tired.
You can change lines any time
during gameplay. But the best time
to change lines is when there's a
stoppage. However, you can't do
this in the BEGINNER LEVEL.
 * To change the forwards,
press Buttons A and B together.
 * To change the defensive
lines, press Buttons B and C
together.
 * Penalties: You will never
have more than 2 men in the
penalty box at one time. If there
are already two men in, you can't
check or fight.
When opponent's skaters are in the
penalty box, you have a distinct
advantage.
When their times are "up," each
player from the penalty box will
automatically return to play.
Here's how long each type of
penalty is:
PENALTY TIME
Checking Opponent 2 minutes
Losing a Fight 3 minutes
Losing a draw 3 minutes
(each)
Delay of Game 2 minutes
Tripping 2 minutes
Slashing 2 minutes
Roughing 2 minutes
 Mario Lemieux Hockey
 Team Skills
 
 Use Up/Down to scroll text
Once you choose all your options
and changes and press the Start
Button, the Team Skills screen
will appear.
Press Button A repeatedly to cycle
through "Balanced Skills" set-ups.
Press Button B repeatedly to cycle
through "Progressive Skills"
set-ups
Press Button C to set the skills
to the default mode.
Here's how it works:
The skill level of each team is
based on six categories (each is
given a rating from 1 to 5):
 * Shooting * Speed
 * Power * Defense
 * Passing * Goalie
Shooting: The better the
shooting skills, the more likely
shots will beat the goalie. As
shooting goes up, "tough guy"
power drops.
Power: A team's physical
strength. Power teams check harder
and have higher energy levels,
increasing their fighting ability.
 Mario Lemieux Hockey
 Hints and Tips
 
 Use Up/Down to scroll text
On Offense:
When you gain possession of the
puck, head towards the opponents
goal. The puck moves faster than
you so pass ahead to one of your
teammates.
Be careful not to pass across the
opponents Blue Line or it will be
Offsides (Pro rules only).
Once across the blue line, hit
Button A to shoot at the goal (hit
Button A twice for a high shot).
Keep going towards the goal after
the shot because it may bounce off
the goalie, and you can retrieve
it and take another shot.
If the goalie grabs the puck,
circle around the area pressing
Button A to knock down anybody in
your way. The goalie has to pass
out the puck or a penalty will be
charged.
If you're near the goalie, grab
the puck and shoot or pass it to
the other side and shoot. When
shooting at the goal, make sure
you aim your shot away from the
goalie.
On Defense:
Once the opponent has the puck,
hit Button C to become the closest
player to the puck.
The puck moves faster than you can
skate. So pass as often as you
can.
Hit Button A as you come in
contact with the opponent to knock
him down and steal the puck.
Be careful, this is how you get to
the penalty box or get in a fight.
As you follow the opponent back
towards your goal, move back and
forth towards him. Doing this will
allow you to get closer as he
decides which way your going.
If the player takes a shot, your
goalie will do his best to stop
the shot. If he catches it, wait
until one of your men is open,
then hit Button B to pass to the
open player.
Be careful, because the opponent
will try to steal it. If the
goalie can't catch it, you need to
have a defenseman close to pick it
up or hit it away by pressing
Button A.
*** SECRET CODE ***
To get black ice, enter the
password CEMENTBLADES. Press Start
and the screen will say "Bad
Password".
Move the cursor to Cancel and
press the Start Button. Choose
Exhibition or Tournament games and
start the game. The ice will be
black!
*** SECRET PASSWORD ***
To be able to change any of your
team skills, enter the password
ABRACADABRA2. Again, press the
Start Button and you'll get the
"Bad Password" message. Highlight
Cancel and press Start.
Choose your game (Exhibition or
Tournament) and select your teams.
At the "Today's Matchup" Screen,
use UP and DOWN to cycle through
team skills.
When you've selected a team skill,
press Buttons A or B to change the
skill. Press Start to begin the
game.
<a name="Ncaafbal.o">NCAAFBAL.O</a>
 NCAA Football
 Mindscape
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 NCAA OPTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
 NCAA Football
 Game Description
 Use Up/Down to scroll text
It's football time again. Choose
from your favorite college teams
to win the NCAA Championship.
With more moves and more action,
NCAA brings back the excitement of
college football right to you!
 NCAA Football
 Controller Functions
 Use Up/Down to scroll text
GAME CONTROLS
To take the field and rough it up
here are your NCAA Football
controls:
SETUP:
UP, DOWN, LEFT, RIGHT
Use the D-Pad to scroll up and
down through the selections on the
options screens, right and left
through game variables like
quarter length and weather
conditions and up and down through
the plays of the playbook (3 at a
time).
OFFENSE AND DEFENSE:
Use the D-Pad to guide the
movement of the player under your
control. 
START
Press to confirm selected options
and move on; during a game, press
to pause and resume play.
When setting up a play, press
start to confirm selection options
and move on; during a game, press
start to pause and resume play.
Use the A,B, and C Buttons as
follows:
OFFENSE(Ball Carrier)
BEFORE THE SNAP
B BUTTON:
*Snap the ball
C BUTTON:
*Fake snap call
QB BEFORE PASSING
A BUTTON:
*Pass to selected receiver
B BUTTON:
*Change the selected receiver
C BUTTON:
*Dive
IN PLAY
A BUTTON:
*Lateral if available or spin move
B BUTTON:
*High step
C BUTTON:
*Dive
OFFENSE(teammate)
BEFORE OR AFTER THE SNAP
A BUTTON:
*Reverse cycle through players
B BUTTON:
*Cycle through players
C BUTTON:
*Dive
DEFENSE
BEFORE THE SNAP
A BUTTON:
*Reverse cycle through players
B BUTTON:
*Cycle through players
C BUTTON:
*Dive
IN PLAY
B BUTTON:
*Choose player closest to ball
 NCAA Football
 Playing the Game
 Use Up/Down to scroll text
SPIN
Pressing the A Button when you're
the ball carrier causes you to
spin.
(Note: The only time this will not
work is when you are the QB (he'll
pitch the ball).
MULTI PLAYER GAME
The person who presses the B
button first takes control of the
player closest to the ball and the
person who presses B Button second
takes control of the player who is
second closest to the ball.
If the pass or pitch is made to a
player not controlled by the
second user, it will give control
of the new ball carrier to the
owner of the previous carrier.
SETTING UP FOR PLAY
To get set for NCAA Football
action, you make a quick series of
choices about the kind of
competition you're up for, what
team you want to take on, and so
forth.
Here's how to set up for play,
organized by the heading on each
menu of choices you'll see.
GAME OPTIONS
The GAME OPTIONS screen lets you
choose EXHIBITION, TOURNAMENT or
CONTINUE PLAYOFFS mode. Use the
control pad up and press START or
Button A, Button B or Button C.
EXHIBITION competition consists
of just one game with two teams of
your choice for 1-4 players. Use
the control pad to scroll through
the teams. Hit start to select a
Team. Select a Home Team and then
a Visiting Team.
In TOURNAMENT play, you take a
team of your choice through a
grueling single-elimination
tournament involving 16 teams in
all.
You can choose any of 16
collegiate powerhouse teams from
the last four decades-the
60s,70s,80s,or 90s-or set up your
own "Sweaty Sixteen."
Use your up and down control pad
buttons to highlight the "BEST OF"
from the decades you want, or
choose USER SPECIFIED to create
your own tournament field.
Press START to confirm your
choice.
If you've chosen a decade, you'll
next see the field of teams on a
SELECT TEAM screen. Press the
D-pad and highlight the one you
want to control, then press START.
You'll see your team in the
tournament elimination diagram,
that appears, above or below the
team you face next.
You can scroll right and left
through the elimination diagram,
pressing the D-Pad left and right.
Press START when you're ready to
begin play, and go to the TODAY'S
MATCHUP screen, where you can
select the quarter length for the
game, just as in EXHIBITION play.
TODAY'S MATCHUP
On this menu, you specify the
length of each quarter in the game
to be played, and the weather
conditions under which the game
will be played (EXHIBITION play
only). Use the D-Pad to highlight
your choices, and press START to
confirm them and go on.
PLAYER SELECTION
On this screen, you assign
controllers to each of the two
teams slated to play. You can
assign two controllers per team. 
If only one player is playing, the
Genesis will control the other
team.
Use the D-pad to select the
controller to be assigned, and to.
 When you're finished, press
START.
 NCAA Football
 NCAA options
 Use Up/Down to scroll text
GAME OPTIONS
Between plays, you can press START
to go to a GAME OPTIONS screen
that gives you the following
choices. Press the D-Pad up and
down to scroll through them, then
press Buttons A, B, or C to select
the one that's highlighted.
CALL TIMEOUT
Highlight "CALL TIMEOUT" and press
the A,B,or C Buttons when you
return to the PLAY SELECT screen.
You will have 25 seconds to select
your next play. When the game is
paused, you may press Button A to
call a time-out.
CONTROLLER STATISTICS
It allows you to see a breakdown
of stats-such as yardage and
tackles-for up to 4 controllers.
GAME STATISTICS
In addition to the score, this
shows you each team's time of
possession, first downs, total
yards, rushing and passing yards,
plus average gain, longest gain,
and so forth.
INSTANT REPLAY
Select this to watch a replay of
the play just completed. Instant
replays can be a great learning
tool, allowing you to study how
you executed a play, why it worked
or didn't work, how the other team
played it, and so forth.
When you go to a instant replay,
use Buttons A, B, or C as "VCR
style" controls, Press A to
rewind, B to step by step frame,
and C to play.
END GAME
Once you've completed a won
tournament game it will
automatically be saved for you. 
The next time you go into the game
a Continue Tournament option
will appear on the main menu.
 NCAA Football
 Hints and Tips
 Use Up/Down to scroll text
ON THE GRIDIRON
NCAA Football is easy to play and
tough to master!
THE KICKOFF
When your team is kicking off,
press and hold Button B until you
reach the power you want. Release
Button B. Hit Button B again to
mark the angle of the kick.
THE PLAYER UNDER CONTROL
The player under control is
highlighted by a colored disk
under his feet on screen. 
At the start of each play, the
quarterback is automatically
defined as the player under the
control on offense. The default
defensive player differs with each
defensive type.
As detailed under "GAME CONTROLS,"
you can change the player under
your control during plays, both on
offense and on defense. It will
switch between players slower if
more than one person is trying
switch at once.
Let the first player press switch
and so on.
SELECTING PLAYS
After each kick-off, play from
scrimmage, change of possession,
and touchdown, players on both
offense and defense get to select
a play from the playbook.
The computer will choose a default
play for you(if you run out of
time). You have as long as the
play clock has left if you are
offense. If you are defense, you
have 5 after the offense chooses a
play, or the computer will choose
for you.
When 2 players are together, the
controller that is listed first in
the controller assignment screen
will select plays. The playbook
appears on the screen, showing
three plays for each team, each
labeled according to the button
pressed to select it: Button
A,B,or C. 
Press the D-Pad to scroll through
more sets of three plays in the
playbook, and press Buttons A, B,
or C to select the one you want
when it's on the screen.
THE PLAY CLOCK
During play, the play clock in the
upper left or right corner of the
screen shows the time left in the
quarter and, below that, the time
left on the play clock before a
delay of game penalty will be
incurred.
THE "RADAR SCREEN" WINDOW
Press START then button C to pause
the game and you will see the
stopped clock and instructions to
press the C button to turn the
radar screen window on and off.
Appearing in the upper left or
right corner of the screen (in the
backfield of the defense), the
radar screen shows you a
bird's-eye view of every player on
the field.
It's a handy device on plays that
are-or might become-spread out
over a large part of the field,
such as kick-offs, punts and long
pass plays.
THE YARDAGE GAUGE
The yardage gauge appears between
plays from scrimmage, to show a
description of the last play,
penalties, etc.
<a name="Ncaafin4.o">NCAAFIN4.O</a>
 NCAA Final Four
 Basketball
 Mindscape
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 NCAA RULES
 HINTS AND TIPS
 BROWSE HELP FILES
 NCAA Final Four
 Basketball
 Game Description
 Use Up/Down to scroll text
It's hoops time again. Choose from
your favorite college teams to win
the NCAA Championship.
With more moves and more action,
NCAA brings back the excitement of
college basketball right to you!
Choose from exhibition,
tournament, or even practice modes
to perfect your shooting game. So
get ready for the action!
 NCAA Final Four
 Basketball
 Controller Functions
 Use Up/Down to scroll text
GAME CONTROLS
OFFENSE- WITH THE BALL
Shoot: C Button
Dunk/Lay-up: B Button + C Button
Press and hold the B Button, then
press and hold the C Button. Your
player must be within the 3 point
line and at least 10 feet from the
basket to execute this move.
To practice this move, go to
Practice, stand above the free
throw line, face the hoop and
execute a dunk.
Pass: A Button
Press and hold the A Button and a
target will appear over the
default pass receiver. While
holding the A Button, press the
D-Pad to change receivers.
When the teammate you've selected
has the ball over his head,
release the A Button and you will
pass the ball.
Overhead Pass: B Button + A
Button
Raise the ball over your player's
head by pressing and holding the B
Button then pressing the A Button.
You may have to press the B + A
combo a second time to get the
ball overhead.
The first press will only pick up
the dribble if dribbling. Release
the two buttons, then press and
hold the A Button and you will
enter the Pass mode.
Use the D-Pad to select the
receiver, then press the B Button.
Release the B Button and A Button
simultaneously to pass.
NOTE: This is a very important
part of the half court offense as
chest-level passes are easily
intercepted in a half-court set.
Bounce Pass: A Button + B Button
Press and hold the A Button to
enter the Pass mode. Press and
release the A Button and B Button
simultaneously to bounce the pass.
SPECIAL PASSING NOTE: When you
are in Pass mode and want to
cancel the pass, tap the C Button
quickly.
Turbo Run: B Button + D-Pad
While running, press and hold the
B Button and your player will
accelerate after running one or
two steps.
D Pad: Press the D-Pad in the
direction you want to run.
NOTE: The game will not allow
players to double dribble.
OFFENSE-WITHOUT THE BALL
Jump/Rebound: C Button
Turbo/Shift: B Button
Hands Up to Receive Pass: B
Button + A Button
Switch Players: B Button + C
Button
DEFENSE
Steal: A Button
When your player is near an
opponent with the ball, press the
A Button to steal the ball. Be
careful, you may foul him.
Hands Up: B Button + A Button
Press and hold the B Button, then
press and hold the A Button. This
move is valuable for rebounding
and stealing lob passes.
Jump/Rebound: C Button
When your player is near an
opponent, press the C Button to
jump and block his shot or pass.
Switch to Player Closest to
Ball: B Button + C Button
Intentional Foul: A Button + B
Button + C Button
When using a 6-Button control pad,
you will be able to use the
following controls:
Change players: X Button
To switch the player that you
control, press the X Button.
Player Identification: Y Button
Press the Y Button to see the
player Identification symbol over
your player's head.
Intentional Foul: Z Button
NOTE: You will not need to use
the Mode Button to play this game.
USING A MULTI-PLAYER ADAPTER
Up to 5 players can play at the
same time using a Sega Team Player
or other multi-player adapter. For
5 player capability, plug in the
control cable on your multi-player
into port number 2 on Genesis.
Then plug your fifth controller
into the number 1 port on your
Genesis machine. In Exhibition
game, the players may all be on
one team and play against the CPU
or play against each other on two
teams.
In Tournament Game, all human
players must be on the same team.
In games with 2 to 4 human players
on one team, if CPU gets the ball,
then the human player closest to
the ball controls that player.
You will be assigned a Control Pad
color in the Initials Entry
screen(see Initials Entry).
This color will appear above your
player's head when you press the B
Button(or Y Button using a
6-Button Control Pad) for Player
Identification.
To set up the Team Player or other
multi-player adapter, follow the
instructions that came with it.
 NCAA Final Four
 Basketball
 Playing the Game
 Use Up/Down to scroll text
LINEUP SELECTION
You'll see your initials next to
the team you'll control. Your team
is made up of the following:
P: Point Guard
G: Guard
S: Small Forward
F: Power Forward
C: Center
To change your default lineup,
press the D-Pad Up/Down to move
the basketball to a player's name,
then press the D-Pad Left/Right to
substitute the player.
NOTE: You may also change your
team's line-up during half-time or
during time-outs.
SPECIAL NOTE: You may substitute
a player who plays a different
position into an available slot.
Substituting players who are not
playing the correct position will
probably not hurt you on defense,
and may help you on offense even
though the player is playing out
of position.
Press the Start Button to begin
playing.
REPLAY
Pressing the A Button when the
game is paused takes you into
Replay mode. The Replay mode
memory is cleared when the shot
clock hits 28 seconds.
To see the replay, press the D-Pad
Right. If you want to see the
replay again, press the D-Pad Left
to rewind then press the D-Pad
Right.
To pause the replay while you are
watching it, press the A Button.
For a Slomo(Slow Motion) Replay,
press and hold the B Button.
Press the START Button to exit
Replay mode.
TIME-OUT
A time-out may be called if the
clock is stopped and opposing team
is not throwing the ball in or if
the player's team has possession
of the ball.
Taking a time-out brings up the
Lineup screen. Each team gets 3
time-outs per half.
SELECT LINEUP CONTROLS
Turn Initials On/Off
Press the C Button to turn a
human player's initials On/Off.
NOTE: Any controller can turn
another controller OFF, but a
controller can only turn itself
ON.
Move Initials to a New Player
Position
Press the C Button then press the
D-Pad Up/Down to move the
basketball to a different player.
Press the C Button again to
select.
Player Info Screen
Press the B Button to view
statistics on a selected player.
Edit Player's Name
Once you are in the Player Info
screen, press the A Button to edit
through available characters and
press the D-Pad Left/Right to move
the cursor.
Press the A Button again to
confirm the name change then press
the Start Button to return to the
Player Info screen.
Select Defense Screen
Press the B Button and A Button to
view the Select Defense screen.
Any defensive changes will not be
implemented if the ball is already
in the front court, but they will
be in effect the next time the
team is down court.
You may choose from a number of
formations. Press the D-Pad
Up/Down to select a
team(Exhibition Game only), then
press the D-Pad Left/Right to
choose the defense.
Choose from:
Man-on Man. Half Court
Man-on Man, Full Court
Zone, Half Court
Zone, Full Court
Pressure, Half Court
Pressure, Full Court
Press Start Button to exit.
Game Stats Screen
Press the A Button to view the
Game Stats screen which tells you
how well your team is doing.
The following categories are
available:
Pt-Points Scored
Sh%-Shooting Percentage
Re-Rebounds
St-Steals
Fl-Fouls Committed
Mi-Minutes Played
Fa-Fatigue Factor(how tired your
player is)
When you are finished reviewing
the Game Stats, press any Button
to continue.
PLAYING THE GAME
NCAA Final Four Basketball is a
completely accurate basketball
simulation.
Like a real player, you should
practice as much as you can so you
know how to maneuver around the
court before you head to the
Tournament.
NOTE: On an inbound play, the
CPU will take control of the
human-controlled inbounder. When
the CPU takes control, you will
see an Al over the inbounder's
head.
PRACTICE MODE
In Practice Mode, you can learn
the controls and practice all of
your moves before you start
playing a game against another
team.
All the controls you'll need are
displayed on the Help Screen. If
you need help remembering what a
control does, press the Start
Button at any time to view the
Help screen.
In Practice mode, only two players
are on a completely clear full
court with one ball. If only one
controller is detected, the second
player will be controlled by the
CPU.
If two or more controllers are
detected, there is one player for
each controller. To begin
practicing, press the START
Button. Press the C Button to
return to the Game Menu.
PASSING
Chest High Passing- When you're
wide open and there's no danger of
an opponent stealing the ball,
press the A Button for a chest
high pass.
Overhead Passes- The only way to
go in half-court offense! To make
an overhead pass, press the B
Button, hold it down and press the
A Button.
Bounce Passes- Press the B
Button while holding the A Button
and your player will make a bounce
pass.
NOTE: Press the D-Pad
Right/Left/Up/Down to choose a
player to receive your pass. The
player will be designated by a
target over his head.
For 6-Button Controllers, once in
pass mode, press the X Button to
exit pass mode while holding the A
Button.
CATCHING
Just like a real basketball game,
human-controlled players need to
face the ball to receive a pass.
If the receiver is on the run, he
will catch the ball without facing
it.
Otherwise, the ball will peg him
in the head.
SHOOTING AND JUMPING
Press the C Button to shoot or
jump.
Slam dunks are the best reward you
can get! To slam dunk, when your
player is right by the free throw
line, press and hold the B Button
then press the C Button.
You'll see your player grab the
rim and slam the ball in.
PICKING YOUR PLAYER UP
When your guy gets knocked down,
press any button to get him back
up and playing.
To exit Practice mode, press the
Start Button to go to the Help
screen, then press the C Button to
return to the Game Menu.
FREE THROW MODE
In Free Throw mode, grab the ball
and make as many free throws as
you can. You're free to shoot
whenever you want-there's no shot
clock counting down the seconds
and there's no opponent breathing
down your back.
Press the C Button to shoot. You
can practice centering the arrow
during the shooting motion by
pressing the D-Pad Left/Right
immediately after shooting.
You may adjust the Free throw
Shooting percentage between to 32%
and 95% by pressing the D-Pad
Up/Down/ The arrow will move
faster for lower percentages and
slower for higher ones.
NOTE: The Intentional
Miss(pressing the B Button) move
will work, but it doesn't help
when you are practicing.
EXHIBITION GAME
Practice playing against another
team in Exhibition Game. Choose a
strong team and try playing
against a weaker opponent to
continue to practice your moves.
Choose Exhibition Game, select
your team and your opponent, enter
your initials, then select your
lineup. Press the Start Button to
begin the game.
HINT: Exhibition Game is a great
place to practice substitutions.
NEW TOURNAMENT
Now, you're ready for the real
excitement! Make your way through
the ranks from the first round of
Regionals all the way to the Final
Four.
To start a New Tournament, choose
New Tournament, then select a
team. Next, you'll see whom your
team will play in the first
regional matchup.
To view all the Tournament
brackets, press the A Button in
the Tournament Field screen, then
use the A Button to cycle through
Tournament bracket screens.
Press the Start Button to exit.
Enter your initials, then select
your team's lineup. Press the
Start Button to begin the game.
At half-time and at the end of the
game you'll see the Leading
Scorers Screen which will tell you
who scored the most points for
your team as well as the
opposition.
Press the Start Button to see a
more detailed breakdown of the
scoring.
You will be able to continue this
Tournament until you lose a game
or until you choose New Tournament
in the Game Options menu. Only one
Tournament is saved at a time.
If New Tournament is chosen in the
Game Menu, the Tournament is
erased unless you immediately
choose to return to the Game Menu.
If power is interrupted or a reset
occurs during a Tournament game
before the game is saved, it will
be lost.
RESUMING A SAVED TOURNAMENT
To resume a Tournament in
progress, choose Tournament in the
Game Options menu. You will then
go right into your most recently
started Tournament.
Press the C Button to return to
the Game Menu.
 NCAA Final Four
 Basketball
 NCAA Rules
 Use Up/Down to scroll text
NCAA RULES
Game Play
The game is played in two halves
and five minute overtime periods.
Time-outs
Each team is granted three
time-outs per half and one extra
per overtime period. Unused
time-outs are rolled over to the
next period, so a team could use
two in the game and three in
overtime.
Scorer's Horn
The Scorer's Horn sounds in this
game.
Starting The Game Clock
The clock starts on an in-bounds
play when:
1) a player on the court touches
the ball
2) the ball is touched after a
free throw is missed and no more
are to be shot
3) the ball is thrown in and
touches a player after a made free
throw
4) a jump ball is controlled by a
player
Stopping The Game Clock
The clock stops when:
1) there is a time-out called
2) the ball goes out-of-bounds
3) there is a foul or violation
4) a basket is made in the last
60 seconds of play
Shot Clock
The shot clock is placed above the
backboards and allows the team
with the ball 35 seconds to shoot
and hit the rim or make a basket.
A buzzer will sound when the shot
clock has expired. If a shot is in
the air when the buzzer sounds and
it hits the rim or goes in, it is
not a violation.
The shot clock will be turned off
when it has more time remaining
than the game clock.
Resetting The Shot Clock
The shot clock will be reset when:
1) a shot hits the rim
2) there is a foul or other
violation
3) there is a change of
possession
The shot clock does not restart
until a team establishes control
of the ball(inbound).
Stopping The Shot Clock
The shot clock stops, but is not
reset, for time-outs and when a
defender hits the ball
out-of-bounds. It is not stopped
or reset when the ball is loose.
Jump Balls
There are no jump balls after the
opening tip-off.
Calls Against Players
Players may be called for the
following violations:
1) three seconds in the lane
2) ten seconds bringing the ball
up court
3) going backcourt
4) taking more than five seconds
to in-bound the ball
NOTE:
1) Traveling, double dribble and
kicked balls do not occur in the
game.
2) Goaltending and offensive
basket interference are not
allowed in the game.
Personal Fouls
Players may be called for personal
fouls, defensive or offensive.
Illegal screens will not be called
in the game. Offensive fouls do
not count as team fouls(see Team
Fouls).
Each player will be allowed five
fouls for the entire game. After
committing the fifth foul, he must
be replaced by a substitute and
may not return.
When a player is fouled while
shooting, he gets three free
throws if the shot was a
three-pointer and missed, two free
throws if the shot(not a
three-pointer) was missed and one
free throw if the shot went in.
Team Fouls
When a team has committed seven
fouls in one half, the other team
is said to be in the "bonus"
situation for foul shooting.
Any non-shooting and non-offensive
fouls are awarded special free
throws that are "one-plus-one."
One-plus-one means that the second
free throw is only shot if the
first one is made. If the first is
missed, the ball is live and the
play continues.
After a team commits its tenth
foul in a half, its opponent must
shoot two free throws for all
non-offensive fouls.
Technical Fouls
No technical fouls will occur in
the game.
In-Bounding
When throwing a ball in-bounds
after making a basket, in official
NCAA Basketball, it is legal for
the in-bounder to move along the
baseline or to pass to a teammate
who is also out-of-bounds behind
the baseline before the ball is
thrown in.
However, in this game, it will not
be allowed.
In all other cases of in-bounding,
the in-bounder may not move until
he passes the ball in.
All in-bounding teams have five
seconds to pass in the ball once
set, since there is no referee to
hand them the ball.
 NCAA Final Four
 Basketball
 Hints and Tips
 Use Up/Down to scroll text
 * NCAA Final Four Basketball
rewards you for shooting when
you're open-you'll find that you
have a greater chance of making it
in.
 * Start your slam dunks and
lay-ups early-you'll do best if
you start around one step in from
the 3 point line.
 * Play within your defense or
you'll just give points to the
opposition.
 * Use the on-screen HELP
whenever possible.
 * Whenever a
computer-controlled player on your
team gets the ball, control of
that player goes to the last human
controlled-player to have the
ball.
 * You will be able to bank
shots near the basket and at
angles.
 * To make a fake shot/jump,
hold the C Button down for less
than 1/4 second. Tapping the
button for a jump(without the
ball) if your player is not
standing still may abort the jump
before starting the upward motion.
<a name="Nfl93.o">NFL93.O</a>
 NFL '93 with Joe Montana
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 OFFENSIVE PLAY
 DEFENSIVE PLAY
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Nfl_95.o">NFL_95.O</a>
 NFL '95
 Vic Tokai
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL JEWELS
 HINTS AND TIPS
 BROWSE HELP FILES
 NFL '95
 Game Description
 
 Use Up/Down to scroll text
Columns has always been fun. But
now that you can add
 NFL '95
 Controller Functions
 
 Use Up/Down to scroll text
Game Start and Pause. In Pyramid
Columns, if you have items, used
to 
 NFL '95
 Playing the Game
 
 Use Up/Down to scroll text
use of the Items you get by.
 NFL '95
 Special Jewels
 
 Use Up/Down to scroll text
two rows into your opponent's
playing field.
 NFL '95
 Hints and Tips
 
 Use Up/Down to scroll text
First, extinguish blocks
diagonally!
<a name="Nhl94.o">NHL94.O</a>
 NHL '94
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SCOREBOARD MENU
 BROWSE HELP FILES
<a name="Nhlhocky.o">NHLHOCKY.O</a>
 NHL All-Star Hockey '95
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OFFENSE AND DEFENSE
 HINTS AND TIPS
 BROWSE HELP FILES
 NHL All-Star Hockey '95
 Game Description
 
 Use Up/Down to scroll text
WELCOME TO ALL-STAR HOCKEY '95
This is the most advanced hockey
game ever designed for the Sega
Genesis system. You can play
against the computer or another
person, but either way you're in
total control.
If you're up for the ultimate
challenge, compete against the
entire league for the Stanley Cup
in a Full Season or Playoff
Series.
Or if you'd rather select
individual match-ups, play
Exhibition games with or against
any team you choose, including the
NHL All-Stars.
All the options are available:
penalties, line changes, fighting,
line editing, and more.
No matter which options you
choose, you'll feel the thrill of
cross-ice slap shots, the rush of
split second one-timers and blind
side checks.
Whatever happens, Marv Albert is
there at rink-side to describe the
action with his colorful
commentary.
The only thing we've left out is
the chill of the ice. So lace up
your skates and twist your face
into a menacing scowl-you're about
to play the very best.
 NHL All-Star Hockey '95
 Controller Functions
 
 Use Up/Down to scroll text
BASIC CONTROLS
Menus
 * D-Pad: Highlight option and
Toggle Data
 * Start: Exit screen
 * A Button: Select Option
 * C Button: Select Option
Offense
 * D-Pad: Skate/Aim, Pass &
Shot
 * A Button: Shoot
 * B Button: Pass
 * C Button: Line Change
Defense
 * D-Pad: Skate
 * A Button: Stick Check
 * B Button: Activate Closest
Def., Poke Check
 * C Button: Speed Burst,
Shoulder Check
 * A + B Button: Hold/Hook
 * B + C Button: Trip
Fighting
 * D-Pad: Move
 * A Button: Head Punch,(down)
Body
 * B Button: Block (up), Push
(down) Duck
 * C Button: Lunge/Hold(tap)
Health
 NHL All-Star Hockey '95
 Playing the Game
 
 Use Up/Down to scroll text
PLAY MODES
Select the Play Mode you wish to
use:
Exhibition-(1 or 2 players) Play
a non-league game.
Full Season-(1 player) Begin a
full NHL season against the
computer. Choosing Full Season
erases any currently saved Full
Season, including the post-season
playoffs for that season.
New Playoffs-(1 or 2 players)
Begin a single elimination Playoff
tournament. This playoff
tournament is separate from any
post-season playoffs that follow a
Full Season.
Choosing New Playoffs erases any
currently saved Playoffs.
New Playoffs/7 Game-(1 or 2
players) Begin a best of seven
Playoff tournament. This playoff
tournament is separate from any
post-season playoffs that follow a
Full Season.
Choosing New Playoffs/7 Game
erases any currently saved
Playoffs.
Continue Season-Resume the
currently saved season or
post-season playoffs.
Continue Playoffs-Resume the
currently saved Playoffs. This
playoff tournament is separate
from any post-season playoffs that
follow a Full Season.
TEAMS
Select two teams to compete in the
game. All-Star teams are available
in Exhibition Mode.
PLAYER SELECTION
Select Players to control the
selected teams. You can play
against the computer or(except in
Full Season) against a human
opponent.
Player 1 uses the controller in
Control 1 on the Genesis.
Player 2 uses the controller in
Control 2 on the Genesis.
PENALTIES
You can choose to play with
penalties ON, OFF or ON-No
Off-Sides.
PERIOD LENGTH
Choose from 5, 10, 15, or 20
minute periods.
ADDITIONAL GAME OPTIONS
The Additional Game Options screen
allow you to customize the game
play.
To select Additional Game Options,
highlight and press A. The
Additional Game Options screen
appears.
Goalie
You have the option of controlling
the goalie yourself or letting the
computer control the goalie.
Line Changes
With Line Changes ON, you're
responsible for managing eight
different skating lines during
play.
With Line Changes OFF, you'll use
Scoring Line 1 throughout the
entire game. You can edit Scoring
Line 1 using the Line Editor on
the Scoreboard menu.
Team Cards
The Team Cards option allows you
to display data on all the teams.
From each Team Card you can
display Team Ratings, Team
Rosters, and Player Ratings.
 * To select a Team Card,
highlight and D-Pad left/right.
 * When the team whose card you
want to see appears, press A.
 * To cycle through all the
teams, D-Pad left/right.
 * To return to the Additional
Game Options screen, press Start.
Team Ratings
The Team Ratings screens contain
team ratings in thirteen crucial
categories. Ratings range from
0-10, with 10 being best.
 * To cycle through the team
cards, D-Pad left/right.
 * To display the Team Ratings,
press A.
 * To cycle through all the
Team Ratings screens, D-Pad
left/right.
 * To display the Team Roster
screen, press A.
 * To return to the Team Cards
screen, press B.
 * To return to the Additional
Game Options screen, press Start.
Team Roster
The Team Roster screens display
all the players on a given team,
beginning with the forwards.
 * To cycle through all the
Team Ratings screens, D-Pad
left/right.
 * To scroll the highlight bar
through the entire player list,
D-Pad up/down. The position of the
highlighted player appears above
the list.
 * To return to the Team
Ratings screen, press B.
 * To return to the Additional
Game Options screen, press Start.
 * To display the Player
Ratings, press A.
Player Ratings
Players are rated in 18 different
categories. The ratings range from
0 and 99, with 99 being the best.
Sound
There are four second settings to
govern the commentary and menu
music.
ON activates both features.
NO MUSIC deactivates the menu
music.
NO VOICE deactivates Marv Albert's
commentary.
NO MUSIC/VOICE deactivates both
features.
 * To toggle the Sound
settings, D-Pad left/right.
Fighting
When Fighting is ON, players on
the ice will occasionally break
into fights during play.
 * To toggle Fighting ON/OFF,
highlight and D-Pad left/right.
Sound Test
The Sound Test feature lets you
cycle through all the hockey sound
effects.
 * To cycle through the sounds,
D-Pad left/right.
Erase Battery
The cartridge battery
automatically saves the most
recent Playoffs and Season.
You can erase the currently saved
Playoffs or Season by selecting
Playoffs or Full Season from the
Main Menu, or you can erase them
on the Additional Options screen.
 * To select which saved event
you wish to erase, D-Pad
left/right.
 * To erase the selected event,
press A.
SCOUTING REPORT
Before you begin play, the
Scouting Report is displayed to
show you how the two selected
teams rate against each other in
12 crucial categories.
The ratings bars next to each
category show the relative
strength/weakness of both teams in
that category.
The Home team's bar is shown in
that category. The Home team's bar
is shown in white and the Visiting
team's bar is shown in color. The
longer the bar, the stronger the
team in that category.
Play on the ice directly reflects
the strengths(and weaknesses)
shown on the Scouting Report.
Of course, your skill with the
controller greatly influences your
team's performance, regardless of
your team's strengths and
weaknesses.
 * To scroll through the
Scouting Report, D-Pad up/down.
 * To go to the ice(Pre-Game
Options), press Start.
PRE-GAME OPTIONS
Before the opening face-off, you
can edit your lines, check your
roster, or change your goalie.
 * To highlight an option on
the Pre-Game Scoreboard, D-Pad
up/down.
 * To select a highlighted
option, press A/B/C.
Edit Lines
Each team has eight different
lines. Even if you're playing with
Line Changes OFF, you may wish to
edit Scoring Line 1, which is the
line you'll be using throughout
the entire game.
 * To cycle through the lines,
D-Pad left/right.
 * To highlight a player on the
line shown, D-Pad up/down.
 * To select the highlighted
player, press A.
The substitution window appears
below the line window, with all
the players on the team(except for
goalies) listed by position.
Players are divided into two
categories: Forwards and
Defensemen. Centers(C) and Left.
Right Wings(LW/RW) are all
considered Forwards, while
Left/Right Defensemen(LD, RD) are
considered Defensemen. You can
substitute or reassign any player
to any position.
 * To cycle through all the
players in the substitution
window, D-Pad up/down.
 * To substitute the
highlighted player, press A.
The substitute player switches
positions with the player
previously selected from the line
window.
It's possible to swap position
within a line by selecting a
player already on the line you're
editing. Line edits made during
paused play do not take effect
until the next stoppage of play.
Before you substitute or reassign
a player, you might want to look
at his ratings.
 * To cycle through the ratings
of a highlighted player, D-Pad
left/right.
 * To return to the line window
without making a change, press B.
 * To return to the Pre-Game
Options menu, press Start.
Team Roster
The Team Roster screen displays
all the players, beginning with
the players on your team.
 * To display the Team Roster,
highlight Team Roster on the
Scoreboard menu, and press any
button.
 * To switch to your opponent's
Team Roster, D-Pad left/right.
 * To scroll through the Team
Roster, D-Pad up/down.
 * To cycle through the player
ratings, press A.
 * To return to the Scoreboard
menu, press Start.
Change Goalie
Each team carries two goalies. You
can change goalies or pull the
goalie altogether, leaving the net
open. If you pull your goalie, an
additional forward is
automatically added to your line.
 * To go to the Goalie menu,
highlight Change Goal and press
any button.
 * To change/pull the goalie,
highlight the desired option and
press A.
THE FACE OFF
The home team faces up-screen for
the first and third periods. When
the referee window appears, the
face-off is about to begin.
 * When the referee drops the
puck, press B to pass, A to shoot,
or C to hold and poke check.
SKATING
Use the D-Pad to move the
highlighted player around the ice.
The highlighted player appears on
a circle with his number and
position clearly marked.
When playing against the computer,
the puck-carrier on the computer
team is likewise indicated.
 NHL All-Star Hockey '95
 Offense and Defense
 
 Use Up/Down to scroll text
OFFENSE
The object of the game is to score
more goals than your opponent. To
do that you need to pass and shoot
accurately.
Passing
Whichever way you have the D-Pad
pressed at the time of the pass,
that's the direction the pass will
travel.
If you don't have the D-Pad
pressed, the pass will travel in
the direction the puck-carrier is
facing.
 * To pass the puck, press B.
Wrist Shot
The Wrist Shot is quick and
accurate, but not very powerful.
It's most effective when you're
close to the net.
 * To perform a wrist shot,
press and release A.
Be sure to release the A Button
quickly, or you'll wind up with a 
Slap Shot.
Slap Shot
The Slap Shot is not as accurate
as the Wrist Shot, but it's a lot
more powerful.
 * To perform a Slap Shot,
press and hold A.
The longer you hold the A Button,
the harder the Slap Shot.
One Timer
A One Timer requires split-second
timing. The shooter anticipates
the arrival of the puck and shoots
the instant he receives it.
A One Timer is usually set up off
a pass, but it can be executed off
a rebound or a loose puck. A One
Timer is just as accurate as a
Wrist Shot and just as powerful as
a Slap Shot.
 * To execute a One Timer, hold
A before the puck reaches your
player.
The player about to receive the
puck raises his stick in
preparation for the shot. As soon
as the puck arrives, he slaps it
toward the net.
Aiming The Shot
Use the D-Pad to aim the shot. The
left/right inputs determine which
side of the net the shot will head
toward. The up/down inputs
determine the height of the shot.
D-Pad up sends the puck high.
D-Pad down keeps the puck low.
Combination D-Pad inputs(such as
left/up or right/down) allow you
to combine direction and height.
DEFENSE
On Defense, the man you control is
highlighted with a circle. During
play, you'll need to constantly
switch the highlight circle so as
to control the man closest to the
puck.
 * To highlight the man closest
to the puck, press B.
 * For a quick burst of speed,
press C.
When your defender is positioned
next to the puck-carrier, you can
attempt to dislodge the puck by
checking him.
A player's checking effectiveness
varies according to his Checking
rating.
 * To attempt a stick check,
press A.
 * To attempt a poke check,
press B.
 * To attempt a body check,
press C.
 * To attempt a hook hold,
press A + B.
 * To attempt a trip, press B +
C.
The effectiveness of your checks
depends on your positioning, your
speed, and your timing.
Manual Goalie
When the Goalie option is set to
Manual, the control automatically
switches to the goalie at the
moment a shot is attempted, and
you can move your goalie from side
to side.
The goalie's save moves are still
controlled by the computer. Note
that you don't have to assume
control of the goalie-he will
still operate automatically if you
don't take control.
CHANGING LINES
When Line Changes are ON, you are
responsible for rotating your
lines during play. The line on the
ice loses stamina, and the lines
off the ice regain stamina.
The more effectively you rotate
your lines, the fresher your team
will be and the better they'll
play.
You can change lines when you're
controlling the puck or before a
face-off.
Before each face-off, the line
change box appears, with your
team's name at the top and the
three available lines listed
below. The line currently on the
ice is highlighted.
The stamina bar next to each line
shows how much stamina that line
possesses at the moment. The
longer the stamina bar, the more
stamina.
 * To select a new line, press
the button corresponding to that
line.
When you change lines before a
face-off, the players are
substituted instantly.
Changing Lines of the Fly
When your team controls the puck,
you can change lines on the fly.
Note that when you change lines on
the fly, players on the ice skate
off and their replacements skate
on.
As in real hockey, this can be
risky, since players are
momentarily out of position during
the switch.
 * To bring up the line change
box, press C.
 * To select a new line, press
the button corresponding to that
line.
THE LINES
Each team has eight different
lines: two Scoring Lines, two Play
lines, two Penalty Killing lines,
one Checking Line, and one
Enforcer Line.
Scoring Lines
The two Scoring Lines are for fast
skating and accurate shooting.
You'll want to keep these lines on
the ice as much as possible in
non-penalty situations. Scoring
Line 1 is more formidable than
Scoring Line 2.
Power Play Lines
The two Power Play Lines are
designed to take full advantage of
your opponent's penalty situation.
When the other team is
short-handed, the Power play lines
appear in the Line Change Box.
Power Play Line 1 is more
formidable than Power Play Line 2.
Penalty Killing Lines
The two Penalty Killing Lines are
designed to thwart the opposing
team's Power Play Lines when
you're short-handed. Penalty
Killing Line 1 is more formidable
than Penalty Killing Line 2.
Check
The Check Line is used in
non-penalty situations to wear
down the opponent with hard
physical play.
It's often wise to use the Check
Line when you're ahead and want to
keep the opponent away from your
net.
Enforcer
The Enforcer Line is available
when the Check Line is on the ice.
It's used in non-penalty
situations to intimidate the
opponent with highly aggressive
play. It's similar to the Check
Line, but even more physical.
FIGHTING
When the Fighting option is ON,
fights occasionally break out. As
soon as a fight breaks out, a
referee blows his whistle and the
clock stops. the Fight Screen
appears.
The red bar above each fighter
indicates the health of that
fighter. The longer the red bar,
the closer he is to losing a
fight.
 * To throw a punch, press A.
 * To block a punch, press B.
 * To duck, D-Pad down and
press B.
 * To push away, D-Pad up or
away from the opponent and press
B.
 * To hold the opponent and
spin, D-Pad toward the opponent
and press C. If the opponent is
too far away, your fighter will
lunge and try for a grab.
 * To restore your fighter's
health, tap C rapidly while you're
in the clench.
When Penalties are ON, both
combatants are penalized for five
minutes and removed from the ice.
Replacement players are
automatically substituted.
GAME STATS
After each period, the Game Stats
appear to inform you of vital
statistics recorded thus far in
the game.
 * To scroll through the stats,
D-Pad up/down.
When you exit the Game Stats
screen, the Scoreboard appears and
shows a number of new options.
PERIOD STATS
The Period Stats show a variety of
different stats broken down by
period.
 * To access Period Stats,
highlight and press any button.
 * To cycle through the stats,
D-Pad left/right.
PLAYER STATS
The Player Stats screen shows
various stats for all the players
on both teams.
 * To access Player Stats,
highlight and press any button.
 * To change from Player Stats
to Goalie Stats, press A again.
 * To switch teams, D-Pad
left/right.
 * To scroll through the player
roster, D-Pad up/down.
G = Goals made
A = Assists made
PTS = Points Scored(1 for a goal,
1 for an assist)
SOG = Shots on Goal attempted
PIM = Penalties(in minutes)
PLAYOFF STATS
In Playoff Mode, you can access
the Playoff Stats between periods
and at the end of the game.
The Playoff Stats function just
like the Player Stats, except that
they encompass all the games
played in the Playoffs.
 * To access Playoff Stats,
highlight and press any button.
SEASON STATS
In Season Mode you can access the
Season Stats between periods and
at the end of the game.
The Season Stats function just
like the Player Stats, except that
they encompass all the games
played that season.
 * To access Season Stats,
highlight and press any button.
TIME OUT
A Time Out is most useful when
you're playing with Line Changes
ON. When you call a time out, all
your lines are refreshed to full
strength.
One Time Out per game is available
to each team, so be sure to use it
wisely.
 * To call a Time Out,
highlight and press any button.
REPLAY
The Replay feature allows you to
replay the last few seconds of the
action.
 * To access the Replay screen,
highlight and press any button.
Follow the instructions in the
VCR-style control menu to replay
the last few seconds of the
action. The box disappears after a
few seconds.
 * To play the tape at normal
speed, press B.
 * To stop the tape, press and
release A or C.
 * To rewind the tape, press
and hold A.
 * To fast-forward the tape,
press and hold A.
When rewinding or fast-forwarding,
you can advance the tape
frame-by-frame by tapping the
respective button. As soon as you
let your thumb off the button, the
tape stops.
FULL SEASON
Full Season play is available to
Player 1 only. Player 1 competes
against the computer against the
entire league.
When you're in Full Season mode,
the computer takes you to the
Season screen before the first
game and after each subsequent
game.
The playoffs that follow a Full
Season are a seven game
elimination tournament accessed
through the Continue Season
option, not the Continue Playoffs
option.
NOTE: Selecting Full Season
automatically erases any current
Full Season or post-season
playoffs.
Team Schedule
The Team Schedule screen allows
you to review the entire league
schedule for the team you've
selected.
 * To scroll through the
schedule, D-Pad up/down.
League Standings
The League Standings screen gives
you access to the divisional
standings in both conferences,
beginning with the division in
which you're competing.
 * To see the other division,
D-Pad left/right
 * To see the other conference,
D-Pad up/down
Teams which have clinched playoff
berths are marked with the trophy
icon.
Simulate Game
You can choose not to actually
play the scheduled game, but have
the computer simulate a result.
 * To simulate a game,
highlight and press A.
Game Result
After every game, whether
Simulated or Played, the
scoreboard appears showing the
final score of the game.
 * To save that result in the
standings, highlight Save Game and
press A.
 * To return to the Season
screen without saving the result
of that game, highlight Replay
Game and press A.
PLAYOFFS/PLAYOFFS SEVEN
The two Playoff Modes allow you
to skip the Season and go straight
to a Playoff tournament. Playoff
mode is a single elimination
tournament. Playoffs Seven is a
best of seven tournament.
These playoff tournaments are
separate from any post-season
playoffs that follow a Full
Season.
One Player can compete against the
computer or Two Players can
compete against each other, with
the winning player keeping the
same team and the losing player
taking control of the next team on
the Playoff schedule.
If the player that won in the
first round loses in a subsequent
round, the playoff tournament is
over.
 NHL All-Star Hockey '95
 Hints and Tips
 
 Use Up/Down to scroll text
 * As in real hockey, NHL
All-Star Hockey '95 is very
challenging. Your success depends
on your skill and the skill of
your players.
Start out with one of the stronger
teams and/or a team with a highly
rated goalie.
 * When skating with the puck
into the attacking zone(past the
opponent's blue line), keep to one
side of the net and try to fire a
shot into the opposite corner of
the net.
If you're too close to the net
when you fire the shot, the goalie
can cut off the angle.
 * Check the opposing goalie's
Stick ratings to see which side is
his weakest.
 * Beef up your lines for
optimum scoring. For instance,
we've provided Mario Lemieux on
the Pittsburgh Penguins' roster.
Try placing him on your line(s).
 * Be alert for offensive
rebounds and try to flip a wrist
shot past the goalie before he can
get back into position.
 * Defense is very important.
By blocking your opponent's shots
before they reach your goalie, the
goalie won't have to stop the
puck.
Remember, a shot-on-goal is only a
shot that reaches the goalie. The
fewer shots-on-goal you allow, the
better your chances for winning.
 * To practice your defense,
pull your goalie and try to keep
the computer from scoring on you.
<a name="Nicklaus.o">NICKLAUS.O</a>
 Power Challenge Golf
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 SETTING UP THE GAME
 PLAY A ROUND!
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Normysbb.o">NORMYSBB.O</a>
 Normy's Beach
 Babe-o-Rama
 Electronic Arts
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Normy's Beach
 Babe-o-Rama
 Game Description
 Use Up/Down to scroll text
TOTAL BUMMER!
The beautiful goddesses that make
the beach life have been
kidnapped!
Normy must restore life, liberty,
and the pursuit of an awesome tan
by traversing time and space to
save the beach babes from the most
twisted horde of villains ever!
 Normy's Beach
 Babe-o-Rama
 Controller Functions
 Use Up/Down to scroll text
CONTROLS:
 * D-Pad Left/Right: Move
Left/Right.
 * Press A: Dash/Run.
 * Press B: Jump.
 * Press C: Use Weapon.
 * Press A, then hold B: Super
Jump.
 * D-Pad Down, then A:
Dive/Slide.
 * D-Pad Up/Down(hold): Look
Up/Down.
 * Start: Pause.
 Normy's Beach
 Babe-o-Rama
 Playing the Game
 Use Up/Down to scroll text
Play it cool...
Beach Balls: Grab 'em-every
25,000 points gets you an extra
life
1Up arrows: An extra life each!
Pointing hands: Walk by
these(they'll spin), and if you
lose a life you will restart here
instead of at the beginning of the
level
Thought balloons: get a clue from
Normy!
Sunglasses: Snag these to make
Normy temporarily invincible(and
super-cool)
Weapons: Try 'em all-from rocks
to chicken mallets
Vines: Jump on 'em and
SWING!(D-Pad Up/Down to climb on
the vine; press B to jump off)
Pigs: They're trampolines, man!
Keys: Look for an animal to ride
when you find a key-they'll carry
you past a problem area
Canoe: Press C to paddle
Doors: D-Pad up to enter
Elevators: D-Pad up to activate
Levers: D-Pad down to trip
If You, Like, Fail
All is not lost if you use up your
lives. You get a chance to exit or
continue, as well as some choice
verbiage about your performance.
D-Pad left to exit back to the
Main menu, or right to resume
playing at the beginning of the
current level. You can continue 3
times.
 Normy's Beach
 Babe-O-Rama
 Hints and Tips
 Use Up/Down to scroll text
 * Watch out for the
pterodactyls. They'll swoop around
and might even try to give you an
unwanted lift.
 * Collect as many coconuts as
you can to increase your score.
 * Be careful when jumping on
hippos, they'll submerge sooner or
later.
<a name="Olympic.o">OLYMPIC.O</a>
 Winter Olympics '94
 U.S. Gold
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 GETTING STARTED
 THE EVENTS PART ONE
 THE EVENTS PART TWO
 BROWSE HELP FILES
 Winter Olympics '94
 Game Description
 
 Use Up/Down to scroll text
Sixteen of the world's leading
sporting nations have come
together to compete in the XVII
Olympic Winter Games.
You and three friends may compete
against each other and some of the
best computer controlled athletes
in the world for the ultimate
achievement in amateur sports: an
Olympic medal.
You will compete in 10 exciting
events in the Full Olympic
program, or choose your own set of
events for a Mini Olympic
competition, or practice an event.
All events are based around the
actual venues and incorporate
scenery found in and around
Lillehammer. In some events two
players may compete head to head.
 Winter Olympics '94
 Getting Started
 
 Use Up/Down to scroll text
Once you have selected a language,
pressing any button on the D-Pad
will bring up the Main Selection
screen.
By pressing up/down on the D-Pad,
you will be able to highlight any
option. Press any button to
select. The functions available
are:
Full Olympics: The Full Olympics
allows you to play all 10 events,
and includes both the Opening and
Closing ceremonies.
Mini Olympics: The Mini Olympics
feature allows you to select which
events you wish to compete in
during the Games.
By selecting this feature, you
cannot see the Opening or Closing
ceremonies. Use the D-Pad to move
the highlight between pictograms.
If you have selected one of the
Head to Head events, select a 1 or
2 player game by using the D-Pad
or any button to begin the event.
To exit back to the Main Selection
screen, select EXIT.
Training Session: This feature
will allow you to train in the
event of your choice, or where
available, to compete against
another player in a Head to Head
event.
Selection is the same as for Mini
Olympics, but you will be able to
select a number of events to play.
When you have selected all the
events you wish to compete in,
press the START button.
After you complete your training,
you will be returned to the
Training Session screen.
The Competition Begins
When 2, 3, or 4 players have been
entered, each player takes turns
playing the events, with the
exception of the Head-to-Head
events, in which two players
oppose each other at the same
time.
At the start of a Head-to-Head
event, the two human players who
compete against each other will be
asked to press the START button on
their D-Pads.
 Winter Olympics '94
 The Events Part One
 
 Use Up/Down to scroll text
Downhill:
One of the world's toughest
downhill courses lies 50 km north
of Lillehammer, at Kvitjell, and
forms part of the Lillehammer
Olympic Alpine Center.
Measuring 3,150 meters in length,
it has a vertical descent of 820
meters, and at the steepest point
involves a drop of 70-80 meters.
However, Alpine events have not
always been a part of the Olympic
Games. They were first introduced
in the 1936 Games.
The course is designed primarily
for speed and the gates are
positioned so as not to interfere
with the fastest line.
Be warned, however, for they do
test the competitor's technical
ability to control speed in areas
of difficult terrain.
The winner is the competitor who
completes the course in the
fastest time after one run. Prior
to starting the event you will
need to select which skiing method
you prefer.
You can either select to hold the
direction you wish to travel,
pushing to the left will cause the
skier to ski to the right, or
pushing to the left will cause the
skier to ski to the left.
You must ski from the starting hut
to the finish line, ensuring that
you go through all the gates
positioned down the course.
Missing a gate results in your
disqualification.
However, you will still be able to
complete the course, but no result
will be given. Do not hit objects
off the course as this will result
in fatal injury.
Jumps and tight turns must also be
overcome. When in the starting
hut, press the A button within the
fixed starting period to begin
your run.
Adopt the tuck position by holding
the B button down to gain extra
speed. Beware, if you go too fast
you may not be able to control the
skier over certain parts of the
course.
These controls are used in all
Alpine skiing events.
Super G:
The Super G is also held at
Kviftjell and is a somewhat
shorter track than the downhill.
The course has a natural sequence
of long and medium turns,
including gates which are
positioned to slow the skiers down
as well as create more sweeping
lines across the mountain side.
This is the longest of the slalom
events and the winner is decided
after one run.
Giant Slalom:
The Lillehammer Olympic Alpine
National Center, Hajifell, just 15
km north of Lillehammer, is the
home of the Giant Slalom event.
The course has been designed with
long, medium, and tight turns in a
natural sequence and gates
allowing competitors to exploit
natural variations in the terrain.
The winner is decided after two
runs and the player's rank is
calculated against the lowest
combined time.
Slalom:
The Slalom course at Hajifell is
the shortest of all the skiing
events.
The gates are positioned to
provide the skier with a number of
changes of direction, while also
making it possible to gain speed
and maintain a steady flowing
rhythm through the course.
The winner is the competitor with
the fastest aggregate time after
two runs down the different
courses.
Freestyle Moguls:
Moguls will take place at the
Kanthaugen Freestyle Arena, just a
short distance from the center of
Lillehammer, and one of the most
modern and advanced freestyle
arenas in the world.
Having been introduced to the
Olympic Games at Albertville in
1992, the skier performs an
individual descent of high speed
turns down a steep 250-meter slope
evenly covered with moguls.
The skier follows the fall line
and executes two jumps during the
run. Time, technique, and jump
performance are critical for the
final result.
Fifty percent of the points are
assigned for technique, 25 percent
for two obligatory jumps and the
remainder for time. Start the
event by pressing any button.
The skier must accelerate to a
high speed down the mogul slope in
order to complete stunts like a
twister, daffy, or back scratcher.
A twister can be done at a
relatively low speed, but some,
such as the double-stunts, must
have a higher speed.
Speed can be attained by pressing
the opposite direction of the
D-Pad as the skier turns. For
example, as the skier is moving
left, and about to turn right, the
player must push at the correct
time.
If his pace is too slow, the skier
will lose his rhythm and speed,
losing turn points and speed
points.
The skier can perform stunts at
any time, but to carry some off
requires a lot of skill from the
skier.
Pushing a direction on the D-Pad
simultaneously with the A button
will perform a single stunt
(provided the timing is correct),
and pushing a direction
simultaneously with the B button
will perform a double stunt.
The doubles must be precise and
may take a lot of practice. Stunts
should be activated when the skier
is in the middle of the mogul.
To avoid a crash landing, make
sure the stunt is not activated
too early or late, and that the
skier has enough speed.
 Winter Olympics '94
 The Events Part Two
 
 Use Up/Down to scroll text
Ski Jumping:
Ski Jumping has a long tradition
as a winter sport, and was a
central feature of the Olympic
Winter Games in Chamonix in 1924.
The longest jump on that occasion
was 49 meters. The
Lysegardsbakkene Ski Jumping
Arena, just a few hundred meters
from the center of Lillehammer,
will host the ski jumping events.
Ski jumping requires strength,
grace, and courage. Competitors
make two jumps from a specially
constructed hill, and points are
awarded for style and technique as
well as for the distance achieved.
The ideal jump is one executed
with power, boldness, and
precision, while giving an
impression of calm and steady
control.
Press the A button to push the
skier off and start the descent
down the jump. Wind affects both
the descent and flight.
To gain speed during the descent,
keep the pointer in the center of
the overlaid skis (located at the
bottom of the screen), and use the
up/down on the D-Pad.
At the end of the ramp, press the
A button to take off. Pressing to
early will lose valuable air time,
likewise, pressing too late will
lose distance.
While the skier is in the air, use
the left/right directions on the
D-Pad to keep the skier balanced.
The skier's hand movements signify
that he is about to lean in the
opposite direction, so the player
must compensate by pushing in that
direction.
For example, if the left hand is
moving, compensate by pressing the
left direction on the D-Pad.
When a skier is approaching the
ground, the player must judge the
height using the shadow as a
guide.
Press any button to adopt the
landing posture. Again, pressing
too early will result in loss of
distance, press too late and you
are likely to crash.
Points are awarded for both style
and distance.
Bobsleigh:
Bobsleigh competitions have been
in the Olympic Games since the
Winter Games were first held in
1924, except for the 1960 Games in
Squaw Valley.
Stretching 1,365 meters in length,
the course at Hunderfossen, 15 km
north of Lillehammer, is northern
Europe's most modern track.
The bobsleigh is push-started by
its crew. This initial thrust and
force of gravity are the only
permitted means of powering the
bobsleigh down the course.
The aggregate time after four runs
determines the winners. To build
speed during the run-in, press the
A & B buttons alternately.
The faster you press the buttons,
the faster the bobsleigh will
travel. When you reach the run, it
is up to you to steer the
bobsleigh around the track by
using left/right on the D-Pad.
The goal is to guide the bobsleigh
to an optimal position on the
track, especially around the
bends.
This will create less spray,
maximize acceleration, increase
speed, and therefore produce a
faster time!
Be careful not to oversteer and
cause the bobsleigh to crash! Use
split times, displayed on the left
hand side of the screen, to help
monitor your progress.
Luge:
The luge, a light toboggan, is a
relative newcomer to the Olympic
Winter Games and was included in
the program for the first time at
the Innsbruck Games in 1964.
Also being held on the
Hunderfossen track, but from a
differing starting position.
The controls are the same as for
the bobsleigh. The best aggregate
times over the two runs wins.
Biathlon:
Biathlon is a combined sport of
cross-country skiing and rifle
shooting that was first introduced
in the 1960 Olympic Winter Games.
The Birkenbieneren Ski Stadium in
the Lillehammer Olympic Park will
be home to the biathlon.
During the cross country sections,
use left/right on the D-Pad to
move the pointer along the bar.
Make sure to change directions
before hitting the colored ends,
as this will reduce your speed by
a quarter.
During the shooting sections, use
the D-Pad to aim, then press any
button to fire. For each target
missed, a one minute time penalty
is added to your overall time.
During the sprint to the finish
line you will need to press the A
and B buttons alternately as fast
as possible.
Short Track Speed Skating:
Speed Skating on a short track was
introduced to the Olympic Games at
Albertville in 1992.
This event differs in several ways
from conventional speed skating,
particularly in the size of the
track.
The events will be staged in the
Harmar Olympic Amphitheater. A
starting pistol begins the event.
Two false starts results in
disqualification.
Press the A and B buttons
repeatedly to gain speed. Avoid
other skaters by moving in and out
of the track, using left/right on
the D-Pad.
Be careful not to crash into other
contestants as this may leave you
flat on the ice!
Medal Table
At the end of an event the results
are displayed.
Should any of the human
contestants place in the top three
in an event, they will be awarded
with either a bronze (3rd place),
silver (2nd place), or gold (1st
place) medal.
The Medal Table will then be
displayed, and is based on both
the number of medals won and the
culmination of points based upon
the result.
Closing Ceremony
If you were playing the game in
Full Olympic mode, then when the
last event has been completed, you
will be able to view the closing
ceremony and celebrations which
conclude the Games.
You may exit this sequence and go
back to the Main Selection screen
by pressing any button.
<a name="Ooze.o">OOZE.O</a>
 The Ooze
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 The Ooze
 Game Description
 
 Use Up/Down to scroll text
THE OOZE IS BORN
Dr. Caine, research scientist, was
becoming very suspicious of
certain behind-the-scenes research
at The Corporation.
After the plant shut down one
evening, he decided to surf
through The Corporation's
databases. 
By hacking into one after another
of the classified documents, he
discovered the awful truth...
The Corporation had succeeded in
developing a hybrid plague, a
disease so dangerous and
fast-spreading, it could wipe out
humanity in just a few days! 
Only The Corporation held the
cure. They planned to unleash this
pestilence in water supplies
around the globe, infecting the
entire planet at a single blow. 
Then, they would extort billions
of dollars from world governments
to supply the cure!
 The Ooze
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Pause/Resume play
Button A:
 * Punch
Button B:
 * Spit
Button C:
 * No action
D-Pad:
 * Move the Ooze in all
directions, aim punches and spit
attacks
 The Ooze
 Playing the Game
 
 Use Up/Down to scroll text
GAINING AND LOSING OOZE
Everything depends on ooze. Caine
needs it to stay healthy. The more
ooze he has, the better he can
fight.
The Corporation is full of
tormented mutant creatures who
have been twisted and deformed by
toxic pollution. 
Biologic enemies like slugs, rats
and disembodied brains give up a
blob of ooze when defeated. 
Always collect these ooze
droppings. Each one increases
Caine's size. The bigger he is,
the more hits he can take without
shriveling away.
There's a downside to being big. 
Caine loses a spot of ooze
whenever he takes a hit.
He's always a moving target, so
the larger he is, the easier he is
to hit, and the more apt he is to
get ripped in half by tanks, flame
vents and other diabolical
devices.
When the Ooze takes a shot
directly to his head, he loses a
life. He can also lose a life if
he gets too small; then, he just
peters away. 
He starts with only 3 lives, so
losing a life is not good. In
addition, you have to start the
round over, or at a waypoint if
you've passed one.
When all the lives are used up,
the game ends and The Corporation
spreads its evil plague all over
the world!
OOZE MOVES
Spreading Ooze Around:
 * Move the Ooze by pressing
the D-Pad in the direction you
want to go.
 * Ooze's head leads, so if it
seems that the Ooze is bumping
into something instead of going
around it, use the D-Pad to turn
him, and then continue in the
direction.
Punching:
 * The punch is the Ooze's
basic attack. It is an extension
of his body. Punches can be
short-range or long-range attacks.
 * Tap the Punch button(default
Button A) + the D-Pad in the
direction of a foe for a quick,
powerful sock to the enemy's solar
plexus.
 * You can control a punch to
go around corners, protecting
Ooze's head from attack. 
Hold down the Punch button while
guiding the punch with the D-Pad.
The longer you hold down the Punch
button, the longer your reach will
be. 
Also, the more Ooze you have, the
further you can punch.
Spitting
 * Hitting your target with a
long-range spit wad does twice the
amount of damage as a punch. 
Spit a Hocker of Death by aiming
with the D-Pad and tapping the
Spit button(default Button B).
 * The Ooze loses a piece of
himself every time he spits. Keep
him healthy by picking up ooze
wads from defeated enemies.
 * If the Ooze is too small, he
won't be able to spit.
 * The Ooze can't spit while
being damaged by enemy attacks.
Flipping Levers
 * Flip levers by punching them
or flowing around them.
 * Levers open doors and turn
off destructive machines.
POWER-UPS
Extra Ooze
Ooze keeps you healthy. The more
ooze you have, the further the
Ooze can punch.
Speed
Go fast. The Ooze turns yellow
while he's speedy, orange when the
power is running out, and back to
green when it's over.
Industrial Strength Toxin
Defeat organic creatures just by
touching them. 
The Ooze turns red while the power
lasts, black when the power is
running out, and back to green
when it's over.
Extra Life
More chances to win.
DNA Helix
Collect all 50 helixes in The
Corporation and Caine will regain
his humanity.
Waypoint
Pass one of these, and you'll
restart here after losing a life,
instead of at the beginning of the
round.
THE CORPORATION
Toxic Dump
Practice your punch on mutant
snails while enjoying the screams
of pyro-thugs. Remember, the Ooze
seeks his own level.
Waste Plant
Toxic gas nozzles can waste you in
a second, so protect your head.
The Ooze doesn't mix well with
radioactive sludge. 
Play broken pipes to your
advantage!
Genetics Lab
Get here by crawling out of a
potty. This is where all those
bio-freak mutants are made. 
Time to flush 'em all. Don't snack
on the bombs!
Power Core
Run, er...ooze, through a gauntlet
of sentries and tricky switches to
conquer the Director's reactor. 
Sizzling electro-fields, shockbots
and ball lightning make you
spitting mad!
Plague Factory
This is where it all comes
together...or falls apart at the
seams!
 The Ooze
 Hints and Tips
 
 Use Up/Down to scroll text
 * The Ooze seeks his own
level. Don't go down the drain by
slipping off ramps, or letting the
Ooze get sucked down on incline. 
Especially don't let his head go
down the drain or it'll cost you a
life.
 * Learn to control your punch
and guide it around corners.
You'll definitely need this skill
in the later rounds.
 * Protect your head!
 * Explore everything.
Sometimes a discovery can make
life, such as it is, easier.
 * Find the bonus rounds, where
the Ooze can catch the lab's
mutant rabbits to get more ooze.
 * Keep your eyes open for road
signs signaling extremely
dangerous areas, such as pools of
poison or laser fields.
 * You don't have to collect
all the DNA helixes to win the
game, but it's more fun if you do.
 * Collect power-ups, including
Life caps, that can make your life
easier.
<a name="Out.o">OUT.O</a>
 Outrunners
 Data East
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Outofthw.o">OUTOFTHW.O</a>
 Out Of This World
 Virgin
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Outr2019.o">OUTR2019.O</a>
 Outrun 2019
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Outrun 2019
 Game Description
 
 Use Up/Down to scroll text
Get ready for the wildest drive of
your life, 21st century style.
Five incredible cross-country
races take you through some of the
most impressive sights--and the
most treacherous roads--in the
world.
You'll travel at speeds that will
test the limits of your skills,
reflexes...and nerve.
A sound racing strategy can also
make the difference between a
disastrous crash and setting a new
world speed record.
 Outrun 2019
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press left/right to move
your car in those directions.
Start Button:
 * Press to pause the race.
Button A:
 * Press to brake.
Button B:
 * Press to accelerate.
Button C:
 * Press to shift (Manual shift
only).
 Outrun 2019
 Playing the Game
 
 Use Up/Down to scroll text
You begin each race from a tunnel.
Wait for the signal to go, then
hit the accelerator and keep the
following rules in mind:
Complete each route as quickly as
possible. You're allowed a
maximum of 80 seconds to complete
the first route. If you run out of
time before you complete a route,
you are retired from the game.
If you make it to the next route
with time to spare, the words
EXTENDED PLAY! will appear, and
the seconds remaining will be
added to the time allotted for the
next route.
Use your booster rocket wisely.
To use your booster rocket, simply
stay on the accelerator.
When your Power Gauge turns white
and begins flashing, get ready for
a burst of speed that will take
you to 684 MPH.
Avoid firing your booster rocket
by slowing down or touching the
brakes just as the rocket seems
ready to fire.
Dodge road traps. Some of the
routes are in terrible shape. Many
bridges don't have guard rails and
some roads are littered with
construction signs and sand.
Each obstacle you hit costs you
precious seconds of racing time.
There are ramps placed on certain
routes that allow you to jump over
the worst of the obstacles.
 Outrun 2019
 Hints and Tips
 
 Use Up/Down to scroll text
Use your brakes. A driver who
never lets off the accelerator
runs off the road a lot.
At high speeds, drive as straight
as possible while staying on the
road. Or use your brakes to cut to
the inside of a turn, then
accelerate during the turn.
Plan your route around the trouble
spots on each stage.
Use your booster rocket wisely.
Time your boosts according to the
track layout.
Pay close attention to signs to
tell you what's ahead. If you run
off the road, don't hit the road
signs--they'll slow you down.
Start turning before you reach a
sharp turn.
Try to memorize your routes--its a
great way to get better times.
*** SECRET STAGE SELECT *** When
the Title Screen appears, press
Buttons A, B and C together. While
holding them down, press Start.
You can now choose any stage.
<a name="Outrun.o">OUTRUN.O</a>
 Outrun
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Outrun
 Game Description
 
 Use Up/Down to scroll text
REV UP YOUR ENGINE!
Get ready for a wild drive across
every region imaginable. Reach the
check points before time runs out
to advance to the next stage-if
you don't you will be
disqualified.
But drive carefully! Watch for
slower cars on the road and
hazardous obstacles off the road.
Stay alert or you will crash,
seriously damaging your chances of
setting a speed record.
This is the most dangerous
demanding car rally ever! Never
has a race course had this range
of terrain. Prove to the world
that you are the master of the
highways.
This is the ultimate racing
challenge, so sharpen your driving
skills. You have nothing but your
racing finesse and nerves of steel
to get you through the treacherous
roads.
Rev up your engine and get ready
for the biggest race of all time!
 Outrun
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad: Press right or left to
steer. Using the control setting
in the Options menu, you can
select up/down for shifting gears.
Start: to pause/resume game
Buttons A, B, and C: Set the
functions of these buttons in the
options screen. One button will
act as the brake, another as the
accelerator and the third will
sometimes be used to shift gears.
 Outrun
 Playing the Game
 
 Use Up/Down to scroll text
THE DRIVER'S SEAT
Gear Indicator: L stands for low
and H stands for high.
Speedometer: Shows speed in
Kilometers Per Hour or Miles Per
Hour.
Lap: Shows time elapsed in the
present stage.
Stage: Indicates present stage.
The start signal flashes green,
the starter waves the checkered
flag, and the race is under way!
Use your driving technique to
finish the round as quickly as
possible while you avoid cars and
other obstacles.
If you finish the first leg of a
stage in time, you reach a fork in
the road. Drive in either
direction.
Make it to the checkpoint before
time runs out, and you'll get more
time to finish the next stage.
Finish five stages without being
disqualified, and become the
undisputed champion of the
circuit!
Game Over
If you do not reach the check
point for any given stage in time,
the game is over and a course map
showing your progress appears.
Sorry, better luck next time!
If your score is good enough to be
included in the top six scores,
you are given a chance to enter
your name in the best Outrunners
screen.
Enter your name by choosing
letters with the D-Pad and
entering your selection by
pressing Button A, B, or C before
the countdown reaches 0. You may
enter up to six letters.
When you choose ED in the letters
section of the screen, your name
entry is terminated. To return to
the Sega logo, press the Start
Button after entering six letters.
If you drive through five rounds
within the time limit for each
round, you will reach the goal.
 Outrun
 Hints and Tips
 
 Use Up/Down to scroll text
1. Regain your traction on tight
corners by downshifting.
2. Get through corners faster by
sticking as close as possible to
the inside of the curves.
3. Learn the trouble spots in
each stage so you can anticipate
them in the future.
4. Try reaching the goal by
taking different routes to see
different endings.
<a name="Outrun20.o">OUTRUN20.O</a>
 Outrun 2019
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Paprboy2.o">PAPRBOY2.O</a>
 Paperboy 2
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SCORING
 BROWSE HELP FILES
 Paperboy 2
 Game Description
 
 Use Up/Down to scroll text
Now's your chance to become the
neighborhood hero! You're the
local Paperboy/Papergirl
delivering hard news. But you've
got to take care of the
neighborhood too!
Watch out for strangers lurking
behind houses, bushes, and on the
street! There's other dangers
around too!
Not only do you have to deliver
the paper safely, you also have to
protect your neighbors!
So hop on your bike and get ready
for action!
 Paperboy 2
 Controller Functions
 
 Use Up/Down to scroll text
GAME CONTROLS
D-Pad:
 * D-Pad up- speeds up bike
 * D-Pad down- slows down bike
 * D-Pad right- moves bike
 right
 * D-Pad left- moves bike left
Button A:
 * Throws papers left
Button B:
 * Throws papers right
Button C:
 * Jump
 Paperboy 2
 Playing the Game
 
 Use Up/Down to scroll text
Game Select Screen
After the title screen, you will
see the Game Select Screen. Here
you can choose your route and
whether you would like to play
Paperboy or Papergirl.
You can cycle through the choices
by moving up or down on your
controller.
Select the route option by moving
up or down on your controller,
then cycle through the available
routes by moving left or right.
If you have two controllers
plugged in, two people can play at
once!
The Options selection will allow
you to turn the music on or off,
conduct a sound test)it's fun, try
it!) or customize how you want the
controller to work.
Playing the Game
When the game begins, a screen
shows all the houses on your
route. The houses that you must
deliver to are yellow and the
non-subscribers' are blue.
Don't worry about memorizing this
screen, because once you are on
your route you'll know who to
deliver to by the blue newspaper
box and the red welcome mat in
front of a subscriber's house.
The object of the game is to
successfully deliver to all of
your subscribers every day. A
missed subscriber will cancel his
subscription!
Get the newspaper in the box or on
the welcome mat to successfully
make the delivery.
You can get extra points by doing
good deeds such as saving babies,
or stopping robbers.
Also collect bonus points by
breaking non-subscribers' windows
and flower pots. But be careful,
subscribers will cancel if you
damage their property!
Levels
The game has three "weeks" of
seven days each(Monday through
Sunday). Each route has 18-20
houses. If you miss or damage a
subscriber's house, that
subscriber will cancel. 
You can regain a canceled
subscriber by successfully
delivering to all subscribers on
your route. This is a perfect
delivery. 
If you have no canceled
subscribers to regain, you will
earn an extra life when you
achieve a perfect delivery. You
can have a maximum of nine lives
at any one time.
If you can successfully complete a
week, you will earn a promotion to
a new route with fancier houses.
Week 1: 20 houses, a gas 
 station and a market.
Week 2: 18 houses, a gas 
 station, a market, a
 carnival and a park.
Week 3: 18 houses, a gas
 station, a market, a
 carnival, a park, a 
 car dealer and a mall.
Training Course
In addition, there is a bonus
round training course at the end
of each day. This training course
will allow you to perfect your
skills and gain extra points.
Crashing in the training course
will not cost you a life.
 Paperboy 2
 Scoring
 
 Use Up/Down to scroll text
SCORING
The score indicator appears in
the upper left hand corner of your
screen. Line 1 shows your score
and Line 2 the number of
newspapers you have available.
The upper right corner shows the
number of lives you have
remaining.
Score points by hitting objects
with newspapers!
If you hit a:
Subscriber's Doorstep
Easy Street: 100 points
Medium Road: 200 points
Hard Way: 300 points
Mailbox
Easy Street: 250 points
Medium Road: 500 points
Hard Way: 750 points
Good Deeds = 100 points
Good Deeds consist of:
Rescue Baby Stroller
Catch A Burglar
Stop Graffiti Guy
Hit Sewer Monster
Just for Fun: = 100 points
These consist of:
Cars & Trucks
Clowns
Dogs
Fat Lady
Flower Pots
Garbage Cans
Garbage Man
Gargoyle
Ghost
Kids Jumping Rope
Kids Playing Basketball
Lawn Mower
Limousine
Man on Diving Board
Old Folks on Porch
Open Car Hood
Pig
Pig Roaster
Scarecrow
Skateboarders
Sunbather
Tombstones
Vacant Lot Kids
Waiter
Windows
Zombie
<a name="Patrbask.o">PATRBASK.O</a>
 Pat Riley Basketball
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TECHNIQUE
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Pebblebg.o">PEBBLEBG.O</a>
 Pebble Beach Golf Links
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 PLAY TYPES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Pele.o">PELE.O</a>
 Pele Soccer
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 Pele Soccer
 Description du Jeu
 
 Use Up/Down to scroll text
Les amateurs de soccer se
rÈjouiront de voir des dizaines
d'Èquipes du monde entier
s'affronter en rivalisant
d'habiletÈ dans leurs diffÈrents
styles.
Choisissez une Èquipe de
l'AmÈrique du Nord ou du Sud, de
l'Europe, de l'Afrique ou d'Asie
ou formez votre propre Èquipe en
regroupant onze Ètoiles.
Donnez ‡ vos joueurs une prÈcision
incroyable dans le tir, la vitesse
de l'Èclair et un contrÙle absolu
sur le ballon.
Mesurez-vous ‡ des dizaines
d'adversaires internationaux dans
une parade Ètourdissante de
retournÈs acrobatiques, de coups
de tÍte, de glissades, de 
plongeons et de buts.
Puis, la superbe logique d'Èquipe
de PelÈ indique que les joueurs
courrent vers les ballons que leur
passent leurs camarades.
Le plus grand nom du soccer est
aussi le plus grand nom des jeux
de soccer!
 Pele Soccer
 Fonctions du ContrÙleur
 
 Use Up/Down to scroll text
Bouton D
- Marque les choix du menu au
moyen d'un ballon ou met une boÓte
en surbrillance.
- ContrÙle les mouvements des
joueurs.
- Dribble en attaque.
- Donne au ballon une trajectoire
brossÈe vers la gauche ou la
droite aprËs un tir.
- Permet de diriger une rentrÈe de
touche, ou un coup de pied de but,
de rÈparation ou de coin.
- Permet de visualiser le terrain
pour les rentrÈes de touche, ou
les coups de pied de but, de
rÈparation ou de coin, lorsqu'on
appuie en mÍme temps sur le bouton
A.
- DÈplace la flËche sur la carte
pour choisir une Èquipe, lorsqu'on
appuie vers le haut, le bas, la
gauche ou la droite.
- Fait dÈfiler la liste des
divisions du tournoi et le
pointage de la saison lorsqu'on
appuie vers le haut ou vers le
bas.
- Permet de voir toute l'Èchelle
du tournoi lorsqu'on appuie vers
la gauche ou la droite.
Bouton ´STARTª
- Choisi une option au menu et
permet de passer ‡ l'Ècran
suivant.
- Ferme une boÓte d'option et
revient au menu prÈcÈdent.
- Demande une pause.
Bouton A
- Lobe le ballon ou envoie un tir
au but rapide et placÈ.
- Donne le contrÙle au joueur
dÈfensif le plus proche du ballon.
- Change de joueur en contrÙle
pendant que le ballon est dans les
airs.
- Permet de visualiser le terrain
pour repÈrer les adversaires lors
de rentrÈes en touche ou de coups
de pied de coin, de but ou de
rÈparation, lorsqu'on l'utilise
avec le bouton D.
Bouton B
- Passe le ballon ‡ un autre
joueur en attaque.
- ArrÍte un joueur dÈfensif.
- Permet de donner un coup de tÍte
au ballon dans les airs.
- RentrÈe de touche.
Bouton C
- Active un choix au menu.
- Active ou dÈsactive une boÓte
mise en surbrillance.
- RetournÈ acrobatique lorsque le
ballon est dans les airs.
- Tacle glissÈ.
- Tir ‡ ras de sol et appuyÈ
lorsqu'on le presse.
- Tir long et lobÈ lorsqu'on le
garde enfoncÈ.
- RentrÈe de touche.
 Pele Soccer
 Jouer le Jeu
 
 Use Up/Down to scroll text
En attaque :
Vous contrÙlez le joueur le plus
prËs du ballon et avez le choix
entre les manoeuvres suivantes :
- Dribble : Appuyez sur le bouton
D vers le haut, le bas, la gauche
ou la droite pour contrÙler le
ballon ‡ petits coups tout en
courant.
- Tir lobÈ : Appuyez sur le bouton
A pour envoyer le ballon dans les
airs.
- Passe : Pour passer le ballon ‡
un co-Èquipier, enfoncez le bouton
D dans la bonne direction, puis
appuyez sur le bouton B.
- Lancer : Appuyez sur les boutons
A, B ou C pour frapper le ballon
vers le but adverse et tenter de
marquer un but.
- TÍte : Lorsque le ballon est
dans les airs, appuyez sur le
bouton A pour choisir le joueur le
plus prËs du ballon, puis sur le
bouton B pour donner un coup de
tÍte au ballon.
- RetournÈ acrobatique : Appuyez
sur le bouton C pendant que le
ballon est dans les airs afin de
le frapper par-dessus votre tÍte
en vous renversant vers l'arriËre
avec les pieds au dessus de la
tÍte.
- Frappe brossÈe : Appuyez sur le
bouton C tout en gardant enfoncÈ
le bouton D gauche ou droite afin
de donner une trajectoire brossÈe
au ballon.
- Reprise de volÈe : Appuyez sur
le bouton A ou C pour frapper le
ballon haut et loin.
En dÈfensive :
Une flËche et un numÈro de joueur
apparaissent au dessus de la tÍte
du joueur dÈfensif que vous
contrÙlez.
Pour changer de joueur, appuyez
sur le bouton A. Voici les
manoeuvres dÈfensives que vous
pouvez utiliser pour reprendre le
ballon :
- ArrÍt : Appuyez sur le bouton B
pour vous emparer du ballon
lorsque vous Ítes prËs de
l'adversaire qui le contrÙle.
- PlaquÈ glissÈ : Appuyez sur le
bouton C pendant que vous courez
vers le joueur qui contrÙle le
ballon; vous glissez sur le sol
pour essayer d'Èloigner le ballon.
Visualiser le terrain 
Jetez un coup d'oeil circulaire
sur le terrain avant les rentrÈes
de touche ou les coups francs, de
pied, de but, de coin ou de
rÈparation afin de repÈrer le
joueur en meilleure position pour
prendre le ballon.
Voici comment procÈder :
1. Appuyez sur le bouton A.
2. Appuyez sur le bouton D vers le
haut, le bas, la gauche ou la
droite pour regarder.
3. Appuyez sur le bouton A pour
rendre le contrÙle au joueur.
4. Appuyez sur le bouton D vers la
gauche ou la droite pour diriger
le tir en visant les cercles
directionnels.
5. Appuyez sur le bouton B pour
les touches ou les tirs courts ou
sur le bouton C pour les touches
ou les tirs longs.
COMP…TENCES SP…CIALES
RentrÈe de touche
Si vous ou votre adversaire
envoyez le ballon hors du champs
de jeu d'un cÙtÈ ou de l'autre,
l'Èquipe adverse bÈnÈficie d'une
rentrÈe de touche depuis la ligne
de touche.
Utilisez le bouton D gauche ou
droit pour diriger le tir en
visant les cercles directionnels.
Puis, appuyez sur le bouton B pour
un lancer court ou sur le bouton C
pour un lancer long.
Coup de pied de but
Si l'Èquipe attaquante envoie le
ballon par-dessus la ligne de but
de la dÈfense (mais pas dans le
but) on accorde un coup de pied de
but au gardien.
Coup de pied de coin
Si l'Èquipe dÈfensive envoie le
ballon hors du terrain par-dessus
sa propre ligne de but, l'Èquipe
attaquante a droit ‡ un coup de
pied de coin.
Le coup de pied de coin a lieu ‡
partir du coin le plus prËs de
l'endroit o˘ le ballon est sorti.
Voir ´Observer le terrainª pour
savoir comment procÈder.
Fautes
En cas de faute, l'arbitre
apparaÓt.
Si la faute donne lieu ‡ un coup
franc ou ‡ un coup de pied de
rÈparation, le nom du joueur ayant
commis la faute est affichÈ, ainsi
que le temps passÈ au moment de la
faute.
Hors-jeu
Il y a hors-jeu si, au moment o˘
un co-Èquipier vous passe le
ballon, vous vous trouvez dans la
zone de l'adversaire et qu'aucun
joueur dÈfensif ne se trouve entre
vous et le gardien de but.
Un coup franc est accordÈ ‡
l'endroit o˘ le hors-jeu s'est
produit.
Nota : Si votre joueur se trouve
dans le rond central au moment du
coup d'envoi, il est
automatiquement dÈplacÈ ‡ un
endroit o˘ il n'est pas considÈrÈ
hors-jeu.
Coup franc
Un coup franc est accordÈ ‡
l'Èquipe contre laquelle on fait
une faute.
Coup de pied de rÈparation
Si l'Èquipe dÈfensive commet une
faute dans la surface de
rÈparation, un membre de l'autre
Èquipe peut tirer le ballon d'un
point situÈ ‡ 11 mËtres de la
ligne de but.
Le gardien de but est le seul
joueur dÈfensif autorisÈ ‡ rester
dans la surface de rÈparation
jusqu'‡ ce que le ballon soit mis
en jeu. Voir ´Observer le terrainª
pour savoir comment procÈder.
Nota : Lorsqu'il n'y a qu'un seul
joueur, celui-ci doit contrÙler le
gardien de but lorsque
l'ordinateur bÈnÈficie d'un coup
de pied de rÈparation.
…cran de pause
Pour faire une pause pendant la
partie, appuyez sur ´STARTª. Dans
l'Ècran de pause, vous avez le
choix entre ´REPLAYª, ´ROSTERª,
´FORMATIONª ou ´EXIT GAMEª.
 Pele Soccer
 Trucs et Astuces
 
 Use Up/Down to scroll text
1. En mode ´Exhibitionª, modifiez
les qualitÈs du joueur dans
l'Ècran ´SELECT ROSTERª afin de
renforcer votre Èquipe.
2. Que vous soyez gagnant ou
perdant, allez ‡ l'Ècran ´TEAM
FORMATIONª et suivez les conseils
de PelÈ pour choisir la formation
qui vous amËnera une victoire.
3. Dribblez le ballon le long de
l'aile et centrez-le devant le but
en appuyant sur le bouton A ou C.
Appuyez sur le bouton A pour faire
passer la flËche au joueur qui
attend de tirer, puis appuyez sur
le bouton C pendant que le ballon
est dans les airs afin d'exÈcuter
la manoeuvre prÈfÈrÈe de PelÈ, le
retournÈ acrobatique.
Il faudra vous entraÓner pour y
arriver!
4. Lorsque vous Ítes en position
dÈfensive, n'oubliez pas les
tacles glissÈs. Appuyez sur le
bouton C en courant vers
l'adversaire qui a le ballon.
C'est une technique trËs efficace
pour s'emparer du ballon.
<a name="Pgaeurop.o">PGAEUROP.O</a>
 PGA European Tour
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 STATS & OPTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
 PGA European Tour
 Game Description
 
 Use Up/Down to scroll text
WELCOME TO PGA EUROPEAN TOUR
Welcome to a whole new world of
golf! Now you can play same of the
most exciting courses on the
European Tour while testing your
prowess against the finest
international players.
We've included all of the great
features that were in PGA TOUR
Golf II, plus we've added some
special items to make this game
unique.
There is a new Shoot-Out play mode
as well as a Match Play option,
with literally "pounds" of money
riding on the outcome of the
contests.
You'll also notice clear
improvements in the graphic
presentation of the game which
make it more real than ever. So
grab your clubs and your passports
and head for the links!
 PGA European Tour
 Controller Functions
 
 Use Up/Down to scroll text
CONTROLLING THE GAME
Setup
If there are more than one of you
playing and you each want to use
your own controller,(instead of
passing one back and forth), you
need to set up the system for two
or more controllers.
One to four people can play PGA
European Tour at a time.
1. From the Pro Shop, press
Start to reveal the Menu Bar.
2. D-Pad right to reveal the
Options Menu.
3. D-Pad down to highlight Setup,
and press A. The Setup Box
appears. When an option is active
on the Setup Box, the letters are
brightly lit. When an option is
inactive, the letters appear dim.
4. Use the D-Pad to highlight Two
or More Controllers, and press B
to toggle it on/off.
5. Press A to confirm your choice
and return to the play screen.
Using Two Controllers
When both controller jacks are
active, Player #1 and Player #3
use Controller 1, while Player #2
and Player #4 use Controller 2.
Using the 4-Way Play Adapter
Plug the 4-Way Play into your
Genesis, then plug up to four
controllers into the adapter, and
you're ready to go. Player #3 uses
Controller 3 and Player #4 uses
Controller 4.
NOTE: Six-button controller users
who are using the 4-Way Play must
play in three-button mode.
To configure your six-button
controller to three-button mode:
1. Turn off the Genesis.
2. Press and hold the "Mode"
button on every six-button
controller that will be used while
you turn the Genesis on.
Your six-button controllers are
now configured in three-button
mode.
 PGA European Tour
 Playing the Game
 
 Use Up/Down to scroll text
HITTING THE BALL
The Stroke Meter and the Accuracy
Point
The Stroke Meter is the tool you
use to determine the strength of
your shot. The Accuracy Point is
the spot on the Stroke Meter that
you use to determine the direction
of your shot.
An important skill to develop is
stopping your swing exactly on the
accuracy point; if you do your
shot goes straight. If you miss
the accuracy point to the right,
the ball slices right.
If you miss the point to the left,
the ball hooks left. The greater
your distance from the accuracy
point, the greater the degree of
the hook or slice.
1. Press B to start your
backswing.
2. Press B again to stop your
backswing and begin your swing.
3. Press B a third to hit the
ball(at the accuracy point).
Overswing
The area to the left of the 100%
mark on the Stroke Meter is the
"overswing" area.
If you venture into the overswing
area, you can increase your
potential power and hit the ball
farther than the maximum distance
potential listed on the Stroke
Meter.
Be careful if you choose to go
into this area; if you fail to hit
the accuracy point, the results
can be costly.
All hooks and slices are magnified
in direct proportion to the degree
of power you have chosen.
Overswing, by definition,
eliminates reliability.
Draw and Fade Meter
You might want to hook or slice
the ball intentionally to avoid a
hazard. The best way to control a
hook or slice is to set the
draw/Fade Meter before you swing,
then hit the accuracy point as
usual.
The Draw/Fade Meter is not
available when you're putting.
 * Press and hold C to bring up
the Draw/Fade Meter.
 * D-Pad left/right to adjust
the marker.
Selecting the Proper Club
The program automatically selects
a club for every situation, but
you don't have to use it.
Many factors, including wind and
ball lie, can influence your club
choice.
 * To change clubs, D-Pad
up/down.
The name of the selected club
appears at the bottom of the
information box in the lower right
corner of the screen.
Each club has different
characteristics, one being its
maximum distance potential. When
we talk about distance potential,
we're referring to total, not
aerial, distance.
These potentials assume a perfect
lie, no wind, and a flat spot for
the ball to land so it can bounce
and roll.
The distance potential of a club
is shown at the left side of the
Stroke Meter.
Calculating Your Shot:
There's more to hitting the ball
than simply aiming the cross hair
and swinging the club.
You should take into consideration
the wind, the ball lie, your
follow-up shot, and the potential
hazards on the course itself.
Let's say your driver's distance
is 270 yards.
If you stop your backswing when
the Stroke Meter reaches 50%, your
shot's calculated distance will be
135 yards, but this can be
affected by the above factors.
Aiming your Shot:
The aiming cross hair(flashing in
the middle of the screen when
you're about to hit) indicates the
direction the ball will travel if
you hit square and there is no
cross-wind.
 * To adjust the aiming cross
hair, D-Pad left/right.
Gauging the Wind:
The rotating arrow at the bottom
left of the screen indicates the
wind speed and direction. Watch
out for occasional gusts and pay
attention to the weather report
given before each round.
NOTE: The short irons impart a
greater arc to the shot than do
woods and long irons.
Consequently, the higher the arc
of the shot, the more the wind
will influence the flight of the
ball.
DRIVING RANGE
Each course has its own Driving
range. To prepare for an upcoming
tournament, practice all your
shots at the Driving Range. 
xperiment with woods and irons,
special shots, and the Draw/Fade
Meter.
1. Highlight Driving range on
the Play Menu and press A. The
program takes you to a Driving
Range.
2. To change courses while on the
Driving Range, select New Course
from the Go to Menu and press A.
The Select Course Box appears.
3. Select a Course and press A.
4. To leave the Driving Range,
select Pro Shop from the Go to
Menu, and press A.
PUTTING
PGA European Tour allows you to
practice putting on any of the
greens in the game. good putting
can make or break a player, and
many a game has been won(or lost!)
on the green.
Before going on the Tour, you may
want to practice your putting.
 * From the Pro Shop or PGA
Tour Tent, highlight Putting Green
fro the Play Menu, and press A.
Changing Holes or Courses
The program automatically takes
you to the 1st green of a randomly
selected course.
To go to a different hole:
1. Pull down the Go to Menu and
select Hole.
2. Press A. The Select Hole Box
appears.
3. Use the D-Pad up/down or
left/right to highlight the hole
you want, and press A to confirm.
To go to a New Course:
1. Pull down the go to Menu and
select New Course.
2. Press A. The Select Course Box
appears.
3. D-Pad up/down to highlight the
course you want, and press A to
confirm.
How to Putt
The Stroke Meter on the green
works just like anywhere else.
 * To putt, Press B three
times.
The distance potential of your
putter can be changed in
increments of 5 feet over a range
of 5 to 120 feet.
 * To change the distance
potential, D-Pad up/down.
The program randomly chooses pin
and ball placement. After you sink
a putt, this placement changes.
If you want to change the position
of the ball or cup before you
putt, select Pick up Ball from the
Shot Menu and press A.
To practice a specific putt over
and over again, select Take a
Mulligan from the Shot Menu and
press A.
Grid View
When you select a Putting Green, a
contour grid showing the
topography of the practice hole's
putting surface appears on the
screen before each hole.
A message above the grid reports
how far the ball is above or below
the pin, and the exact distance to
the cup. To get a better view of
how the topography affects the
roll of the ball, rotate the grid.
 * To rotate the grid
left/right, D-Pad up/down.
You may also fine tune your aim by
adjusting the aiming cross hair
from the contour grid.
 * To move the cursor
left/right, D-Pad left/right.
 * Press Start to return to the
Putting Green. Notice that the
aiming cross hair on the green
reflects any changes you made on
the grid.
Also note that the info box in the
lower let hand of your screen
displays the distance and cup
elevation as well.
When you're out playing a round
and you're on the green or within
40 yards of the cup, you can
access the green grid.
 * Press A when you're on the
green to see the grid.
 * Select Green from the View
Menu when you're near the green to
see the grid.
The Secret to Putting
The green grid provides two
critical pieces of information:
the elevation of the ball with
respect to the cup, and the
contours of the ball with respect
to the cup, and the contours of
the putting practice.
There are no fixed rules for
determining just how much you
should compensate with the aiming
cross hair for a break, but below
are a few reliable guides.
 * The breaks in the green
influence the ball more as the
ball slows down. It's more
important to compensate for the
breaks around the cup than for
those directly in front of the
ball.
 * When compensating for a
drastic break, keep in mind that
the ball must travel farther to
the cup and plan your distance
accordingly.
 * Particularly on short putts,
it's generally a good idea to hit
the ball too hard rather than too
soft; don't try to cozy your short
putts.
On the other hand, if you're
"lipping" a lot of your putts, try
hitting the ball a little softer.
To leave the Putting Green, select
Pro Shop from the Go the Menu.
VIEWING THE COURSE
There are several different ways
to view a course. These alternate
views give you insight into the
potential hazards and help you
play the best round of golf
possible.
Overhead View
The Overhead View is best used in
measuring long shots, particularly
when there are hazards or trees
involved.
When you're on the tee:
1. Press A to bring up the
Overhead View.
2. Press any button to return to
the course.
When you're between the tee and
the green:
1. Press Start to call up the
Menu Bar.
2. Use the D-Pad to highlight
Overhead from the View Menu.
3. Press A. The Overhead View
appears.
4. Press any button to return to
the course.
When in the Overhead View Screen,
you can move the cursor with the
D-Pad to measure the distance
between the ball and any spot on
the course.
The Overhead View also shows the
location of your opponent's ball
after the tee shot.
NOTE: Unlike the green grid view,
when you reposition he cursor on
the Overhead View the change is
not reflected on the Course Play
Screen.
Ball Lie
The Ball Lie Window shows you what
kind of terrain your ball is
resting on.
 * Press A(unless you're on the
green) to check your ball lie.
Fly-By Hole Preview
The Fly-By Hole Preview appears at
the beginning of every hole. It
gives you a sweeping aerial view
of the hole. A pro appears on the
screen, offering advice on how to
play the hole.
 * Press Start to bypass the
Fly-By Hole preview, or go to the
Setup Box in the Options Menu to
deactivate it.
Hole Browser
The Hole Browser provides a
user-controlled fly-by of the
entire hole and offers more detail
than the Overhead or Fly-By views.
1. Select Hole Browser from the
View Menu.
2. D-Pad up/down/left/right to
browse the hole.
3. Press B to switch views.
4. Press C to resume game.
5. Press Start for Help
instructions.
Instant Replay
The program automatically shows an
instant replay after an
outstanding shot, but you can
replay any shot you like, even
those made by the pros.
1. Select Instant replay from
the View menu.
2. Press A. The last shot is
replayed.
3. Press Start to cancel Instant
Replay.
Auto Views
You can activate/deactivate some
of these views to be shown
automatically.
1. Select Setup from the Options
Menu. The Setup Box appears.
2. Use the D-Pad to highlight the
feature you wish to activate or
deactivate, and press B.
3. Press A to confirm your
choice.
Auto Overhead appears before
your shot every time the ball is
more than 100 yards from the hole.
Auto Ball Lie appears before
your shot whenever the ball lies
between the tee and the green.
Auto Greens appears before your
putt, whenever the ball is on the
green or within 39 yards of the
hole.
Auto Fly-by Hole Preview appears
at the beginning of every hole,
before you tee off.
 * To bypass a view, press
Start at any time.
 PGA European Tour
 Stats & Options
 
 Use Up/Down to scroll text
STATS
PGA European Tour offers a
variety of stats which are listed
under the Stats Menu.
Current Players
This screen shows the stats for
all the players currently in your
party. You have access to these
stats only during a game.
A player's stats are updated every
time s/he plays in a Tournament,
Skins, Match, or Shoot-Out.
 * Select Current Players from
the Stats Menu and press A. The
Current Players Stats Screen
appears.
Reset Stats
You can reset a human player's
stats from the Current Players
Stats Screen.
1. Press Start. A dialogue box
appears with a list of the current
players. It asks you which
players' stats you would like to
reset.
2. D-Pad up/down to select a
player, and press A to confirm. A
second dialogue box appears.
3. You are asked to verify your
decision to reset stats. Press A
to confirm and C to cancel. For
human players, the stats return to
zero.
If you are playing with a Genesis
pro, the stats return to zero. If
you are playing with a Genesis
pro, the stats return to their
programmed base stats.
4. Press C to exit the stats
screen and return to the game.
NOTE: You may also reset the
pros stats from the Options Menu.
Select Reset Pros and press A to
confirm.
Some of the stats(Longest Drive,
Earnings, Best 18 holes, etc.,)
are self-explanatory. Below is an
explanation of the statistical
categories that might not be so
obvious.
Driving Acc., or "Driving
Accuracy." An accurate drive is
one that stops on the fairway or
the green. This stat shows the
percentage of times a player
drives the fairway or the green.
Greens in reg., or "Green in
Regulation." On a par 3, your ball
must reach the green on your
drive; on a par 4, the ball must
reach the green on your second
shot; a par 5, the ball must reach
the green on your third shot to be
considered on the green in the
regulation number of strokes.
This stat shows the percentage of
times a player makes the green in
the regulation number of strokes.
Putts/G.I.R.(Greens in
Regulation) is the average number
of putts it takes to sink the ball
when you reach the green in the
regulation number of strokes.
Ideally, a golfer should reach the
green in regulation and putt twice
to hole out; this is the basis of
par.
This stat shows the average number
of strokes it takes a player to
hole out after reaching the green
in regulation.
Par Breakers shows the
percentage of times a player beats
or "breaks" par.
Par Saves are those holes in
which a player shoots or breaks
par without making the green in
regulation.
Avg. Par stats indicate the
average number of strokes a player
takes on the par 3s, 4s and 5s.
Saved Players
These stats correspond in content
with current players, but indicate
stats for all saved players, not
just those currently playing.
As with the current players, you
can reset the stats from this
screen.
Tournament
The Tournament stats begin with a
list of Leading Money Winners
ranked in order of earnings.
 * To page rapidly through the
list, press A.
After the list of Leading Money
Winners comes the list of Leading
Scorers ranked in order of lowest
average score for 18 holes.
 * To return to the course, Pro
Shop or PGA Tour Tent, press
Start.
Scorecard
The Scorecard appears after every
hole played(except when you are at
the Driving Range or Putting
Green). You can also access the
Scorecard fro the Stats Menu.
Par scores appear in blue, scores
lower than par appear in red, and
above-par scores appear in black.
 * To return to the course, Pro
Shop or PGA Tour Tent, press
Start.
Leaderboard
The Leaderboard lists all the
players in an ongoing tournament
in order of lowest total score.
The names of human players appear
in blue both on the list and below
the list in a separate area.
Next to the name of each player is
his current score in relation to
par.
Next to the "Par" column is the
"Hole" column, which indicates the
current hole for that player. A
double dash(--) in this column
indicates the player has finished
the round.
 * To page through the list,
press B.
 * To return to the course, Pro
Shop or PGA Tour Tent, press
Start.
Tourney Results
The Tourney Results Screen shows a
list of all golfers who have
completed a tournament and their
respective scores.
 * To page through the list,
press B.
 * To return to the course, Pro
Shop or PGA Tour Tent, press
Start.
PRACTICE ROUND
The Practice Round play mode
offers flexibility of play without
the money pressure.
Playing a Practice Round
 * Select Practice Round from
the Play Menu and press A. The
Select Number of Players Box
appears.
Selecting the Number of Players
 * D-Pad left/right to
highlight the desired number of
players, and press A to confirm
your choice. You may have up to 4
players.
Selecting a Player
After selecting the number of
players, a box appears asking you
to select Player #1. This player
can be a new human player, one of
the ten Genesis pros, or an
existing human player.
 * D-Pad up/down to highlight
the desired player, and press A to
confirm your choice.
 * To select a genesis pro,
highlight <Genesis> on the Select
Player Box, and press A. A list of
the ten pros appears.
 * Use the D-Pad to select one
of the pros, and press A.
The program allows you to save up
to 16 human players. If the roster
is full, the program indicates
that there's no more room for new
players.
During a practice round, you can
continue and play with a golfer
called "Player #1," but the
program doesn't retain his/her
stats after the round is over.
If you don't want to play with an
anonymous player, press A for "OK"
then C for "Cancel."
Naming a New Player
If you select New Player and
there's room for one, a Players
Card appears on the screen. It's
here that you name a new player.
1. D-Pad up/down to toggle
through the upper and lower case
letters(there's a blank space
after the capital Z).
2. D-Pad left/right to select a
character and move on to the next
space.
3. When you're finished naming
the golfer, press Start.
If you wish to play with an
anonymous golfer and not save his
stats, press C at the Players Card
Screen.
You'll play with a generic
player(#1, #2, #3, #4) as
described above. This feature is
only available in a Practice
Round.
Selecting a Tee
After you select your tee, a Club
Selection Box appears. You are
allowed 14 clubs in your bag
including the putter, which you
always carry.
The clubs in your bag appear in
bold type, while those not in your
bag appear in a pale type. Before
you add a club to your full bag,
you must remove one.
1. D-Pad left/right/up/down to
highlight the club you wish to
remove, then press B.
2. D-Pad left/right/up/down to
highlight the club you wish to
add, then press B.
3. Repeat this process until
you're done, then press A. The
Course Selection Box appears.
Selecting a Course
1. D-Pad up/down to highlight
the course you want.
2. Press A to confirm your
choice.
An overhead view of the entire
course appears, and an announcer
gives a brief weather report for
the day. The game begins at hole
#1.
During a Practice Round, you can
play through a course in
sequential order or skip around.
Two or More Players
The process of selecting and
naming players, selecting clubs
and courses, varies a bit when you
have two or more human players and
you've activated Two or More
Controllers on the Setup Menu.
Player #1, using Controller 1,
always selects the number of
players, the player himself, and
the course.
Each individual player then enters
their name with their own
Controller, and chooses their golf
clubs and tees(during a Practice
Round).
Let's do a walk though:
1. Three players decide to play
a Practice Round and they each
decide to use their own
controller. Player #1 activates
Two or More Controllers on the
Setup Menu and selects Practice
Round from the Play Menu.
2. Player #1 selects number of
players(3).
3. Player #1 selects either a new
player, a Genesis pro or an
existing player for himself. He
enters all tee and club
information.
4. A Select Player #2 Screen
appears. Player #1 must select
with Controller 1 either a new
player, a Genesis pro, or an
existing player and press A.
5. Player #2, with Controller 2,
now enters the information
regarding club and tee selection.
If he is a new player, he uses his
D-Pad to enter to enter his name
at the Player's Card Screen.
6. After all three players have
finished making their selections,
Player #1 selects the course.
This process(except for tee
selection) is the same for
Practice, Skins, Tournament, Match
Play and Shoot-Out game modes.
Selecting a Hole
To go to a Different Hole during
a Practice Round:
1. Press Start to highlight the
Menu Bar.
2. The Go to Menu is highlighted
automatically, as well as the Hole
option. Press A to confirm. The
Select Hole Box appears.
3. Use the D-Pad to highlight the
hole you want, then press A to
confirm your selection. You go to
the new hole.
Changing Courses
To Go to a New Course during a
Practice Round:
1. Press Start to highlight the
Menu Bar.
2. Select New Course from the Go
to Menu and press A to confirm.
The Select Course Box appears.
3. Use the D-Pad to highlight
the course you want, then press A
to confirm your selection.
After you make your selection, the
program shows you an overhead view
and then takes you to the first
tee of the new course.
 * To exit a Practice Round,
select Pro Shop from the Go to
Menu and press A.
Taking a Mulligan
In a Practice Round, you can take
a shot over and over again until
you get it just right.
 * Highlight Take a Mulligan
from the Shot Menu, and press A.
The program takes you back to your
previous lie. Note that the
program does not keep statistics
for holes on which you take
mulligans, except for "Longest
Drive."
Picking up the Ball
If you're doing poorly on a hole
and your frustration is mounting,
you can pick up your ball and
accept a score of 12.
 * Highlight Pick up Ball from
the Shot Menu and press A.
TOURNAMENT PLAY
Now that you've mastered the
basics and perfected your skills,
it's time to put it all together
and play a tournament.
A tournament comprises four full
rounds(72 holes) on the same
course. Sixty professional
golfers, plus one to four players
in your party, compete for
thousands of pounds in earnings.
You must use professional tees and
mulligans are not allowed.
How to Play
Say good-bye to your buddies in
the Pro Shop and choose Tournament
from the Play Menu. You are asked
the same questions as when you
played a Practice Round.
After you choose your course, an
overhead shot of the entire course
appears. The Tournament Board then
introduces the tournament and
total prize money.
The Leader Board, which shows the
current standings for all
tournament participants, appears.
Following each ranking is the
player's name, score, and the hole
he is currently playing.
Making the Cut
Generally, if you shoot par or
better you will make the cut. At
the end of the first round, the
top 48 players, plus all those
players tied for the lowest
qualifying score, move on to the
second round.
At the end of the second round,
the top 32 players, plus all those
players tied for the lowest
qualifying score, move on and so
on to the fourth and final round.
During Tournament play, you return
to the PGA Tour Tent rather than
the Pro Shop.
SKINS CHALLENGE
Two to four players compete in a
Skins Challenge for cash. The game
is played over the course of 18
holes, with each hole assigned a
monetary value.
The value of the holes increases
as you play and the size of the
purse varies depending on the
competition and the number of
players.
In order to win cash, you must win
the skin for that specific hole.
To win a skin, you must win a hole
outright by making a lower score
on that hole than each of the
other competitors.
If two players tie for the lowest
score on a given hole, the skin
for that hole carries over to the
next hole. Theoretically, all 18
skins could ride on the 18th hole.
If no one wins the 18th hole, the
players return to the 1st hole and
continue playing until someone
wins the remaining skin(s).
Since the total score for the
round has no bearing on who wins,
when one of the players clinches a
skin on a given hole, the other
players simply pick up their balls
and head to the next hole.
This is reflected on the
Scorecard. If the winning player
scores a 3 for a hole, the other
players show a score of 3+ on the
scorecard.
This means that they would have
taken more than 3 strokes to
finish the hole, but simply went
on as the competition was
finished.
MATCH PLAY
A complete game consists of three
rounds with four groups of two
playing consecutively. Each round
is a single-elimination contest
and the competition is fierce.
As in Skins, you try to win each
hole, but there are variations.
Instead of each hole being worth
money, it is played for the sake
of the score alone. If you tie or
"halve" a hole, the score remains
the same.
At the end of each round, whoever
has won the most holes, wins the
round and proceeds to the next
round of competition.
The round continues only so long
as there is uncertainty over the
outcome. For example, if you have
played 16 holes and are down 3
holes, there is no chance that you
could tie or win the round, and
the round ends.
If two players end a round tied,
they return to the 1st hole for a
sudden death play-off.
The winner of that play-off
continues on to the next round.
The final winner takes all of the
money,(there are no earnings for
second or third place), so the
pressure can be intense by the
last round.
SHOOT-OUT
Based on the Canon SHOOT-OUT
Series, in our Shoot-Out play,
four players line up to play three
holes of golf. At each hole, the
player with the highest score is
eliminated.
The players who score the lowest
on each hole continue to the final
hole where only two players are
left to compete for the final
prize. Money is awarded for first
and second place.
After you select a course, the
program randomly selects a
starting hole. You play the next
three holes in sequence.
In the event of more than one
player having the highest score at
a hole, a one-shot tie-breaker is
played. The referee places the
ball randomly in a position close
to the green.
The shot can be a chip or a putt,
and each tying player takes the
same shot.
The player farthest from the hole
is eliminated. After each of these
tie-breaker sessions, a Summary
Box appears displaying the
distance of each layer's ball(in
inches) from the cup.
If after this tie-breaker, players
are still tied, then a second
tie-breaker is played, and so on.
SAVING AND RESTORING
Save Game
The cartridge is designed to save
only one game. When you save a
game you overwrite the previously
saved game.
 * Select Save Game from the
Options Menu, and press A.
The program asks if it's OK to
overwrite the previously saved
game,(unless you haven't yet saved
any).
 * To overwrite the previously
saved game, press A.
The game remains saved until
another game is saved over it.
Restore Game
 * Highlight Restore Game on
the Options Menu, and press A
twice. The saved game appears and
you continue where you left off.
Remember, you can also resume a
game after leaving it if you only
go to the Pro Shop or PGA Tour
tent, and don't exit the program
entirely.
 * Highlight Resume Game on the
Play Menu and press A. You return
to your game in progress.
 PGA European Tour
 Hints and Tips
 
 Use Up/Down to scroll text
FINE POINTS FROM THE MASTER
 * If you really want to get
good at this game, you have to be
aware of all the factors that can
influence the outcome of a given
shot.
 * Every hole begins at the
tee. Check your distance, the wind
gauge and the location of hazards.
Make sure you hit the accuracy
point.
 * When you're not on the green
or the fringe, the fairway is the
best place to be. Occasionally,
you'll find your ball "in a
depression" on the fairway.
When your ball is in a depression,
the maximum distance for a given
club is slightly reduced, and the
possibility for a wild shot is
slightly increased.
 * Knowing how to read a green
is essential if you want to shoot
low scores. The putter is the only
club allowed on the green, and the
wind is not a factor.
 * The dark green area
surrounding each green is called
the fringe. Here you can choose
the putter or any other club.
If you're using the putter, make
sure to use enough force to putt
through the fringe. On long shots,
you might want to try a chip shot.
 * The rough reduces the
maximum distance potential of any
club you select, and increases the
effect of a hook or slice.
If you're "half-buried in the
Rough," these consequences are
greater still.
 * As you might expect, the
heavy rough is more undesirable
than the ordinary rough. Nowhere
is the :flub" factor more ominous.
Exercise extreme caution and avoid
using the Draw/Fade meter.
 * At all costs avoid the
bunkers, especially the ones along
the fairway. it's extremely
difficult to make an accurate long
shot from the sand.
If your ball is "Half-buried in
the sand," you might want to go
with the sand wedge. Using a
longer club(a one or two iron) to
get distance is risky: the
possibility of blowing the shot
increases with a flat iron.
<a name="Pgaglf96.o">PGAGLF96.O</a>
 PGA Tour Golf '96
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL JEWELS
 HINTS AND TIPS
 BROWSE HELP FILES
 PGA Tour Golf '96
 Game Description
 
 Use Up/Down to scroll text
Columns has always been fun. But
now that you can add
 PGA Tour Golf '96
 Controller Functions
 
 Use Up/Down to scroll text
Game Start and Pause. In Pyramid
Columns, if you have items, used
to 
 PGA Tour Golf '96
 Playing the Game
 
 Use Up/Down to scroll text
use of the Items you get by.
 PGA Tour Golf '96
 Special Jewels
 
 Use Up/Down to scroll text
two rows into your opponent's
playing field.
 PGA Tour Golf '96
 Hints and Tips
 
 Use Up/Down to scroll text
First, extinguish blocks
diagonally!
<a name="Pgatour.o">PGATOUR.O</a>
 PGA Tour Golf
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TOURNAMENT PLAY
 HINTS AND TIPS
 BROWSE HELP FILES
 PGA Tour Golf
 Game Description
 
 Use Up/Down to scroll text
Welcome to PGA Tour Golf, the only
game that lets you play against
the Tour's most competitive pros,
on some of the finest golf courses
in the world.
It's you against a choice field of
60 PGA Tour professionals. And, on
any given day, you could win it
all.
 PGA Tour Golf
 Controller Functions
 
 Use Up/Down to scroll text
In the Pro Shop:
Start:
 * Bypass title and credits
screen.
 * Go to or return to Pro Shop.
D-Pad:
 * Right or left arrows display
different menus. Up or down arrows
highlight different options in the
displayed menu. A highlighted menu
turns red.
Button A:
 * Selects or confirms a
choice. Selects a highlighted menu
option.
Button B:
 * Turns to options from the
Setup menu On or Off.
Button C:
 * Displays game menu.
 * Cancels the current
selection or screen.
On the Course:
Start:
 * Go to or return to Pro Shop.
 * Cancels out of the Leader
Board or Instant Replay and
returns to the course.
D-Pad:
 * Right or left arrows move
the aiming cross-hair. Up or down
arrows choose a different club.
Button A:
 * Selects or confirms a
choice.
 * On the tee, displays an
overhead view of the hole; on the
fairway or in the sand, displays
the Ball Lie; on the green or
fringe, displays the contour Grid.
Bypass title and credits screen.
Button B:
 * Press B three times to hit
the ball.
 * Turns the Options from the
Setup menu On or Off.
Button C:
 * Activates menus.
 * Cancels the current
selection or screen.
 PGA Tour Golf
 Playing the Game
 
 Use Up/Down to scroll text
At the Pro Shop you can use the
Play menu to go out to practice
your strokes or begin a tournament
round.
Press C to see the Play menu.
When an option has a checkmark in
front of it, it is ACTIVE. To
select a different option, press
the up or down arrows on the D-Pad
to move the red highlight.
If you want to practice now, read
on. Remember, even the greatest
pros return repeatedly to their
teachers for reminders about
proper swing mechanics and body
rotation.
Driving Range:
To prepare for your upcoming
tournaments, you've got to do more
than buy a new pair of shoes.
You've got to practice all your
shots at the Driving Range, if you
want to get really good.
Experiment with both your woods
and your irons, and keep your eye
on the wind gauge. Remember,
you're not playing under a dome.
 * Press up or down on the
D-Pad to move the red highlight to
Driving Range and press A.
 * Press up or down on the
D-Pad to move the red highlight to
the course of your choice and
press A.
The Stroke Bar displays the
distance potential of the club
you're using, and it lets you
control the power and accuracy of
your swing.
To hit the ball, you need to press
B three times.
The first press starts your
backswing; the second ends the
backswing and determines the power
of your stroke; and the third
press hits the ball and determines
whether the shot hooks, slices, or
travels straight.
1) Press B to start your
backswing. The Power Bar quickly
extends left from the Accuracy
Point, indicating the growing
strength of your backswing.
2) Press B to stop your
backswing. Each club has a
distance potential, which appears
in a box to the left of the Stroke
Bar.
The percentages below the Bar
indicate the percent of the total
distance potential you want to
use.
When the Power Bar reaches the
strength you want, press the
Stroke Button to stop it.
The Bar begins to shrink back
toward the Accuracy Point, leaving
a small line that marks the spot
where you stopped it.
3) Press B to hit the ball. To
hit the ball straight, press the
Stroke Button when the Power Bar
returns to the Accuracy Point.
If you stop the Bar exactly on the
Accuracy point, you'll hit the
ball straight. If you press the
Stroke Button before the Bar
reaches the Accuracy Point, the
ball hooks to the left.
If you press the Stroke Button
after the Bar has moved beyond (to
the right of) the Accuracy Point,
the ball slices to the right.
Aiming Your Shot:
The aiming cross hair (flashing in
the middle of your screen)
indicates the direction the ball
will travel if it is well-hit.
To change the position of the
cross hair, press left or right on
the D-Pad.
Wind:
The rotating arrow indicates the
wind speed and direction. Watch
out for occasional wind gusts!
Adjust the direction and strength
of your strokes to compensate for
the wind.
Putting Green:
You've probably heard of fine
players who are long off the tee,
with strong middle irons, and
sweet short games, but whose
concentration completely falls
apart once their ball hits the
so-called "putting surface." PGA
Tour Golf can help you avoid the
yips. You can practice putting on
different greens, and learn how to
"read" them.
If you're in the Pro Shop and want
to practice your stroke now, press
C to display the Play menu. Select
Putting Green from the menu and
press A.
Grid View:
After selecting Putting Green, a
contour grid shows the topography
of the practice green (if the grid
does not appear, press A).
A message above the grid reports
how far your ball is above or
below the cup, and the distance to
it.
To get a better view of how the
topography will affect the roll of
the ball as you putt, follow the
instructions on the screen on how
to use the D-Pad to align the ball
with the aiming cursor.
Press any button on the Controller
to move back to the putting green.
The aiming cross hair on the green
reflects any adjustments you made
on the grid.
There's no need to re-aim. The
Close-up window shows the area
around the cup.
Whenever you are on the green (or
the fringe of the green), and you
want to see the grid, press A.
How to Putt:
The Stroke Bar on the Putting
Green works exactly like the
Stroke Bar at the Driving Range.
To putt the ball, you need to
press B three times.
You always use a putter when
you're on the green. The distance
potential of your putter can be
adjusted in increments of 5 feet
over a range of 5 to 120 feet.
To change the distance potential,
press up or down on the D-Pad.
Practice Round:
If you are now feeling up to it,
you can opt to play a Practice
Round. Hitting the ball works the
same as it does for the Driving
Range and Putting.
If you want to try a stroke again,
select Take A Mulligan from the
Options menu, and you can take the
shot over.
You can take multiple mulligans
and even "mulligan" your way back
to the tee, if you wish.
Ball Lie:
When your ball is sitting in the
fairway or sand, you can press A
to see the "lie" of your ball.
Every PGA Tour pro knows that ball
lie will affect your choice of
club and the stroke you use.
If you land in the rough, for
example, your irons will have a
lower distance potential and less
accuracy than if you were hitting
from the fairway.
Special Shots:
PGA Tour Golf knows that you're
not a pro-yet. Sometimes, the ball
doesn't go exactly where you want
it to.
Sometimes you have to make a
special shot to save your par.
When that happens, choose Special
Shots from the Options menu. From
there you can choose to Chip,
Punch, or Putt from the Fringe.
Instant Replay:
Choose Instant Replay to see your
last shot again. the trajectory of
your ball is traced on the screen.
Spectacular shots are
automatically replayed.
 PGA Tour Golf
 Tournament Play
 
 Use Up/Down to scroll text
Playing a Tournament and learning
to drive a car have one thing in
common: you don't know how it
feels until you do it.
You can hone your strokes on the
practice tee, or work all the
controls while the car is in the
garage, but until you tee it up
for money or pull out into the
evening rush hour, you really
don't know how you'll perform.
PGA Tour events put a premium on
preparation, mental toughness, and
the will to win. If you think
you're ready for the exhilarating
challenge, choose Tournament from
the Play menu.
How to Play:
After you choose Tournament,
you'll need to answer a few
questions (the same questions you
were asked when you played a
Practice Round).
Answer each question and press A
to confirm you choice (or simply
press A in response to each
question to accept the default
choice).
When you're asked to sign in,
enter your name with the D-Pad,
and press A.
An overhead shot of the entire
course appears, and then the
Tournament Board introduces the
tournament and total prize money.
In a moment the Leader Board,
which shows the current ranking
for all tournament participants
appears.
Following each ranking is the
player's name, score and the hole
he is currently playing.
You can page through the Leader
Board by pressing A or B. Press C
to cancel and move to the first
hole.
During Tournament play, you cannot
change courses or holes, and no
Mulligans are allowed.
If you score among the top 48
players after Round 1, you make
the cut and move on to Round 2.
You have to place in the top 32 to
get to Rounds 3 and 4. Good luck!
 PGA Tour Golf
 Hints and Tips
 
 Use Up/Down to scroll text
Strategy Guide:
In this Strategy Guide we outline
how to play through most of the
situations you'll confront while
you play the challenging courses
in PGA Tour Golf.
We chose the nasty 529 yard par-5
11th hole from the Tournament
Players Club at Sawgrass as a
representative hole because it
includes every element that a Tour
pro must consider during a
complete tournament round.
In The Players Championship,
played every year at Sawgrass, the
treacherous 11th has demolished
the dreams of more than one
tournament hopeful. With practice,
skill, and judgment you can avoid
this fate.
Off the Tee:
Like all the great pros, you
should strive for consistency and
good placement off the tee.
If you hit like a gorilla but
can't control the ball, you'll
find yourself in trouble on most
of your second shots.
Keep in mind that all the TPC
courses are designed to penalize
risky shots that turn out badly.
Watch the aerial fly-bys for
important club selection and
ball-location comments from our 10
featured PGA Tour pros.
They already have learned the rule
that it is better to be 20 yards
shorter in the fairway than to be
in the rough (or worse).
How Far Can You Hit It: Club
Distance Potential:
The distance potential listed to
the left of the Stroke Bar defines
an Average shot hit at 100% power
with no wind, and includes the
ball's flight in the air PLUS
roll.
Remember this when you're about to
hit over a sand trap or water
hazard: When you have a choice
between two clubs, always choose
the longer one.
You'll land where you wanted to be
more often if you use this rule
throughout your play.
Overswing-Risk vs. Reward:
The area to the left of the 100%
Power mark on the Stroke Bar is
reserved for what we call
"overswing."
The farther you let the Power Bar
go into this area the farther you
will be able to hit the ball. But,
as with all good things, there's a
price to pay.
If you don't hit the shot
perfectly, that is, smack the ball
precisely at the Accuracy Point,
the ball can and most likely will
react erratically, because you
aren't in total control of your
swing.
Remember: The greater the
deviation at the top or bottom of
the swing, the more unpredictable
the outcome of the shot.
A word for the prudent player:
Do not stray into the Overswing
area if you're trying to hook
(draw), or slice (fade) your shot.
Overswing, by definition,
eliminates reliability even when
you're playing the ball straight.
It will make your intended hook or
slice wildly unpredictable.
Toyed with by the Elements:
While your ball is traveling
through the air, wind can alter
its flight. Adjust your aim to
compensate for the direction and
strength of the wind.
Check the wind gauge! It works
better than throwing some grass in
the air. The stronger the wind,
the larger an adjustment you
should make.
The Driving Range is the place to
practice adjusting for the wind.
Luckily, after you hit, the wind
direction remains constant.
Horrible Lies:
No, we're not talking about your
IRS returns. We mean ball lies.
Let's say you hit your drive on
the money.
Terrific, but where did it land?
You've got to check your ball lie.
Other than distance to the hole, a
Tour pro worries the most about
his ball lie.
That is, how is the ball sitting
on the grass or in the sand?
Ball Lie is so important because
it affects the amount of backspin
you can impart to the ball, how
far each club can hit the ball,
and how the ball reacts to an
imperfect swing.
The worse your ball lie, the
smaller the amount of backspin
imparted to your ball, and the
more these factors affect your
shot.
When you're in the fairway, you
can press A to see the lie of your
ball.
On the Beach-How to play out of a
fairway sand trap:
If your ball isn't buried in the
trap you can hit all of your irons
between 50 and 90 percent of their
distance potential.
When you're in trouble, resist the
temptation to try a spectacular
saving shot and concentrate on
getting your ball back into play.
Play conservatively out of the
sand and you'll save a lot of
pars. If your ball is buried in
the sand, it's risky to hit any
club longer than a 4 iron.
The danger of flubbing a shot out
of that lie is too great to risk
the few extra yards you might get
with a longer club.
When you're in the sand, you can
press A to see the lie of your
ball.
The Punch Shot:
When you're half-buried in the
rough, or buried in the sand,
select Special Shots from the
Options menu and choose Punch
Shot.
Use the punch shot to just get the
ball back to the fairway from
whatever trouble your ball may
have found.
The distance the ball will travel
is shorter than if you took a full
swing at the ball, but you're not
likely to flub or whiff the shot
or shank it and have it sail
wildly off your clubface.
Go for the green in two? Only for
the brave:
On this hole you would have to hit
a very big drive (300 yards or
more) and then cross an ocean of
sand to have a reasonable chance
of reaching the green in two.
Remember that the distance
potential listed next to the
Stroke Bar is the amount the
current club will go in the air
PLUS roll.
If you are 240 yards away from the
pin and try to hit a 3-wood to the
green, your ball will skip off the
back of the green.
A better strategy would be to
either: a) take less than a full
swing with the 3-wood and try to
bounce it onto the green; or b)
hit a long iron with overswing and
try to fly the ball to the green
(via the overswing).
The safest play on this hole is to
lay-up short of the green and get
set up for your third shot, the
approach.
The Chip Shot:
If you are close to the green, or
on the fringe, this is the perfect
time to use your Chip Shot. This
shot will not fly very far in the
air.
The strategy of the shot is to fly
the ball just on to the green and
hope it rolls the rest of the way
to the hole.
If you choose to use the chip shot
you should look at the Grid View
of the green to read the contours
of the green between you and the
hole.
The moment your ball hits the
green it will react to these
contours.
It is not advisable to use the
Chip Shot out of the following
lies: Half-buried in light rough,
in the sand trap, buried in the
sand trap, in heavy rough, and
half-buried in heavy rough.
Warning: A ball hit as a Chip Shot
will stop dead in its tracks if it
lands on the fringe.
Playing to the green from a
bunker:
Ball lie in the bunker is
critical. The more deeply your
ball is buried in the sand, the
more it will roll when it hits the
green.
Bad lies in the sand tend to make
the ball release a lot more than
good lies. Remember this when
you're thinking about how hard to
swing at a sand shot.
If you are playing your shot out
of a trap beside the green, look
at the Grid View of the green to
see its contours. The ball will be
affected by these contours the
moment your ball hits the green.
Backspin-how to use it:
The ability to control the ball
with backspin is one of the skills
that separates the pros from most
of the rest of us.
Still it's never too late to
learn, and if you want to play on
the Tour, it's a necessity. So
take a lesson in hitting with
backspin.
Since any ball you hit with the
shorter irons will roll backwards
after bouncing on the green (if
your shot hits the green on the
fly) it's important to know how
far you should try to hit shots
with these clubs onto the green.
Instead of trying to go exactly to
the pin, it's probably better to
hit the ball just past the hole
and rely on the backspin to roll
the ball back close to the hole.
IMPORTANT: Be very careful in
using this strategy if the pin is
placed at the back of the green
(check the pin placement with the
Overhead View if you can't
remember where the pin is).
Your shot might fly exactly the
distance you wanted, but land on
the fringe (or worse).
If it does land off the green it
will not roll back toward the hole
(the other surfaces remove the
backspin from the ball).
Fringe Putting:
If you land on the fringe of the
green, PGA Tour Golf assumes that
you want to putt from the fringe
and auto-selects your putter.
Sometimes the hole will be too far
away to putt and you might want to
chip the ball.
If you choose a different club for
this shot, and then change your
mind, select Fringe Putt from
Special Shots in the Options menu
to get your putter back.
Make sure you take a look at the
Grid View of the green prior to
making your Fringe Putt. The
fringe is not as low-cut or smooth
as the green so you'll have to
putt the ball a little harder.
The more fringe between you and
the green-the more over the listed
distance you'll need to hit your
putt. Don't short-arm your putt.
Tips on Putting:
OK, you made it to the green in
good shape. Unfortunately, for a
lot of us, this is when the
heartache begins.
The number of things that can go
wrong in such a small place is
beyond belief. As experienced
hackers, we believe we can get
down in two. At least we hope so.
We pray!
Using the Putting Grid:
The pros spent years learning to
"read" greens. PGA Tour Golf gives
you a hand by providing a grid
view of the green that will help
read its contours.
Follow the instructions on screen
to move the grid. Note the
elevation between the ball and the
cup as well as the distance. This
information is printed above the
Grid View.
You may find that the grid is the
best place to aim your putt. Use
the D-Pad to align your ball with
the aiming cursor.
All aiming you do on the grid will
be carried back to the normal view
when you return to the green.
When you're on the green (or just
on the fringe), you can press A to
see the contour grid of the
current green.
Putting and the Stroke Bar:
Make sure that the distance your
ball needs to travel to get to the
hole is encompassed by the
distance at the end of the Stroke
Bar.
Change the distance potential so
that you can hit most of your
putts near the 100% mark. You can
change the distance potential of
your putter by pressing up or down
on the D-Pad.
The 5-foot putt is not a
Gimme-even to the Pros!
If the computer selects the 5-foot
distance potential for your putt,
the contours on Grid View should
not come into play unless the
slope is very severe.
Hit your putt as close to the 100%
mark as possible regardless of the
distance between you and the hole.
You'll make more short putts, and
minimize frustration, if you go
for the hole.
However, if you notice you are
lipping a lot of your putts, it
means your aim is good, but you
are hitting the ball too hard.
Try to back off the power bar a
little bit and your ball will fall
into the hole more often.
Practice Makes Perfect:
No one can just walk out on the
PGA Tour and putt as well as the
best in the World.
Use the Putting Green(s) on all
the courses to familiarize
yourself with how to read the Grid
View as well as how hard to hit
your putts given their distance
and topography.
Good luck, and good golfing!
<a name="Pgatour2.o">PGATOUR2.O</a>
 PGA Tour Golf II
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OTHER FEATURES
 HINTS AND TIPS
 BROWSE HELP FILES
 PGA Tour Golf II
 Game Description
 
 Use Up/Down to scroll text
PGA Tour Golf II offers everything
contained in the original PGA Tour
Golf, and plenty more besides.
You'll find three new golf
courses, a precise "Draw/Fade"
control, a "skins" contest format,
expanded statistics, and a new
user-controlled fly-by option
called the "Hole Browser."
Also, you'll notice clear
improvements in the graphical and
audio presentation of the game.
 PGA Tour Golf II
 Controller Functions
 
 Use Up/Down to scroll text
In the Pro Shop:
Start:
 * Activates/Deactivates menu
bar.
 * Cancels menu selection.
D-Pad:
 * Right or left arrows display
different menus. Up or down arrows
highlight menu items.
Button A:
 * Selects or confirms a
choice. Selects a highlighted menu
option.
Button B:
 * Turns the options from the
Setup menu On or Off.
Button C:
 * Displays game menu.
 * Cancels the current
selection or screen.
On the Course:
Start:
 * Activates/Deactivates menu
bar.
 * Cancels menu selection.
 * Clears Ball Lie window and
Overhead view.
D-Pad:
 * Right or left arrows move
the aiming cross-hair. Up or down
arrows choose a different club.
 * Highlights pull-down menu
items.
Button A:
 * Selects or confirms a
choice.
 * On the tee, displays an
overhead view of the hole; on the
fairway or in the sand, displays
the Ball Lie; on the green or
fringe, displays the Green Grid.
Button B:
 * Press B three times to hit
the ball.
 * Turns the Options from the
Setup menu On or Off.
Button C:
 * Hold C to display the
draw/fade meter. (Press D-Pad L/R
to adjust draw/fade.)
 * Cancels menu selection.
 PGA Tour Golf II
 Playing the Game
 
 Use Up/Down to scroll text
Basics From the House Pro:
The most important skill to
develop in PGA Tour Golf II is
stopping your swing exactly on the
accuracy point.
If you miss the accuracy point to
the right, the ball will slice to
the right. If you miss the
accuracy point to the left, the
ball will hook to the left.
The greater your distance from the
accuracy point, the greater the
degree of the hook or slice.
 * Press B to start your
backswing, press B to stop your
backswing and begin your swing,
and then press B to strike the
ball (at the accuracy point.)
You might want to hook or slice
the ball to get around a corner or
avoid a hazard.
The best way to control a hook or
a slice is to set the "draw/fade"
meter before you swing the club,
and to hit the accuracy point as
usual.
It's not advisable to employ draw
or fade when your ball lies in the
heavy rough or the sand. The
draw/fade meter is not available
when you're putting.
 * Press and hold C to bring up
the draw/fade meter. D-Pad
left/right to adjust the draw/fade
marker.
Selecting the Proper Club:
The computer automatically selects
a club for every situation, but
you don't have to use that club.
 * D-Pad up/down to change club
selection.
The name of the selected club
appears at the bottom of the
information box in the lower right
corner of the screen.
Each club has different
characteristics, the most
important of which is it's maximum
distance potential.
A clubs maximum distance potential
accounts for the ball lie, and
assumes landing and rolling on the
fairway.
It does not indicate "distance in
the air." The maximum distance
potential of a club is shown at
the left side of the stroke meter.
Checking the Wind:
The wind indicator is located at
the bottom left corner of the
screen. The wind effects all shots
except for putts.
When the arrow is pointing up, the
wind is blowing from your back and
will add distance to your shot.
When the arrow is pointing down,
the wind is blowing into your face
and will reduce the distance of
your shot.
When the arrow is pointing right
or left, the wind will blow your
shot to the right or left
respectively. Of course, the
stronger the wind, the greater its
influence over the shot.
Adjusting Your Aim:
The flashing cursor at the center
of the screen indicates the
direction in which the ball will
travel immediately after you
strike it.
On tee shots, the computer places
the aiming cursor in the optimum
position for a straight shot with
no wind.
On all subsequent shots, the
computer places the aiming cursor
directly in line with the pin,
regardless of whether the pin is
visible on the screen.
It's always up to you to
compensate for the wind, either by
using the draw/fade meter, or by
adjusting your aim.
When you're faced with an obstacle
that prohibits you from aiming
straight at the pin, you'll find
it useful to go to the hole
browser for an elevated look at
the problem.
Once you learn to use the
draw/fade meter in conjunction
with the aiming cursor and the
wind, bending your shots around
corners becomes an exciting
challenge.
 * D-Pad left/right to adjust
the aiming cursor.
Measuring Your Shot:
Hitting the accuracy point won't
help you if you don't measure your
shot correctly. The distance of
your shot is determined when you
stop the power bar in the
backswing.
In order to decide where to stop
the power bar, you have to do a
little quick arithmetic.
For example, let's say your ball
is lying cleanly on the fairway
120 yards from the pin. The
computer selects the nine iron,
which in this circumstance has a
distance potential of 131 yards.
The wind is blowing across the
fairway to your right at 15 mph.
Before you hit the ball, you'll
want to move the aiming cursor to
the left several increments to
compensate for the wind.
Now you have to decide how far up
the stroke meter you want to let
the power bar run before you stop
it. First consider that 120 yards
is roughly 90 percent of 131
yards.
Then realize that the strong
crosswind is going to slow up the
ball, and that the ball will
actually have to travel farther
than 131 yards to reach the pin
since your aim is to the left of
center.
Finally, account for a certain
amount of backspin on the ball. In
the final analysis, it's probably
best to stop the power bar just a
hair shy of 100 percent and, of
course, hit the accuracy point
right on the button.
Overswing:
The area to the left of the 100
percent mark on the stroke meter
is called the "overswing area".
If you venture into the overswing
area, you can actually hit the
ball farther than the maximum
distance listed on the stroke
meter.
But if you don't hit the accuracy
point, the results can be costly.
Any hook or slice will be
magnified according to how far
into the overswing area you
actually went.
Hitting the accuracy point becomes
especially important when you
decide to pull out all the stops.
Fine Points From the Master:
If you really want to get good at
this game, you have to be aware of
all the factors that can influence
the outcome of a given shot.
Ball Lie: There are seven
surfaced where the ball can lie:
tee, fairway, green, fringe,
rough, heavy rough, and sand.
The latter four surfaces pose
unique problems for the golfer.
First, let's talk about the more
desirable surfaces.
 * Press A when not on the tee
or the green to see the ball lie.
The Tee: Every hole begins at
the tee. All you have to worry
about here is the wind, the aiming
cursor, and your ability to hit
the accuracy point.
The Fairway: When you're not on
the green or the fringe, it's best
TO be on the fairway.
Occasionally, you'll find your
ball "in a depression" on the
fairway.
No, we're not talking about a
black mood. When your ball is in a
depression, the maximum distance
for a given club is slightly
reduced, and the possibility of a
wild shot increases if you decide
to use a wood or a long iron.
The Green: Knowing how to read a
green is essential if you want to
shoot low scores. The computer
allows you to use only the putter,
and the wind is not a factor.
The Fringe: The dark green area
surrounding each green is called
the fringe. Here you can choose
the putter or any other club.
If you're using the putter, make
sure to strike the ball extra-hard
when there's a lot of fringe to
putt through.
When there's only a little fringe
to putt through, the fringe will
have little effect on the putt. On
long shots from the fringe, you
might want to try a chip shot.
The Rough: The rough reduces the
maximum distance potential of
whatever club you select, and it
increases the effect of a hook or
slice.
Even if you strike the ball
exactly on the accuracy point,
your shot might hook or slice a
bit.
If the ball winds up "Half-buried
in the Rough", the maximum
distance potential of the clubs is
further reduced, and the degree of
hook or slice becomes even more
unpredictable.
Also, there's a chance that you'll
flub the shot altogether,
especially if you choose a wood or
a long iron.
The Heavy Rough: As you might
expect, the heavy rough is more
undesirable than the ordinary
rough.
Here, the distance potential of
the clubs is further reduced, and
the outcome of your shot becomes
even more unpredictable.
It can be dangerous to attempt a
long shot from the heavy rough. If
you find yourself "Half-Buried in
the Heavy Rough", you must
exercise even more caution.
Nowhere is the "flub" factor more
ominous. Also, we suggest that you
not use the draw/fade meter when
you're hitting from heavy rough.
The Sand: At all costs avoid the
sand traps, especially the ones
along the fairway. It's very
difficult to make an accurate long
shot from the sand.
The distance of your clubs is
greatly increased.
When your ball is "Half-Buried in
the Sand" the program will almost
certainly select the sand wedge,
which is the best club for
scooping the ball out of the sand.
Using a longer club (such as a one
or two iron) to get greater
distance is risky, as there's a
good possibility of flubbing the
shot with a flat iron.
We advise against using the
draw/fade meter when you're lying
in the sand. On short shots from
the sand, the ball will roll
forward after it hits the green.
The number on the shot meter
indicates the distance the ball
will travel before it lands, so
you should measure the shot so
that the ball lands well in front
of the cup.
The longer the shot, the farther
the ball will roll after it lands
on the green.
Special Shots:
Your ball lie and your distance to
the cup should determine your shot
selection. Normally, the program
decides the best shot-type for
your situation, but you might not
agree.
To change the shot-type, you have
to go up to the menu bar.
 * Press Start to highlight the
menu bar. D-Pad right to display
the shot menu. D-Pad down to
highlight the shot you wish to
perform. Press A to select that
shot-type.
Normal Shot: The normal shots
are "drive", "shoot", "pitch",
"blast" and "putt". You "drive"
from the tee.
You "shoot" when you're far from
the pin on the fairway, rough or
heavy rough. You "pitch" when
you're close to the pin on any
surface. You "blast" when you're
in a sand trap.
You "putt" when you're on the
green or the fringe. But bear in
mind that, whenever you're not on
the green, you can elect to "chip"
or "punch" the ball.
Chip Shot: Normally, you'll use
a chip shot when you're close to
the pin but not on the green.
The maximum distance of a chip
shot is 52 yards (that being with
the driver), but you really
shouldn't chip from that far out.
The number on the shot meter
indicates the total distance of
the shot after the ball lands on
the green and rolls to a stop.
Be sure to check the Green Grid
before you chip the ball, and keep
in mind that the ball will be
airborne over the nearest part of
the green on a short chip.
The standard rule of thumb when
chipping is that the ball will
travel in the air approximately
half the club's total distance
potential, and it will roll the
other half of the way, depending
on the slope of the green of
course.
Punch Shot: The punch shot
should be used exclusively for
"half-buried" and "buried"
situations.
You have to give up some distance
when you punch the ball, but the
chances of flubbing the shot are
greatly reduced.
Be aware that the program will
never select the punch shot for
you, so when you find yourself
buried in the sand or half-buried
in one of the rough surfaces, it's
up to you to select the punch
shot.
Fringe Putt: Remember that when
you're on the fringe you don't
have to putt the ball. The program
will always select the fringe
putt, but if you'd rather chip,
pitch, or punch, you can choose to
do so.
Now, if you change your shot type
and then change your mind, you can
select "Fringe Putt" from the shot
menu.
Roll and Backspin
When aiming for the green, you'll
want to account for the amount of
roll or backspin on the ball.
You get backspin only on the green
and only when using a short iron
and only when shooting from the
fairway or off the tee. Backspin
takes effect after the first
bounce.
The ball hits the green, bounces
forward, then grabs on the second
bounce and rolls backward.
If you hit the green with a wood
from far away, the ball will
rocket off the putting surface
into the rough or sand beyond.
If you hit the green with a medium
or long iron, there's a chance the
ball will stop on the green after
the first bounce, if the green is
large enough.
The Secret to Putting
The green grid provides two
critical pieces of information:
the elevation of the ball with
respect to the cup, and the
contours of the putting surface.
The distance between the ball and
the cup is listed in both the info
box on the golf course screen and
on the putting grid screen.
If the ball is more than a few
inches above the cup, you'll want
to hit it softly.
If the ball is more than a few
inches below the cup, you'll want
to hit it extra hard. With
practice, the strength of your
putt will become second nature.
 * Press A when on the green to
see the green grid. Press any
button to return to golf course.
 * D-Pad up/down to rotate the
grid left/right.
It's reading the breaks of a green
that poses the greatest problem.
When the lines that form the boxes
on the grid are unbroken, the
green is as flat as a pool table.
When the green is absolutely flat,
you need only putt the ball with
the proper strength, and hit the
accuracy point perfectly, to sink
it.
When the squares between the ball
and the club are broken downward
to the left, the green is sloped
to the left.
If the squares are broken downward
to the right, the green slopes to
the right. You have to compensate
for these slopes with the aiming
cursor if you want the ball to
have a chance of falling into the
cup.
 * D-Pad left/right to move the
cursor left/right.
There is no hard-and-fast rule for
determining just how much to
compensate for breaks in the
green, but you will certainly
improve with practice.
Below are a few reliable rules of
thumb.
1. The breaks in the green
effect the ball more as the ball
slows down.
This means that it's more
important to compensate for the
breaks around the cup than for
those directly in front of the
ball.
2. When compensating for a
drastic break, keep in mind that
the ball will be traveling farther
to the cup since it's not
following the straight path
between two points.
In such a case, make sure you add
a little distance to the putt.
3. Particularly on short putts,
it's generally a good idea to hit
the ball too hard rather than too
soft. Don't try to cozy in your
short putts.
 PGA Tour Golf II
 Other Features
 
 Use Up/Down to scroll text
Viewing the Course:
The Overhead view is best used in
measuring long shots, particularly
when there are hazards or trees
involved.
When you're on the tee,
 * Press A to bring up the
Overhead view.
 * Press any button to return
to the golf course.
When you're between the tee and
the green,
 * Press Start to highlight the
Menu Bar.
 * D-Pad right to View
(Overhead is already highlighted).
 * Press A.
 * Press any button to return
to golf course.
When in the Overhead view screen,
you can move the cursor with the
D-Pad to measure the distance
between your ball and any other
spot on the course.
In this way, you can determine
exactly what you need to do to put
the ball just where you want it.
 * Press A (unless you're on
the green) to check your ball lie.
 * Press A when you're on the
green to see the green grid.
 * Select Green from the View
menu when you're near the green to
see the green grid.
Fly-By Hole Preview:
The Fly-By Hole Preview appears at
the beginning of every hole. It
not only gives you a sweeping
aerial view of the hole, but a pro
appears on the screen and offers
advice on how to play the hole.
This feature is particularly
useful for beginning players.
 * Press Start to bypass the
Fly-By Hole Preview, or go to the
Setup box in the Options menu to
deactivate it.
Hole Browser:
The Hole Browser provides a
user-controlled fly-by of the
entire hole and offers much more
detail than either the Overhead
View or the Fly-By Preview.
This can be very useful on your
approach shot, so you can see
exactly where the hazards and
obstacles are positioned in
relation to the cup and to your
ball lie.
 * Select Hole Browser from the
View menu.
 * D-Pad up/down/left/right to
browse the hole.
 * Press B to switch views.
 * Press C to resume game.
 * Press Start for Help
instructions.
Stats:
The program keeps the stats for up
to 16 saved human players and all
the computer controlled pros.
A player's stats are updated every
time s/he plays in a tournament or
a skins challenge, but not in
practice rounds.
Some of the stats are
self-explanatory. Below is an
explanation of the statistical
categories that might not be so
obvious.
Driving Acc.: This stands for
"Driving Accuracy." An accurate
drive is one that stops on the
fairway or the green.
This stat shows the percentage of
times the player drives the
fairway or the green.
Greens in Reg.: This stands for
"Greens in Regulation." On a par
3, the ball must lie on the green
after your drive to be considered
on the green in the regulation
number of strokes.
On a par 4, the ball must lie on
the green after your second shot.
On a par 5, the ball must lie on
the green after your third shot.
The stat shows the percentage of
times the player makes the green
in the regulation number of
strokes.
Putts/G.I.R. (Greens in
Regulation): This is the average
number of putts it takes you to
sink the ball in the hole when
your reach the green in regulation
and putt no more than twice to
hole out.
Reaching the green in regulation
and "two-putting" is the standard
recipe for "par."
The stat here shows the average
number of strokes it takes for the
golfer to hole out when he reaches
the green in regulation.
Par Breakers: These are those
holes in which a player beats
("breaks") par. The stat here
shows the percentage of times the
player breaks par.
Par Saves: These are those holes
in which a player shoots or breaks
par without making the green in
regulation.
Avg. Par: These stats indicate
the average number of strokes a
player takes on the par 3s, 4s and
5s, respectively.
 * Press C to exit.
Practice Play:
The Practice Round mode offers
more flexibility of play without
the "money" pressure.
We recommend that you play a few
practice rounds with one or more
computer-controlled pros in your
party before you move on to the
Tournament or Skins Challenge.
That way you'll get some idea of
what you'll be up against when
decide to play for money.
 * Select Practice Round from
the Play menu and press A.
Then, select the number of players
you want, select which players you
want, and name the new players if
you want.
Tee Selection: Once you select a
player, the program asks you to
select a tee-off position for that
player. Amateur Tees are closer to
the green than Professional Tees.
 * D-Pad left/right to
highlight the tees of your choice,
and then press A to confirm your
selection.
Golf Bag: You are allowed 13
clubs in your bag, in addition to
your putter, which you always
carry.
Before you add a club to your full
bag, you must remove one. The
clubs in your bag appear in bold
type. The clubs not in your bag
appear in pale type.
 * D-Pad left/right/up/down to
highlight the club in bold type
you wish to remove, and then press
B.
 * D-Pad left/right/up/down to
select the club in pale type you
wish to add, and then press B.
 * Repeat the above process
until you're satisfied with your
selection of clubs, and then Press
A.
You must choose a tee-off position
and a golf bag for every player
you select before you choose your
golf course.
Course Selection:
Once you've set up all the players
in your party, the course
selection box appears.
 * D-Pad up/down/left/right to
highlight the course of your
choice, then press A to confirm
your choice.
The program will start you off on
hole #1, and you'll play through
all the holes on the course in
sequence unless you choose not to.
Hole Selection:
The great thing about Practice
Round mode is that you can use it
to practice individual holes you
might have had trouble with
earlier. You need not play the
holes in order.
 * Press Start to highlight the
menu bar.
The Go To menu is highlighted
automatically, as well as the Hole
option.
 * Press A.
The Select Hole box appears.
 * Use the D-Pad to highlight
the hole of your choice, and then
press A to select the hole.
You can play a hole as many times
as you wish. The scorecard shows
your most recent score on the
hole.
New Course: You can change golf
courses at any time during a
practice round. Simply select New
Course from the Go To menu. The
Select Course box appears.
After you make your selection, the
program shows you an overhead view
and then takes you to the first
tee of the new course.
Take a Mulligan: In a practice
round, you can take back a shot
and try it again.
 * Highlight Take a Mulligan
from the Shot Menu and press A.
The program will take you back to
your previous lie. If you wish,
you can keep taking mulligans
until you get back to the tee.
Note that the program will not
keep statistics for holes on which
you take mulligans, except for
"Longest Drive."
Pick Up Ball: If you're doing so
poorly on a hole that you're in
danger of taking more than 12
strokes (or if you're just
frustrated and want to move on)
you can pick up your ball and
accept a score of 12.
The Pick up Ball option is
probably most useful in the Skins
Challenge.
 * Highlight Pick up Ball on
the shot Menu and press A.
Putting Green:
PGA Tour Golf II allows you to
practice putting on any of the 126
greens in the game.
You'll find that some greens are
much more uneven than others, and
it's on these difficult greens
that you might want to practice
your putting.
 * Highlight Putting Green from
the Play menu at the Pro Shop or
PGA Tour tent, and then press A.
 * Highlight the course of your
choice, and then press A.
The program will automatically
take you to the 1st green. If you
want to go to a different green,
pull down the Go To menu and
select Hole as explained in the
Practice Round section above.
The program places the ball and
the cup randomly on the green. As
soon as you sink the ball in the
cup, the program places the ball
and the cup in different, randomly
chosen spots.
But you need not sink the putt to
change the spot of the ball.
 * Select Pick up Ball from the
Shot menu to change the spot of
the ball and the cup.
You may find yourself faced with a
particularly challenging putt
which you're unable to sink on
your first attempt.
No problem. You can practice the
same putt over and over again
until you sink it.
 * Select Take a Mulligan from
the Shot menu to retry a putt.
You can also change courses just
like in Practice Round.
 * Select New Course from the
Go To menu.
Driving Range:
Each course has its own driving
range, lined by the same trees
found on the course.
The driving ranges are useful in
practicing your driving accuracy,
wind adjustment, power
measurement, as well as in
experimenting with the Draw and
Fade meter and the Chip and Punch
shots.
 * Highlight Driving Range on
the Play menu and press A.
 * Select a course from the
Select Course Box.
If you're in the middle of a round
and decide to practice your
driving, you need not select a
course, The program will
automatically take you to the
driving range at the course you're
currently playing.
Tournament Play:
When you get good enough that you
think you can play with the pros
(which generally means averaging
par or better over the long haul)
you should enter a tournament and
put your mettle to the test.
A tournament encompasses four full
rounds (72 holes) on the same
course. Sixty professional
golfers, plus one to four players
in your party, compete for
hundreds of thousands of dollars
in cash.
You are required to use
professional tees, and mulligans
are not allowed.
Generally, if you shoot par or
better you will make the cut.
At the end of the first round, the
top 48 players, plus all those
players tied for the lowest
qualifying score, move on to the
second round.
At the end of the second round,
the top 32 players, plus all those
tied for the lowest qualifying
score, advance to the third round.
Often more than 32 players qualify
for the third round. In such
cases, the cut is reapplied at the
end of the third round.
Just as before, the top 32
players, plus all those tied for
the lowest qualifying score,
advance to the fourth round.
While there is obviously no cut
after the fourth and final round,
you can fail to finish "in the
money", which to some feels worse
than having been cut in one of the
earlier rounds.
It is in the fourth round that
thousands, tens of thousands, and
maybe even hundreds of thousands
of dollars can ride on a single
putt or chip.
Money is apportioned out according
to score at the end of the fourth
round, the winner or winners
taking the lion's share.
Skins Challenge:
Two to four players compete in a
Skins Challenge for cash. The game
is played over the course of 18
holes, with each hole assigned a
dollar value.
The value of the holes increases
as you play, so that the holes on
the back nine are worth much more
than the holes on the front nine.
The size of the total purse varies
from competition to competition,
depending in part on the number of
players competing.
In order to win cash, you must win
skins. Each hole contains one
skin, so there are 18 skins in
all.
To win a skin, you must win a hole
outright, which means you have to
make a lower score on that hole
than each of the other players.
The more players there are, the
more difficult that is to do.
If two or more players tie for the
lowest score on a given hole, the
skin for that hole (which amounts
to money) is carried over to the
next hole.
Now you are playing for two skins.
If two or more players tie for the
lowest score on that hole, then
the two skins are carried over to
the following hole, and so on.
Theoretically, all 18 skins could
ride on the 18th hole. Now, if no
one wins the 18th hole, the
players return to the 1st hole,
and play continues until someone
wins the remaining skin(s).
Since the total score for the
round has no bearing on who wins
and who loses, when one of the
players clinches a skin on a given
hole, the other players simply
pick up their balls and head to
the next hole.
No statistics (except Longest
Drive) are kept on holes for the
player(s) forced to pick up their
balls.
 PGA Tour Golf II
 Hints and Tips
 Use Up/Down to scroll text
 * Use the Punch Shot when your
ball is buried or half-buried.
You'll reduce the distance, but
also reduce your chances of a
flub.
 * Use a chip shot when you're
close to the green, but not the
pin.
<a name="Pgatour3.o">PGATOUR3.O</a>
 PGA Tour III
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 PLAY MODES
 STATS
 HINTS AND TIPS
 BROWSE HELP FILES
 PGA Tour III
 Game Description
 
 Use Up/Down to scroll text
WELCOME TO PGA TOUR GOLF III!
Once again, EA SPORTS brings you
the fairways and greens you've
always dreamed of. Walk 18th on
the TPC at Sawgrass with the best
on the TOUR, then pass the field
by as you march on to win it all.
 * Look at the numbers: 8 TPC
courses, 3 new tournaments and 7
different play modes; Practice,
match, Skins, Tournament,
Shoot-Out, Driving Range and
Putting Green.
 * If you win a Tournament,
you win trophies and prize money!
 * New Ball Lie Window with
Arch meter provides accurate shot
control and a great perspective.
 * Updated TOUR roster
includes 10 featured PGA TOUR
pros, each with a signature
digitized swing.
 * Awesome new state of the
art graphics.
 PGA Tour III
 Controller Functions
 
 Use Up/Down to scroll text
THE GAME SETUP SCREEN:
D-Pad:
 * Press up/down to highlight
Option.
 * Press left or right to cycle
through Options. (Also Button A or
B)
Start:
 * Select Option and exit
screen.
THE PLAYER SETUP SCREEN:
D-Pad:
 * Press up/down/left/right to
enter a Name at Player's Card.
 * Press up/down to view all
clubs.
 * Press left/right to
remove/add Club from Bag. (Also
Button B)
Button A:
 * Toggle between Player's
Card, Clubs and Tees.
Button B:
 * Toggle between Amateur and
Pro Tees.(Also D-Pad)
Button C:
 * Exit screen and return to
Game Setup.C
Start:
 * Exit screen and go to
course.
ON THE COURSE:
D-Pad:
 * Press left/right to adjust
Aiming Cursor.
 * Press up/down to Change Club
Selection.
Button A:
 * Display Overhead View.
Button B:
 * Hit the Ball (press 3 times
to hit the ball).
Button C:
 * Display Ball Lie Window.
Start:
 * Display/Exit Pause Menu
(also pauses game).
THE BALL LIE WINDOW:
D-Pad:
 * Press left/right to adjust
Draw/Fade Meter.
 * Press up/down to adjust Arc
Meter.
Button A or B:
 * Cycle through Special Shots.
Button C:
 * Display/Exit Ball Lie
Window.
ON THE GREEN:
D-Pad:
 * Press left/right to adjust
Aiming Cursor.
 * Press up/down to rotate
Green Grid.
 * Press up/down to adjust
distance.
Button A:
 * Display the Green Grid.
Button B:
 * Hit the Ball (Press 3 times
to hit the ball).
Start:
 * Display/Exit Pause Menu (and
pause game).
THE PAUSE AND SET OPTIONS
SCREENS:
D-Pad:
 * Press up/down to highlight
Option.
 * Press left/right to cycle
through Options. (Also Button A or
B)
Start:
 * Select Option and exit
screen.
PAUSE MENU:
During any play mode, pressing
START pauses the game. It also
displays the Pause menu. Here you
have access to a variety of course
views, stats and game play
modifications.
 * To select an option from the
Pause Menu, D-Pad up/down to
highlight an option, then press
START.
Start or Button C:
 * Exit an option and return to
the Pause Menu.
 * Exit the Pause Menu and
return to the course.
INSTANT REPLAY: View the shot
you just made, save a shot you
particularly like or view a
previously saved shot.
 * To view the last shot you
made, D-Pad up/down to highlight
VIEW LAST SHOT and press START.
The shot replays.
 * To save a shot, you must
access INSTANT REPLAY right after
making the shot. Use the D-Pad to
highlight SAVE LAST SHOT and press
START. The shot is now saved.
 * To view the shot you saved,
select VIEW SAVED SHOT and press
START. The saved shot replays.
HOLE BROWSER: The Hole Browser
provides a user controlled fly-by
of the entire hole and offers more
detail than the Overhead or Fly-By
view.
 * D-Pad up/down to move
forward/backward.
 * D-Pad left/right to rotate
the camera left/right.
 * Hold A while pressing the
D-Pad left/right to raise and
lower the camera angle.
 * Press B to switch views
(camera aims at the ball of flag).
 * Press START for Help
instructions.
 * Press C to resume game.
FLY-BY HOLE: Take another aerial
look at the hole and check out the
advice from one of the Genesis
pros.
COURSE INFO: Return to the
introductory screen to check out
the weather report and view course
statistics (Par, Avg. Score,
Toughest Hole, etc.).
PICK UP BALL: Pick up your ball
and take an automatic score of 12.
SAVE GAME: Save the current
game. Press START to save the game
and overwrite any previously saved
game: press C to cancel the
command.
RESTORE GAME: Return to a saved
game.
NEW GAME: Exit the current game
and return to the Game Setup
Screen. When this option is
selected, you are prompted to
press START again to exit the
current game.
 PGA Tour III
 Playing the Game
 
 Use Up/Down to scroll text
USE TWO OR MORE CONTROLLERS:
If there are more than one of you
playing and you each want to use
your own controller, you need to
set up the system for two or more
controllers.
One to four people can play PGA
TOUR Golf III at a time.
NOTE: Player 1, using
Controller 1, makes the selections
at the Game Setup screen.
USING TWO CONTROLLERS:
When using two controllers with
four people, Player #1 and Player
#3 use Controller 1, while Player
#2 and Player #4 use Controller 2.
USING 4 WAY PLAY ADAPTER:
With the 4 Way Play Adapter, up to
4 players can use their own
controller. Player #3 uses
Controller 3 and Player #4 uses
Controller 4.
NOTE: Six-button controller
users who are using the 4 Way Play
must play in three-button mode.
TO CONFIGURE YOUR SIX-BUTTON
CONTROLLER TO THREE-BUTTON MODE:
1. Turn off the Genesis.
2. Press and hold the "Mode"
button on every six-button
controller that will be used while
you turn the Genesis on.
PLAYING A PRACTICE ROUND:
Before you enter a Tournament, you
might want to try a practice
round. The Practice Round play
mode offers flexibility of play
without the money pressure.
Also, the steps you follow for
selecting players, clubs, etc.,
remain the same for the other play
modes: once you learn them here,
you're set.
TO PLAY A PRACTICE ROUND:
1. Select PRACTICE ROUND from
the Game Setup screen. It's the
default play mode.
2.Select the course you want
from the COURSE option.
3.Select the number of players
you want. One to four players can
play a practice round.
4.When you've made your choices,
press START. The Player Setup
screen appears.
THE PLAYER SETUP SCREEN:
Before hitting the links, you need
to choose your players, your
clubs, and, when playing a
Practice Round, your tees. The
Player Setup screen makes this an
easy task.
NOTE: To exit the Player Setup
screen and return to the Game
Setup screen, press C.
When you enter the Player Setup,
the cursor automatically falls on
the Players Card-it's here you
select players.
In a Practice Round, you can play
as a generic player (e.g. Player
#1), in which case no stats are
kept. You can also enter a name at
the Players Card, select a Genesis
pro or an existing player.
NOTE: When you select a Genesis
pro, the Genesis controls the
player.
 * To cycle through the
different player selections, press
the D-Pad in any direction.
 * To enter a name, select
<NEW PLAYER>, and press START.
D-Pad up/down to cycle through
all the characters; D-Pad
left/right to delete or add a
character. Press START when
you're done entering a name.
When you've made your character
selection, press A. The cursor
moves to the Club selection
portion of the screen.
SELECTING CLUBS AND TEES:
You're allowed 14 clubs in your
bag including the putter, which
you will always carry. The Genesis
gives you a default selection of
clubs, but you can change this to
suit your needs.
You also have the choice between
Amateur and Pro tees. Amateur tees
are closer to the green and are
only available during Practice
Rounds.
TO SELECT CLUBS AND TEES:
NOTE: Follow these steps for
each player
. 
1. D-Pad up/down to view all
available clubs. The cursor moves
accordingly to highlight each
club.
2. Press B or D-Pad
left/right to remove a club from
your bag. (Before you can add a
club, you must remove one.)
3. Move the cursor to the club
you want and press B or D-Pad
left/right to add the club.
4. When you're done selecting
your clubs, press A to return to
the Players Card. Now you can
select your tees.
5. Press B or the D-Pad in any
direction to toggle between
Amateur and Professional tees.
Once you've made your selections,
you're ready to play some golf.
 * To exit the Player Setup
screen, press START; an overhead
of the entire course appears.
 * To exit the overhead, press
START. John Shrader appears with
a weather report and the course
statistics. Press START again to
go to the first hole.
NEW HOLE:
In a Practice Round you have the
option to play any hole you want.
TO GO TO A NEW HOLE:
1. Press START. The game
pauses and the Pause Menu appears.
2. D-Pad down to NEW HOLE. 
D-Pad left/right to cycle
through the different holes.
3. Press START to go to the
new hole. The round continues from
the hole you selected.
TAKING A MULLIGAN:
When you're new to a course,
having the option to take a
Mulligan can be a real boon.
TO TAKE A MULLIGAN:
1. Press Start. The game
pauses and the Pause Menu appears.
2. D-Pad down to TAKE A
MULLIGAN, and press START. The
program takes you back to the
previous lie.
HITTING THE BALL:
THE BALL LIE WINDOW:
The Ball Lie Window shows you what
kind of terrain the ball is
resting on. Ball Lie is all
important when selecting your shot
type, so it is here that you make
that determination, as well as
adjusting the Draw/Fade and Arc
meters.
If Auto Ball Lie is ON, this
window appears automatically
before every shot whenever the
ball lies between the tee and the
green. If Auto Ball Lie is OFF,
you can still access this view.
 * To display the Ball Lie
Window, press C.
 * To change shot types, press
A or B. The shot types
available are Normal, Punch, Chip
and Fringe (for putting from the
fringe).
DRAW AND FADE METER:
You might want to hook or slice
the ball intentionally to avoid a
hazard. The best way to control a
hook or slice is to set the
Draw/Fade meter before you swing.
 * To adjust the Draw/Fade
meter from the Ball Lie Window,
D-Pad left/right. The more you
increase the number for draw, the
more the ball hooks to the left;
the more you increase the number
of fade, the more it slices to the
right.
ARC METER:
There's a new feature in PGA TOUR
Golf III which increases shot
control. Use the Arc meter to
change the amount of arc you give
the ball.
When you hit under the ball, you
increase the arc; when you top it
off, you decrease the arc. More
arc means less roll on landing and
vice versa.
 * To adjust the arc meter,
D-Pad up/down.
Ball Lie also affects the amount
of adjustments you can make on
your shot. Below is a table with
lies and their corresponding
restrictions.
KEY: Low Arc (LA), High Arc
(HA), Draw (D) and Fade (F).
TEED UP: (LA)9, (HA)9, (D)9, 
(F)9
FAIRWAY: (LA)9, (HA)9, (D)9, 
(F)9
FAIRWAY-DIVOT: (LA)7, (HA)7, 
(D)7, (F)7
ROUGH: (LA)5, (HA)5, (D)5, 
(F)5
ROUGH 1/2 BURIED:..(LA)3, 
(HA)3, (D)3, (F)3
DEEP ROUGH: (LA)2, (HA)2, 
(D)2, (F)2
DEEP ROUGH1/2 BURIED: (LA)0, 
(HA)0, (D)0, (F)0
SAND: (LA)3, (HA)9, (D)4, 
(F)4
SAND BURIED: (LA)0, (HA)5, 
(D)0, (F)0
STROKE METER:
The Stroke meter determines the
strength of your shot. The
Accuracy point is the spot on the
Stroke meter that determines the
direction of your shot.
An important skill to develop is
stopping your swing exactly on
this point-if you do, your shot
goes straight.
If you miss the point to the
right, the ball slices right; miss
left and the ball hooks left. The
greater the distance from the
accuracy point, the greater the
degree of hook or slice.
1. Press B to start your
backswing.
2. Press B again to stop your
backswing and begin your swing.
3. Press B a third time to hit
the ball (at the accuracy point).
CHANGING CLUBS AND DISTANCE
POTENTIAL:
The program automatically selects
a club for every situation, but
you don't have to use it. Many
factors, including wind and ball
lie, can influence your club
choice.
 * To change clubs, D-Pad
up/down.
Each club has different
characteristics, one being it's
maximum distance potential. These
potentials assume a perfect lie,
no wind and a flat spot for the
ball to land so it can bounce and
roll.
OVERSWING:
The area to the left of the 100%
mark on the Stroke Meter is the
"overswing" area. If you venture
into this area, you can increase
your potential power and hit the
ball farther than the distance
potential listed on the Stroke
meter.
EA TIP: Be careful if you
choose to go into this area; if
you fail to hit the accuracy
point, the results can be costly.
All hooks and slices are magnified
in direct proportion to the degree
of power you have chosen.
GAUGING THE WIND:
The rotating arrow at the bottom
left of the screen indicates the
wind speed and direction. Watch
out for occasional gusts and pay
attention to the weather report
given before each round.
EA TIP: The short irons impart
a greater arc to the shot than do
woods and long irons.
Consequently, the higher the arc
of the shot, the more the wind
influences the flight of the ball.
Be sure to take this into
consideration when choosing clubs
and when adjusting the arc
meter.
CALCULATING YOUR SHOT:
There's more to hitting the ball
than simply aiming the cursor and
swinging the club. You should take
into consideration the wind, the
ball lie, your follow-up shot and
the potential hazards on the
course itself.
50% of a driver's distance
potential of 260 yards might be
130 yards, but all of the above
factors can change that standard
calculation.
Experience and practice are your
most reliable guides on the
course.
AIMING YOUR SHOT:
The aiming cursor (flashing in the
middle of the screen when you're
about to hit) indicates the
direction the ball will travel if
you hit the ball square and
there's no cross wind.
 * To adjust the aiming
cursor, D-Pad left/right.
PUTTING:
The Stroke meter on the green
works just like anywhere else.
 * To putt, press B three
times.
The distance potential of your
putter can be changed in
increments of 5 feet over a range
of 5 to 180 feet.
 * To change the distance
potential, D-Pad up/down.
GRID VIEW:
When you're out playing a round
and you're on the green or within
40 yard of the cup, you can access
the green grid.
If auto green grid is on, this
occurs automatically.
 * To view the grid, press
A.
A contour grid showing the
topography of the putting surface
appears. A message above the grid
reports how far the ball is over
or below the pin and the exact
distance to the cup.
To get a better view of how the
topography affects the roll of the
ball, rotate the grid.
 * To rotate the grid
left/right, D-Pad up/down.
You can fine tune your aim by
adjusting the aiming cursor from
the contour grid.
 * To move the cursor
left/right, D-Pad left/right.
 * To return to the green,
press START. Notice that the
aiming cursor on the green
reflects any changes you made on
the grid.
 PGA Tour III
 Play Modes
 
 Use Up/Down to scroll text
TOURNAMENT:
Now that you've mastered the
basics and perfected your skills,
it's time to put it all together
and play a tournament. A
tournament comprises four full
rounds (72 holes) on the same
course.
Sixty professional golfers, plus
one to four players in your party,
compete for thousands of dollars.
HOW TO PLAY:
Select TOURNAMENT from the Game
Setup screen. After making your
selections from the Player Setup
screen, an overhead of the course
appears, followed by a course
introduction with John Shrader.
Here you learn about the upcoming
tournament and the prize money.
John also gives up to the minute
weather reports.
 * To scroll through the
introductory text, D-Pad
up/down.
The course statistics appear,
followed by the Leader Board. This
shows the current standings for
all tournament participants.
After each ranking are the
player's name, score and the hole
he/she is currently playing.
 * To exit any screen, press
START.
MAKING THE CUT:
Generally, if you shoot par or
better you'll make the cut. At the
end of the first round all players
will move on to the second round.
At the end of the second round,
the top 32 players, plus all the
players tied for the lowest
qualifying score, move on and so
on to the fourth and final round.
SKINS:
Two to four players compete in a
Skins Challenge for cash. Played
over the course of 18 holes, each
hole is assigned a monetary value.
The value increases as you play
and the size of the purse varies
depending on the competition and
the number of players.
In order to win cash, you must win
the skin for that specific hole.
To win a skin, you must win a hole
outright by making the lowest
score on that hole.
If two players tie for the lowest
score, the skin for that hole
carries over to the next hole.
Theoretically, all 18 skins could
ride on the 18th hole. If no one
wins the 18th hole, the players
return to the 1st hole and
continue playing until someone
wins the remaining skin(s).
Since the total score for the
round has no bearing on who wins,
when one of the players clinches a
skin on a given hole, the other
players simply pick up their balls
and head to the next hole.
MATCH PLAY:
One to two players compete against
each other or against a Genesis
pro in three rounds of Match play.
A complete game consists of three
round with four groups of two
playing consecutively. Each round
is a single-elimination contest
and the competition is fierce.
As in Skins, you try to win each
hole, but there are variations.
Instead of each hole being worth
money, it is being played for the
sake of the score alone. If you
tie or "halve" a hole, the score
remains the same.
At the end of the round, whoever
has won the most holes, wins the
round and proceeds to the next. A
round continues only so long as
there is uncertainty over the
outcome.
If two players end a round tied,
they return to the first hole for
a sudden death play-off. The
winner of that play-off continues
on to the next round.
The final winner takes all the
money, (there are no earnings for
second and third place), so the
pressure can be intense by the
last round.
SHOOT-OUT:
In EA Sports Shoot-out play, four
players line up to play three
holes of golf. At each hole, the
player with the highest score is
eliminated.
The player who scores the lowest
on each hole continue to the final
hole where only two players are
left to compete for the final
prize. Money is awarded to first
and second place.
After you select a course, the
program randomly selects a
starting hole. You play the next
three holes in sequence.
If two or more players tie, a
one-shot tie-breaker is played.
The referee places the ball
randomly in a position close to
the green.
The shot can be a chip or a putt
and each tying player takes the
same shot. The player farthest
from the hole is eliminated.
After each of the tie-breaker
sessions, a Summary Box appears
displaying the distance of each
player's ball (in inches) from the
cup.
If players are still tied, then a
second tie-breaker is played, and
so on.
DRIVING RANGE/PUTTING GREEN:
Designed for one player only, the
Driving Range and the Putting
Green are great for practice and
polish.
While at the Driving Range, change
clubs and shot types: try out
your irons as well as woods.
Practice with the Draw/Fade and
Arc meters.
 * To change clubs, D-Pad
up/down.
When you select Putting Green as
your Play mode, you can choose any
hole on any course to play. Get a
real feel for the greens before
you enter a Tournament.
 * To go to a new hole, select
NEW HOLE from the Pause menu.
 PGA Tour III
 Stats
 
 Use Up/Down to scroll text
STATS:
Golf lovers love stats, so we've
packed PGA TOUR Golf III with
plenty. You can view statistics
from the Game Setup screen or from
the pause menu.
TO VIEW STATS:
 1. Select STATS from the Game
Setup screen or the Pause menu.
Press START. The Stats menu
appears.
 2. D-Pad up/down to
highlight an option. Press START
to select an option. The
corresponding Stats screen
appears.
 * To view the different
players, D-Pad left/right.
PLAYERS: This screen contains
all the stats compiled for saved
players and for the Genesis pros.
Stats are updated each time you
play and you can update them from
this screen.
For human players, the stats
return to zero, while the pros'
return to their programmed base
stat.
 * To view the different
players, D-Pad left/right.
 * To view all the stats
available for a player, D-Pad
up/down.
 * To reset a players stats,
press START. A window appears
asking you to confirm your
choices: press A, B and C
simultaneously to reset, or press
C to cancel the command and
return to the Players Stats
screen.
COURSE: Here you can view the
stats for each course. Check out
Par, Average Score, Best Round,
Toughest and Easiest Hole. When
you select this from the Pause
Menu, you see the stats for the
course you are playing.
If you select this from the Game
Setup screen, you can access any
courses' stats by selecting the
one you want from the COURSE
option.
TOURNAMENT: Tournament stats
begin with a list of Leading Money
Winners and continue with a list
of Leading Scorers. The screens
page automatically.
DELETE PLAYER: This is not a
stats screen, but instead it's
where you delete a saved player.
When you select this option, a
window opens up with a list of all
saved human players.
If you access this option from the
Pause menu, only those players not
currently playing appear.
 * To delete a player, D-Pad
up/down to select a player, then
press START. You are asked to
confirm your choice by pressing
START again, or to cancel your
command by pressing C.
RESET COURSE: When you select
this option, you can reset all the
compiled stats for a course to
zero. Press START to reset and
C to cancel and exit the screen.
RESET PROS: This option lets
you reset all the pros' stats at
once, rather than one by one as in
the PLAYERS option.
 *To reset all the pros' stats,
press START. A window appears
asking you to confirm your choice:
 press A, B and C
simultaneously to reset, or press
C to cancel the command and exit
the screen.
 PGA Tour III
 Hints and Tips
 
 Use Up/Down to scroll text
THE SECRET TO PUTTING:
Reading the breaks of a green can
be tricky and requires some
practice.
There are no fixed rules for
determining just how much you
should compensate with the aiming
cursor for a break, but below are
a few reliable guides.
 * The breaks in the green
influence the ball more as the
ball slows down. It's more
important to compensate for the
breaks around the cup than for
those directly in front of the
ball.
 * When compensating for a
drastic break, keep in mind that
the ball must travel farther to
the cup and plan your distance
accordingly.
 * Particularly on short putts,
it's generally a good idea to hit
the ball too hard rather than too
soft; don't try to cozy your short
putts. 
 * On the other hand, if you're
"lipping" a lot of your putts, try
hitting the ball a little softer.
<a name="Phstar2.o">PHSTAR2.O</a>
 Phantasy Star II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 COMRADES
 TOURING THE CITY
 EQUIPMENT DESCRIPTIONS
 TECHNIQUES
 THE UPDATE BOX
 HINTS AND TIPS
 BROWSE HELP FILES
 Phantasy Star II
 Game Description
 
 Use Up/Down to scroll text
Somewhere drifting in space is the
beautiful Algo Star System with
three planets: Palm, Mota, and
Dezo.
But a tragedy oppresses Mota, some
unknown evil and everything is
affected by it--the climate, the
machinery, even nature!
Strange vicious creatures infest
the countryside. No longer does
anyone venture outside a
city--unless they don't want to
return.
Why have things gone so wrong?
What's happened to Mother Brain,
the controlling entity on Mota?
Are you brave enough to solve the
riddle?
 Phantasy Star II
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Press to start game.
 * Press to pause the game
during play. Press again to resume
play.
D-Button:
 * Press up or down to move the
red marker on the Start Game
screen.
 * Press up, down, left, or
right to select a letter or
command on the Choose Name screen.
 * Press up, down, left, or
right to walk in any of those
directions.
 * Press up when standing in
front of a building to enter that
building. 
 * Press up and down to move
the red marker in a Selection box.
Button A:
 * Press after walking up to
one of the townspeople to begin a
conversation.
 * Press during a conversation
to see the next dialogue box.
 * Press at the end of a
conversation to close the Dialogue
box.
 * Press while facing a
building or other object to
inspect it for information.
Button B:
 * Press to cancel a command
you just selected in a Selection
box.
 * Press to close the most
recently opened Selection box.
Button C:
 * Press to open the Update
box.
 * Press to open Selection
boxes within the Update box.
 * Press to activate your
commands and other selections in a
Selection box. When you do this,
the Selection box will close.
 Phantasy Star II
 Comrades
 
 Use Up/Down to scroll text
Rudo:
His beloved wife and little
daughter were murdered by
Biomonsters. Once a soldier
dedicated to peacekeeping, Rudo is
now a deadly hunter of 
Biomonsters.
Cool under fire, Rudo's a master
at using the cannons and vulcans.
Anna:
Anna is a guardian, trained to 
protect the simple townsfolk from
savage hunters. Beneath her gentle
ways lies a very tough lady.
Amy:
This beautiful young doctor is a
whiz at treating injuries. Since
her heart is in healing, not
injuring, she's a weak fighter.
But she's invaluable at keeping
others alive!
Hugh:
Medicine and biology are the only
loves of this brilliant scientist.
He's very quick at learning new
ways to destroy enemies.
Hugh has more brain than muscle,
so he can't carry heavy weapons.
Kain:
This young man's only desire is to
work with machinery. But a
strangeness always overcomes him
and he ends up thrashing any
machine he can find. Kain now
wants to use his wrecking powers
against the enemy.
Shir:
Because she always had everything
she wanted, Shir turned to
stealing for kicks. At times
she'll disappear suddenly.
When she returns, Shir may have
something of great value to your
success. Just don't ask where she
got it.
 Phantasy Star II
 Touring the City
 
 Use Up/Down to scroll text
Don't wait too long to start your
journey. Buy what you can for
protection in the stores and
shops.
Then head out of Paseo through one
of the city gates. You'll begin
walking through the countryside.
The cities are separated by
wilderness packed with danger,
terror, and surprises. But you've
got to roam in order to make
progress, earn money, and gain
valuable information.
You'll find certain things in the
wilds beyond the cities.
Tunnels: Walk through these to
cross rivers and other blocked
paths.
Dams: Inspect dams by pressing
Button A when you're near them.
Dungeons: In a dungeon, you can:
 * Enter a chute to move up and
down automatically between levels.
 * Press Button A to open
containers. If the container is
locked, you'll need a key to open
it. Containers hold surprises.
Draw maps as you wander. They'll
save you many steps later on.
TOUR OF THE CITY
HOME:
Come home every once in a while to
see who dropped by. You may want
to recruit that person into your
group.
CENTRAL TOWER:
This is where your meeting with
the Commander took place, when he
gave you your assignment.
Drop into the library to learn
more about your planet. Talk to
the librarian. She'll give
information on some very important
topics.
Write things down--you never know
when a few facts will take you a
long way.
If you want to travel light, leave
some of your baggage in the Room.
You can always come back for it
later.
SHOPS AND STORES:
Check out the shops for your
combat needs. Depending on the
shop, you'll be able to pick out
tools, weapons, armor, and other
protective gear.
HOSPITAL:
Ask the doctor to heal your
injuries after battle, and to cure
you when you've been poisoned.
CLONE LABS: 
Resurrections occur in the Clone
Labs. The Clone Clown will produce
an exact copy of a dead comrade,
with all memory, experience, and
possessions intact.
TELEPORT STATION: 
The clerk can teleport you to the
city of your choice as long as you
have a memory of being there
before.
DATA MEMORY:
The clerk will give you updates on
Hit Points, Technique Points, and
points needed for level increases.
Go to Data Memory to save your
game.
 Phantasy Star II
 Equipment Descriptions
 
 Use Up/Down to scroll text
OCARINA PIPES
Pipes disappear after one use.
Escapipe: Use this to escape a
maze.
Hidepipe: Constantly vibrates at
an ultra-high pitch heard only by
very weak creatures. As a result,
they don't hang around.
Telepipe: When you're deep in
the wilderness, injured, and
almost out of Hit Points (HP), the
power of this pipe will return you
to a city. Mazes confuse the
Telepipe and make it powerless.
MEDICINE
Just what the doctor ordered--for
healing, restoring, and raising
from the dead.
Antidote: When you're poisoned
by a Biomonster, you're scarred
with a 'skull' that appears on
screen. Only this medicine or the
Anti-technique can cure you.
Monomate, Dimate, and Trimate:
These three potions heal injuries.
Monomate is regular strength,
Dimate is twice as effective, and
Trimate is the most potent of all.
Moon Dew: Resurrects lost
comrades. You won't find it in a
store.
COMBAT CLOTHES:
Even the best-dressed combatant
needs to change clothes every once
in a while. What you wear affects
your defensive ability.
Some clothes are lightweight;
others are so heavy they are used
as armor.
Clothes made of laconia, titanium,
 crystal, or ceramic are sturdy
and nearly indestructible. Any
clothes named after Nei are of the
highest strength, quality, and
power.
Wearing combat clothes increases
your powers, and sometimes
supplies you with certain magics.
Taking off clothes will reduce
some power.
Carbonsuits: Almost everybody
wears these inexpensive and
lightweight outfits. Nei is the
only one who doesn't like them.
Ceramic and Crystal Chests:
Sleeveless body armor. The Crystal
Chest is as powerful as Gra magic.
Ceramic Fibers and Armor:
Protective gear made of ceramic.
Crystal and Nei Fields: Very
strong, effective battle capes.
Fiber Coats and Caps: Protect
you from poison and acid. Men and
women wear them differently.
Titanium Fibers and Armor:
Protective gear made of titanium
so heavy that not everyone can
wear it.
FOOTGEAR:
Protect your feet, ankles, and
legs with the proper footgear.
In the cities you won't need as
much protection as when you're
hiking through the wilds or
groping your way through tunnels.
Garda Boots: The most protective
and effective boots you can wear.
Hirza and Shune Boots: Highly
protective but very lightweight,
these boots are built for speed.
Knife Boots and Long Boots:
Increase your attack power. Knife
boots have knives sticking out
from the toes. Long boots protect
your whole legs.
Leather Shoes and Boots: Most
people wear these. Boots are
higher than shoes and protect your
ankles.
Sandals and Shoes: Lightweight,
inexpensive footwear for city
hiking Nei especially likes
sandals.
HELMETS AND HEAD PROTECTORS: 
You need to protect your most
important combat tool--your head.
Caps: Did you know that cats
could talk? And the people of Dezo
have private thoughts? Wear these
caps and find out.
Crescegear and Storm Gear: Have
the same powers as Gires and Gizan
magic.
Crowns: Women's wear. Very
strong, highly protective, and in
some cases as powerful as magic.
Fibergear and Titanigear: Two
strong helmets, one made of
fiberglass, the other of titanium.
Headgear: A leather head
covering that increases your
protective power.
Plain, Silver, and Jewel
Ribbons: Nei's specialty.
Scarves: Wrap yourself in these
for the same effect as Zan and Ner
magic.
WEAPONS
Some weapons can be held in one
hand; others need both hands.
Almost every weapon has a special
use--and a special person to use
it.
Listen to the clerk for wise
advice on your weapons purchases.
Match your weapons with
coordinating combat clothes for
effective fighting.
Bow Gun: This man-sized weapon
speeds razor-tipped arrows to
their mark. It takes two hands to
handle a bow gun.
Dagger: Having two edges, it's
more effective than a knife.
Fire Staff: This weapon is as
effective as Foi magic.
Knife and Ceramic Knife:
Light-weight defensive weapons.
The ceramic knife is sturdier.
Laconia Dagger and Sword: Ah,
Laconia--the sturdy metal found
only in the Algo Star System. You
can almost always depend on
weapons made of it.
Laser Shot and Laser Cannon:
Like all laser weapons, they fire
lethal light beams that burn on
contact.
Nei Sword: A very dangerous
weapon that only you can handle.
Pulse Cannon and Pulse Vulcan:
Rapid-fire weapons that do a lot
of damage in an amazingly short
time.
Scalpel: An excellent defensive
tool from a doctor's point of
view.
Shotgun: This fires
tranquilizing Silent Shots, toxic
Poison Shots, and caustic Acid
Shots.
Slasher and Laser Slasher:
Amazing weapons that can attack
two or more Biomonsters at the
same time, as long as they're the
same species.
Steel, Ceramic, and Laser Bars:
Frightening, deadly weapons to
anyone on the wrong end. But only
Nei can use them.
Sword of Ango: The mighty sword
of legend that only you can use.
SHIELDS, EMELS, AND BODY
PROTECTORS:
Shields and Emels are classic gear
for overall body protection. Being
stronger, the men carry shields,
which are heavy and thick.
Women carry lightweight emels,
which they can move around rapidly
to fend off attack from any angle.
Aegis: As effective as Gires
magic.
Carbon Shield or Emel:
Absolutely necessary as combat
protection.
Fiber Shield or Emel: Fiberglass
construction for special purposes.
Mirror Shield or Emel: Made of 
mirror glass. Reflects light and 
laser beams.
Nei Emel: The Nei Emel is the
strongest of all protective gear.
Sleeves: As effective as certain
types of magic.
OTHER HANDY GEAR:
Key: Opens locked containers.
Color Cards: Four colored cards,
each unlock matching dams.
Key Tube: Opens the Zema path
door.
Letter: When you get this
letter, show it to Teim. It helps
you save Teim from her kidnappers.
Maruera Gum: Have some of this
when you're nervous--or when you
want to swim underwater.
Prism: Lets you see things
invisible to most people. Someone
from Dezo is hiding this.
 Phantasy Star II
 Techniques
 
 Use Up/Down to scroll text
Anti Magic: Cleanses poison from
the body of anyone who's been
poisoned by the Biomonsters. Only
two comrades can use this to help
the others.
Deban Magic: Creates a dense air
 barrier that keeps the enemy from
 attacking.
Doran Magic: Impairs an enemy's
aim so his attacks miss their
mark.
Fanbi Magic: Use this to draw
life power away from your enemy
and into yourself.
Foi Magics: Available in three
strengths: Foi, Gifoi, and Nafoi.
All three compress the oxygen in
the air until it ignites,
enflaming the enemy it's directed
at.
Gifoi also burns through metal.
Nafoi incinerates an enemy to
ashes.
Gra Magics: In its three forms,
Gra, Gigra, and Nagra, create
sudden gravitational waves that
compress everything in the area.
Gigra crushes a body or object
into a tiny leftover. Nagra is so
fast the victim explodes. This
magic is very effective in narrow
corridors.
Hinas Magic: Use this to escape
from mazes.
Machine Magics: These were
created during the research and
development of new machinery.
Brose and Conte magic damage
computers so they can't control
machinery. Crash magic weakens
machinery. Eijia corrodes
machinery so that it falls apart.
Forsa makes machinery malfunction,
and Rimet paralyzes machinery.
Ner Magics: Ner speeds up one 
comrade. Saner speeds up all 
comrades.
Numbing Magic: Both Rimit and
Shimba numb and confuse an enemy
for a short time, allowing you to
escape.
Res Magics: In all three forms
it heals wounds. Res is regular
strength, Gires works faster than
Res, and Nares is the most
effective of all.
Rever Magic: Brings dead
comrades back to life. Ineffective
in cities.
Ryuka Magic: Transports you to
the city where your travel
information is stored.
Sak Magics: Magics with which
you offer your own life to save a
comrade's. With Sak, you give your
life, giving the receiving comrade
the ultimate life power.
With Nasak, you sacrifice your
life so that all comrades gain
ultimate life power.
Shiza Magic: Annihilates an
enemy's central nervous system so
he can't use his special attack
skills.
Shu Magics: Shu increases the
defensive power of one of your
comrades. Sashu increases the
power of all comrades.
 Phantasy Star II
 The Update Box
 
 Use Up/Down to scroll text
You'll always want to have an
up-to-the-minute idea of your
comrades' health and equipment.
Whenever you're walking around a
city or in the countryside, you
can press Button C to see the
Update box.
In the Update box and all its
sub-sets of boxes, press up and
down on the D-Button to move the
red marker.
Press Button C to activate an
item, open the next box, or close
all boxes when all selections
have been made. Press Button B to
close the last box you opened and
return to the previous box.
The status choices are:
 * ITEM
 * STATE
 * TECH
 * STRNG
 * EQP
ITEM:
This set of boxes lets you use,
exchange, and discard gear.
 * In the first box that
appears, choose the person whose
list of equipment you want to see.
 * In the list of equipment
that appears, choose the item you
want. Each person can carry up to
16 items.
Up to eight items can be listed in
one box. If the comrade has more
items, select Next to see a box
listing the rest of the items.
An item is energized when an "E"
appears next to it. You can
energize an item by using a
feature in the Equipment (EQP)
boxes.
 * Next, decide whether to use,
give away (GIV), or discard (TOS)
the item.
 * When you give away an item,
you'll also choose who receives
it.
STATE:
Choose State to give your comrades
a physical checkup, and to
rearrange their order in the
group.
Choose State in the box that
appears to check the condition of
all the comrades. A box opens for
each comrade.
 * Hit points (HP) is life
power. The number on the left is
the current HP. The number on the
right is the maximum HP available.
If the current HP reaches 0, that
person dies.
 * Technique Points (TP) is
technique power. The number on the
left is the current TP. The number
on the right is the maximum TP
available.
The current TP decreases when the
person uses a technique. If the
current TP reaches 0, they won't
be able to use any techniques.
 * The Level (LV) number
depends on the comrade's
performance. Courage in battle and
other activities all count towards
raising the level.
 * The amount of meseta (MST)
the group has at this point
appears in the box at the left of
the screen.
Choose Order to rearrange the
lineup of your comrades. In the
boxes that appear next, you'll
select who leads the group, and
then how the others will be
arranged.
The leader faces the worst of the
enemy attack. Weak comrades or
those with low HP should be sent
to the back of the line.
TECHNIQUE:
Use Technique (TECH) to see and
use the medicines and magic your
party is carrying.
 * In the list of names that
appears, choose the comrade whose
techniques you want to see.
 * In the list of techniques
that appears, choose the one you
want. Each person can carry up to
16 techniques.
Up to eight items can be listed in
one box. If the comrade has more
techniques, select Next to see a
box listing the rest of them.
 * Next, decide which friend to
use the technique on.
 * When the technique is used,
it increases the HP of the person
it is used on. It also decreases
the TP of the person who uses it.
STRENGTH:
Strength lets you check on your
comrades' strength by looking at
their physical condition and
equipment.
 * Choose a comrade. Four boxes
open up.
 * The box at the top left
shows that person's level,
profession, and battle experience
(EXP) points.
 * The box at the top right
shows that person's HP and TP. The
numbers to the left are the
current points that person has.
The numbers to the right are the
maximum points that person is able
to earn.
 * The box at the lower left
shows what equipment that person
is wearing and carrying.
 * The box at the bottom right
shows personal characteristics:
Strength: As strength increases,
the maximum HP points also
increase. The person will be able
to withstand more injuries, and
damage the enemy more effectively
and severely.
Mental: As mental awareness
increases, the maximum HP points
also increase. This, along with
restored current TP, give the
person the ability to use more
techniques.
Agility: A person becomes more
coordinated in battle as this
number increases.
Luck: Techniques become more
effective as luck increases.
Dexterity: Handling weapons in
battle increases a person's
dexterity and the amount of injury
that one can inflict on the enemy.
Attack: The measure of a
person's attack skills 
Defense: The measure of a
person's defense skills increase.
 * Finally, press Button C to
see the techniques the comrade has
mastered. The box on the left
lists techniques for healing
injuries. The box on the right
shows attack and defense
techniques.
EQUIPMENT:
Choose this to equip your party
for battle.
Choose the person you want to
equip. Four boxes open up.
 * The box at the top left
shows that person's level,
profession, and battle experience
(EXP) points.
 * The box at the lower left
shows what equipment that person
is wearing and carrying.
 * The box at the top right
shows the equipment available to
that person. An "E" appears next
to an item if a person is wearing
or carrying it.
Select items without an "E" to
pick them up. (Select items with
an "E" to put them down.) Each
person can have up to 16 items
available. Up to eight of them can
be listed in one box.
If the comrade has more items,
select Next to see a box listing
the other items. 
 * If the item can be held,
you'll now select either the right
or left hand to hold the item.
Generally, the comrade should hold
a weapon in one hand and a shield
or other protective gear in the
other hand. Some weapons must be
held with two hands.
 * The box at the lower right
shows the comrade's agility,
attack skills, and defense skills.
 Phantasy Star II
 Hints and Tips
 
 Use Up/Down to scroll text
 * In the beginning of the
game, clone yourself as soon as
you have enough money. Certain
areas are very difficult and may
destroy you quickly. With out a
clone you will have to start over.
<a name="Phstar3.o">PHSTAR3.O</a>
 Phantasy Star III
 Generations of Doom
 Sega
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TECHNIQUES & WEAPONS
 HINTS AND TIPS
 BROWSE HELP FILES
 Phantasy Star III
 Generations of Doom
 Game Description
 Use Up/Down to scroll text
It's been a millennium since
Laya's hordes battled Orakio's
cyborg armies. Civilized man was
almost destroyed.
But the Dark Forces still remain.
Conquer these monstrous mutations.
Fight them with swords, knives,
bows-even your wits. You live and
die by them.
Trek through 7 distant lands-some
friendly, some not. Transform into
an aerojet and fly over
snow-capped mountains.
Or become a submersible or
aquaskimmer and cross vast oceans
and raging rivers. Then find and
fight your way through
danger-laden dungeons.
Embark on a journey so vast, it
spans the lives of three
generations. Begin with Maia,
spirited away by a winged dragon
on your wedding day.
Experience one of our four endings
that will surprise new and former
Phantasy Star players alike.
 Phantasy Star III
 Generations of Doom
 Controller Functions
 Use Up/Down to scroll text
Start Button:
 * Press to start the game.
 * Press to pause the game;
press again to resume play.
D-Pad:
 * Press up, down, right or
left to move the characters in
those directions.
 * Press toward a door or an
opening to a cavern to enter or
exit.
 * Press toward a set of stairs
to ascend or descend.
 * Press to select a Battle
Command Icon.
 * Press to cycle through
selections.
 * Press to continue a
conversation.
Button A:
 * Press to talk to people.
 * Stand in front of chests and
press to open them.
 * Face a certain area and
press to search.
 * Press to confirm a
selection.
 * Press to continue a
conversation.
Button B:
 * When in a shop, press to
cancel a conversation.
 * Press to cancel a Battle
Icon.
 * Press to cancel a selection.
 * Press to close the command
screen.
 * Press to continue a
conversation.
Button C:
 * Press to open the command
screen.
 * Press to confirm a selected
icon.
 * Press to confirm a command.
 * Press to continue a
conversation.
 Phantasy Star III
 Generations of Doom
 Playing the Game
 Use Up/Down to scroll text
Your Journey Begins
You are Rhys when you begin your
journey. Gather information by
talking to the people in Landen,
where your father rules as the
king.
When you press Button C during the
game, the Command Screen appears,
showing both the Character Window
and the Command Window.
The Character Window shows you the
members of your party and their
present status.
Character Window:
HP (Hit Points):
This shows the amount of stamina
the character has. When attacked
by an enemy, the character loses
some HP.
When the HP is zero, the character
loses the ability to fight. The
number on the left is the present
HP and the number on the right is
the maximum HP the character can
have.
TP (Technique Points):
The number on the left is the
present TP and the number on the
right is the maximum TP the
character can have. When the TP
number is zero, the character
cannot use any techniques.
The character's present level.
Earning XP (Experience Points)
raises his or her level.
Command Window:
Press the D-Pad up or down to
select the command you want. Then
press Button A or C. To cancel a
selection, press Button B.
1. Item: Select this to use,
discard, or give an item.
 * Press the D-Pad to select a
character, then press Button A or
C to see the Item List.
 * Press the D-Pad to select an
item from the list, then press
Button A or C.
 * Select Use, Give or Discard,
then press Button A or C.
 * When you select Give, the
message To whom? appears. Select a
character, then press Button A or
C.
2. Technique: Select this to use
a technique.
 * Select the character who is
going to use a technique, then
press Button A or C to see that
character's list of techniques.
 * Select the technique you
want, then press Button A or C.
 * When To whom? appears,
select the character you want and
press Button A or C.
3. Stats: Select this to check
up on each character's statistics.
 * Select the character you
want and press Button A or C once
to see the stats; press it again
to see what items the character
has; press it another time to see
what techniques the character can
use.
Level: The character's present
level.
XP: The character's present
experience points.
Reqd XP: The number of
experience points a character
needs to go up a level.
Speed: The larger the number,
the faster a character can move.
Damage: The larger the number,
the more damage a character can
inflict on the foes.
Defense: The larger the number,
the less damage a character will
sustain.
Intel: The larger the number,
the higher the TP Max becomes when
the level increases. The
techniques become more powerful.
Stamina: The larger the number,
the higher a character's HP Max
becomes when the level increases.
Luck: As this number increases,
there is a greater chance that the
Intel and Skill numbers increase
when a character's level goes up.
Skill: The larger the number,
the better the chance that a
character's technique will
succeed.
Mes: The amount of Meseta
(money) a character has.
4. Equip: Select this to equip a
character with armor or weapons.
 * Select the character you
want to equip and press Button A
or C to see the information
windows.
 * Select an item you want from
the item window and press Button A
or C.
 * If the item can be held,
select right hand or left hand and
press Button A or C.
 * To remove an item, select
the item you want to remove and
press Button A or C.
5. Switch: Select this to change
the order of the characters. The
character in the very front
suffers more damage than those
behind.
Select the character who will head
the party, then press Button A or
C. You can also select the order
of the rest of the characters.
Towns and Villages
There are various buildings in
every town and village you visit.
Some of these buildings have signs
on them that tell you what
services they offer.
When you enter a building, go up
to the person behind the counter
and press Button A to talk. Press
Button B to cancel.
Shops
There are three different types of
shops where you can sell or buy
items: Armor Shop, Equipment Shop
and Weapon Shop.
Buying an Item
Walk up to the clerk, press Button
A, then select Buy and press
Button A or C to see the list of
items that are for sale.
Select an item you want and press
Button A or C.
Select the character who is going
to carry the item and press Button
A or C.
If the character cannot use the
selected item, the clerk will let
you know and will ask you if you
still want it. Select Yes or No
and press Button A or C.
Note: If a character cannot
carry any more items, a message
appears. You can give the item to
another member of your party or
not buy it at all.
Selling an Item
Walk up to the clerk, press Button
A, then select Sell and press
Button A or C to see the list of
characters.
Select the character that wants to
sell an item and press Button A or
C.
When the list of items appears,
select an item and press Button A
or C.
If you agree to sell your item for
the price that the clerk gives
you, select Yes. Otherwise select
No and press Button A or C.
Healer
The healer is the one to visit if
one of the character's HP becomes
zero. A doctor who can cure
poisoned characters can be found
on the second floor of most
healing establishments.
Go up to the Healer or Doctor and
press Button A to talk.
Press the D-Pad to highlight the
name of the character who needs to
be healed. The Healer or Doctor
will tell you how much it will
cost.
Select Yes or No and press Button
A or C.
Note: You must first get
treatment for poisoning before you
can recover any lost HP.
Inn
You can save your game data and
recover HP and TP.
Note: If you're poisoned or your
HP is zero, your HP and TP cannot
be recovered.
Walk up to the innkeeper and press
Button A to find out how much it
will cost to stay overnight. If
you want to spend a night at the
inn, select Yes; otherwise, select
No. Then press Button A or C.
If you selected Yes, the innkeeper
will ask you if it is all right to
save the game. Select Yes or No
and press Button A or C.
If you selected Yes, you will now
have to select position 1 0r 2 and
press Button A or C.
If you want to save a game over a
previously saved game, the
innkeeper will ask you if it is
all right to erase the old game.
Select Yes or No and press Button
A or C.
Technique Shop
Here you can have your technique
distribution altered.
Go up to the clerk and press
Button A to talk. If you want your
technique distribution altered,
select Yes and press Button A or
C. If not, select No.
Press the D-Pad to highlight the
name of the character who needs to
have the technique distribution
altered. Then press Button A or C.
Select the Technique group that
needs to be altered and press
Button A or C. The Technique Power
Distribution Square appears. The
square gets bigger as your level
increases.
The four different techniques in
each group are represented by
different colored shapes. Press
the D-Pad to move the cursor
within the square to change the
distribution of the different
powers.
Then press Button A or C.
Fortune Teller
Rhys can have his fortune told for
a certain fee. Go up to the
fortune teller and press Button A
to talk. Select Yes to hear your
fortune and press Button A or C.
Other Important Landmarks
You'll come across several
different landmarks while
exploring the different worlds.
Caverns
Enter caverns to find yourself in
a labyrinth. You won't be able to
enter some caverns unless you have
a certain item. Some caverns lead
you to other worlds.
Docks
Before the Layan-Orakian war,
these now deserted docks were
bustling.
Laya's Palaces
No one knows why Laya built these
palaces centuries ago.
Airstrips
During the Layan-Orakian war,
numerous flying machines took off
from these runways.
 Phantasy Star III
 Generations of Doom
 Techniques & Weapons
 Use Up/Down to scroll text
Techniques
Only Laya's descendants and
cyborgs can use Techniques. Not
everybody can use the same
Techniques. The power of these
Techniques becomes more effective
as the levels of the characters
increase.
The power distribution for each
Technique group can be altered at
the Technique Shop.
Heal Techniques
These techniques require 5 TP.
Res: Restores HP. Can be used on
one character of the party at a
time.
Gires: Restores HP. Can be used
on all characters of the party.
Rever: Restores HP of one
character whose HP is zero. Can be
used on one character of the party
at a time.
Anti: Treats poisoned characters.
Can be used on one character of
the party at a time.
Melee Techniques
These techniques require 2 TP and
can be used only during a battle.
Foi: Creates enormous flames that
inflict damage to one enemy.
Zan: Cuts up all foes in one row.
Gra: Crushes all enemies on
screen.
Tsu: Strong currents of water
pierce the enemies. Can be used to
attack Groups A and C or Groups B
or D.
Time Techniques
These techniques require 1 TP and
can be used only during a battle.
Ner: Speeds up attacks. Can be
used on only one character of the
party at a time.
Rimit: Gives you a better chance
of succeeding when you select the
Escape icon on the Command Icon
Window. Can be used on all members
at a time.
Shiza: Prevents an enemy from
using techniques.
Deban: Prevents an enemy from
attacking.
Order Techniques
These techniques require 1 TP and
can be used only during a battle.
Fandi: Increases the attacking
power of one character.
Forsa: Your concentrated energy
blows away a foe.
Nasak: Your HP drops to zero but
it restores the other character's
HP.
Shu: Momentarily increases a
character's defensive power.
Items
You will require many items during
the course of your journey. Some
you must Equip, or Use and there
are others that will help you as
long as you find them.
Precious Stones
You won't be able to enter some
caverns without these.
Items You Must Equip
There are some items that can only
be equipped by certain characters.
Some come in pairs and require
both hands while others require
one hand.
Weapons
These Weapons can be divided into
two types: weapons to attack foes
close by and others to attack foes
farther away.
Knives: These aren't very
powerful but are easy to handle.
These are held with one hand and
are used to attack enemies at
close range.
Swords: These are large and
difficult to handle, and are used
to attack enemies near by. These
require both hands.
Staffs: Thin and light, these
can be carried by anybody. However
the more powerful versions of
these can only be carried by Layan
males. These are held with one
hand.
Claws: Cyborgs use these metal
nails to pierce foes nearby. These
are held with one hand.
Slicers: Layan women hurl
Slicers to slash enemies. These
require one hand.
Shots: Only the cyborgs can use
this state-of-the-art firepower.
These require both hands.
Needlers: Almost any human can
use a Needler for these are light
and easy to handle. These are
fired with one hand.
Bows: Few remember how to use
these legendary weapons.
Armor
There are various types of armor
which protect the different parts
of the body.
Head Armor: These include
Helmets, Ribbons, Head Gear,
Bandannas and Crowns.
Hand Armor: The men use Shields
and the women use Emels.
Torso Armor: The Orakian men
wear Armor, Orakian women wear
Chests, Mieu wears Vests, Wren
Wears Protectors, Layan men wear
Capes and Layan women wear Robes.
Feet Armor: Everybody can wear
these except Wren.
Items You Must Use
Except for the Monitor, the
following items cannot be used
repeatedly. If you use them up,
you must replace them.
Monomate, Dimate and Trimate:
These restore HP.
Antidote: Cures one poisoned
character.
Star Mist: This restores the
entire party's HP to the maximum.
It won't work if the HP is zero.
Moon Dew: This restores one
character's HP to the maximum even
if the HP is zero.
Escapipe: This takes you back to
the entrance of a labyrinth.
Monitor: This enables you to see
where you are. You cannot use this
in a village, town or cavern.
 Phantasy Star III
 Generations of Doom
 Hints and Tips
 Use Up/Down to scroll text
 * Before you reach the island
make certain to get the cyborg by
the northeastern river. The old
man who owns the boat thinks it's
bad luck to sail without a robot.
<a name="Phstar4.o">PHSTAR4.O</a>
 Phantasy Star IV
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 COMBAT AND MORE
 TOOLS AND TECHNIQUES
 HINTS AND TIPS
 BROWSE HELP FILES
 Phantasy Star IV
 Game Description
 
 Use Up/Down to scroll text
The Hunter's Quest
Two thousand years ago, in the
Algon solar system, there was a
war fit to end all wars.
The civilization that emerged from
the wreckage flourished and
prospered, until the fateful day
when Mother Brain--the central
computer system on the planet of
Parma--exploded.
Parma was destroyed, initiating
the slow destruction of the same
worlds that Mother Brain was built
to protect.
The ancient maintenance
subsystems, which were built with
the last great technological
knowledge not lost in the war,
began to break down.
Their malfunctions released
terrible creatures upon the worlds
the systems were built to maintain
and protect.
A caste of warriors known as
Hunters emerged. They were
mercenaries who specialized in
exterminating the creatures that
plagued the simple cities and
villages.
Our story begins on the world of
Motavia, over two thousand years
after the Great War.
A young Hunter named Chaz is about
to embark on his first assignment.
He doesn't know it yet, but his
adventure will take him beyond
Motavia, and beyond history
itself.
 Phantasy Star IV
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * Moves your party around
their surroundings.
 * Highlights selections in
menus.
Start:
 * Starts the game.
 * Brings up System menu.
 * Closes System and Camp
menus.
Button A:
 * Makes selections in menus.
 * Brings up Camp menu.
 * Continues conversations.
Button B:
 * Cancels selections in menu
screens and windows.
 * Continues conversations.
Button C:
 * Investigates area in front
of lead character.
 * Opens containers and doors.
 * Initiates and continues
conversations (when facing
someone).
 * Makes selections in menus.
 * Press after you've selected
to CONTINUE a game while in the
Game Menu (Button A also works).
System Menu:
Any time you're not in a labyrinth
or a combat or dialogue situation,
press Start to call up the System
menu and alter certain aspects of
game play.
Use the D-Pad to highlight the
desired option and press Button A
or C. Press Button B at any time
to cancel your choices. To exit
the System menu, press Button B or
Start.
 * Save: Select this feature to
save the game. A window appears
with three spaces in which to save
your game, and you are asked which
space you'd like to use.
 * Saving a game in a space
erases all the data previously in
that space.
 * Message: Choose the speed at
which messages appear on screen.
Number 1 is the fastest, and 5 is
the slowest.
 * BTL SPD (Battle Speed):
Choose how fast the battle action
takes place. Number 1 is the
fastest, and 5 is the slowest.
 * Buttons: Configure the
buttons on your Control Pad. Use
the D-Pad to highlight the desired
configuration, and press Button A
or C.
 Phantasy Star IV
 Playing the Game
 
 Use Up/Down to scroll text
Your Mission:
You begin the game as Chaz, an
aspiring Hunter straight out of
training. Your partner, Alys, is a
crafty veteran whose good looks
and prowess with the blade have
earned her an awesome reputation.
Your first assignment, a monster
hunt deep in the basement of
Motavia Academy, leads to a quest
to save Motavia from destruction.
Talk to people, and listen
carefully to what they have to
say. Follow their advice and your
own intuition. On this quest
you'll need all of your resources,
and as a Hunter, you have quite a
few.
Camping Out
You can press Button A to Camp any
time you're not in combat or
watching dialogue. Use Camp mode
to check character status, heal
injuries, or equip your characters
for the next battle.
Press Button B to cancel your
choices. To return to the action,
press Button B or Start.
Item: Check or use your items.
 * Select this option and press
Button A or C.
 * A list of Items appears. If
you see an arrow on the top right
side of your list, you have more
Items to look at.
 * Press the D-Pad RIGHT to
open the next Item list, and press
LEFT to go back to the previous
list.
 * Highlight the desired item
by pressing the D-Pad UP or DOWN,
and press Button A or C. A new
option window appears.
Select USE and press Button A or C
to use the Item. You'll be asked
who you want to use it on.
Select the desired character and
press Button A or C. Press Button
B to cancel your selections.
Select LOOK and press Button A or
C to see a description of the
selected item.
Select DISCARD and press Button A
or C to discard the selected Item.
A window appears confirming your
choice. Select YES or NO and press
Button A or C. You can cancel a
discard by pressing Button B.
TECH (technique): Use Camp
Techniques. Press Button A or C
and a list of your characters
appears.
 * Select the character whose
Technique you want to use, and
press Button A or C.
 * A list of Techniques
appears. Press Button A or C to
use the Technique, or press Button
B to cancel the selection.
 * If the Technique is to be
used on a single member of your
party, you'll be asked who is to
receive the Technique.
Select the desired character and
press Button A or C.
SKILL: Use special Skills. The
procedure is the same as for using
Techniques.
EQUIP: Equip a character with
weapons, shields and/or armor.
 * Select the character you
want to equip and press Button A
or C to see the weapons display.
The Character window contains all
the weapons with which the
character is currently equipped.
 * The Equip window contains
all the weapons the character can
equip. Press the D-Pad LEFT or
RIGHT to move from the character
window to the Equip window, and
press UP or DOWN to highlight
weapons or armor within a window.
 * Notice that the character's
status changes--the number on the
left shows the current status, and
the number on the right shows what
the character's status would be if
the selected weapon or armor is
equipped.
 * When an item in the
Character window is selected, the
number on the right shows what the
character's status would be if
that item was not equipped.
 * Notice that certain objects
might offer advantages in some
areas (such as defense) while
hampering other attributes (such
as agility).
 * Also, if a character is
using a two-handed weapon such as
a sword or axe, that weapon takes
up two spaces in the Character
window and leaves no room for a
shield or second weapon.
 * An icon appears in the space
where the equipment will appear in
the Character window. If there is
already something in that space,
that object will be replaced. Move
the icon, if possible, by pressing
the D-Pad UP or DOWN.
 * To equip the character,
press Button A or C. The weapon or
armor appears in the Character
window and is equipped.
 * To remove an object, select
the object in the Character window
and press Button A or C. The
object moves to the Equip window.
State: Check a character's
status or change marching order.
Press Button A or C.
Status displays all available
information about a selected
character. Select this option and
press Button A or C to display a
list of characters.
Select the character and press
Button A or C to see the status
display, including the following:
1. Name, occupation, level and
age.
2. HP (Hit Points) represent
your character's life force. When
damaged by an enemy, the character
loses HP, and when the HP drops to
0, the character loses the ability
to fight.
The number on the left is the
number of HP your character has
remaining. The number on the right
shows the character's maximum HP.
HP can be restored through certain
items, restorative Techniques or
Skills, or by spending the night
at an inn.
3. TP (Technique Points) are
used up each time a character uses
a Technique. When the TP drops
below the number required for a
Technique, the character cannot
use that Technique.
As with character HP, the number
on the left is the TP remaining,
and the number on the right shows
the character's maximum TP.
Technique points are restored by
spending the night at an inn.
4. Character Points show how
strong your character is in
certain areas. Points can be
altered by equipping weapons and
armor, or by gaining experience
points.
5. Equipped Weapons and Armor.
6. Mesetas on hand for entire
party.
7. EX (Experience) shows the
number of Experience Points your
character has acquired. NX (Needed
Experience) shows the number of
Experience Points needed to reach
the next level.
Experience Points are picked up by
defeating enemies.
 * Press Button A or C to see a
list of available Techniques.
Press again for a list of
available Skills.
 * The number on the left shows
the number of Skills remaining,
while the number on the right
shows the maximum number possible.
Both Techniques and Skills are
divided into two types: those that
can be used in battle, and those
that can be used in camp.
 * Press Button A or C again to
close all character information
windows, or press Button B to
close individual windows.
Use ORDER to change the order in
which the characters march and
fight. The character in the lead
is the main target for all enemy
attacks and usually takes the most
damage.
 * Select the character you
want to appear first, and press
Button A or C. Once selected, the
character's name appears in the
window to the right.
 * Follow this procedure for
the other characters. You can
reverse this process at any time
by pressing Button B.
Talk: To see what the characters
have to say about their current
situation, select this feature and
press Button A or C.
Macro: Create customized
programs of battle moves in
combat.
 * Press Button A or C. Two
windows appear. The center window
shows the spaces available for
macros, and the window on the
right shows the type of macro.
 * When you start the game, all
the spaces are blank, except for
(A), which contains a default
macro to get you started.
 * Select a space to put your
new macro, and press Button A or
C. The characters' names appear,
and you can choose the first
character to make an attack.
 * Press Button A or C, and the
Combat window appears. Select your
commands as you would during
Combat Mode.
 * When you enter the move for
the last character, a window
appears confirming your choice.
Select YES or NO and press Button
A or C, or press Button B to
cancel the choice.
To erase a macro, select an
existing macro and press Button A
or C. A window will confirm that
you want to erase the macro.
Confirm your choice as above.
 Phantasy Star IV
 Combat and More
 
 Use Up/Down to scroll text
COMBAT
Once in the field, you run the
risk of attack by all manner of
machines and monsters. When an
attack occurs, the Combat screen
appears.
You make your first move with the
Response Window. Highlight the
desired option and press Button A
or C.
COMD: (Command) This option lets
you choose to use weapons,
Techniques, Skills or Items, or to
defend for one round of Combat.
MACR: (Macro) Use a pre-set
attack pattern, as programmed in
the Camp menu. (In the beginning,
there is only one macro set.)
Select one of the eight macros
available.
A description of the macro appears
to the right. Press Button A or C
to start the macro.
RUN: Select this option to make
a strategic withdrawal. However,
escape is not always possible, and
you run the risk of leaving your
entire party open to attack.
Commands:
If you selected COMD, press Button
A or C to see the resources of the
character who appears on screen.
Characters receive Commands in the
order set in Camp.
Attack: This lets the character
attack with the weapon currently
equipped.
Technique: This opens the
Technique window. The names of
Techniques are displayed along
with the Technique Points (TP)
required for each.
Techniques requiring more TP than
your character has appear in red
and can't be used. Select the
desired Technique and press Button
A or C.
In the case of a helping
Technique, such as an antidote or
boost, an arrow appears in the
Status windows indicating which
character is to receive the
benefits of the Technique.
Press the D-Pad left or right to
indicate the desired character and
press Button A or C.
Skill: This opens the Skill
window. The names of Skills are
displayed along with the number of
times each Skill can be used.
Skills that appear in red are
depleted. The procedure is the
same as selecting a Technique.
Item: This lets the character
use Items such as restoratives or
antidotes. The procedure is the
same as selecting a Technique or
Skill.
Defense: This puts the character
in a defensive position that makes
it less likely for him or her to
be hit.
As you select a command for each
character, the symbol for that
command appears in that
character's window. If you
selected a tactic that is
effective on one enemy only, an
arrow appears above one of the
enemies.
Choose your foe by pressing the
D-Pad LEFT or RIGHT, then pressing
Button A or C. You can cancel a
command by pressing Button B until
the symbol disappears.
Then select a new command. When
all commands are set, the round of
battle starts.
After each attack, the amount of
damage is displayed for each enemy
or character. The enemy vanishes
when its HP is depleted.
If a character's HP reaches 0, the
character is Near Death. A
flatline icon appears in that
character's window, and the
character is out of action until a
suitable remedy is used, or he or
she is taken to an Inn to
recuperate.
The battle ends when all enemies
are defeated. A display tells you
how many experience points,
Mesetas, Skills and Techniques
your characters have picked up as
a result of the battle.
Combination Attacks
Two or more characters can join
Techniques and Skills to form
powerful Combination Attacks. For
example, Rune's Wat Technique can
be combined with Chaz's Zan
Technique to form a Blizzard
Attack.
A three-way combination results in
the Triblaster.
In order to combine the moves, the
attacks must occur in succession
(i.e. for the Blizzard Attack,
Chaz's Zan must immediately follow
Rune's Wat).
Since characters attack in a
descending order of power (most
powerful attacks come first), you
must assign the other characters
less powerful attacks.
As soon as you discover a
Combination Attack, write it down!
You can even put it into a macro
later.
There are a total of 15
Combination Attacks. Can you find
them all?
Injuries
When two or more adversaries are
hurling weapons and spells at each
other, someone is bound to get
hurt. Unfortunately, it isn't
always an enemy.
Some of your characters' injuries
can be healed in battle if you use
the appropriate Item, Skill or
Technique.
Unconscious: When the letters
turn blue and a sleep icon
appears, the character is out cold
and can't fight until he or she
regains consciousness.
Poisoned: When all the letters
in the character window turn
yellow, the character has been
poisoned. The character can still
fight, but as the character moves,
his or her HP drops steadily until
the poison is cured.
Paralyzed: When the letters turn
blue and a lightning icon appears,
the character has been paralyzed
and can't fight.
Near Death: A flatline icon
appears when the character's HP
reaches 0. This character is
completely out of action unless a
special remedy is used or the
party spends the night at an Inn.
In the case of an android,
movement, HP and Technique Points
are gradually replaced.
Game Over
The game ends when all your
characters are Near Death. The
Sega Logo appears. When you
restart the game, your characters
will appear where you last saved
the game.
Vehicles
In the course of your adventure
you will find vehicles that allow
you to travel quickly across
hostile terrain. To use a vehicle,
access it through the Items menu
the same way you would a regular
Item.
Use the D-Pad to move the vehicle
around the screen. To leave a
vehicle, simply enter a town or
installation, or press Button A, B
or C.
However, even a fast-moving,
armored vehicle won't keep you
safe from attack. The vibrations
from the ancient mechanics tend to
irritate some of Motavia's bigger
and nastier monsters.
Fortunately, you have some heavy
firepower to counter their
attacks.
When a battle begins, the
vehicle's control panel appears.
Use the D-Pad to select a command,
and press Button A or C. Pressing
Button B cancels the command.
Combat Window: This window is
similar to the Battle Commands
discussed previously. ATTAC lets
you fire a single attack at one
enemy. OPTIN lets you select a
special ray, missile, or bomb. RUN
lets you retreat.
Special Points: These are
similar to Hit Points, and
diminish whenever an enemy attacks
successfully. If your Special
Points drop to 0, the game ends.
Special Points are completely
restored after each battle.
Weapons are restored when you
spend the night at an Inn.
Space Travel
Later in the game, you will gain
the means to travel to other
planets. To access your spaceship,
find and enter a spaceport. Select
a destination, press Button A or
C, then sit back and enjoy the
ride.
In the City
Between bouts of exploring and
combat you'll want to stop at the
nearest town to rest and heal,
replenish supplies, and catch up
on the latest news.
Talk to everyone you see--he or
she may have information valuable
to your quest.
Shops: There are three kinds of
shops: weapons shops, armor shops
and tool shops. Most of these
shops have signs out front--a
sword for a weapon or armor shop
and a bag for a tool store.
In addition, you might find some
bargains at the local market
stalls.
Making Purchases: Check out all
the shops in all the towns you
visit, as you might be able to
upgrade your equipment.
 * Step right up to the person
behind the counter and press
Button A or C to talk. The
salesperson asks you if you want
to buy or sell.
 * Select BUY and press Button
A or C to see a list of available
goods. The price of each item is
listed on the right.
 * Use the D-Pad to select an
item, and the salesperson will
give you information about that
item.
 * In the case of weapons or
armor, the EQUIP window to the
left tells you which character can
use that weapon or armor. Press
Button A or C to make the
purchase.
 * The salesperson will ask you
to confirm your purchase. Select
YES or NO and press Button A or C.
 * Cancel selections and close
your sales transaction by
repeatedly pressing Button B.
Selling Extra Supplies: Weapons
and items are in short supply on
Motavia, and can be sold for a
reduced price.
 * To sell an item or weapon,
start a conversation with the
person behind the counter, select
SELL and press Button C.
 * The salesperson will ask you
what you want to sell, and your
item list appears. Use the D-Pad
to highlight the object you want
to sell, and press Button A or C
to see the offered price.
 * Press Button A or C again to
make the sale. You can cancel
selections and close your
transaction by repeatedly pressing
Button B.
Inns
If you want to replenish your
Technique Points, Skills and Hit
Points, restock your vehicle, or
simply want to relax, nothing
beats a night at the Inn.
Unless you have certain Items,
Skills or Techniques on hand, this
is the only way to revive a
character who's Near Death. Prices
vary, and overnight stays don't
always come cheap, so watch your
money reserve.
To purchase your night at the Inn,
follow the same procedure as for
making purchases.
Home Sweet Home
Well, one thing beats spending the
night at an Inn. Spend the night
at Alys' home in Aiedo and you get
all the benefits of a stay at an
Inn...for free.
The Hunter's Guild
Located in Alys' hometown, the
Hunter's Guild provides weapons
and armor at reasonable rates,
offers interesting entertainment,
and has a bulletin board of jobs
you can take for extra cash and
experience.
 Phantasy Star IV
 Tools and Techniques
 
 Use Up/Down to scroll text
Tools of the Trade
Items, weapons and armor can be
purchased at shops and stalls, or
picked up from defeated enemies.
Items:
 * Monomate, Dimate and Trimate
restore character HP. The more
powerful the restorative, the
higher the price.
 * Antidote cures one poisoned
character.
 * Anti-Paralyze cures one
character of paralysis.
 * Telepipe transports the
entire party to any town or
village visited previously.
 * Escapipe transports the
entire party out of a dangerous
situation--such as a maze or
dungeon--to a relatively safe
place.
Weapons:
Weapons are made from various
materials and technologies. Try
each kind out to see which suits a
character best.
 * Dagger is a small, short
knife carried by almost everyone
on Motavia. Good for very close
fighting.
 * Knife is a larger, more
capable weapon favored by Hunters.
It leaves one hand free for a
protective shield.
 * Boomerang functions best at
a distance. If thrown properly,
the boomerang can inflict damage
on several enemies at a time.
 * Slicer features long, sharp
blades that make it deadlier than
the boomerang. The blades can be
folded for easy carrying.
 * Claw is as effective as a
sword, but only at very close
range. Only a skilled wielder who
is light and agile can use the
claw.
 * Sword is a powerful weapon,
but its length requires the use of
both hands and some degree of
skill to be used effectively.
 * Axe is also very powerful
and effective. However, wielding
an axe takes powerful muscles and
the use of both hands.
Armor:
 * Leather Cloth is made from
sandworm hide. It is one of the
most common and versatile
resources on Motavia. Leather
items are light and offer freedom
of movement, though not much
protection.
 * Armor and Mail exist in
various forms: ceramics, steel,
titanium and others. Try them on
your characters to see which is
best.
 * Shields are made from
materials that range from hardened
leather to ceramics, steel and
titanium. Strength and weight
vary.
 * Helmets offer head
protection, and are worn by men.
 * Crowns are the equivalent
head protection worn by women.
 * Circlets offer little
protection, but increase mental
powers.
Techniques
Following are some of the
Techniques your characters will
learn. Some are reserved for
battle only, while others can be
used in Camp.
All Techniques take up a
character's TP, and the more
powerful the Technique, the more
TP is used.
A Technique might not work in
battle against a certain type of
enemy or defense, but the TP is
used up anyway.
Battle Techniques:
These affect one enemy on the
screen:
 * FOI, GIFOI and NAFOI blast
the enemy with a bolt of flame.
 * WAT, GIWAT and NAWAT freeze
the enemy by dropping the
temperature of the surrounding
area.
 * VOL kills the enemy by
destroying its nervous system.
 * TSU, GITHU and NATHU fire an
arrow of light at the enemy.
These affect all the enemies on
the screen:
 * ZAN, GIZAN and NAZAN
suffocate enemies by turning the
surrounding area into a vacuum.
 * GRA, GIGRA and NAGRA crush
enemies with a powerful gravity
well.
 * MEGID disintegrates the
molecular structure of all the
enemies on the screen.
 * BOLT kills enemies by
destroying their nervous systems.
 * GELUN causes enemies to age
quickly and reduces attack
strength.
 * DORAN slows down enemy
reaction speed.
 * BROSE suddenly expands enemy
body mass to twice the normal
size, resulting in damage.
 * RIMIT interferes with enemy
nervous systems, resulting in
unconsciousness.
Boost Techniques:
Use these Techniques to boost the
abilities of your characters while
they are in battle. These
Techniques do not boost character
HP.
 * SHIFT increases the physical
attack strength of one active
character.
 * SANER increases reaction
speed of all active characters.
 * DEBAN creates a shield
before all active characters,
increasing their defensive
strength.
Healing/Restorative Techniques:
 * SAR restores some HP to all
active humanoid characters.
 * RES, GIRES and NARES restore
some HP to one active humanoid
character.
 * ANTI cures one active
character of poisoning, but does
not raise HP.
 * RIMPA cures one active
character of paralysis, but does
not raise HP.
 * AROWS revives one active
character who has been knocked
unconscious, but does not raise
HP.
 * REVER revives one flatlined
character and restores 1/4 of
total HP.
 * REGEN cures poisoning,
unconsciousness or paralysis, or
restores all HP to one flatlined
character.
Travelling Techniques:
 * RYUKA teleports all
characters to any city previously
visited.
 * HINAS teleports all
characters out of dangerous areas
such as dungeons or labyrinths.
Skills
Each character has an allotted
number of special Skills he or she
can use. Skills can be replenished
by spending the night at an Inn.
These affect one enemy on the
screen:
 * CROSSCUT is a fast, powerful
sword slash that does double
damage.
 * RAY BLADE emits a blast of
light that causes damage.
 * EXPLODE causes a burst of
light from the attacker's body to
pulverize the opponent.
 * EARTH knocks the enemy
unconscious using energy drawn up
from the ground.
 * FLAELI assaults the enemy
with a rain of magical fire.
 * DIEM is a magic spell that
causes an enemy's body to cease
all function.
 * VORTEX surrounds the enemy
with a whirlwind of slashing
blades.
 * DEATH kills the enemy with
an unimpaired blade cut to the
vitals.
 * ASTRAL blasts the enemy with
power collected from the astral
realm.
 * ELIMINATE allows unimpaired
access to an enemy's vital organs;
results in death.
These affect all the enemies on
the screen:
 * AIRSLASH suffocates enemies
inside a pocket of vacuum.
 * HEWN hurls a cyclone of
magical energy at enemies.
 * TANDLE blasts enemies with
lightning.
 * EFESS calls on creatures
from inner planes to attack.
 * LEGEON generates a great
burst of energy that damages all
enemies within range.
 * NEGATIS strangles enemies
inside a pocket of vacuum.
 * MOONSHADE reflects light
that mesmerizes and damages
enemies.
This Skill affects all active
characters:
 * VISION gives characters the
ability to predict and compensate
for enemy moves; increases
Dexterity.
 Phantasy Star IV
 Hints and Tips
 
 Use Up/Down to scroll text
Happy Hunting
 * Not all of the buildings of
a town or village are located
within the village walls. You can
travel around and explore the
outskirts of a village by staying
close to the outside of the wall.
 * Your characters aren't the
only ones who can command a
Combination Attack--some of your
enemies can join and fire deadly
combinations at you as well.
 * If you come across an enemy
you know can join together and
attack, try to eliminate the
weaker link as soon as possible.
 * Go to the stores and
buildings to pick up weaponry.
It's a good idea to buy some
medical supplies.
 * Before you set out on your
quest, check out what's hiding in
the basement of the Motavian
Academy.
<a name="Ph_star3.o">PH_STAR3.O</a>
 Phantasy Star III
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TECHNIQUES & WEAPONS
 BROWSE HELP FILES
<a name="Pink2hlw.o">PINK2HLW.O</a>
 Pink Goes To Hollywood
 TecMagik
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Piratesg.o">PIRATESG.O</a>
 Pirates Gold
 Microprose
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 COMBAT AND ETC
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Pitfight.o">PITFIGHT.O</a>
 Pit-Fighter
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
 Pit-Fighter
 Game Description
 
 Use Up/Down to scroll text
This is PIT-FIGHTER, the latest
underground sport! There's no
shortage of action in this
no-holds-barred street fight.
Control one of three skilled
masters(Buzz, Ty, or Kato) as they
challenge street tough fighters
such as The Executioner, Chainman
Eddie, Angel, and the Ultimate
Champion, the Masked Warrior.
Using different button
combinations, command your
fighters to punch, kick, jump and
execute special moves.
We've combined digitized graphics
of live action and realistic
sounds-all from the original
arcade hit-to bring you the
ultimate in Genesis gaming!
 Pit-Fighter
 Controller Functions
 
 Use Up/Down to scroll text
CONTROLS
A Button: To punch if someone is
near you. If no one is near you
and you are near an object, then
the A button picks up the object.
B Button: To kick.
C Button: To jump.
Hold down A & B: To pick up a
weapon or person.
Hold down B & C: To execute a
jump kick.
Hold down A & C: To
defend(especially useful when
you're between two enemies).
Hold down A, B & C: To perform a
super move.
Hold down A, C & Down: To duck.
Up, Down, Left & Right: To move.
Tap Left or Right Twice: To do
an evade move.
Start: To begin, pause or
unpause the game.
 Pit-Fighter
 Playing the Game
 
 Use Up/Down to scroll text
FIGHT AREAS
There are a total of seven
different areas where the fighting
takes place. These are:
Warehouse, bar, garage, freeway
overpass, subway station, wharf,
and a
high-rise building
WEAPONS & POWER-UPS
Various weapons are available
throughout the game for you and
your enemies. To pick up a weapon
lying on the ground, stand over it
and hold down A and B at the same
time.
Press the A Button to use the
weapon once you're holding it.
Items that can be picked up are:
Shurikans(throwing stars), knives,
sticks, crates, kegs, garbage
cans, bar stools, motorcycles, and
barrels.
When certain barrels are broken
open, you'll find a green circle
with a "P" on it.
This is a special power-pill which
can be picked up by any fighter.
So pick it up before the other guy
does!
Once you have it, you'll start
flashing. Any hits you take will
do less damage and any hits you
dish out will do twice as much
damage. Jump on cars for even more
fun!
PLAYER FIGHTERS
You can be one of three
characters(in a two player game,
you cannot be the same character).
These are:
Buzz: Former pro wrestler and
bodybuilder, specializing in brute
strength moves.
Ty: Champion kickboxer and
Pit-Fight veteran with powerful
kicks and a killer instinct.
Kato: Master of the Flying
Dragon style of Karate with
incredible speed and agility.
Each of these three fighters has
especially lethal Super Moves, one
of which will be unleashed when A,
B and C are pressed at the same
time.
These explosive moves do more
damage than regular moves. Super
Moves are:
Buzz: Killer Body Slam, Head
Butt, Piledriver
Ty: Flying Double Kick, Spin
Kick, Roundhouse
Kato: Lethal Dragon Punch, Flip
Kick, Backhand
ENEMY FIGHTERS
As you progress in the game,
you'll encounter a variety of
enemy fighters, each with a unique
fighting style and strength. The
enemy fighters are:
The Executioner, Southside Jim,
Angel, CC Rider, Chainman Eddie,
Heavy Metal, Mad Miles, and the
Masked Warrior.
SCREEN INDICATORS
Score: Displayed in dollars, it
is a cumulative total of all
winnings earned while playing.
Score does not get reset when you
continue.
Fighter ID: Player may select
any one of three fighters to
control.
At the beginning of the game and
when continuing, players are given
the chance to select a fighter.
Note: you can change to a
different fighter when you
continue. When "Select Fighter" is
displayed, pressing Left or Right
will display the different
fighters you can choose.
Pressing A, B or C chooses the
fighter.
Energy Bar: Two bars are shown.
The upper bar shows your fighter's
strength. The lower bar, shown
when you are near another fighter,
represents their strength.
Clock: Shows how long the match
has taken so far.
Record: Shows the best time for
the match.
KO's: How many enemy fighters
you've taken out.
Hearts: How many lives you have
left.
THE HIGH SCORE SCREEN
If you qualify for the High Score
Screen, you'll be allowed to enter
your initials next to your fighter
icon.
To enter your initials, press UP
and DOWN on the joypad to scroll
through the alphabet. Press the A,
B or C button to enter the letter
chosen.
<a name="Pony.o">PONY.O</a>
 Crystal's Pony Tale
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Crystal's Pony Tale
 Game Description
 
 Use Up/Down to scroll
 text
Crystal was the prettiest pony in
Ponyland. She had a silky coat, a
beautiful, curly mane, a long,
flowing tail and the daintiest
hooves you ever saw. So it was
strange that Crystal was also the
shyest pony in the land!
When the other ponies galloped
across the meadow, Crystal always
ran at the tail end of the herd.
When they played hide and seek in
the forest or splashed in the cool
waters of the fountain, Crystal
would hang back. She was always
almost-but not quite-ready to join
the fun.
That's how Crystal managed to
escape the terrible fate that
befell her friends! The evil Storm
Witch wanted to rule Ponyland. She
became furious whenever the ponies
frolicked in the pastures, ate hay
in the fields, or drank water from
the stream. She wanted to keep
everything for herself and her own
wicked pets. She was awful!
One day, while the Storm Witch was
spying on the ponies with her
crystal ball, she just couldn't
take it any more. She flew into a
rage and cast a powerful bolt of
lightning that blasted all the
ponies at once. Under her evil
spell, they were frozen in place!
They became as thin as paper and
their colors turned dull and drab.
They couldn't move, or even whinny
for help. Then they were carried
off and imprisoned in secret
places all over Ponyland!
Only Crystal escaped, because the
Storm Witch's lightning bolt
missed her. But now that she was
alone, Crystal knew she couldn't
be timid any longer. Her friends
needed her!
Help Crystal search arcross
Ponyland. Gallop with her through
flowery fields, dark forests and
spooky caves. Collect lucky
horseshoes and golden keys, use
horse sense to solve puzzles and
find the seven magic crystals.
Only you and Crystal can free her
pony pals!
But be careful. The Storm Witch is
watching!
 Crystal's Pony Tale
 Controller Functions
 
 Use Up/Down to scroll
 text
Start Button:
* Pause.
D-Pad:
* Gallop left and right.
Buttons A and B: (ACTION)
Start the level.
Rear Up.
Perform an action.
Fight the Storm Witch.
Go through a Picture Gate to
another part of Ponyland.
Button C:(JUMP)
Start the level.
Jump.
 Crystal's Pony Tale
 Playing the Game
 
 Use Up/Down to scroll
 text
On The Trail:
Crystal the Pony must search for
horseshoes, keys and magic
crystals. She can never have too
many! The items you collect are
stored at the bottom of the
screen.
Keys:
Open treasure chests if you have
enough keys.
Crystals:
Sparkling crystals free your pony
pals. You must have the right
crystal to rescue each friend. The
friend's picture replaces the
crystal at the bottom of the
screen.
Horseshoes:
Lucky horseshoes let you pass
through Horseshoe Gates.
More Items to Find:
Treasure Chests:
The number on a treasure chest
shows how many keys you need to
open it. If you have enough keys,
stand Crystal in front of the
treasure chest and press an ACTION
button. Treasure chests hold many
horseshoes, extra keys and,
sometimes, crystals!
Surprise Boxes:
Open colorful boxes floating in
the air, and out pops a surprise.
You never know what's inside!
Musical Notes:
These can change into horseshoes,
so don't pass them by.
Hay and Apples:
Crystal loves to eat hay and
apples. Sometimes she even finds a
surprise inside.
Passing Through Gates:
Horseshoe Gates:
These lead you further into a
level, and to the Musical Bridge
at the end of a level. You must
have the right number of
horseshoes to pass. If you don't,
trying to pass through the gate
will take you back to the earlier
part of the level, where you can
collect more horseshoes.
Picture Gates:
These entry ways are very helpful
for traveling quickly from the
middle of one level to another. To
pass through a Picture Gate, stand
in front of it and press an ACTION
button.
Helpful Friends:
Don't forget to ask your friends
for help. Stand Crystal near them
and press an ACTION button. Many
of the Ponyland creatures will
give you picture hints about what
to do next, or where to look for
spellbound pony pals.
Tricky Enemies:
The Storm Witch also has plenty of
help. Her mischievous creatures
can make Crystal drop horseshoes
and keys!
Rescue Your Friends!
You must find seven crystals in
all, and each one is a different
shape. The crystals you find are
stored at the bottom of the
screen.
When you find an imprisoned pony,
look for the crystal shape nearby.
If you have already found the
crystal that matches that shape,
you can free your pal. Stand in
front of the pony and press an
ACTION button.
Watch out! The evil Storm Witch
could attack just as Crystal is
about to rescue the pony. Use the
D-Pad to move Crystal, and keep
pressing the ACTION button to
fight back. Crystal may drop
horseshoes and keys during the
battle, but she'll never lose any
of her crystals.
As soon as the Storm Witch is
defeated, you can release the
captured pony by pressing an
ACTION button. Your grateful
friend may give you a hint about
what to do next before trotting
off to the Rainbow Palace.
 Crystal's Pony Tale
 Hints and Tips
 
 Use Up/Down to scroll
 text
Solving Puzzles:
Together, you and Crystal must
figure out the Ponyland puzzles.
When you do, gather up your
rewards of horseshoes, keys and
crystals!
Here are some hints:
* Move Crystal near an item, such
as a water faucet and press an
ACTION button.
* In Easy games, watch for the
sparkles that show where to move
Crystal next.
* In Easy and Medium games, get
picture hints from friendly
creatures. The pictures tell you
what items to use.
<a name="Ponyfin.o">PONYFIN.O</a>
 Crystal's Pony Tale
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Crystal's Pony Tale
 Game Description
 
 Use Up/Down to scroll
 text
Crystal was the prettiest pony in
Ponyland. She had a silky coat, a
beautiful, curly mane, a long,
flowing tail and the daintiest
hooves you ever saw. So it was
strange that Crystal was also the
shyest pony in the land!
When the other ponies galloped
across the meadow, Crystal always
ran at the tail end of the herd.
When they played hide and seek in
the forest or splashed in the cool
waters of the fountain, Crystal
would hang back. She was always
almost-but not quite-ready to join
the fun.
That's how Crystal managed to
escape the terrible fate that
befell her friends! The evil Storm
Witch wanted to rule Ponyland. She
became furious whenever the ponies
frolicked in the pastures, ate hay
in the fields, or drank water from
the stream. She wanted to keep
everything for herself and her own
wicked pets. She was awful!
One day, while the Storm Witch was
spying on the ponies with her
crystal ball, she just couldn't
take it any more. She flew into a
rage and cast a powerful bolt of
lightning that blasted all the
ponies at once. Under her evil
spell, they were frozen in place!
They became as thin as paper and
their colors turned dull and drab.
They couldn't move, or even whinny
for help. Then they were carried
off and imprisoned in secret
places all over Ponyland!
Only Crystal escaped, because the
Storm Witch's lightning bolt
missed her. But now that she was
alone, Crystal knew she couldn't
be timid any longer. Her friends
needed her!
Help Crystal search across
Ponyland. Gallop with her through
flowery fields, dark forests and
spooky caves. Collect lucky
horseshoes and golden keys, use
horse sense to solve puzzles and
find the seven magic crystals.
Only you and Crystal can free her
pony pals!
But be careful. The Storm Witch is
watching!
 Crystal's Pony Tale
 Controller Functions
 
 Use Up/Down to scroll
 text
Start Button:
* Pause.
D-Pad:
* Gallop left and right.
Buttons A and B: (ACTION)
Start the level.
Rear Up.
Perform an action.
Fight the Storm Witch.
Go through a Picture Gate to
another part of Ponyland.
Button C:(JUMP)
Start the level.
Jump.
 Crystal's Pony Tale
 Playing the Game
 
 Use Up/Down to scroll
 text
On The Trail:
Crystal the Pony must search for
horseshoes, keys and magic
crystals. She can never have too
many! The items you collect are
stored at the bottom of the
screen.
Keys:
Open treasure chests if you have
enough keys.
Crystals:
Sparkling crystals free your pony
pals. You must have the right
crystal to rescue each friend. The
friend's picture replaces the
crystal at the bottom of the
screen.
Horseshoes:
Lucky horseshoes let you pass
through Horseshoe Gates.
More Items to Find:
Treasure Chests:
The number on a treasure chest
shows how many keys you need to
open it. If you have enough keys,
stand Crystal in front of the
treasure chest and press an ACTION
button. Treasure chests hold many
horseshoes, extra keys and,
sometimes, crystals!
Surprise Boxes:
Open colorful boxes floating in
the air, and out pops a surprise.
You never know what's inside!
Musical Notes:
These can change into horseshoes,
so don't pass them by.
Hay and Apples:
Crystal loves to eat hay and
apples. Sometimes she even finds a
surprise inside.
Passing Through Gates:
Horseshoe Gates:
These lead you further into a
level, and to the Musical Bridge
at the end of a level. You must
have the right number of
horseshoes to pass. If you don't,
trying to pass through the gate
will take you back to the earlier
part of the level, where you can
collect more horseshoes.
Picture Gates:
These entry ways are very helpful
for traveling quickly from the
middle of one level to another. To
pass through a Picture Gate, stand
in front of it and press an ACTION
button.
Helpful Friends:
Don't forget to ask your friends
for help. Stand Crystal near them
and press an ACTION button. Many
of the Ponyland creatures will
give you picture hints about what
to do next, or where to look for
spellbound pony pals.
Tricky Enemies:
The Storm Witch also has plenty of
help. Her mischievous creatures
can make Crystal drop horseshoes
and keys!
Rescue Your Friends!
You must find seven crystals in
all, and each one is a different
shape. The crystals you find are
stored at the bottom of the
screen.
When you find an imprisoned pony,
look for the crystal shape nearby.
If you have already found the
crystal that matches that shape,
you can free your pal. Stand in
front of the pony and press an
ACTION button.
Watch out! The evil Storm Witch
could attack just as Crystal is
about to rescue the pony. Use the
D-Pad to move Crystal, and keep
pressing the ACTION button to
fight back. Crystal may drop
horseshoes and keys during the
battle, but she'll never lose any
of her crystals.
As soon as the Storm Witch is
defeated, you can release the
captured pony by pressing an
ACTION button. Your grateful
friend may give you a hint about
what to do next before trotting
off to the Rainbow Palace.
 Crystal's Pony Tale
 Hints and Tips
 
 Use Up/Down to scroll
 text
Solving Puzzles:
Together, you and Crystal must
figure out the Ponyland puzzles.
When you do, gather up your
rewards of horseshoes, keys and
crystals!
Here are some hints:
* Move Crystal near an item, such
as a water faucet and press an
ACTION button.
* In Easy games, watch for the
sparkles that show where to move
Crystal next.
* In Easy and Medium games, get
picture hints from friendly
creatures. The pictures tell you
what items to use.
<a name="Popu.o">POPU.O</a>
 Populous II
 Sega Channel
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 PLAYING THE GAME
 DIVINE INTERVENTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Powermov.o">POWERMOV.O</a>
 Power Rangers: The Movie
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL JEWELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Power Rangers: The
 Movie
 Game Description
 
 Use Up/Down to scroll text
Columns has always been fun. But
now that you can add
 Power Rangers: The
 Movie
 Controller Functions
 
 Use Up/Down to scroll text
Game Start and Pause. In Pyramid
Columns, if you have items, used
to 
 Power Rangers: The
 Movie
 Playing the Game
 
 Use Up/Down to scroll text
use of the Items you get by.
 Power Rangers: The Movie
 Special Jewels
 
 Use Up/Down to scroll text
two rows into your opponent's
playing field.
 Power Rangers: The Movie
 Hints and Tips
 
 Use Up/Down to scroll text
First, extinguish blocks
diagonally!
<a name="Powrdriv.o">POWRDRIV.O</a>
 Power Drive
 U.S. Gold
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
 Power Drive
 Game Description
 
 Use Up/Down to scroll text
FASTEN YOUR SEAT BELT...
Are you ready to take your place
behind the wheel in the fast paced
Power Drive Rally Championship? 
The race will take you through
eight grueling rounds in eight
different locales all over the
world.
Eyes bulging out of your head,
you'll tear around the mountainous
curves of Monte Carlo at midnight!
Palms sweating and heart pounding,
you'll navigate the dense forests
of Sweden in a snowstorm. 
You'll almost taste the dust in
your throat as you blast through
the blistering deserts of Kenya
with the sun beating down on you. 
With 64 different courses, there's
always something new around the
next bend!
Starting with a low powered road
vehicle, win prize money to fix
your damaged racer. 
After you have accrued enough
cash, you can trade it in for a
more powerful model and step up to
the next competition level. 
Keep winning and you'll move all
the way up to a full spec rally
car! 
Complete the entire World Rally
Championship and attempt to become
the number one driver on the
international scene!
 Power Drive
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Pause/resume game
Button A:
 * Accelerate
Button B:
 * Brake
Button C:
 * Reverse/Rotational
D-Pad:
 * Press left/right to steer in
those directions.
 Power Drive
 Playing the Game
 
 Use Up/Down to scroll text
START YOUR ENGINES...
The Power Drive World Championship
comprises 48 individual stages in
eight countries. 
Each round is characterized by
varied conditions to push your
driving ability to the limit.
ROUND 1
Location: Monte Carlo
Climate: Dry, some ice/snow
Track: Asphalt
Terrain: Mountainous, rocky road
ROUND 2
Location: Kenya
Climate: Hot/dry
Track: Asphalt/sandy gravel
Terrain: Desert(occasional oasis)
ROUND 3
Location: Sweden
Climate: Ice/snow
Track: Gravel
Terrain: Forest trail
ROUND 4
Location: Corsica
Climate: Wet
Track: Asphalt
Terrain: Mountainous, rocky road
LOCATION
Before each race, you are
presented with a Location screen,
displaying weather conditions,
day/night and the entrance fee. 
If you don't have enough funds to
cover the fee, your game is over
and you will return to the Main
Menu. 
If you do have sufficient funds,
press any button to start the
race.
PICK-UPS
Pick-ups are randomly placed
around each course, to be
collected by driving over them.
Money: Increase your funds by
$250
Nitrous: Temporary speed boost
Time: Five-second clock freeze
PENALTIES
Hitting cones or road works incurs
0.5 second penalties-you have been
warned!
WEATHER AND VISIBILITY
Climatic conditions and the time
of day vary dramatically from race
to race, affecting your car
handling and response. 
You will need to take note of
these conditions and adjust your
driving accordingly.
STAGE RESULTS
At the end of each course the
Stage Results screen will be
displayed. 
Prize money is awarded when you
qualify, plus bonuses if you break
the course record or beat the
computer-controlled car on Rally
Cross sections. 
When you have reveled in the glory
for a while press any button to
move on.
THE CHECKERED FLAG
If you go all the way and win all
48 stages, you will be crowned
Power Drive World Champion!
<a name="Powrmngr.o">POWRMNGR.O</a>
 Power Monger
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 GAME WINDOWS
 COMMANDS
 HINTS AND TIPS
 BROWSE HELP FILES
 Power Monger
 Game Description
 
 Use Up/Down to scroll text
You were a fair and just king, but
fate turned against you. One day,
the patient earth rose up in
violent anger, sending your
civilization crashing to the
ground.
Not to be outdone, the sea turned
against you, too. Towering waves
washed over the land, burying your
subjects in a watery grave of foam
and brine.
You suddenly found yourself in an
embarrassing situation-you were
now a king without a country.
Fortunately you escaped in a frail
boat, accompanied by a small group
of loyal followers.
These were sturdy men-men who
would follow you to the ends of
the earth, who believe in your
divine right and would fight for
your cause no matter what the
odds. 
You've just landed on the
unfamiliar shores of a foreign
land. The land is rich and
fertile, as you dreamed it would
be-but like all bountiful places,
it's populated.
Petty warlords reign over the
settlements and send their armies
sweeping across the countryside.
You could submit to these backward
nobles, but that role, you
realize, hardly befits one of your
royal lineage.
You were a king not so long ago,
and you have borne enough
indignity already-it is they who
will serve you.
 Power Monger
 Controller Functions
 
 Use Up/Down to scroll text
B Button:
 * This button highlights the
next window.
C Button:
 * This button switches between
the Command Bar and the current
window.
Start Button:
 * This pauses the game.
Window And Command Bar Controls:
Certain controls have different
effects when the Command Bar or a
specific window is highlighted.
Captain's Window:
 * Use the D-Pad to move
pointer.
 * Press Button A to select
object or point under pointer.
 * Hold down Button A and D-Pad
any direction to scroll your view.
Text Window:
 * Move the D-Pad up or down to
scroll text (if "turned page"
marker indicates more text)
 * Press A to 'snap' view to
last queried object.
View Control Window:
 * Use the D-Pad to scroll the
view on the Close-Up Map.
 * Hold down Button A and press
D-Pad Up to zoom in.
 * Hold down A and press D-Pad
Down to zoom out.
 * Hold down A and press D- Pad
Right to rotate view clockwise.
 * Hold down A and press D-Pad
Left to rotate view
counter-clockwise. 
Overview Window:
 * Use the D- Pad to move the
pointer.
 * Press A to select the
location/map option.
 * Hold down A and D-Pad any
direction to scroll your view.
Command Bar:
 * Use the D-Pad to move the
selection box.
 * Press A to select a command.
 * Press B to get "on-line
help" explanations of commands.
 * Press C to return to the
active window.
 Power Monger
 Playing the Game
 
 Use Up/Down to scroll text
The world of Power Monger is made
up of 195 territories or lands.
Your goal is to subdue and conquer
these isles and unite the land
under one ruler-you.
Use the options on the Main Menu
to select a game.
Use the D-Pad Up or Down to
highlight the option you want, and
then press A, B, or C.
STARTING A NEW CONQUEST
To start a new Conquest:
1. Select START NEW CONQUEST.
The Conquest Map appears: If you
select START NEW CONQUEST after
you've already started a Conquest,
you're asked if you want to delete
your last game and start over.
Select YES to start over, or
select NO if you decide you want
to continue your old game.
2. Press A, B,, or C to select
the land in the red box. This is
the only land you can choose when
starting a new Conquest.
CONTINUING YOUR CURRENT CONQUEST
1. Select CONTINUE QUEST. The
Conquest Map appears with a dagger
in each land you've conquered.
2. Use the D-Pad to move the box
to a land adjacent to one you've
already conquered. The box is
yellow around the lands you've
already conquered and red around
adjacent territories.
3. Press A, B, or C to select
the land.
NOTE: The map is taller than one
screen. To see the rest of the
map, move your cursor to the
bottom of the screen and D-Pad
Down to scroll the map window.
RESTORING YOUR CONQUEST WITH A
PASSWORD
Whenever you conquer a land, you
get a password-coded information
that tells the Genesis which lands
you've already conquered.
Always write down any passwords
you receive-that way you can
resume your Conquest even if
you've reset or restarted your
Genesis.
NOTE: Passwords may contain up
to 34 characters.
To restore your Conquest:
1. Select RESTORE CONQUEST. The
Enter Password Screen appears:
2. Use the D-Pad to move the box
to a character, and then press A,
B, or 
C. If you make a mistake, select
RUB to delete the last character.
3. Once the correct password
appears in the box, select END.
You're 
taken back to the Main Menu.
4. Select CONTINUE CONQUEST to
resume the Conquest where you left
off.
QUICKSTART GUIDE TO SEIZING POWER
To start a new Conquest:
1. Use D-Pad to highlight START
NEW CONQUEST, and then press A.
2. Press A to select the first
land in the Conquest. After a
moment, the Game Screen appears.
Get Accurate Info:
1. D-Pad to point at the
Captain's medals.
2. Press A. The info appears in
the Text Window below.
Get Food From Your Tower:
1. Press C to highlight the
Command Bar.
2. Use D-Pad to move the
selection box to the Aggressive
Posture command, and then press A.
The Aggressive Posture command is
highlighted.
3. Use D-Pad to move the
selection box to the Get Food
command, and then press A.
The Get Food command is
highlighted, and the Captains
Window automatically becomes the
active window.
4. Use the D-Pad to point to
your tower, and then press A.
Watch as your men take the food
from the tower.
Look at the lay of the land
1. Press B until the Overview
Window is highlighted.
2. Use D-Pad to point at the
southern settlement, and then
press A. The view on the Close-Up
Map switches to the southern
settlement.
3. Press C to highlight the
Command Bar.
4. Use D-Pad to move the
selection box to the Query
command, and then press A. The
Overview Window is automatically
highlighted.
5. Press B to highlight the
Captains Window.
6. Use D-Pad to point to any
object in the settlement-a
building, person, the town square,
etc. Press A. The description of
the object appears in the Text
Window.
7. As long as the Query command
is highlighted, you can continue
to Query objects in the Captains
Window. Use D-Pad to move the
pointer to a different object, and
then press A to read about it.
Attack Timlytte
1. Press C to highlight the
Command Bar.
2. Use D-Pad to move the
selection box to the Passive
Posture command, and then press A.
Passive posture makes your men do
things in extreme moderation.
3. Use D-Pad to move the
selection box to the Attack
command, and then press A. The
Captains Window is automatically
highlighted.
4. Use D-Pad to point to any
building in Timlytte, and then
press A.
Watch the fight
1. Press B until the View Control
Window is highlighted.
2. Use D-Pad to scroll your view
in the various directions.
3. You can also rotate your
view. While the View Control
Window is still highlighted, hold
down A and D-Pad Left or Right to
rotate your view. If you want to
zoom in and out on the action,
hold down A and D-Pad Up or Down.
Get more food
1. Press C to highlight the
Command Bar.
2. Use D-Pad to move the
selection box to the Aggressive
Posture command, and then press A.
The Aggressive Posture command is
highlighted. 
3. Use D-Pad to move the
selection box to the Get Food
command, and then press A. The Get
Food command is highlighted, and
the Captains Window automatically
becomes the active window.
4. Use D-Pad to point to any
building in the town of Timlytte,
and then press A. Your men will
retrieve as much as they can from
the town of Timlytte.
Attack a sheep
1. Press C to highlight the
Command Bar.
2. Use D-Pad to move the
selection box to the Attack
command, and then press A. The
Attack command is highlighted.
3. Use D-Pad to point to a
grazing sheep, and then press A.
Your men will attack the sheep and
slaughter it, and the 180 food
items will automatically be added
to your inventory.
Get men from Timlytte
1. Press C to highlight the
Command Bar.
2. Use D-Pad to move the
selection box to the Get Men
command, and then press A. The Get
Men command is highlighted.
3. Use D-Pad to point to any
building in Timlytte, and then
press A. Your men will
automatically enter the town and
impress every able-bodied person
they can find into your army.
Retire
1. Press C to highlight the
Command Bar.
2. Use D-Pad to move the
selection box to the options
command, and then press A.
3. The Options Menu appears. Use
D-Pad Down to highlight the Retire
option and then press A. A screen
appears heralding your
victory-press A, B, or C to go to
the Password Screen.
4. Write down your password, and
then press A, B, or C. The main
menu appears again. Select
Continue Conquest to move on to
the next land.
USING THE WINDOWS
Highlighting the command bar
1. Press C to highlight the
command bar.
2. Select a command (D-Pad, and
then press A).
3. Get "on-line help" info on
any command (D-Pad, and then press
B).
4. Return to the active window
(press C)
 Power Monger
 Game Windows
 
 Use Up/Down to scroll text
CAPTAINS WINDOWS
The Captains Window shows you
standing with any captains loyal
to you. If you lose a Captain, his
subordinate Captains won't be able
to receive commands.
For example, if you have three
Captains and your second Captain
dies, your third won't be able to
receive orders. When he completes
his last orders, he will camp for
the remainder of the game (unless
he is attacked).
The Captains
If you conquer a settlement with
another Captain in it, he
immediately switches sides and
swears his loyalty to you.
The new Captain appears at the
side of the first Captain, and you
can command him, too. The first
Captain is the lifeblood of your
Conquest-if he dies, the game
ends.
If any other Captain dies in your
service, the game doesn't end.
NOTE: Orders are delivered down
the chain of command, from the
main Captain to his subordinates.
If you lose a superior Captain
(other than your main Captain),
his subordinates won't be able to
receive commands.
For example, if you have three
Captains and your second Captain
dies, your third Captain will no
longer be able to receive orders
because the chain of command has
been broken.
Captains broken off from the chain
of command will carry out the last
order, then camp for the remainder
of the time (unless attacked by an
enemy army).
Job Symbols
The job symbol above each
Captain's head indicates what
command he's currently trying to
carry out.
If he's finished a task, a small
campfire symbol appears,
indicating that he and his
followers are resting while
waiting for further orders.
Additional Captains communicate
with your first Captain using
carrier pigeons.
Since carrier pigeons have to fly
between Captains, you'll notice a
short "delay" between giving an
order and the subordinate
Captain's acknowledgment of it.
A little white pigeon fluttering
beside the Status Bar of the
Subordinate Captain means an order
is still "on the way."
NOTE: You can attack enemy
carrier pigeons if your men are
armed with bows. This will hinder
communication between enemy
Captains.
Selecting a captain to receive
orders
The bobbing arrow indicates which
Captain you're currently giving
orders to-any commands you make
will be carried out by that
Captain only.
If you want to give orders to one
of your other Captains, you have
to move the arrow.
To select another Captain to
receive orders:
1. If the Captains Window isn't
highlighted, press B until it is.
2. Use D-Pad to point at the
medallion hanging from the
Captain's neck. Press A. The arrow
moves to the new Captain-now he's
the recipient of your commands.
Getting info on a captain
The medals on each Captain's
chest can be used to get
information on that Captain: name,
current job, loyalty, speed, food
items carried, troops in squad,
surplus items, and equipment items
carried.
To get info on a captain:
1. If the Captains Window isn't
highlighted, press B until it is.
2. Use D-Pad to point at the
Captain's medals. Press A. The
info appears in the Text Window.
"Snapping" your view to a captain
To snap your view to a captain:
1. Press B until the Captains
Window is highlighted.
2. Use D-Pad to point at the
Captain's head, and press A. The
Close-Up Map immediately centers
on the Captain you're pointing to.
TEXT WINDOW
The Text Window displays
information gained from various
sources:
 * Query Command-see Query
under Command Bar.
 * Captain's Medals-see Getting
Info On A Captain under Captains
Window.
 * On-Line Help-See On-Line
Help under Command Bar.
Using the text window to follow
an object
To snap your Close-Up Map view to
the object described in the Text
Window:
1. Press B until the Text Window
is highlighted.
2. Hold down A, and then press
any direction on the D-Pad. The
Close-Up Map immediately centers
on the object described in the
Text Window.
VIEW CONTROL WINDOW
Rotating the Close-Up map
1. Press B until the View Control
Window is highlighted.
2. Hold down A. Hold down D-Pad
Right to rotate clockwise or Left
to rotate counterclockwise.
NOTE: Once you've rotated your
view, you may find scrolling
difficult. It's easiest to scroll
when the arrow on the direction
pointer is at its default
position(11 o'clock).
Zooming in & out on the Close-Up
map
1. Press B until the View Control
Window is highlighted.
2. Hold down A, and then D-Pad
Up to zoom in or Down to zoom out.
OVERVIEW WINDOW
Changing map modes
1. Press B until the Overview
Window is highlighted.
2. Use D-Pad to move the pointer
to one of the map mode symbols.
Press A.
Contour Map Mode
Dark Green-Lowest elevation
Light Green
Yellow
Brown
White-Highest elevation
Objects Map Mode
Red dots-Trees
Light Brown Dots-Houses
Yellow Dots-Workshops
White Dots-Populations obeying you
Grey Lines-Roads
Settlements Map Mode
White Dots-People obeying you
Grey Lines-Roads
Food Map Mode
Black Dots-Settlements with no
food stores
Dark Grey Dots-Settlements with
small food stores
Grey Dots-Settlements with average
food stores
Light Grey Dots-Settlements with
above average food stores
White Dots-Settlements with
abundant food stores
Using the overview window to view
another location
To snap your view:
1. Press B until the Overview
Window is highlighted.
2. Use D-Pad to point at the
location you want to view.
3. Press A. Your view of the
Close-Up Map switches to the point
on the map.
To scroll your view:
1. Press B until the Overview
Window is highlighted.
2. Hold down A, and then hold
down a direction on the D-Pad.
 Power Monger
 Commands
 
 Use Up/Down to scroll text
USING THE COMMAND BAR
The commands are different orders
you can issue to your Captains:
1. Passive Posture 2. Neutral
Posture 3. Aggressive Posture 4.
Go Home 5. Transfer Men.
6. Get Food. 7. Drop Food 8.
Supply Food 9. Invent 10. Send
Captain 11. Query 12. Trade 13.
Spy 14. Alliance 15. Get Men 16.
Equip Invention 17. Drop Invention
18. Derank 19. Attack 20. Options
ISSUING COMMANDS
Issuing commands is generally a
three step process. First you
select which Captain will be
carrying out your command(if you
have more than one Captain, that
is).
Next, you select the command
itself. Finally, you select what
the object of his command is-a
settlement, a tree, a person, an
animal, a weapon, or simply a
location on the map.
The following procedure explains
how to issue a majority of the
commands.
A few of the commands-Drop Food,
Derank, Go home, Drop Invention,
Transfer Men-don't follow this
standard procedure. For details on
issuing these special commands,
see the command descriptions
below.
To issue a command:
1. If the Captain's window isn't
highlighted, press B until it is.
2. If you have more than one
Captain, choose the one you want
to carry out the order.
Use the D-Pad to point at the
medallion hanging from the
Captain's neck, and then press A.
The bobbing arrow moves to the new
Captain to indicate that he is
active.
3. Bring the object of the
command into view on the Close-Up
Map. For example, If you're going
to attack a settlement, bring the
settlement into view. Use one of
the following methods:
Captains Window highlighted: Hold
down A, and then D-Pad to scroll
your view.
View Control Window highlighted:
Use D-Pad to scroll your view.
Overview Window highlighted: Use
D-Pad to move the pointer to the
object's location, and then press
A to "snap" your view to the
location.
4. Press C to highlight the
Command Bar. Use D-Pad to bracket
the command you want to give, and
then press A.
NOTE: When you successfully
select the command, it will turn
dark blue. You'll also hear a
"snapping" sound confirming your
selection.
For most commands, this sound will
continue until you indicate the
object of the command.
For example, if you select the
Attack command, you'll hear the
snapping sound until you tell your
Captain you want him to attack.
5. Once you've selected your
command, you must specify the
object of your command.
The Captains Window or Overview
Window is automatically
highlighted to make this easier.
Use the D-Pad to point at the
object on the map, and then press
A.
Since it's difficult to accurately
point at anything smaller than a
settlement on the Overview Map,
you're usually better off
selecting objects from the
Close-Up Map.
If the Overview Window is
currently highlighted, press B to
highlight the Captain's Window,
and then select from the Close-Up
Map.
NOTE: You can only select
objects that are appropriate to
the command you're giving. For
example, an Invent command can
only have a settlement with a
workshop as its target.
Any attempts to select an
inappropriate object will fail,
and you'll continue to hear the
"snapping" sound.
If you're not sure whether you're
pointing at a "valid" object,
glance at the Overview Map. You'll
see a Direction Line that extends
from the Captain to the location
you're viewing.
If the Direction line is black,
you're not pointing at an
appropriate object. If its red,
the object is valid and you can
select it.
6. Once you've successfully
given the command, the Captain and
his men will begin to carry it
out.
A Job Symbol will appear above the
Captain's head to remind you which
order the Captain is carrying out.
"ON-LINE HELP" INFO
To use the On-Line Help feature:
1. Press C until the Command Bar
is highlighted.
2. Use the D-Pad to move the
selection box to the option you
want information on, and press B.
The explanation of the command
appears in the Text Window.
POSTURES
The Posture commands are settings
that modify all other commands
except Query and Game Control.
They let you tell your followers
how aggressively they should act
when carrying out your orders.
For example, if you Attack a
settlement with Passive Posture
highlighted, your followers will
try to subdue the population and
"convince" them to join your side
through a strong show of arms.
If you Attack with a Neutral
Posture, your followers will
resort to violence if necessary,
and some of the population may die
during your attack.
Attack with an Aggressive Posture
and your followers will try to
wipe out as many people as
possible.
Postures & Quantity Commands
Certain commands deal
specifically with quantities of
things, that is, the transfer of
soldiers or goods:
Men: Get Men, Derank, Transfer Men
Food: Get Food, Drop Food, Supply
Food
Inventions: Equip Invention, Drop
Invention
When the Postures are applied to
these commands, they specify the
percentage of soldiers or goods
being transferred:
Passive Posture = 25%
Neutral Posture = 50%
Aggressive Posture = 100%
So if you're in a Passive Posture
and you instruct your followers to
Drop Food, they'll drop 25% of the
total food supply.
Give the same command in an
Aggressive Posture and they'll
drop all of the food they are
carrying.
Unpredictable effects of passive
& aggressive
A Captain's actions are not
always predictable when his
posture is set on Passive or
Aggressive.
For example, if an Aggressive
Captain is near a battle-even a
battle that doesn't immediately
concern him-he may join in the
fray. If he's Passive, he may run
away.
Any of these actions can be
avoided by changing the Captain's
Posture.
QUERY
Query gives you information on
various objects on the Close-Up
Map. Unlike the other commands,
the Query command remains selected
even after you've queried an
object.
As long as the command is
highlighted, you can continue to
select objects. The command
remains highlighted until you
select it again or choose a
different command.
OBJECTS
A query reveals different
information depending on what you
point at:
Settlement-obedience, food items
and people in entire settlement,
loyalty, inventions
People-name, settlement where they
live, health, building they live
in, how hard they work,
profession, items they have
equipped, captain they follow, age
Trees-type of tree, forest it
belongs to, whether there are
birds in the branches, season
Birds-whether it's a carrier
pigeon or stork, who it's flying
to
ATTACK
Attack orders a Captain and his
followers to attack a target. How
aggressively the followers act in
the attack depends on the
Captain's current Posture.
You attack settlements, towers,
and individuals in order to bring
them under your control.
When you successfully conquer a
place, the people immediately
switch obedience to you. That
means that you gain access to all
their resources-food, people,
livestock, workshops, and boats.
GET FOOD
Get Food lets you take food from a
settlement you've conquered or a
food cache(see Drop Food). The
percentage of food your followers
gather depends on the Captain's
current Posture.
NOTE: Though sheep are a good
source of nutrition, you must use
the attack command to turn them
into food. The Get Food command is
only good for stored food-it has
no effect on living, bleating
livestock.
MAKE ALLIANCE
Alliance orders a Captain to make
an alliance with a foreign
settlement. To make an alliance,
you need surplus stock to use as a
tribute of your good intentions.
If the alliance is rejected, you
lose the tribute you offered. Once
you make an alliance, you have
access to the allied Captain's
settlements and resources, and he
and his comrades have access to
yours.
An alliance is only broken if you
attack your ally or one of his
settlements.
DROP FOOD
Select the Drop Food command and
your Captain will immediately drop
some or all of the food he's
carrying, depending on his current
Posture. He'll automatically drop
it right where he's standing.
If a Captain drops food in the
wilderness, it turns into a food
cache that can be picked up later
by any of your Captains(use the
Get Food command).
Don't worry about enemies picking
up one of your food caches-it's
hidden, so they can't see it. If
you drop it while standing in a
settlement, it's added to the
settlement's stock.
SUPPLY FOOD
Supply Food orders a Captain to
collect food from friendly
settlements and drop it off in the
wilderness or in another friendly
settlement.
The amount of food the Captain
takes from friendly settlements
depends on his current Posture.
This command is particularly
useful if you have two or more
Captains. For example, one Captain
can invent in a settlement while
the second Captain supplies the
settlement with provisions.
NOTE: If you want the Captain to
supply food to a point in the
wilderness, make sure you
designate that point on the
Overview Window.
If you want him to supply to a
settlement, you can use the
Overview Window or the Close-Up
Map.
GET MEN
Get Men orders a Captain to
recruit soldiers from a conquered
settlement. The percentage of the
population the Captain recruits
depends on his current Posture.
NOTE: You can only Get Men from
a settlement you've conquered-you
cannot recruit individual people
wandering around.
DERANK
Select the Derank command and your
Captain will send home some or all
of his followers, depending on his
Posture.
Once you've selected this command,
recruits will automatically head
for the settlement from which you
recruited them. Your original
followers will return to your
tower.
NOTE: Your followers take a
straight path home when deranked.
To avoid having them get stuck
around water, be sure that there
is a clear path(no lakes, rivers,
or oceans) back to the home
settlement.
TRANSFER MEN
Transfer Men orders one Captain
to assign recruits to another
Captain. The number of men
transferred depends on the Posture
of the Captain who's supplying the
men.
To transfer men:
1. If the Captains Window isn't
highlighted, press B until it is.
2. Select the Captain you want
to do the supplying. For
information on selecting Captains,
see Captains Window under Using
Commands.
3. Press C to go to the Command
Bar.
4. Use the D-Pad to bracket the
Transfer Men command, and then
press A.
5. Use the D-Pad to point at the
Captain you want to receive the
men(not the Captain on Close-Up
Map, but the one standing behind
the Close-Up Map with the other
Captains). Press A.
GO HOME
Go Home sends a Captain and all of
his followers back to their
homes-this is handy for making a
quick retreat.
Once you've selected this command,
recruits will automatically head
for the settlement from which you
recruited them. Your original
followers will return to your
tower.
INVENT
Invent orders a Captain and his
followers to use a workshop and
any of its inhabitants to create
useful items. Only settlements
with workshops are capable of
producing inventions.
Once your people have invented an
item, it will appear outside the
workshop. If you want to be
absolutely certain whether they've
invented anything, Query the
workshop.
Keep in mind that both your
followers and the craftsmen in the
workshop can't get food while
they're inventing.
If the local population runs out
of food, the craftsmen will stop
inventing and start producing food
until they have a large enough
supply.
If your men run out of food,
they'll go home.
You can't specify what your men
should invent, but you can
influence their creativity by the
location of the workshop you
choose.
For example, inventing near a
forest on low land near water
usually produces boats. Inventing
in a settlement on high ground
away from any forest usually
produces swords or cannons.
The inventions created by a
workshop depend on several
factors:
Raw materials
Raw materials include wood and
steel.
Forests are the obvious sources of
wood. Wood can be used to make
ploughs, bows, pikes, catapults,
and if you're near water, boats.
To find out whether there are
forests near your workshop, you
can Query any building in the
settlement, use the Objects Mode
in the Overview Window(see
Overview Window), or simply scroll
the Close-Up Map until you spot
trees.
Steel can be used to make swords.
If the workshop is at a high
enough elevation, your men may
construct a mine from which
they'll dig raw ore to forge into
steel.
You'll see them construct a tower,
below which is the actual mine.
NOTE: Not every tower is a mine.
Use the Query command to tell an
ordinary tower from a mine.
If you aren't near any useful raw
materials, your workshop will
produce pots from the local mud.
Pots are only valuable for trade.
Posture
A Passive Posture produces items
like pots and ploughs, while an
Aggressive Posture produces heavy
weapons like bows, swords, cannons
and catapults.
Occupations in settlement
Intricate weapons such as cannons
and catapults require specialized
parts that the local population
can't manufacture.
In order to build a cannon or
catapult, a merchant must be
present in the settlement to
provide needed parts from foreign
places. If you want to build a
boat, a fisherman must be present.
Summary of factors influencing
inventing:
Pots-can be made any time
Ploughs-passive posture, wood
Boats-passive posture, wood,
fisherman present
Pikes-neutral posture, wood
Sword-passive or neutral posture,
steel
Bows-aggressive posture, wood
Cannon-aggressive posture, steel,
merchant in settlement
Catapult-aggressive posture, wood,
merchant in settlement
EQUIP INVENTION
Invented objects must be
'equipped' before your soldiers
can use them. You can equip
inventions stored in a building or
near a workshop, weapons left on
the battlefield, or boats found in
the water.
You can't see inventions stored in
a building-only a Query will tell
you if a building contains
inventions-but you can see items
dropped on the ground.
Hand-weapons-bows, pikes and
swords-are automatically
distributed to troops. The Captain
is equipped first, his original
followers are equipped second, and
any other recruits last.
If troops have more than one kind
of weapon to choose from, they
will choose bows first, then
swords, and then pikes.
Other weapons, such as cannon and
catapults, are carried as stock by
the Captain for use in trade and
making alliances.
The more stock a Captain has, the
slower he will travel, so be
careful not to overload him. The
only excess items that won't weigh
him down are pots.
To find out how much the Captain
is carrying, use his medals(see
"Captain's Info" under Captains
Window in Using the Windows).
DROP INVENTION
Drop invention orders a Captain
to drop any surplus items he's
carrying. The Captain will drop
the items right where he's
standing-the amount he drops
depends on his current Posture.
A Captain can't drop equipped
weapons or boats.
In the wilderness, dropped
inventions are left on the
ground-they can be picked up later
by any of your Captains(use the
Equip Invention command).
Don't worry about enemies picking
up one of your weapons-it's
hidden, so they can't see it. If
you drop them in a settlement,
they're added to the settlement's
stock.
SEND CAPTAIN
Send Captain orders a Captain to
move to the location you choose.
In peacetime, this command is
useful for getting a Captain to
move his unit to a strategically
superior position.
During combat, you can use the
command to move him too far, his
followers will continue fighting
while he maintains a safe
distance.
If you move him far away, his men
will break off the fight in order
to follow him.
NOTE: If you want to send the
captain to a point in the
wilderness, make sure you select
from the Overview Window.
To use SEND CAPTAIN on the
Close-Up Map, you must select some
type of landmark like a
settlement, tree, sheep, dead
fire, etc.
SPY
Spy orders a Captain to enter an
enemy settlement and gather
intelligence on its population
and, if possible, its armies'
movements.
Spying is a dangerous activity. If
the Captain is caught spying,
he'll be executed on the spot.
But if he's good enough, he'll be
accepted into the community.
At this point, the location of
every person belonging to that
settlement will show up on the
Overview map as dots of the
appropriate color-red or blue for
enemies, or yellow for neutral.
If he gets into an enemy unit, the
dots on the Overview Map will
indicate the location of the
soldiers in that unit.
TRADE
Trade orders a Captain to trade
surplus inventions(pots and
weapons) with a settlement in
return for food or other
inventions.
Every item in the game has a set
food value. How much you get for
your surplus stock-or how much
food you pay for new
inventions-depends on how good
your Captain is at bartering.
Some Captains are better at it
than others.
The Captain's Posture determines
what he will trade for and which
items he will want first.
A Captain with an Aggressive
Posture will want a big, heavy
weapon like a cannon or catapult.
With a Neutral Posture he'll
prefer things like a boat, but if
he's in a Passive Posture he'll be
satisfied with a plough.
 Power Monger
 Hints and Tips
 
 Use Up/Down to scroll text
SPEEDING UP THE GAME
Sometimes life is slow. Because
Power Monger is time-accurate and
played in real-time, the game may
take longer than you'd like.
To speed up the game(fighting,
marching, inventing, etc.), zoom
all the way in on the Close-Up
Map.
You won't be able to see as much
of the action, but play will be
much quicker.
1. The object of the game is to
gain control of the settlements
and armies in a territory through
diplomacy or conquest.
When a significant portion of the
population of a territory is under
your control, and all the gold in
the Conquest Balance is on your
side, the territory is yours.
2. What you should do first is
to become familiar with the
command symbols, how they function
in the game, and how the maps
work.
Pay particular attention to the
commands that move your forces
around the maps, as well as the
commands that manage your
resources.
You should probably play several
practice games to familiarize
yourself with the commands and the
maps.
3. To best prepare yourself for
a battle:
Make sure the size of your army
matches or exceeds the number of
people in the town you intend to
capture.
If you have a subordinate Captain
who has an army, send him into
battle before your main army.
This will reduce the number of
casualties your main army will
suffer, divide the enemy forces,
and give yourself a chance to
gauge the enemy's aggression
level.
Do not go in and decimate an
entire settlement even if you know
they will be an easy victory.
You will usually want to leave at
least part of the population
behind to produce food,
inventions, and conscripts for
you.
Make sure you have a sufficient
amount of food and your Captain is
in fit condition.
When your Food Status bar is
shorter than your Men's Status
bar, go forage for some more food.
Hungry soldiers do not fight well.
Equip your First Captain and his
army with the best weapons
available. This will greatly
enhance your chances of winning
battles.
Taking over the closest settlement
is not always the best thing to
do. Survey the other settlements
and choose one that will benefit
you and your army.
Some settlements have better
strategic positions than others,
and some are richer in resources,
i.e. food, population, and
weapons.
4. To check if an invention is
in your position, check the
inventory of the settlement, shop,
etc. where the invention was
located; then check the Captain
who tried to equip the
invention(click his medals), or
the individual soldiers in the
Captain's army.
If the invention still appears in
the inventory of that location,
and does not appear in the
Captain's or any of the soldiers'
inventories, you have not
successfully equipped the
invention.
Change your posture level and try
again.
5. You can continue to adventure
in any territory after you have
conquered it as long as your First
Captain is not killed.
In fact, doing so is a good way to
try our different strategies
before moving on to a more
difficult territory.
6. If you see an enemy hiding or
walking around in your
settlements, including enemy
carrier pigeons, you have a spy or
traitor in your midst.
He or she is probably
communicating vital economic and
military information to your
enemy. Don't take kindly to these
people; simple execution is too
good for them.
7. The best way for your Captain
to distribute weapons to his new
recruits is in a settlement.
Make camp in a settlement and
choose the Drop Invention icon and
make sure you have an appropriate
posture level set. Now these items
are part of the settlement's
stock.
Choose the Equip Invention icon
and again, make sure you have the
appropriate posture set.
The Captain will now redistribute
all the stock he picks up to the
soldiers that need them and keep
what is in excess for trading
purposes.
This procedure can also be carried
out outside a settlement, but not
as quickly.
8. Unfortunately, not all of
your soldiers are as smart as you
or your original followers.
If you do not want to get caught
in a battle short-handed, make
sure you carefully plan your moves
through the terrain.
In this game, a straight line is
not always the best path to
victory, especially if you are the
only one equipped with a boat.
9. To speed up your army from
one place to another, click on the
Captain's medals and check the
Speed.
If you are loaded up with a huge
weapons cache or trading items,
choose the Drop Invention icon,
and check the speed again.
It should increase. Speeds of
above 30 are generally okay for
most territories. You can also
speed up gameplay by zooming all
the way in on your Close-Up Map
and playing in the "zoomed-in"
mode.
10. Don't forget that you can
take any weapon with you on a
boat.
11. The only way you can send
multiple armies into battle is if
you have one or more Subordinate
Captains.
The soldiers with hand weapons
will engage the enemy face to
face, while the soldiers with
projectile weapons will fight from
afar.
12. The Pros of forming an
alliance will give your army some
stability in the form of being
able to trade for better weapons,
as well as having an ample supply
of food.
In some territories, having a safe
place to retreat to and gather
your wits about yourself and your
army will determine your outcome
in hostile territory.
The Cons are: if the tribe you
have formed an alliance with takes
over, or already controls a large
part of the territory, you will
eventually have to break the
alliance and take the tribe on in
battle.
If he has been busy conquering the
land and gathering his resources,
you will have a tough fight ahead
of you.
13. When a Captain doesn't have
enough food, his men will desert
him. Watch the food items and do
not allow the amount to drop below
approximately 20.
Also, the men may desert if they
are injured and their individual
health drops to very sickly. You
can improve the health of your
army by remaining camped for a
little while until their health
improves.
14. You cannot have your Captain
get food from a settlement that
you have already conquered because
the settlement has either been
taken back by an enemy captain or
the men have become rebellious
from lack of food and having you
kill all their people.
In either case you will need to
conquer that settlement again.
15. Your army can wade through
thin channels of water. Issue a
Send Captain or attack command to
a destination on the island and
the men will try to walk through
the water.
If they still do not make it, you
can try to change the angle of the
area that they are trying to march
through.
To do this, have the captain move
to a closer position on your side
and/or select a different
destination for an order.
For example, your men may not wade
across the water if you choose to
attack the army just on the other
side of the water, but choosing to
attack a sheep or a tree to the
side of that army allows them to
cross the channel.
If the channel is still too wide
to cross on foot, you will need
boats, at least for your captain.
Boats can be equipped from
conquered settlements or armies or
invented in towns near woods and
with fishermen.
If you only have one boat, you may
wish to derank your men and have
your captain cross to a safe area
and equip some more boats.
16. There is sometimes a long
delay when issuing orders to your
subordinate captains because all
orders are delivered via the
primary captain by carrier pigeon,
although this is automatic and you
may not notice it.
The delay is the time it takes for
the orders to come down the ranks.
A little white pigeon fluttering
beside the Status Bars of the
subordinate captain means an order
is still "on the way."
17. If your second Captain dies,
your third Captain(and all other
subordinate Captains) can't
receive orders because they are
cut off from the chain of command.
18. You can have an army of 20
soldiers and it takes them forever
to defeat a small settlement with
only 2 people left in it because
certain angles of fighting may be
more effective, especially if your
captain is using a bow, cannon, or
catapult.
Try sending the captain to a
position on the other side of the
settlement and attacking from that
side.
Also, switching Aggressive to
Neutral Posture or vice-versa may
speed up the outcome.
19. You cannot get your men to
invent something specific even
when you change your Posture level
because the workshop will continue
to produce the same invention as
it has in its inventory.
You will need to equip all of the
old items before changing the
posture level.
To speed up the inventing process,
make sure that the settlement has
enough food for its population so
that the town will spend all of
its time on inventing, instead of
on gathering food and inventing.
If the settlement begins to dig a
mine, the settlement will only
produce steel goods. Keep in mind
that it will take longer to dig
the mine and then invent than it
would to invent wood items near a
forest.
The mine can be queried to see
whether the settlement is
inventing cannons or swords.
20. Use Query to learn about
each settlement. For instance, a
settlement might be ready to
overthrow their warlord. Take a
passive posture with them and your
men will be able to win without
warfare.
Conquest Password: Select the
"Restore Conquest" Option and
enter the following: 2MNOA2WSD.
Now select the "Continue Conquest"
option and you'll find every one
of the 195 territories on the map
can be selected.
NOTE: This game requires lots of
exploration and it will take you
some time to become familiar and
effective with every option this
game has to offer.
These instructions will give you
the basic foundations in your
quest to rule the world. Manage
your army, your settlements, and
your resources as well as you can.
Your leadership and management
skills will determine if you truly
have the right stuff to be a POWER
MONGER.
<a name="Primalcn.o">PRIMALCN.O</a>
 Primal Showdown
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 OPTIONS MENU
 PLAYING THE GAME
 DINO PROFILES
 BROWSE HELP FILES
 Primal Showdown
 Game Description
 
 Use Up/Down to scroll text
Primal Rage: The Story
Eons ago, before humans walked the
planet, there was rage. Life on
Earth was complex, as were the
instincts of the planet's
life-forms.
In order to grow and multiply,
there was a delicate balance
between the desperate need to
protect one's own life and the
need to feed off the life energy
of the others.
As these instincts evolved, so did
the gods. The gods embodied the
spirits of Hunger and Survival,
Life and Death, Insanity and
Decay, and especially, Good and
Evil.
They took the form that most
suited their needs and fought
countless battles on the
primordial frontiers of the Earth.
Life on Earth slowly multiplied,
and the gods became more powerful
and their battles more intense.
When life had spread to all
corners of the Earth, the skies
shook and the Earth trembled with
the fevered pitch of the god's
battles.
Dinosaurs were the dominant
animals on land, and great forests
covered almost all available
space. New life forms evolved at a
rapid rate, and civilizations
emerged.
Then the delicate balance was
disrupted. Balsafas, a great
wizard from a parallel dimension,
recognized the threat Earth would
soon pose to the rest of the
galaxy.
To stop the threat, he planned to
destroy the balance between the
gods. Lacking the power to kill a
god outright, he instead banished
one to an isolated rock tomb in
the center of the moon.
This caused an immediate
disturbance in the balance of
power, followed by a huge
explosion that blanketed the Earth
with a huge cloud of volcanic
dust.
Most of the life on the planet
died, and the surviving gods were
sent into suspended animation.
Now, millions of years later, a
meteor collides with Earth, and
its destructive fury rearranges
the continents and destroys the
cities.
Humans survive, but technology is
wiped out. The fury of the
Cataclysms is enough to awaken the
imprisoned gods. The gods emerge
to find the Earth they knew is
gone.
It is now the new Urth. The gods
are awake, and they are angry. Get
ready for Rage!
 Primal Showdown
 Controller Functions
 
 Use Up/Down to scroll text
NOTE: FOR THE PRIMAL SHOWDOWN,
YOU WILL ONLY BE ABLE TO PLAY AS
BLIZZARD OR SAURON.
Throughout this help file, Dino
fighting moves and special moves
are referred to in combinations of
button pushes and multiple D-Pad
directions.
Use this section to refine your
button pushes and D-Pad presses.
The number in parentheses next to
the move denotes which button
number the move is assigned to.
This will be helpful when you are
learning the individual character
moves in a later section.
3-Button Controller:
Start Button: Upper Quick. (1)
A Button: Upper Fierce. (2)
B Button: Lower Quick. (3)
C Button: Lower Fierce. (4)
6-Button Controller:
X Button: Upper Quick. (1)
Y Button: Upper Fierce. (2)
A Button: Lower Quick. (3)
B Button: Lower Fierce. (4)
Z Button: Nothing.
C Button: Nothing. (See 6 Button
Pad Configuration later in the
options section for Z and C Button
Configurations.)
Start: Pause.
Useful Abbreviations:
 * D=D-Pad Down.
 * U=D-Pad Up.
 * T=D-Pad Toward your
opponent.
 * A=D-Pad Away from your
opponent.
For example: Hold Buttons X+Y and
D-Pad T/A=Hold Buttons X+Y
simultaneously and Press D-Pad
Toward and then Away from
opponent.
NOTE: Both T(toward) and A(away)
D-Pad movement are actually Left
and Right directions, depending on
which your opponent is located.
Power Moves: Quick is a quick
attack. Fierce is a slower, more
damaging attack. For a power move,
press Quick and Fierce
simultaneously to attempt a more
powerful attack.
 Primal Showdown
 Options Menu
 
 Use Up/Down to scroll text
NOTE: FOR THE PRIMAL SHOWDOWN,
YOU WILL ONLY BE ABLE TO PLAY AS
BLIZZARD OR SAURON.
Start/Options Menu
At the main title screen, press
the Start Button to go to the
Start/Options Screen. Press the
D-Pad Up or Down, then press any
button to select one of these two
options:
Start
When you select this option,
you'll go directly to the Dino
Select Screen. One or Two players
can then select one of the
available dinosaurs to fight for
Urth domination.
In 1 Player mode, you'll face each
of the other dinosaurs in their
home territory. With 2 Player
mode, you'll both battle for Urth
domination until one player
conquers all lands.
Options
Select this option to go to the
Options Screen, and make various
changes to your gameplay.
At the Options Screen, press the
D-Pad Up or Down to move the
flashing arrows next to the option
you want to change.
Press Left or Right to cycle
through the choices. Here are the
options:
 * Game Type--Select from one
of two game play options:
Normal Game: This option is the
game's default setting. Players
select dinosaurs and conquer lands
for Urth domination.
1 Player training: Select this
option if you want to practice
various bone-crushing moves and
dinosaur fighting tactics.
Press the D-Pad Down to move the
selection arrows next to CPU
Opponent, then press the D-Pad
Left or Right to choose the dino
you want to fight.
Select Done, and you will go to
the Dino Select Screen.
 * Difficulty: You can set the
game's difficulty level from 1
(easiest) to 16 (hardest). Default
is 7. As you improve your fighting
skills, you can set the difficulty
level to a higher setting. Of
course, the King of Fighters can't
hope to do such a thing.
 * Number of Credits: This
option allows you to set the game
to allow from 1 to 20 game credits
(continues).
As you get better at Primal Rage,
you can set this option to a lower
setting, and create an even
greater challenge.
 * Number of Rounds: You can
set the number of rounds you'll
fight your opponent before the
winner is determined.
Select 5 for a best three out of
five, 3 for a best two out of
three, or 1 for a one time
winner-take-all rage.
If both players have an equal
number of wins and tie in the
final round, the game will go into
Sudden Death. If there is a tie in
sudden death, both players lose
the battle.
 * Round Time: Each bout has a
set time in which the winner must
be determined. You can set the
game's bout time to challenge your
opponent to get a quick kill.
The round time can be set from 30
to 80 seconds in 5 second
increments. The default is 55
seconds.
As you improve your fighting and
accomplish quicker kills, set this
option lower to put the pressure
on you and your opponent.
 * Damage Modifiers: This
option lets you adjust your Life
Bar to any amount you want. The
default is set to 100% It can be
set anywhere between 50-150%.
The strategy is to give a less
experienced player more life to
compete longer against an
experienced player.
Experienced players should set a
lower Life Bar, and beginners
should set their Life Bars high.
Press the D-Pad Up or Down to
select the percentage for the Left
or Right Player, then press Left
or Right to make changes to the
strength of your player.
As you make changes, the strength
of your dino will be displayed
below the percentages.
 * Gore Switch: Select GORE ON
or GORE OFF (default is GORE ON).
If GORE OFF is selected, there is
no blood, eating people or
fatalities.
This includes the refuel round
that occurs before the Final
Battle in the 1 Player Game.
Instead of refueling, you will
receive an additional 50% power to
your Life Blood Bar.
 * 3 Button Pad Configuration:
Press the D-Pad Left or Right to
cycle through the various choices
and make adjustments to your
button configuration.
The new configuration will be
displayed. When you find the
setting you like, select Done to
return to the Options Menu.
 * 6 Button Pad Configuration:
Press the D-Pad Left or Right to
cycle through the various choices
and make adjustments to your
button configuration.
The six button controller can be
configured so that you can make
the Z or C Button activate one of
three special moves (see your
chosen Dino's profile for the
special moves).
The new configuration will be
displayed. When you find the
setting you like, select Done to
return to the Options Menu.
 * Reset High Score Table:
Choose either Abort! or Do It!
(default is Abort!). If you select
Do It!, the game will reset the
High Score Table.
Select Abort! if you change your
mind and want to leave the scores
as they are.
 * Restore Factory Default:
Select this option anytime you
want to return all options to
their default settings. Choose
either Abort! or Do It! (default
is Abort!).
If you select Do It!, the game
will restore to the Factory
Default. Select Abort! if you
change your mind and want to leave
the settings as they are.
 * Done: When you've finished
making changes, select this option
to return to the Start/Options
Screen.
 Primal Showdown
 Playing the Game
 
 Use Up/Down to scroll text
NOTE: FOR THE PRIMAL SHOWDOWN,
YOU WILL ONLY BE ABLE TO PLAY AS
BLIZZARD OR SAURON.
Dino Select
After you've selected your game
type and set your options the way
you want, you'll need to select
your character.
Press the D-Pad Left or Right to
highlight the dino you want, then
press the Start Button to select.
A Dino match up screen will appear
for a moment, then you'll begin
the Rage.
RAGE!
Now that the preliminaries are
over, get ready to Rage! The main
Rage screen displays each dino's
name, a red Life Blood Bar, a
yellow Brain Stem Bar and a Timer.
Various other functions appear
on-screen during each rage. Read
the following to familiarize
yourself with Primal Rage:
 * Life Blood Bar: The red Life
Blood Bar is displayed above your
dino's name in the upper right or
left side of the screen.
It diminishes as you take on
damage, and the match ends when
one dino's bar has been depleted.
 * Brain Stem Bar: This yellow
bar is located directly above the
name and indicates your dino's
brain strength.
When the yellow bar is depleted,
your dino will appear dazed and
vulnerable, but not beaten.
You can snap out of the daze by
moving the D-Pad quickly Left and
Right, or when your opponent nails
you with one of the various moves.
 * The Timer: There are various
time settings you can set your
rage to (see the Options section).
Each bout is timed.
When the timer winds down to 10
seconds, the remaining seconds
will begin to beep. This is your
warning that the match is about to
end.
If time runs out before a dino is
beaten, the earth will lift both
combatants into the air. The dino
with the most life remaining will
win the rage.
 * Win Icon: Each time you win
a bout, an icon will appear on the
winner's side under the timer.
Depending on how you have set
Rounds, the winner of the bout
will have to accumulate 1, 2 or 3
icons.
 * Hit Combos: During each
rage, dinos can inflict heavier
damage to their opponent with
multiple hit combos.
The more hit combination moves you
connect on, the heavier the damage
you'll inflict. When you put a
nice hit combo together, it will
appear on your side of the screen
(Left side for Player 1, Right
side for Player 2).
Domination of the Urth
Each time you win a rage in Normal
Game mode, the Urth Screen appears
and tells you what portion of the
world you have conquered.
Continue to win your rage bouts
until you have conquered all
lands.
Once you have conquered the Urth,
your chosen dino will take on all
other dinos one-at-a-time in The
Final Battle Ground (difficulty 7
or higher only).
There is no timer, and your Life
Blood Bar is not reset, so you'll
have to dispose of your enemy as
quickly as you can.
If you have the game set to allow
continues, you may choose to
continue the game if your dino is
beaten.
Refueling
In the 1 Player mode, with a
difficulty level of 7 or higher
and Gore set ON, you will need to
refuel your dino for the final
battle.
This process takes place only
after you've defeated all other
dinosaurs. To refuel, you will
have to eat as many worshippers as
possible in 20 seconds.
 Primal Showdown
 Dino Profiles
 
 Use Up/Down to scroll text
NOTE: FOR THE PRIMAL SHOWDOWN,
YOU WILL ONLY BE ABLE TO PLAY AS
BLIZZARD OR SAURON.
Dino Profiles and Moves
Read the following profiles to get
familiar with each of the
dinosaurs available in Primal
Rage. Button references in each
section are listed as numbers.
Numbers 1 through 4 refer to
buttons on your 3 and 6 Button
controllers (see the Controller
Functions section for a rundown of
D-Pad and controller button
descriptions).
Each dino's special move is
numbered (e.g. Sp. 1). When
configuring your controller (see
the Options section), refer to the
special move's number to configure
the special moves.
ARMADON
For over a million years, Armadon
dwelled in his cave beneath the
Earth's crust, telepathically
linked to the biomass.
The Cataclysms and the battles for
supremacy over the changing planet
tortured him. Now, he has risen to
settle things once and for all.
Basic Moves:
 * Button 1=Snout Gouge
 * Button 2=Upper Snout Gouge
 * Button 4=Tail Whip
 * Button 4 + D-Pad
Down=Overhead Tail Whip
 * Button 2 + D-Pad Down=Deep
Upper Snout Gouge
 * Button 4 + D-Pad Up=Jumping
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Snout Gouge
Special Moves:
 * Bed-O-Nails: Hold Buttons
2+3 and D-Pad U/D (Sp. 1)
 * Iron Maiden: Hold Buttons
2+3 and D-Pad A/U/T (Sp. 2)
 * Mega Charge: Hold Buttons
1+3 and D-Pad A/D/T (Sp. 3)
BLIZZARD
Blizzard is a noble god, the
essence of the animal spirit.
Frozen for millennia at the heart
of an immense glacier in the
Himalayas, Blizzard was released
when the Earth met the Great
Meteor.
He lived high in the mountains,
descending only when threatened.
His animal power and age-old
wisdom makes him almost
unstoppable.
Basic Moves:
 * Button 1=Right Jab
 * Button 2=Left Jab
 * Button 3=Left Low Punch
 * Button 4=Left Uppercut
 * Button 4 + D-Pad Down=Leg
Undercut
 * Button 1 + D-Pad Up=Flying
Elbow
 * Button 4 + D-Pad Up=Flying
Kick
Special Moves:
 * Mega Punch (short): Hold
Buttons 1+2 and D-Pad D/T (Sp. 1)
 * Freeze Breath: Hold 1+2+3
and D-Pad A/T (Sp. 2)
 * Air Throw: Hold Buttons 2+3
(Sp. 3)
CHAOS
Chaos, the mightiest witch doctor
on the first continent, wanted to
control the evolution of humanity.
During his power quest, he cast a
mighty spell that backfired and
turned him into a foul, disgusting
beast, forced to wallow in his own
filth for eons.
During the Cataclysm, Chaos prayed
to Throshti, god of Carrion, for
release. To restore his greatness,
he must defeat all his enemies.
When his task is completed, Chaos
will regain control of his life
and lead his tribe to greatness.
Basic Moves:
 * Button 1=Left Jab
 * Button 2=Right Cross
 * Button 3=Low Punch
 * Button 4 + D-Pad Down=Leg
Undercut
 * Button 1 + D-Pad Up=Flying
Elbow
 * Button 4 + D-Pad Up=Flying
Kick
Special Moves:
 * Grab-N-Throw: Hold Buttons
2+4 and D-Pad T/A (Sp. 1)
 * Power Puke (Fast): Hold
Buttons 1+4 and D-Pad U/T (Sp. 2)
 * Ground Shaker: Hold Buttons
2+3 and D-Pad A/AU/AD (Sp. 3)
DIABLO
Diablo is evil in its purest form.
He was released from a fiery
prison deep within Earth, to which
he was drawn by the pain and
torment caused in the great
Cataclysms.
When he has conquered the planet,
he will live just to torture it.
If none are left to oppose him, he
will burn the entire planet,
sparing only the cruel and
vicious.
Basic Moves:
 * Button 1=Straight Chomp
 * Button 2=Quick Jab Chomp
 * Button 3=Right Leg Rip
 * Button 4=Tail Whip
 * Button 1 + D-Pad Down=Low
Chomp
 * Button 4 + D-Pad Down=Low
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Lunge Chomp
 * Button 4 + D-Pad Up=Jumping
Kick
Special Moves:
 * Torch: Hold Buttons 1+3 and
D-Pad U/T (Sp. 1)
 * Hot Foot: Hold Buttons 2+4
and D-Pad UA/DT (Sp. 2)
 * Inferno Flash: Hold Buttons
2+3+4 and D-Pad U (Sp. 3)
SAURON
Sauron is the god of Hunger. When
he was released from his sleep of
ages by the catastrophe, his
instinct forced him to devour
human flesh to remain immortal.
The hungry hordes of humanity
worshipped him but lived in fear
of his presence.
Because many humans sought refuge
with other rulers of the planet,
Sauron must defeat the others and
feast on their followers.
Basic Moves:
 * Button 1=Straight Chomp
 * Button 2=Lunge Chomp
 * Button 3=Right Leg Rip
 * Button 4=Tail Whip
 * Button 2 + D-Pad Down=High
Face Chomp
 * Button 4 + D-Pad Down=Low
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Lunge Chomp
Special Moves:
 * Primal Scream: Hold Buttons
1+3 and D-Pad D/U (Sp. 1)
 * Earthquake Stomp: Hold
Buttons 1+2+4 and D-Pad U/D (Sp.
2)
 * Cranium Crusher: Hold
Buttons 1+4 and D-Pad D/U (Sp. 3)
TALON
Talon was the great chief of the
Raptor Clan on a hidden South
Pacific island for eons. When the
Great Meteor rearranged the
continents, Talon's island came in
contact with the mainland.
Wanting to ensure the safety of
his wives and children, Talon set
out to eliminate all dangers to
his clan's welfare.
Talon prefers to live in luxury,
keeping humans as cattle and
hunting them for sport.
Basic Moves:
 * Button 1=Left Slash
 * Button 2=Upper Chomp
 * Button 3=Slash Kick
 * Button 4=Round House Slash
Kick
 * Button 3 + D-Pad
Down=Sliding Undercut Slash
 * Button 4 + D-Pad Up=Jumping
Kick Slash
 * Button 2 + D-Pad Up=Jumping
Slash Attack
Special Moves:
 * Brain Basher: Hold Buttons
2+3 and D-Pad A/U/T (Sp. 1)
 * Pounce and Flip: Hold
Buttons 2+3 and D-Pad T/D/DT (Sp.
2)
 * Frantic Fury: Hold Buttons
1+4 and D-Pad D/T (Sp. 3)
VERTIGO
Long ago a sorceress named Vertigo
appeared from another dimension.
In a great magical battle during
the Mesozoic Wars, Vertigo was
banished to the moon by the
arch-mage Balsafas.
The meteor crash weakened the old
shield enough for Vertigo to
return and enslave the planet once
again.
Once victorious, she plans to
enslave hordes of humans and have
them build an insane palace in
multiple dimensions.
Basic Moves:
 * Button 1=Jab Chomp
 * Button 2=Lunge Chomp
 * Button 3=Tail Whip
 * Button 4=Snail Tail Whip
 * Button 1 + D-Pad Down=Low
Jab Chomp
 * Button 2 + D-Pad Down=Low
Lunge Chomp
 * Button 3 + D-Pad Up=Jumping
Tail Jab
 * Button 4 + D-Pad Up=Jumping
Tail Whip
Special Moves:
 * Voodoo Spell: Hold Buttons
2+3 and D-Pad A/A (Sp. 1)
 * Venom Spit (Slow): Hold
Buttons 2+4 and D-Pad T/T (Sp. 2)
 * Teleport: Hold Buttons 2+4
and D-Pad D/D (Sp. 3)
HIGH SCORES
If you're good enough to make the
top ten scorers, the High Score
Screen will appear.
Press the D-Pad Left, Right, Up or
Down to scroll through the
available letters, then press a
button to select the letter.
When you have selected your third
letter (or 18 letters if you have
the top score), select End to save
the entry.
<a name="Primalrg.o">PRIMALRG.O</a>
 Primal Rage
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 OPTIONS MENU
 PLAYING THE GAME
 DINO PROFILES
 BROWSE HELP FILES
 Primal Rage
 Game Description
 
 Use Up/Down to scroll text
Primal Rage: The Story
Eons ago, before humans walked the
planet, there was rage. Life on
Earth was complex, as were the
instincts of the planet's
life-forms.
In order to grow and multiply,
there was a delicate balance
between the desperate need to
protect one's own life and the
need to feed off the life energy
of the others.
As these instincts evolved, so did
the gods. The gods embodied the
spirits of Hunger and Survival,
Life and Death, Insanity and
Decay, and especially, Good and
Evil.
They took the form that most
suited their needs and fought
countless battles on the
primordial frontiers of the Earth.
Life on Earth slowly multiplied,
and the gods became more powerful
and their battles more intense.
When life had spread to all
corners of the Earth, the skies
shook and the Earth trembled with
the fevered pitch of the god's
battles.
Dinosaurs were the dominant
animals on land, and great forests
covered almost all available
space. New life forms evolved at a
rapid rate, and civilizations
emerged.
Then the delicate balance was
disrupted. Balsafas, a great
wizard from a parallel dimension,
recognized the threat Earth would
soon pose to the rest of the
galaxy.
To stop the threat, he planned to
destroy the balance between the
gods. Lacking the power to kill a
god outright, he instead banished
one to an isolated rock tomb in
the center of the moon.
This caused an immediate
disturbance in the balance of
power, followed by a huge
explosion that blanketed the Earth
with a huge cloud of volcanic
dust.
Most of the life on the planet
died, and the surviving gods were
sent into suspended animation.
Now, millions of years later, a
meteor collides with Earth, and
its destructive fury rearranges
the continents and destroys the
cities.
Humans survive, but technology is
wiped out. The fury of the
Cataclysms is enough to awaken the
imprisoned gods. The gods emerge
to find the Earth they knew is
gone.
It is now the new Urth. The gods
are awake, and they are angry. Get
ready for Rage!
 Primal Rage
 Controller Functions
 
 Use Up/Down to scroll text
Throughout this help file, Dino
fighting moves and special moves
are referred to in combinations of
button pushes and multiple D-Pad
directions.
Use this section to refine your
button pushes and D-Pad presses.
The number in parentheses next to
the move denotes which button
number the move is assigned to.
This will be helpful when you are
learning the individual character
moves in a later section.
3-Button Controller:
Start Button: Upper Quick. (1)
A Button: Upper Fierce. (2)
B Button: Lower Quick. (3)
C Button: Lower Fierce. (4)
6-Button Controller:
X Button: Upper Quick. (1)
Y Button: Upper Fierce. (2)
A Button: Lower Quick. (3)
B Button: Lower Fierce. (4)
Z Button: Nothing.
C Button: Nothing. (See 6 Button
Pad Configuration later in the
options section for Z and C Button
Configurations.)
Start: Pause.
Useful Abbreviations:
 * D=D-Pad Down.
 * U=D-Pad Up.
 * T=D-Pad Toward your
opponent.
 * A=D-Pad Away from your
opponent.
For example: Hold Buttons X+Y and
D-Pad T/A=Hold Buttons X+Y
simultaneously and Press D-Pad
Toward and then Away from
opponent.
NOTE: Both T(toward) and A(away)
D-Pad movement are actually Left
and Right directions, depending on
which your opponent is located.
Power Moves: Quick is a quick
attack. Fierce is a slower, more
damaging attack. For a power move,
press Quick and Fierce
simultaneously to attempt a more
powerful attack.
 Primal Rage
 Options Menu
 
 Use Up/Down to scroll text
Start/Options Menu
At the main title screen, press
the Start Button to go to the
Start/Options Screen. Press the
D-Pad Up or Down, then press any
button to select one of these two
options:
Start
When you select this option,
you'll go directly to the Dino
Select Screen. One or Two players
can then select one of the
available dinosaurs to fight for
Urth domination.
In 1 Player mode, you'll face each
of the other dinosaurs in their
home territory. With 2 Player
mode, you'll both battle for Urth
domination until one player
conquers all lands.
Options
Select this option to go to the
Options Screen, and make various
changes to your gameplay.
At the Options Screen, press the
D-Pad Up or Down to move the
flashing arrows next to the option
you want to change.
Press Left or Right to cycle
through the choices. Here are the
options:
 * Game Type--Select from one
of two game play options:
Normal Game: This option is the
game's default setting. Players
select dinosaurs and conquer lands
for Urth domination.
1 Player training: Select this
option if you want to practice
various bone-crushing moves and
dinosaur fighting tactics.
Press the D-Pad Down to move the
selection arrows next to CPU
Opponent, then press the D-Pad
Left or Right to choose the dino
you want to fight.
Select Done, and you will go to
the Dino Select Screen.
 * Difficulty: You can set the
game's difficulty level from 1
(easiest) to 16 (hardest). Default
is 7. As you improve your fighting
skills, you can set the difficulty
level to a higher setting. Of
course, the King of Fighters can't
hope to do such a thing.
 * Number of Credits: This
option allows you to set the game
to allow from 1 to 20 game credits
(continues).
As you get better at Primal Rage,
you can set this option to a lower
setting, and create an even
greater challenge.
 * Number of Rounds: You can
set the number of rounds you'll
fight your opponent before the
winner is determined.
Select 5 for a best three out of
five, 3 for a best two out of
three, or 1 for a one time
winner-take-all rage.
If both players have an equal
number of wins and tie in the
final round, the game will go into
Sudden Death. If there is a tie in
sudden death, both players lose
the battle.
 * Round Time: Each bout has a
set time in which the winner must
be determined. You can set the
game's bout time to challenge your
opponent to get a quick kill.
The round time can be set from 30
to 80 seconds in 5 second
increments. The default is 55
seconds.
As you improve your fighting and
accomplish quicker kills, set this
option lower to put the pressure
on you and your opponent.
 * Damage Modifiers: This
option lets you adjust your Life
Bar to any amount you want. The
default is set to 100% It can be
set anywhere between 50-150%.
The strategy is to give a less
experienced player more life to
compete longer against an
experienced player.
Experienced players should set a
lower Life Bar, and beginners
should set their Life Bars high.
Press the D-Pad Up or Down to
select the percentage for the Left
or Right Player, then press Left
or Right to make changes to the
strength of your player.
As you make changes, the strength
of your dino will be displayed
below the percentages.
 * Gore Switch: Select GORE ON
or GORE OFF (default is GORE ON).
If GORE OFF is selected, there is
no blood, eating people or
fatalities.
This includes the refuel round
that occurs before the Final
Battle in the 1 Player Game.
Instead of refueling, you will
receive an additional 50% power to
your Life Blood Bar.
 * 3 Button Pad Configuration:
Press the D-Pad Left or Right to
cycle through the various choices
and make adjustments to your
button configuration.
The new configuration will be
displayed. When you find the
setting you like, select Done to
return to the Options Menu.
 * 6 Button Pad Configuration:
Press the D-Pad Left or Right to
cycle through the various choices
and make adjustments to your
button configuration.
The six button controller can be
configured so that you can make
the Z or C Button activate one of
three special moves (see your
chosen Dino's profile for the
special moves).
The new configuration will be
displayed. When you find the
setting you like, select Done to
return to the Options Menu.
 * Reset High Score Table:
Choose either Abort! or Do It!
(default is Abort!). If you select
Do It!, the game will reset the
High Score Table.
Select Abort! if you change your
mind and want to leave the scores
as they are.
 * Restore Factory Default:
Select this option anytime you
want to return all options to
their default settings. Choose
either Abort! or Do It! (default
is Abort!).
If you select Do It!, the game
will restore to the Factory
Default. Select Abort! if you
change your mind and want to leave
the settings as they are.
 * Done: When you've finished
making changes, select this option
to return to the Start/Options
Screen.
 Primal Rage
 Playing the Game
 
 Use Up/Down to scroll text
Dino Select
After you've selected your game
type and set your options the way
you want, you'll need to select
your character.
Press the D-Pad Left or Right to
highlight the dino you want, then
press the Start Button to select.
A Dino match up screen will appear
for a moment, then you'll begin
the Rage.
RAGE!
Now that the preliminaries are
over, get ready to Rage! The main
Rage screen displays each dino's
name, a red Life Blood Bar, a
yellow Brain Stem Bar and a Timer.
Various other functions appear
on-screen during each rage. Read
the following to familiarize
yourself with Primal Rage:
 * Life Blood Bar: The red Life
Blood Bar is displayed above your
dino's name in the upper right or
left side of the screen.
It diminishes as you take on
damage, and the match ends when
one dino's bar has been depleted.
 * Brain Stem Bar: This yellow
bar is located directly above the
name and indicates your dino's
brain strength.
When the yellow bar is depleted,
your dino will appear dazed and
vulnerable, but not beaten.
You can snap out of the daze by
moving the D-Pad quickly Left and
Right, or when your opponent nails
you with one of the various moves.
 * The Timer: There are various
time settings you can set your
rage to (see the Options section).
Each bout is timed.
When the timer winds down to 10
seconds, the remaining seconds
will begin to beep. This is your
warning that the match is about to
end.
If time runs out before a dino is
beaten, the earth will lift both
combatants into the air. The dino
with the most life remaining will
win the rage.
 * Win Icon: Each time you win
a bout, an icon will appear on the
winner's side under the timer.
Depending on how you have set
Rounds, the winner of the bout
will have to accumulate 1, 2 or 3
icons.
 * Hit Combos: During each
rage, dinos can inflict heavier
damage to their opponent with
multiple hit combos.
The more hit combination moves you
connect on, the heavier the damage
you'll inflict. When you put a
nice hit combo together, it will
appear on your side of the screen
(Left side for Player 1, Right
side for Player 2).
Domination of the Urth
Each time you win a rage in Normal
Game mode, the Urth Screen appears
and tells you what portion of the
world you have conquered.
Continue to win your rage bouts
until you have conquered all
lands.
Once you have conquered the Urth,
your chosen dino will take on all
other dinos one-at-a-time in The
Final Battle Ground (difficulty 7
or higher only).
There is no timer, and your Life
Blood Bar is not reset, so you'll
have to dispose of your enemy as
quickly as you can.
If you have the game set to allow
continues, you may choose to
continue the game if your dino is
beaten.
Refueling
In the 1 Player mode, with a
difficulty level of 7 or higher
and Gore set ON, you will need to
refuel your dino for the final
battle.
This process takes place only
after you've defeated all other
dinosaurs. To refuel, you will
have to eat as many worshippers as
possible in 20 seconds.
 Primal Rage
 Dino Profiles
 
 Use Up/Down to scroll text
Dino Profiles and Moves
Read the following profiles to get
familiar with each of the
dinosaurs available in Primal
Rage. Button references in each
section are listed as numbers.
Numbers 1 through 4 refer to
buttons on your 3 and 6 Button
controllers (see the Controller
Functions section for a rundown of
D-Pad and controller button
descriptions).
Each dino's special move is
numbered (e.g. Sp. 1). When
configuring your controller (see
the Options section), refer to the
special move's number to configure
the special moves.
ARMADON
For over a million years, Armadon
dwelled in his cave beneath the
Earth's crust, telepathically
linked to the biomass.
The Cataclysms and the battles for
supremacy over the changing planet
tortured him. Now, he has risen to
settle things once and for all.
Basic Moves:
 * Button 1=Snout Gouge
 * Button 2=Upper Snout Gouge
 * Button 4=Tail Whip
 * Button 4 + D-Pad
Down=Overhead Tail Whip
 * Button 2 + D-Pad Down=Deep
Upper Snout Gouge
 * Button 4 + D-Pad Up=Jumping
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Snout Gouge
Special Moves:
 * Bed-O-Nails: Hold Buttons
2+3 and D-Pad U/D (Sp. 1)
 * Iron Maiden: Hold Buttons
2+3 and D-Pad A/U/T (Sp. 2)
 * Mega Charge: Hold Buttons
1+3 and D-Pad A/D/T (Sp. 3)
BLIZZARD
Blizzard is a noble god, the
essence of the animal spirit.
Frozen for millennia at the heart
of an immense glacier in the
Himalayas, Blizzard was released
when the Earth met the Great
Meteor.
He lived high in the mountains,
descending only when threatened.
His animal power and age-old
wisdom makes him almost
unstoppable.
Basic Moves:
 * Button 1=Right Jab
 * Button 2=Left Jab
 * Button 3=Left Low Punch
 * Button 4=Left Uppercut
 * Button 4 + D-Pad Down=Leg
Undercut
 * Button 1 + D-Pad Up=Flying
Elbow
 * Button 4 + D-Pad Up=Flying
Kick
Special Moves:
 * Mega Punch (short): Hold
Buttons 1+2 and D-Pad D/T (Sp. 1)
 * Freeze Breath: Hold 1+2+3
and D-Pad A/T (Sp. 2)
 * Air Throw: Hold Buttons 2+3
(Sp. 3)
CHAOS
Chaos, the mightiest witch doctor
on the first continent, wanted to
control the evolution of humanity.
During his power quest, he cast a
mighty spell that backfired and
turned him into a foul, disgusting
beast, forced to wallow in his own
filth for eons.
During the Cataclysm, Chaos prayed
to Throshti, god of Carrion, for
release. To restore his greatness,
he must defeat all his enemies.
When his task is completed, Chaos
will regain control of his life
and lead his tribe to greatness.
Basic Moves:
 * Button 1=Left Jab
 * Button 2=Right Cross
 * Button 3=Low Punch
 * Button 4 + D-Pad Down=Leg
Undercut
 * Button 1 + D-Pad Up=Flying
Elbow
 * Button 4 + D-Pad Up=Flying
Kick
Special Moves:
 * Grab-N-Throw: Hold Buttons
2+4 and D-Pad T/A (Sp. 1)
 * Power Puke (Fast): Hold
Buttons 1+4 and D-Pad U/T (Sp. 2)
 * Ground Shaker: Hold Buttons
2+3 and D-Pad A/AU/AD (Sp. 3)
DIABLO
Diablo is evil in its purest form.
He was released from a fiery
prison deep within Earth, to which
he was drawn by the pain and
torment caused in the great
Cataclysms.
When he has conquered the planet,
he will live just to torture it.
If none are left to oppose him, he
will burn the entire planet,
sparing only the cruel and
vicious.
Basic Moves:
 * Button 1=Straight Chomp
 * Button 2=Quick Jab Chomp
 * Button 3=Right Leg Rip
 * Button 4=Tail Whip
 * Button 1 + D-Pad Down=Low
Chomp
 * Button 4 + D-Pad Down=Low
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Lunge Chomp
 * Button 4 + D-Pad Up=Jumping
Kick
Special Moves:
 * Torch: Hold Buttons 1+3 and
D-Pad U/T (Sp. 1)
 * Hot Foot: Hold Buttons 2+4
and D-Pad UA/DT (Sp. 2)
 * Inferno Flash: Hold Buttons
2+3+4 and D-Pad U (Sp. 3)
SAURON
Sauron is the god of Hunger. When
he was released from his sleep of
ages by the catastrophe, his
instinct forced him to devour
human flesh to remain immortal.
The hungry hordes of humanity
worshipped him but lived in fear
of his presence.
Because many humans sought refuge
with other rulers of the planet,
Sauron must defeat the others and
feast on their followers.
Basic Moves:
 * Button 1=Straight Chomp
 * Button 2=Lunge Chomp
 * Button 3=Right Leg Rip
 * Button 4=Tail Whip
 * Button 2 + D-Pad Down=High
Face Chomp
 * Button 4 + D-Pad Down=Low
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Lunge Chomp
Special Moves:
 * Primal Scream: Hold Buttons
1+3 and D-Pad D/U (Sp. 1)
 * Earthquake Stomp: Hold
Buttons 1+2+4 and D-Pad U/D (Sp.
2)
 * Cranium Crusher: Hold
Buttons 1+4 and D-Pad D/U (Sp. 3)
TALON
Talon was the great chief of the
Raptor Clan on a hidden South
Pacific island for eons. When the
Great Meteor rearranged the
continents, Talon's island came in
contact with the mainland.
Wanting to ensure the safety of
his wives and children, Talon set
out to eliminate all dangers to
his clan's welfare.
Talon prefers to live in luxury,
keeping humans as cattle and
hunting them for sport.
Basic Moves:
 * Button 1=Left Slash
 * Button 2=Upper Chomp
 * Button 3=Slash Kick
 * Button 4=Round House Slash
Kick
 * Button 3 + D-Pad
Down=Sliding Undercut Slash
 * Button 4 + D-Pad Up=Jumping
Kick Slash
 * Button 2 + D-Pad Up=Jumping
Slash Attack
Special Moves:
 * Brain Basher: Hold Buttons
2+3 and D-Pad A/U/T (Sp. 1)
 * Pounce and Flip: Hold
Buttons 2+3 and D-Pad T/D/DT (Sp.
2)
 * Frantic Fury: Hold Buttons
1+4 and D-Pad D/T (Sp. 3)
VERTIGO
Long ago a sorceress named Vertigo
appeared from another dimension.
In a great magical battle during
the Mesozoic Wars, Vertigo was
banished to the moon by the
arch-mage Balsafas.
The meteor crash weakened the old
shield enough for Vertigo to
return and enslave the planet once
again.
Once victorious, she plans to
enslave hordes of humans and have
them build an insane palace in
multiple dimensions.
Basic Moves:
 * Button 1=Jab Chomp
 * Button 2=Lunge Chomp
 * Button 3=Tail Whip
 * Button 4=Snail Tail Whip
 * Button 1 + D-Pad Down=Low
Jab Chomp
 * Button 2 + D-Pad Down=Low
Lunge Chomp
 * Button 3 + D-Pad Up=Jumping
Tail Jab
 * Button 4 + D-Pad Up=Jumping
Tail Whip
Special Moves:
 * Voodoo Spell: Hold Buttons
2+3 and D-Pad A/A (Sp. 1)
 * Venom Spit (Slow): Hold
Buttons 2+4 and D-Pad T/T (Sp. 2)
 * Teleport: Hold Buttons 2+4
and D-Pad D/D (Sp. 3)
HIGH SCORES
If you're good enough to make the
top ten scorers, the High Score
Screen will appear.
Press the D-Pad Left, Right, Up or
Down to scroll through the
available letters, then press a
button to select the letter.
When you have selected your third
letter (or 18 letters if you have
the top score), select End to save
the entry.
<a name="Primaltd.o">PRIMALTD.O</a>
 Primal Rage Test Drive
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 OPTIONS MENU
 PLAYING THE GAME
 DINO PROFILES
 BROWSE HELP FILES
 Primal Rage Test Drive
 Game Description
 
 Use Up/Down to scroll text
Primal Rage: The Story
Eons ago, before humans walked the
planet, there was rage. Life on
Earth was complex, as were the
instincts of the planet's
life-forms.
In order to grow and multiply,
there was a delicate balance
between the desperate need to
protect one's own life and the
need to feed off the life energy
of the others.
As these instincts evolved, so did
the gods. The gods embodied the
spirits of Hunger and Survival,
Life and Death, Insanity and
Decay, and especially, Good and
Evil.
They took the form that most
suited their needs and fought
countless battles on the
primordial frontiers of the Earth.
Life on Earth slowly multiplied,
and the gods became more powerful
and their battles more intense.
When life had spread to all
corners of the Earth, the skies
shook and the Earth trembled with
the fevered pitch of the god's
battles.
Dinosaurs were the dominant
animals on land, and great forests
covered almost all available
space. New life forms evolved at a
rapid rate, and civilizations
emerged.
Then the delicate balance was
disrupted. Balsafas, a great
wizard from a parallel dimension,
recognized the threat Earth would
soon pose to the rest of the
galaxy.
To stop the threat, he planned to
destroy the balance between the
gods. Lacking the power to kill a
god outright, he instead banished
one to an isolated rock tomb in
the center of the moon.
This caused an immediate
disturbance in the balance of
power, followed by a huge
explosion that blanketed the Earth
with a huge cloud of volcanic
dust.
Most of the life on the planet
died, and the surviving gods were
sent into suspended animation.
Now, millions of years later, a
meteor collides with Earth, and
its destructive fury rearranges
the continents and destroys the
cities.
Humans survive, but technology is
wiped out. The fury of the
Cataclysms is enough to awaken the
imprisoned gods. The gods emerge
to find the Earth they knew is
gone.
It is now the new Urth. The gods
are awake, and they are angry. Get
ready for Rage!
 Primal Rage Test Drive
 Controller Functions
 
 Use Up/Down to scroll text
SPECIAL NOTE: For the TEST DRIVE
version of Primal Rage, you will
only be able to use the characters
Blizzard, Armadon, and Sauron.
Throughout this help file, Dino
fighting moves and special moves
are referred to in combinations of
button pushes and multiple D-Pad
directions.
Use this section to refine your
button pushes and D-Pad presses.
The number in parentheses next to
the move denotes which button
number the move is assigned to.
This will be helpful when you are
learning the individual character
moves in a later section.
3-Button Controller:
Start Button: Upper Quick. (1)
A Button: Upper Fierce. (2)
B Button: Lower Quick. (3)
C Button: Lower Fierce. (4)
6-Button Controller:
X Button: Upper Quick. (1)
Y Button: Upper Fierce. (2)
A Button: Lower Quick. (3)
B Button: Lower Fierce. (4)
Z Button: Nothing.
C Button: Nothing. (See 6 Button
Pad Configuration later in the
options section for Z and C Button
Configurations.)
Start: Pause.
Useful Abbreviations:
 * D=D-Pad Down.
 * U=D-Pad Up.
 * T=D-Pad Toward your
opponent.
 * A=D-Pad Away from your
opponent.
For example: Hold Buttons X+Y and
D-Pad T/A=Hold Buttons X+Y
simultaneously and Press D-Pad
Toward and then Away from
opponent.
NOTE: Both T(toward) and A(away)
D-Pad movement are actually Left
and Right directions, depending on
which your opponent is located.
Power Moves: Quick is a quick
attack. Fierce is a slower, more
damaging attack. For a power move,
press Quick and Fierce
simultaneously to attempt a more
powerful attack.
 Primal Rage Test Drive
 Options Menu
 
 Use Up/Down to scroll text
SPECIAL NOTE: For the TEST DRIVE
version of Primal Rage, you will
only be able to use the characters
Blizzard, Armadon, and Sauron.
Start/Options Menu
At the main title screen, press
the Start Button to go to the
Start/Options Screen. Press the
D-Pad Up or Down, then press any
button to select one of these two
options:
Start
When you select this option,
you'll go directly to the Dino
Select Screen. One or Two players
can then select one of the
available dinosaurs to fight for
Urth domination.
In 1 Player mode, you'll face each
of the other dinosaurs in their
home territory. With 2 Player
mode, you'll both battle for Urth
domination until one player
conquers all lands.
Options
Select this option to go to the
Options Screen, and make various
changes to your gameplay.
At the Options Screen, press the
D-Pad Up or Down to move the
flashing arrows next to the option
you want to change.
Press Left or Right to cycle
through the choices. Here are the
options:
 * Game Type--Select from one
of two game play options:
Normal Game: This option is the
game's default setting. Players
select dinosaurs and conquer lands
for Urth domination.
1 Player training: Select this
option if you want to practice
various bone-crushing moves and
dinosaur fighting tactics.
Press the D-Pad Down to move the
selection arrows next to CPU
Opponent, then press the D-Pad
Left or Right to choose the dino
you want to fight.
Select Done, and you will go to
the Dino Select Screen.
 * Difficulty: You can set the
game's difficulty level from 1
(easiest) to 16 (hardest). Default
is 7. As you improve your fighting
skills, you can set the difficulty
level to a higher setting. Of
course, the King of Fighters can't
hope to do such a thing.
 * Number of Credits: This
option allows you to set the game
to allow from 1 to 20 game credits
(continues).
As you get better at Primal Rage,
you can set this option to a lower
setting, and create an even
greater challenge.
 * Number of Rounds: You can
set the number of rounds you'll
fight your opponent before the
winner is determined.
Select 5 for a best three out of
five, 3 for a best two out of
three, or 1 for a one time
winner-take-all rage.
If both players have an equal
number of wins and tie in the
final round, the game will go into
Sudden Death. If there is a tie in
sudden death, both players lose
the battle.
 * Round Time: Each bout has a
set time in which the winner must
be determined. You can set the
game's bout time to challenge your
opponent to get a quick kill.
The round time can be set from 30
to 80 seconds in 5 second
increments. The default is 55
seconds.
As you improve your fighting and
accomplish quicker kills, set this
option lower to put the pressure
on you and your opponent.
 * Damage Modifiers: This
option lets you adjust your Life
Bar to any amount you want. The
default is set to 100% It can be
set anywhere between 50-150%.
The strategy is to give a less
experienced player more life to
compete longer against an
experienced player.
Experienced players should set a
lower Life Bar, and beginners
should set their Life Bars high.
Press the D-Pad Up or Down to
select the percentage for the Left
or Right Player, then press Left
or Right to make changes to the
strength of your player.
As you make changes, the strength
of your dino will be displayed
below the percentages.
 * Gore Switch: Select GORE ON
or GORE OFF (default is GORE ON).
If GORE OFF is selected, there is
no blood, eating people or
fatalities.
This includes the refuel round
that occurs before the Final
Battle in the 1 Player Game.
Instead of refueling, you will
receive an additional 50% power to
your Life Blood Bar.
 * 3 Button Pad Configuration:
Press the D-Pad Left or Right to
cycle through the various choices
and make adjustments to your
button configuration.
The new configuration will be
displayed. When you find the
setting you like, select Done to
return to the Options Menu.
 * 6 Button Pad Configuration:
Press the D-Pad Left or Right to
cycle through the various choices
and make adjustments to your
button configuration.
The six button controller can be
configured so that you can make
the Z or C Button activate one of
three special moves (see your
chosen Dino's profile for the
special moves).
The new configuration will be
displayed. When you find the
setting you like, select Done to
return to the Options Menu.
 * Reset High Score Table:
Choose either Abort! or Do It!
(default is Abort!). If you select
Do It!, the game will reset the
High Score Table.
Select Abort! if you change your
mind and want to leave the scores
as they are.
 * Restore Factory Default:
Select this option anytime you
want to return all options to
their default settings. Choose
either Abort! or Do It! (default
is Abort!).
If you select Do It!, the game
will restore to the Factory
Default. Select Abort! if you
change your mind and want to leave
the settings as they are.
 * Done: When you've finished
making changes, select this option
to return to the Start/Options
Screen.
 Primal Rage Test Drive
 Playing the Game
 
 Use Up/Down to scroll text
SPECIAL NOTE: For the TEST DRIVE
version of Primal Rage, you will
only be able to use the characters
Blizzard, Armadon, and Sauron.
Dino Select
After you've selected your game
type and set your options the way
you want, you'll need to select
your character.
Press the D-Pad Left or Right to
highlight the dino you want, then
press the Start Button to select.
A Dino match up screen will appear
for a moment, then you'll begin
the Rage.
RAGE!
Now that the preliminaries are
over, get ready to Rage! The main
Rage screen displays each dino's
name, a red Life Blood Bar, a
yellow Brain Stem Bar and a Timer.
Various other functions appear
on-screen during each rage. Read
the following to familiarize
yourself with Primal Rage:
 * Life Blood Bar: The red Life
Blood Bar is displayed above your
dino's name in the upper right or
left side of the screen.
It diminishes as you take on
damage, and the match ends when
one dino's bar has been depleted.
 * Brain Stem Bar: This yellow
bar is located directly above the
name and indicates your dino's
brain strength.
When the yellow bar is depleted,
your dino will appear dazed and
vulnerable, but not beaten.
You can snap out of the daze by
moving the D-Pad quickly Left and
Right, or when your opponent nails
you with one of the various moves.
 * The Timer: There are various
time settings you can set your
rage to (see the Options section).
Each bout is timed.
When the timer winds down to 10
seconds, the remaining seconds
will begin to beep. This is your
warning that the match is about to
end.
If time runs out before a dino is
beaten, the earth will lift both
combatants into the air. The dino
with the most life remaining will
win the rage.
 * Win Icon: Each time you win
a bout, an icon will appear on the
winner's side under the timer.
Depending on how you have set
Rounds, the winner of the bout
will have to accumulate 1, 2 or 3
icons.
 * Hit Combos: During each
rage, dinos can inflict heavier
damage to their opponent with
multiple hit combos.
The more hit combination moves you
connect on, the heavier the damage
you'll inflict. When you put a
nice hit combo together, it will
appear on your side of the screen
(Left side for Player 1, Right
side for Player 2).
Domination of the Urth
Each time you win a rage in Normal
Game mode, the Urth Screen appears
and tells you what portion of the
world you have conquered.
Continue to win your rage bouts
until you have conquered all
lands.
Once you have conquered the Urth,
your chosen dino will take on all
other dinos one-at-a-time in The
Final Battle Ground (difficulty 7
or higher only).
There is no timer, and your Life
Blood Bar is not reset, so you'll
have to dispose of your enemy as
quickly as you can.
If you have the game set to allow
continues, you may choose to
continue the game if your dino is
beaten.
Refueling
In the 1 Player mode, with a
difficulty level of 7 or higher
and Gore set ON, you will need to
refuel your dino for the final
battle.
This process takes place only
after you've defeated all other
dinosaurs. To refuel, you will
have to eat as many worshippers as
possible in 20 seconds.
 Primal Rage Test Drive
 Dino Profiles
 
 Use Up/Down to scroll text
SPECIAL NOTE: For the TEST DRIVE
version of Primal Rage, you will
only be able to use the characters
Blizzard, Armadon, and Sauron.
Dino Profiles and Moves
Read the following profiles to get
familiar with each of the
dinosaurs available in Primal
Rage. Button references in each
section are listed as numbers.
Numbers 1 through 4 refer to
buttons on your 3 and 6 Button
controllers (see the Controller
Functions section for a rundown of
D-Pad and controller button
descriptions).
Each dino's special move is
numbered (e.g. Sp. 1). When
configuring your controller (see
the Options section), refer to the
special move's number to configure
the special moves.
ARMADON
For over a million years, Armadon
dwelled in his cave beneath the
Earth's crust, telepathically
linked to the biomass.
The Cataclysms and the battles for
supremacy over the changing planet
tortured him. Now, he has risen to
settle things once and for all.
Basic Moves:
 * Button 1=Snout Gouge
 * Button 2=Upper Snout Gouge
 * Button 4=Tail Whip
 * Button 4 + D-Pad
Down=Overhead Tail Whip
 * Button 2 + D-Pad Down=Deep
Upper Snout Gouge
 * Button 4 + D-Pad Up=Jumping
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Snout Gouge
Special Moves:
 * Bed-O-Nails: Hold Buttons
2+3 and D-Pad U/D (Sp. 1)
 * Iron Maiden: Hold Buttons
2+3 and D-Pad A/U/T (Sp. 2)
 * Mega Charge: Hold Buttons
1+3 and D-Pad A/D/T (Sp. 3)
BLIZZARD
Blizzard is a noble god, the
essence of the animal spirit.
Frozen for millennia at the heart
of an immense glacier in the
Himalayas, Blizzard was released
when the Earth met the Great
Meteor.
He lived high in the mountains,
descending only when threatened.
His animal power and age-old
wisdom makes him almost
unstoppable.
Basic Moves:
 * Button 1=Right Jab
 * Button 2=Left Jab
 * Button 3=Left Low Punch
 * Button 4=Left Uppercut
 * Button 4 + D-Pad Down=Leg
Undercut
 * Button 1 + D-Pad Up=Flying
Elbow
 * Button 4 + D-Pad Up=Flying
Kick
Special Moves:
 * Mega Punch (short): Hold
Buttons 1+2 and D-Pad D/T (Sp. 1)
 * Freeze Breath: Hold 1+2+3
and D-Pad A/T (Sp. 2)
 * Air Throw: Hold Buttons 2+3
(Sp. 3)
CHAOS
Chaos, the mightiest witch doctor
on the first continent, wanted to
control the evolution of humanity.
During his power quest, he cast a
mighty spell that backfired and
turned him into a foul, disgusting
beast, forced to wallow in his own
filth for eons.
During the Cataclysm, Chaos prayed
to Throshti, god of Carrion, for
release. To restore his greatness,
he must defeat all his enemies.
When his task is completed, Chaos
will regain control of his life
and lead his tribe to greatness.
Basic Moves:
 * Button 1=Left Jab
 * Button 2=Right Cross
 * Button 3=Low Punch
 * Button 4 + D-Pad Down=Leg
Undercut
 * Button 1 + D-Pad Up=Flying
Elbow
 * Button 4 + D-Pad Up=Flying
Kick
Special Moves:
 * Grab-N-Throw: Hold Buttons
2+4 and D-Pad T/A (Sp. 1)
 * Power Puke (Fast): Hold
Buttons 1+4 and D-Pad U/T (Sp. 2)
 * Ground Shaker: Hold Buttons
2+3 and D-Pad A/AU/AD (Sp. 3)
DIABLO
Diablo is evil in its purest form.
He was released from a fiery
prison deep within Earth, to which
he was drawn by the pain and
torment caused in the great
Cataclysms.
When he has conquered the planet,
he will live just to torture it.
If none are left to oppose him, he
will burn the entire planet,
sparing only the cruel and
vicious.
Basic Moves:
 * Button 1=Straight Chomp
 * Button 2=Quick Jab Chomp
 * Button 3=Right Leg Rip
 * Button 4=Tail Whip
 * Button 1 + D-Pad Down=Low
Chomp
 * Button 4 + D-Pad Down=Low
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Lunge Chomp
 * Button 4 + D-Pad Up=Jumping
Kick
Special Moves:
 * Torch: Hold Buttons 1+3 and
D-Pad U/T (Sp. 1)
 * Hot Foot: Hold Buttons 2+4
and D-Pad UA/DT (Sp. 2)
 * Inferno Flash: Hold Buttons
2+3+4 and D-Pad U (Sp. 3)
SAURON
Sauron is the god of Hunger. When
he was released from his sleep of
ages by the catastrophe, his
instinct forced him to devour
human flesh to remain immortal.
The hungry hordes of humanity
worshipped him but lived in fear
of his presence.
Because many humans sought refuge
with other rulers of the planet,
Sauron must defeat the others and
feast on their followers.
Basic Moves:
 * Button 1=Straight Chomp
 * Button 2=Lunge Chomp
 * Button 3=Right Leg Rip
 * Button 4=Tail Whip
 * Button 2 + D-Pad Down=High
Face Chomp
 * Button 4 + D-Pad Down=Low
Tail Whip
 * Button 2 + D-Pad Up=Jumping
Lunge Chomp
Special Moves:
 * Primal Scream: Hold Buttons
1+3 and D-Pad D/U (Sp. 1)
 * Earthquake Stomp: Hold
Buttons 1+2+4 and D-Pad U/D (Sp.
2)
 * Cranium Crusher: Hold
Buttons 1+4 and D-Pad D/U (Sp. 3)
TALON
Talon was the great chief of the
Raptor Clan on a hidden South
Pacific island for eons. When the
Great Meteor rearranged the
continents, Talon's island came in
contact with the mainland.
Wanting to ensure the safety of
his wives and children, Talon set
out to eliminate all dangers to
his clan's welfare.
Talon prefers to live in luxury,
keeping humans as cattle and
hunting them for sport.
Basic Moves:
 * Button 1=Left Slash
 * Button 2=Upper Chomp
 * Button 3=Slash Kick
 * Button 4=Round House Slash
Kick
 * Button 3 + D-Pad
Down=Sliding Undercut Slash
 * Button 4 + D-Pad Up=Jumping
Kick Slash
 * Button 2 + D-Pad Up=Jumping
Slash Attack
Special Moves:
 * Brain Basher: Hold Buttons
2+3 and D-Pad A/U/T (Sp. 1)
 * Pounce and Flip: Hold
Buttons 2+3 and D-Pad T/D/DT (Sp.
2)
 * Frantic Fury: Hold Buttons
1+4 and D-Pad D/T (Sp. 3)
VERTIGO
Long ago a sorceress named Vertigo
appeared from another dimension.
In a great magical battle during
the Mesozoic Wars, Vertigo was
banished to the moon by the
arch-mage Balsafas.
The meteor crash weakened the old
shield enough for Vertigo to
return and enslave the planet once
again.
Once victorious, she plans to
enslave hordes of humans and have
them build an insane palace in
multiple dimensions.
Basic Moves:
 * Button 1=Jab Chomp
 * Button 2=Lunge Chomp
 * Button 3=Tail Whip
 * Button 4=Snail Tail Whip
 * Button 1 + D-Pad Down=Low
Jab Chomp
 * Button 2 + D-Pad Down=Low
Lunge Chomp
 * Button 3 + D-Pad Up=Jumping
Tail Jab
 * Button 4 + D-Pad Up=Jumping
Tail Whip
Special Moves:
 * Voodoo Spell: Hold Buttons
2+3 and D-Pad A/A (Sp. 1)
 * Venom Spit (Slow): Hold
Buttons 2+4 and D-Pad T/T (Sp. 2)
 * Teleport: Hold Buttons 2+4
and D-Pad D/D (Sp. 3)
HIGH SCORES
If you're good enough to make the
top ten scorers, the High Score
Screen will appear.
Press the D-Pad Left, Right, Up or
Down to scroll through the
available letters, then press a
button to select the letter.
When you have selected your third
letter (or 18 letters if you have
the top score), select End to save
the entry.
<a name="Promoves.o">PROMOVES.O</a>
 Pro Moves Soccer
 ASCII
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 PRO MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Pstar2.o">PSTAR2.O</a>
 
 Phantasy Star II
 Sega
 
 To return to Now Playing,
 reset your adapter. 
 
 
 CONTROLLER FUNCTIONS
 COMRADES
 TOURING THE CITY
 EQUIPMENT DESCRIPTIONS
 TECHNIQUES
 THE UPDATE BOX
 BROWSE HELP FILES
<a name="Pto.o">PTO.O</a>
 P.T.O.
 KOEI
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 KEY TO QUICK PLAY
 PORT COMMANDS
 SEA COMMANDS
 BATTLE COMMANDS
 BROWSE HELP FILES
<a name="Punisher.o">PUNISHER.O</a>
 The Punisher
 Capcom
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 The Punisher
 Game Description
 
 Use Up/Down to scroll text
Punisher: War Journal
Jackpot.
For the last week, Microchip had
been trying to trace the flow of
Mob drug money into banks in
Cayman Islands.
Yesterday, he finally managed to
hack into their mainframe and
break their encryption scheme.
Micro said that one of the bean
counters must have been in a hurry
because he was pretty sloppy.
A small note on one of the ledger
sheets mentions a Mob front here
in the city. Shouldn't be that
hard to find it and close it down.
One small problem. Microchip said
that S.H.I.E.L.D was sniffing
around the bank as well. I just
hope that Fury and his boys miss
the connection.
The last thing I need is
soldier-boy tagging along.
 The Punisher
 Controller Functions
 
 Use Up/Down to scroll text
Controlling Punisher and Nick
Fury
To walk left, right, up or down:
Press the D-Pad left, right, up or
down
To punch or use an object:
Press the A Button
To jump:
Press the B Button
To roll:
Quickly press forward on the
control twice
To drop a grenade:
Jump into the air and press down
and the A and B Buttons
simultaneously
To pick up an object:
Stand over the object and press
the A Button
 The Punisher
 Playing the Game
 
 Use Up/Down to scroll text
Trial by Fire!
This should be a simple operation.
Preliminary recon of the target
shows that all entrances are
covered. I guess I'll have to make
my own.
Once inside I need to neutralize
any hostiles and locate Bruno.
Piece of cake.
Just in case this is some
elaborate trap, I brought along a
bit of protection.
My kevlar vest will take some
damage, but I still need to keep
an eye on my health.
Once it's all red, I'm as good as
dead.
Punisher: Armory
There is one hard and fast rule in
waging a one man war: Maximize
Your Firepower.
Using a complex network of hidden
weapon stashes, I'm always
guaranteed that superior firepower
is always within my reach.
 M-16 Uzi
 Grenade Knife
 Baseball Bat Hammer
 Flame Thrower Throwing
Stars
Spoils of War
Sometimes a loaded .45mm isn't
the best way to convince someone
to help you. So, I always try and
collect any of the Mob's money
that is lying around.
I've found that there's nothing
like cold hard cash to get a
snitch to roll over on the ones he
loves.
Money Bags: Small change. 500
pts.
Ring: Worth a couple of bucks.
1000 pts.
Briefcase: Big money. 5000 pts.
Gold Bar: Solid Gold. 10,000
pts.
I swore I'd never eat another
C-ration once I got out of the
service, and that's one promise
I've managed to keep.
Now when I'm on a mission I end up
eating on the run. It's not
exactly dinner at the Waldorf, but
it manages to keep my strength
up...
Cheese: Refills 1/8th of your
health meter
Ham: Refills 1/6th of your
health meter
Hot Dog: Refills 1/6th of your
health meter
Pizza Slice: Refills 1/4th of
your health meter
Pizza: Refills 1/2 your health
meter
Turkey: Refills all of your
health meter
 The Punisher
 Hints and Tips
 
 Use Up/Down to scroll text
 * Bang some heads with the
Head Slam! Grab an enemy and then
press the A and B Buttons
simultaneously.
 * Crack up enemies with the
Power Dive. Grab an enemy, jump
into the air and press down on the
D-Pad and the A Button.
 * Don't pick up food until you
really need it!
 * When playing in two player
mode, work as a team. It is the
only way you will survive!
<a name="P_star2.o">P_STAR2.O</a>
 Phantasy Star II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 COMRADES
 TOURING THE CITY
 EQUIPMENT DESCRIPTIONS
 TECHNIQUES
 THE UPDATE BOX
 BROWSE HELP FILES
<a name="Qix.o">QIX.O</a>
 Ultimate Qix
 Taito
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Quakshot.o">QUAKSHOT.O</a>
 Quackshot
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 WEAPONS AND ITEMS
 BROWSE HELP FILES
<a name="Racedriv.o">RACEDRIV.O</a>
 Race Drivin'
 Tengen
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Race Drivin'
 Game Description
 
 Use Up/Down to scroll text
Now Race Drivin', the smash arcade
sensation, burns rubber on your
Sega Genesis.
Race Drivin' puts you behind the
wheel in a true 3-D, gut-twisting,
nerve-wracking experience of
open-road and stunt track
autosport competition.
You choose the level of
competition you're ready for, and
the kind of track you want to
race--or you can design your own
custom course with Race Drivin's
cool Track Construction Set!
And naturally, you pick the set of
wheels you want to take onto the
track, from a smooth-shifting
automatic sport vehicle to a
responsive manual-speed maniac of
a race car.
Race Drivin' puts you on the
asphalt and between the lines,
with your life--not to mention
your reputation--on the line.
So...
Gentlemen--and you macho ladies,
rev your engine hard!
 Race Drivin'
 Controller Functions
 
 Use Up/Down to scroll text
Steering: Use the Left and Right
buttons to steer.
Accelerating: Press the A Button
to give it the gas.
Brakes: Press button B to put on
the brakes.
Shifting Gears: (manual
transmission only) To shift up,
press C and Up at the same time.
To shift down, press C and Down at
the same time.
(NOTE: If you change the shift
option on the options menu, C and
Up will shift down, and C and Down
will shift up.)
Pause: Press Start while on the
track to pause the game; press it
again to resume racing.
Get Back on the Road: When you
go off the road, you can lose
valuable time trying to get back
on the course.
Press Start, then A to get back on
the road automatically.
Keep in mind, however, that when
you choose to do this, you are
placed back on the road at a point
before the place where you went
off, so you lose some time this
way also.
Abort instant replay. Press any
button, then Start to skip the
instant replay on the screen and
resume play.
 Race Drivin'
 Playing the Game
 
 Use Up/Down to scroll text
At the track selection screen, you
can pick the ORIGINAL Race Drivin'
track, a SUPER STUNT track, an
AUTOCROSS track, or the CUSTOM
track option.
Use the D-Pad to highlight the
track you want, then press Start.
When you choose CUSTOM track,
you'll go to the TRACK
CONSTRUCTION SET. Follow the
directions on the screen to design
and build your own custom track.
Then press Start to go to the car
selection screen, then press Start
again to try your new track.
CARS:
On the car selection screen, use
the D-Pad to turn the steering
wheel at the center and highlight
the car you want to drive.
Press Start to go to the track
with your chosen vehicle. Your
choices include three radical
machines, each available with
manual or automatic transmission.
The automatic is good for
learning, since you have less to
worry about while navigating the
track. Each car has its own
characteristics, which you'll get
to know as you drive them all.
GAME PLAY:
You start out with 1 minute 45
seconds of time in ORIGINAL and
SUPER STUNT tracks. As you pass
checkpoints on the track and
Finish Line, you extend your play
time.
The race is over when you run out
of time. You race against an image
of yourself that you ran in the
previous lap in the AUTOCROSS and
CUSTOM tracks.
After completing the third lap,
you will continue racing as long
as you beat your previous time.
You earn points for the distance
you cover on the road--no points
are awarded for distance you
travel off-road.
At the end of a race, a map of the
track shows you what checkpoints
you passed.
If you've earned one of the ten
highest scores, you get to record
your name on the top scores
screen. (Top scores are kept until
the power to your Genesis is
turned off or you reset your
adapter.)
At the start of a race, you'll see
a BEAT TO CHALLENGE time at the
lower left of the screen. Beat
that time, and you'll get to race
the current Race Drivin' champ in
a Challenge Lap.
When the game is first turned on,
the champ is the Phantom Photon.
When you beat the current champion
in the Challenge Lap, your road
time is recorded as the new mark
to beat.
In Challenge Lap competition, you
cannot crash into your
competitor's car. However,
crashing or going off the road for
more than 10 seconds automatically
ends the race.
Obstacles to avoid include drone
cars as well as signs and
structures. Sometimes, when you're
going too slow, a drone car may
come up and crash into you from
behind.
Crashes. You can crash by running
into other vehicles, buildings,
embankments, and fences at high
speed.
You'll also crash when you land
after taking a jump, hill, or ramp
at excessive speed. And you may
crash if you go too far off the
road to avoid portions of the
track.
If you're going very fast and you
turn too sharply, you can also
spin out, which makes you very
vulnerable in traffic.
 Race Drivin'
 Hints and Tips
 
 Use Up/Down to scroll text
 * When you're learning, use
the posted speed limits as a
guide. As you become a more
experienced racer, you should be
able to handle your car at higher
speeds.
 * To get through a
loop-the-loop, you have to be
going at least 60 mph when you
enter it. If you've lined up your
car properly, you should not need
to steer much.
 * To slow down for the sharp
turns, let off the accelerator and
tap the brakes.
 * Going over 100 mph in the
turns is risky--very risky.
<a name="Rage2.o">RAGE2.O</a>
 Streets of Rage 2
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ATTACK MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Raidentr.o">RAIDENTR.O</a>
 Raiden Trad
 Absolute
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Rambo3.o">RAMBO3.O</a>
 Rambo III
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MISSIONS
 BROWSE HELP FILES
<a name="Rampart.o">RAMPART.O</a>
 Rampart
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE TWO PLAYER GAME
 BROWSE HELP FILES
 Rampart
 Game Description
 
 Use Up/Down to scroll text
Get ready to experience the
ultimate test of your strategic
survival skills in this addictive
game of war and pieces!
Your mission as a Rampart
commander is to defend your
beautiful shores against the enemy
army. Fortify your fortress with
powerful cannons, then let 'em
have it!
After the battle, repair the
damage done to your fort by
skillfully manipulating and
placing vital wall pieces.
Surround your castles and expand
your territory to increase your
power!
The opposition won't be easy! The
invading forces will employ
gunships, flagships, troop
carriers, and anything else
they've got to stop you.
Defend your turf successfully and
you'll move on to conquer other
landscapes.
If playing against the computer
isn't enough of a challenge, take
on a friend in an exciting
two-player war! Place your pieces,
aim your cannons, and fire away!
Rampart requires both fast hands
and fast thinking. So whatever you
do, don't lose your head. Because
you will--if you lose!
 Rampart
 Controller Functions
 
 Use Up/Down to scroll text
The D-Pad controls the piece
cursor, and the targeting sight or
cannon cursor depending on the
game phase.
The Start Button starts the game
and pauses/unpauses it too.
The A, B and C Buttons are used as
place (P), rotate (R), and turbo
(T) buttons according to the
control type selected in the
options screen.
Build & Repair Phase:
 * D-Pad controls piece cursor.
 * P button places a piece.
 * R button rotates a piece.
 * T button speeds up the piece
cursor.
Battle Phase:
 * D-Pad controls targeting
sight.
 * P button fires.
 * R button fires.
 * T button speeds up target
sight.
Cannon Placing Phase:
 * D-Pad controls cannon
cursor.
 * P button places the cannon.
 * R button aborts the phase.
 * T button speeds up the
cannon cursor selection.
 Rampart
 Playing the Game
 
 Use Up/Down to scroll text
Commander vs. Computer: One
Player Game
If no other player joins in when
the game is started, the one
player game will commence. Choose
between the starting battlefields
for beginner (no bonus) and
advanced level (5,000 pt. bonus).
There is a total of 6 battlefields
for you to clear. The object of
the one-player game is to defend
your land and conquer the invading
armada.
Destroy their ships, carriers,
troops, etc. and successfully
rebuild to survive and win. Game
play takes place in distinct
phases involving cannon placement,
battle, and fortress modification.
Home Castle Select:
Move D-Pad to select your
home-castle. The home-castle is
worth more cannons and points upon
its re-capture, so choose wisely!
Cannon Placement Phase:
Now arm your castle with powerful
cannons! Cannons can be placed
wherever there is room for them on
your territory.
The player is awarded two cannons
for surrounding the home castle,
and one cannon for surrounding
each of the other castles.
The more cannons you place inside
your fort, the more firepower
you'll have in battle. Press
rotate a few times if you want to
abort this phase.
Battle Phase:
In this phase, the player will
engage the enemy fleet in battle.
Aim your cannons with the pinpoint
targeting sight and fire away at
the invading enemy ships!
The fleet is not defenseless; they
will avoid your shots, return
fire, and land on shore to release
deadly troop units.
If you fail to destroy a troop
unit that reaches your castle, the
castle will be set ablaze and
rendered unusable, so be on guard!
The player can also strategically
shoot his/her own walls to make
the rebuilding phase easier.
Types of Enemies:
Gunships: They are tan, and take
two shots to destroy. They head
for your shoreline, firing
aggressively. These ships retreat
after one cycle.
Troop Carrier: They are dark
brown, and take four shots to
destroy. These strong ships are
smart and will try to evade your
shots.
These are the only ships that can
off-load troops, so stop them from
reaching the shore at all costs!
Flagship: They are red, and take
three shots to destroy. These
high-ranking ships are fast, and
will fire powerful flaming
cannonballs that will attempt to
land next to a castle and destroy
them early.
Troop Unit: They are tan, and
take only one shot to destroy.
These pesky enemies can only move
during the build and repair phase.
They will attempt to land next to
a castle and destroy it in the
following battle. Destroy them
with cannon fire, or surround
them.
Build and Repair Phase:
In this phase, castles must be
surrounded by manipulating wall
segments and placing them on your
landscape. Castles, cannons, and
existing walls cannot be built
over.
To successfully surround an area,
there can be no gaps or breaks in
the wall. When a surround is
successful, the fort territory
will fill in with the color of the
corresponding army.
For best results, use larger
pieces to build new walls, and use
smaller pieces to fill in the
gaps. Rotate the pieces for a
better fit, position them properly
with the D-Pad, then place the
piece.
If a troop carrier has
successfully reached shore, it
will glow briefly to indicate that
it is off-loading troop units.
Watch out!
These pesky troops will block your
piece placement and attempt to
destroy your castle in the next
battle. If you are skillful
enough, these troops can be
surrounded and eliminated.
Also beware of craters left by
flaming cannonballs--they can't be
built over. Failing to surround a
castle within the time limit will
result in defeat!
You'll score points for destroying
enemy ships, troops, and walls.
Bonus points are awarded for
surrounded castles and surrounded
territory.
After enough points are scored on
a battlefield, your army will be
victorious, and you'll advance to
a new landscape to defend.
Eventually, your people will
occupy the entire continent, at
which time you'll find a beautiful
tropical isle on which to
retire...But beware--the final
battle will take place on the
shores of this island.
Good luck!
 Rampart
 The Two-Player Game
 
 Use Up/Down to scroll text
Commander vs. Commander:
Two-Player Game
If the other player joins in at
the beginning of the game, the two
player game will commence.
Controller 1 is for the Blue army;
controller 2 is for the Red army.
The battlefield and war length can
be selected on the options screen.
The object of the two-player game
is to defeat the other player by
strategically firing at the enemy
fort and cannons. The game phases
work the same way as in the
one-player game.
Build your fort to be as large and
powerful as you can make it.
Render your opponent helpless by
destroying his/her cannons and by
making it difficult for him/her to
rebuild.
Unless a player is defeated
beforehand, the war will end at
the number of battles set at the
options screen. The player with
the higher score wins.
At the subsequent execution scene,
the losing commander may press
buttons "B" and "C" to scream
while inside the guillotine, or
hold down button "A" if you just
can't bear to look.
The winning commander may press
any button to drop the blade.
Continue and Game Over
In either the one- or two-player
mode, you lose if you fail to
surround a castle in the "build
and repair phase". You will then
be given the option to continue.
If you decide to continue, your
landscape will be cleared, and a
new castle with improved cannons
will be awarded. Continuation is
limited to three times per game.
If you don't continue, or run out
of continues, the game will be
over.
If the other player joins in at
the beginning of the game, the
two-player game will commence.
Controller 1 is for the Blue army,
and controller 2 is for the Red
army. The battlefield and war
length can be set at the options
screen.
<a name="Rangerx.o">RANGERX.O</a>
 Ranger X
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 COURIERS
 WEAPONS
 HINTS AND TIPS
 BROWSE HELP FILES
 Ranger X
 Game Description
 
 Use Up/Down to scroll text
An attack has been made on the
Free Galactic Systems Council. Our
attackers are the Rahuna, an
Edgezone coalition of planets.
Their goal is to topple the
government and bring the galactic
systems under their rule. Your
first mission is to knock out the
artillery on the perimeter and
move in to help with the
evacuation.
Ranger X is a futuristic attack
module that can combine with other
attack modules called Couriers to
battle the enemies from Rahuna.
 Ranger X
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Displays options.
 * Controls Ranger X's
movement.
 * Moves Ranger X and the
Couriers when Ranger X is riding
them.
 * Allows Ranger X to get
into/get out of the Couriers.
Start Button:
 * Starts the game.
 * Pauses/resumes the game.
A-Button:
 * Plays selected Music and
Sound Effects.
 * Fires laser.
B-Button:
 * Selects special weapon when
Ranger X is in an Ex-Up
 * Fires selected special
weapon when Ranger X is outside an
Ex-Up.
C-Button:
 * Plays selected Music and
Sound Effects.
 * Fires laser.
If you're using the 6-button
Arcade Pad, you have separate
control over Ranger X's actions
and Ex-Up Indra's movement. Here
are the special functions of the
6-button Pad:
X-Button:
 * Moves Ex-Up Indra's to the
left.
Y-Button:
 * Selects special weapon when
Ranger X is inside an Ex-Up/Fires
selected special weapon when
Ranger is outside an Ex-Up.
Z-Button:
 * Moves Ex-Up Indra to the
right.
 Ranger X
 Couriers
 
 Use Up/Down to scroll text
Couriers
Use the D-Button to land Ranger X
on Ex-Ups Indra or Eos, then press
the D-button down to enter the
cockpit. Press Button B (Button Y
for the 6-Button Arcade Pad) to
change Ranger X's special weapon.
EX-UP INDRA:
When Ranger X is seated in Ex-Up
Indra, press the D-Button down for
a few moments and release to make
Indra spring up. Press the
D-Button left or right to control
the direction of the spring.
Indra's pulse rifle will
automatically target on the
attacking enemies -- no need to
aim. Indra is equipped with a
separate shield that activates
when a human is piloting it.
It's a good idea to travel inside
Indra whenever possible to save
your own shield strength.
EX-UP EOS:
When Ranger X is standing on Ex-Up
Eos, press the D-Button left or
right repeatedly to move it.
Eos is equipped with a heavy-duty
laser and targeting computer.
Ranger X can move this courier in
a limited fashion, but with its
auto tracking laser, it's better
suited as air cover for ground
assaults.
 Ranger X
 Weapons
 
 Use Up/Down to scroll text
Weapons
 * Flame Unit (equipped):
Designed to melt any known metal.
 * Seeker Mine (equipped):
Designed to disrupt the atomic
structure of everything it comes
in contact with after it's
dropped.
This device travels in a straight
line and it continues to disrupt
for about four seconds after its
initial contact with the enemy.
 * Seeker Falcon: Searches and
destroys most enemy weapons which
are on the screen. As soon as an
enemy is on-screen, send the
Falcon after it.
 * Seeker Charge: Ranger X's
suit builds up a massive
electrical charge and releases it
in a lightning-like stream of
energy.
Once this fixes on an enemy, the
charge locks on and doesn't stop
until the enemy is out of range,
offscreen, destroyed, or until the
special weapon runs out of energy.
 * Plasma blast: Sends balls of
plasma energy at the enemy.
 * Proton Storm: Originally
designed to aid in tunnel digging.
If you are able to pick this item
up it should be more than enough
to destroy anything you'll come
across.
Due to the incredible energy it
disperses, you'll probably only be
able to use it once before you
need to recharge, so make sure to
have the enemy directly in your
sights before you pull the
trigger.
 Ranger X
 Hints and Tips
 
 Use Up/Down to scroll text
There is no harm in moving
carefully and slowing through each
area. Use your head and you're
certain to get past traps and
eliminate enemy forces
successfully.
Special weapons are sure to come
in handy at one point or another.
If you find an enemy that's dug
in, drop Seeker Mines and avoid
getting hit by enemy fire
altogether.
If you come across enemies that
are extremely hard to hit, send
your Seeker Falcon to do the job
for you.
Remember that your special weapons
need light or a strong power
source to recharge, so when you
find yourself in dark areas such
as caves, start looking around for
weak areas to blast through to the
open air.
SUPER SECRET WEAPON LOCATIONS:
Seeker Charge: Stage 2, in the
cavern area directly above the
Power Conversion Unit.
Seeker Falcon: Stage 3, a little
after where the 2nd Rahuna
Artillery unit is placed on the
forest floor.
Proton Storm: Stage 4, 3 windows
underneath Rahuna Wall Artillery
unit #4/must shoot out window to
reveal it.
Plasma Blast: Stage 5, below the
first gap-like opening in
Homeworld Capital City.
LEVEL SKIP: Any time during
play, press Start to pause, then
press UP, DOWN, UP, DOWN, UP,
DOWN, BUTTON C, B, A, RIGHT, and
then LEFT.
If you've done the trick
correctly, the music should begin
again. Then press BUTTON B to
start the next level.
<a name="Redzone.o">REDZONE.O</a>
 Red Zone
 Time Warner Interactive
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE APACHE
 BROWSE HELP FILES
 Red Zone
 Game Description
 
 Use Up/Down to scroll text
YOU HAVE 24 HOURS!
Madman Ivan Retovitz rips off an
arsenal of USSR nuclear weapons
and threatens to transform the
world into a radioactive desert.
As the leader of three covert
commandos you must pilot the
AH-648 Apache fighter chopper and
traverse the underground bunkers
to destroy the nuclear madman.
 Red Zone
 Controller Functions
 
 Use Up/Down to scroll text
Menu Selections:
 * D-Pad Up/Down/Left/Right to
highlight options.
 * Press any button to select.
Player Controls:
Before you take on Ivan,
familiarize yourself with the
game's controls.
Flying the Apache
 * Lift Off: D-Pad Up.
 * Forward: D-Pad Up.
 * Turn Left/Right: D-Pad
Left/Right.
 * Reverse: D-Pad Down.
 * To Land: (over Landing Pad
only) Hover over Pad-Landing is
automatic.
Using Apache Weaponry
 * To Aim Your Shot: Place
aiming cross-hair over target. It
turns red when it locks on.
 * To Fire 30MM Chain Gun:
Press the A Button.
 * To Select Your Secondary
Weapon: Press the C Button
repeatedly to toggle weapon types.
 * To Fire the Selected Weapon:
Press the B Button.
Using the Apache's Intelligence
Screen
 * To View a Grid Map of the
Quadrant: Press Start any time
during flight.
 * To View Chopper Console (at
Quadrant Screen): Press the A
Button.
 * To Highlight and Select
Console Options: Press D-Pad
Up/Down, then press the A Button.
Press the C Button to exit an
option and return to console
options.
NOTE: Press Start at any time to
exit maps and return to the Apache
control.
On the Ground
 * To Walk: Press D-Pad
Up/Down/Left/Right.
 * To Climb or Jump: Press the
C Button.
 * To Fire Main Weapon: Press
the A Button.
 * To Throw a Hand Grenade
(Shades), Fire Rockets (Rocco), or
Throw Daggers (Mirage): Press the
B Button. (Press and hold the B
Button to throw hand grenades or
daggers farther).
 * To Move a Metal Drum: Stand
in front of it and press the D-Pad
in the direction you want to push
it, then press the C Button.
 * To Open First Aid, Ammo,
Grenade, and Explosives Crates:
Stand in front of the crate and
press the D-Pad in the direction
of the crate, then press the C
Button to open it.
Repeat the process if you have
trouble opening a crate. You'll
obtain the item automatically.
Each crate has a letter or red
cross to indicate its contents:
A = Ammo.
G = Grenades (Shades), Rockets
(Rocco), or Daggers (Mirage).
E = Explosives.
"Red Cross" = Health.
 * To Set Explosives: Press the
A and B Button simultaneously.
 * To Access Computer: Stand
directly in front of it.
 * To Flip Switches: Move next
to the switch, then press the C
Button.
NOTE: Once you've finished your
part of the mission on foot and
exited the complex, you'll
automatically return to the
chopper.
 Red Zone
 Playing the Game
 
 Use Up/Down to scroll text
The Demo
It's a good idea to view Red
Zone's demo to learn more about
the characters and the missions
you'll be expected to accomplish.
Some parts of the demo show you
certain ways to approach or
destroy the enemy. Press Start at
any time to return to the Main
Menu.
The Objective
The team's main objective is to
pilot the Apache fighter through
enemy fire, utilizing their
navigational maps to find enemy
outposts, fighter jets, and
nuclear missile sites.
Allied repair outposts,
ammunition, and fuel are scarce,
so the team must carefully ration
and use their supplies sparingly
to successfully complete each
mission.
Commando Selection
Before each ground mission, the
Commando Selection Screen will
appear. Press D-Pad Up, Left, or
Right to highlight the character,
then press the Start Button to
select and begin the mission.
NOTE: When a commando is
terminated by enemy forces, the
Commando Selection Screen will
appear again. Repeat the process
to select the next character.
When all characters have perished,
the mission fails and the game is
over.
Ground Missions
Once you've successfully
infiltrated the enemy complexes on
the ground, your view will be
directly above the commando. To
the right of the screen is the
Mission Status Bar. It displays
the following information:
Weapon Inventory: The inventory
changes depending on which
commando you have selected
(Grenade = Shades, Rockets =
Rocco, and Daggers = Mirage).
The Ammo and Explosives counts are
always displayed. NOTE: When
Mirage is selected, she may
recover daggers that missed their
target.
Time: This digital clock counts
down after an enemy complex is set
to destruct. Your commando must
then exit the complex when this
time begins to count down.
If he/she doesn't make it out in
time, you'll have to continue the
mission without his or her
services.
Map: Before you begin to move
through the complex, the map is
dark. It becomes more detailed as
you explore. Remember where you
came from, so you can get out
before time runs out.
Health Monitor Bar (Red): As
your commando takes damage
(explosions, enemy bullets), the
red meter will diminish. Look for
First Aid Crates to replenish
health.
 Red Zone
 The Apache
 
 Use Up/Down to scroll text
The Apache
This secretly built three-seater
(Pilot, Gunner, Navigator) Apache
fighter chopper has a full set of
functioning controls--a satellite
radar system, advanced weapons,
30mm chain gun, Hellfire tank
killer missiles, 70mm rockets,
Stinger air missiles for
air-to-air combat, and an
automatic night tracking system.
It's the team's pride and joy, and
they'll use all of its advanced
technology to torch the enemy
forces of Ivan Retovitz.
During your missions, you'll need
to replenish the Apache's supplies
to continue. Each supply is
represented by a letter on the
Apache Intelligence Grid Map.
In the Air
While in flight, your view is
directly above the Apache.
To the right, the screen displays
these elements: a radar screen
with your coordinates on the grid
map listed below, a graphic
representation of the Apache and a
damage meter (red) that keeps
track of the chopper's condition,
and a fuel gauge (green).
Pay close attention to this
information during your mission.
It will let you know when to
replenish your supplies.
TIP: Fly the Apache toward your
Mission Guide Marker (red dots) to
help guide you directly to each
mission's main destinations.
Multiple dots appear when you have
multiple targets to destroy.
Apache Intelligence Grid Map
Press the Start Button to view a
grid map that displays the
mission's surrounding area. The
map consists of an 11X11 grid
(X=down and Y=across).
Your Apache is represented by a
white arrow, and its exact
location can be found in the
coordinates box at the bottom of
the screen. On-screen letters
represent available supplies for
the Apache. They are:
 * R=Repairs. Land the Apache
next to the repair supplies, and
all damage to the chopper will be
automatically repaired.
 * A=Ammo. Land the Apache next
to the ammo box, and all chopper
weaponry will be automatically
replenished.
 * F=Fuel. Land the Apache next
to the fuel tank, and the
chopper's fuel tanks will be
automatically replenished.
NOTE: Each supply can only be used
once, so ration each one
carefully.
Apache Intelligence Options
At the Grid Map, press the A
Button to display the Apache's
flight console.
The screen consists of the
chopper's ammunition inventory, a
video screen, a reconnaissance map
of the surrounding area, a Damage
Screen with a graphic
representation of the Apache, a
radar screen that pinpoints your
location, a computer monitor that
displays important mission and spy
information, and three options.
Press D-Pad Up/Down to highlight a
console option, then press the A
Button to select one of these
three options:
 * Mission: This option
displays information about each
mission. Press D-Pad Up/Down, then
press the A Button to view text.
Press the C Button to return to
Console options.
 * SAT. (satellite) Map: Press
D-Pad Up/Down/Left/Right to move
the "cross hairs" over the area
you want to examine, then press
the A Button to Zoom In.
Repeat the process to Zoom In
again (maximum of 2 zooms). Press
the B Button to Zoom Out. Press
the C Button to return to Console
options.
 * Info: Press the A Button to
view "cross hairs". Press D-Pad
Up/Down and Left/Right to move the
"cross hairs" to create a box
around the area you want to get
Info, then press the A Button to
get Information about the selected
object.
Press any button to release the
Info, then repeat the process for
other objects. Press the C Button
to return to the console options
where you can access the SAT.
Map or the Mission briefings.
Press Start to leave the Console
and return to the chopper.
TIP: The blinking red squares on
the Quadrant Screen are locations
of enemy Control Centers and some
Radar Complexes. You can only land
at Complexes with landing pads.
You'll leave the chopper and enter
the complex automatically if your
mission calls for you to be there.
Enemy Ground and Naval Targets
While in the Apache, you'll be
under constant fire from Ivan's
ground forces. Use the Apache
Intelligence Options to find and
get information on each of the
targets.
The following is a list of the
weaponry or targets you'll need to
destroy:
 * Enemy Personnel: Seen as a
small, green or yellow moving
object, these infantry carry guns
or rocket launchers.
Advice: Give 'em a round from the
30mm chain gun or simply drop a
rocket on 'em. Who said man can't
fly?
 * Enemy Tent Camps: Look for
these green tents with enemy
personnel activity, then pick a
weapon and let 'em have it.
Advice: Don't hit tents with
flares burning nearby, they're
allied tent camps.
 * Reactor: The reactor powers
the electric fences that surround
vital enemy installations.
Advice: You can take these out
with your chain gun, Hellfire, or
missiles.
 * Radar: These targets (big
and small) are critical. The less
radar they have, the less advance
warning the ground forces will
have as you approach.
The radar also helps pinpoint
nuclear targets. Advice: Simple.
If you see one, take it out.
 * Missile Pad: These deadly
launchers use a barrage of
heat-seeking missiles that don't
often miss. They consist of a
medium armor level, but their
weapon level is high.
Advice: Fly past them quickly
before they can lock on the
chopper, or light 'em up with a
Hellfire.
 * Rocket Pad: Ivan has spread
this anti-aircraft artillery
everywhere. Their armor level is
medium, and the weapon level is
low.
Advice: It's not hard to fly right
by this artillery, but don't stop
and look around. When they lock
on, they let the rockets fly.
 * Jeep: These targets have a
very low armor level, and usually
carry no weapons. They're
primarily used to transport
military officers to various
outposts.
Advice: Take 'em out.
 * M10 Battle Tank: Considered
an easy kill from the air, their
armor and weapon level is medium.
Advice: Torch 'em with your 30mm
chain gun, or hit 'em with a
couple rockets.
 * MIG 21: These jets are the
Apache's toughest test. When
airborne, they waste no time in
engaging you. Their armor level is
low, but their weapon level is
high.
Advice: If they're heading your
way, you'll get a count down from
"9". Aim your Stinger towards the
number and fire. Seems easy, but
remember, you only have four
Stingers. Use them sparingly.
 * Enemy Helicopters: These
choppers carry air-to-air
missiles. They're not much of a
match for the Apache, but they
have you outnumbered.
Advice: The Stingers and the 30mm
Chain Gun take them out quite
nicely.
 * CB-ia Cannon Boat: These
quick and lethal targets use
heat-seeking missiles. Their armor
level is low, and their weapon
level is medium.
Advice: Lock on with a Hellfire or
spray them with 30mm rounds.
 * Submarine: These large
targets are easy to find, but the
price is high to take one on.
Their armor and weapon levels are
high.
Advice: Give 'em the works with
30mm rounds and rockets. They're
going to inflict some damage to
the Apache, but if you make
contact, you should prevail.
 * Protector Gun: This highly
powerful gun protects one of the
main enemy complexes. When
functional, its firepower can
quickly overwhelm the Apache in
seconds.
Advice: It requires electricity to
function, so find a way to cut its
power.
<a name="Revshin1.o">REVSHIN1.O</a>
 Revenge of Shinobi
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS AND MAGIC
 HINTS AND TIPS
 BROWSE HELP FILES
 Revenge of Shinobi
 Game Description
 
 Use Up/Down to scroll text
In the impenetrable mountain
hideaways of Japan exist mystic
warriors, the ninja. These masters
of battle possess seemingly
impossible powers. In combat they
leap to dazzling heights.
When hit, they remain unhurt. They
can summon fire from the sky to
torch the enemy!
You studied ninja ways since you
were small. In the dojo (school)
you began as the weakest one, and
anyone could overcome you. But
every day you practiced and
meditated.
At last you mastered the skills of
leaping, somersaulting, and
throwing the deadly Shurikin.
Finally a day came when the
sensei, your teacher, revealed to
you the secrets of Shinobi, the
art of stealth. And at last he
taught you Ninjitsu-the ninja
magic.
You are Musashi, the master ninja.
Your hands and feet are lethal. In
your grasp, every ninja weapon is
an instrument of death.
Now an evil, powerful enemy, the
Neo Zeed, has sent out its own
ninjas, soldiers, spies and
villains to take over the world.
As a warning to you, they
assassinated your sensei and
kidnapped the beautiful Naoko.
You swear to annihilate the Neo
Zeed. You stalk them around the
world, destroying them wherever
they exist. You never sleep.
You never stop. And you don't give
up! Until this vicious enemy is
destroyed, your world won't be
safe!
 Revenge of Shinobi
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
Before Play:
 * Press to bypass the opening
sequence.
 * Press up or down to move
selection arrow on the Start Game
and Options screens.
 * Press right or left to
change options on the Options
screen.
During Play:
 * Press right or left to make
Musashi walk right or left.
 * Press down to make Musashi
crouch.
 * Press down and right or left
to make Musashi crouch and walk
right or left.
 * Press right or left while
paused to move the red frame over
the Ninjitsu (ninja art) you want
to use.
Start Button:
 * Press to start game.
 * Press to enter selections on
the Options screen.
 * Press to pause during play.
The Ninjitsu (ninja magic)
selection box appears. Make your
selection, then press the Start
Button again to resume play.
Button A (Ninjitsu Button):
 * Press to use Ninjitsu (ninja
magic).
Button B (Attack Button):
 * Press to attack.
Button C (Jump Button):
 * Press to jump up. At the
height of your jump, press again
to somersault.
 * Press down on the D-Button
and press Button C to jump down to
a lower level. (If there's an
opening in the level, just walk
over the edge to descend.)
 Revenge of Shinobi
 Playing the Game
 
 Use Up/Down to scroll text
You are Musashi, the powerful,
skilled Ninja. The terrorists of
Neo Zeed are your worst enemies.
You've sworn to destroy every last
soldier and agent in their vile
army. After checking your location
on the map, you begin the hunt!
You carry a dagger and a cache of
deadly Shurikins, your throwing
knives. Press right or left on the
D-Button to walk, and press down
to crouch.
For stealthy attack, crouch while
walking by pressing the D-Button
down and right or left.
Attack by pressing your Attack
Button. If you're right on the
enemy, you'll stab when standing
and kick when crouching.
If the enemy is farther away,
you'll sling Shurikins.
Jump by pressing your Jump Button.
At the height of your jump, press
the Jump Button again to
somersault.
Press the Attack Button to attack
while jumping, and to throw 8
Shurikins at once while
somersaulting.
Follow the Go and Exit arrows to
keep on the right track.
Your Life Bar
During battle you will be injured
in sword fights, maimed by hurled
Death Stars, exploding bombs,
cannon and machine gun fire,
attacking dogs, kicks from brutal
thugs, and other enemy ploys.
Your Life Bar at the top left ebbs
away as you are injured. When the
bar disappears, you die.
You can revive as long as you have
lives left. During battle, you can
regain strength and extra lives by
picking up Power Packs and Musashi
from the crates.
When your score reaches 100,000,
your Life Bar gains 2 small bars.
You gain two more lives every time
you successfully finish a scene.
Also, when your score reaches
50,000 you gain an extra life.
After that, every time your score
increases by 100,000 points you
gain an extra life.
Jumping:
Press the Jump Button to leap over
obstacles and avoid Death Stars
hurled by the enemy. Press the
D-Button left or right while
jumping to change your position
and land accurately.
At the height of your jump, press
the Jump Button again to
somersault for more height and
greater distance. Doing this lets
you leap to high places
inaccessible by normal jumping.
Normally, you descend by walking
down a step or ledge. When there's
no opening on your level, you can
get to a lower level by pressing
down on the D-Button, then
pressing the Jump Button.
Attack while jumping by pressing
your Attack Button. During a
somersault jump, press the Attack
Button to hurl 8 Shurikins at
once.
You'll always aim one knife
directly below you to smash
waiting enemies and ensure a safe
landing.
 Revenge of Shinobi
 Items and Magic
 
 Use Up/Down to scroll text
Attack the crates to burst them
open. The weapons inside will help
you stay alive! Walk over the
weapons to pick them up. They
include:
Power Pack: Increases your
strength and adds to your weapons.
You throw your Shurikins faster
and more accurately, you gain a
lethal sword for combat, and you
apply the skill of Cross Guard,
warding off enemy Death Stars with
crossed Shurikins.
5 Shurikins: You gain 5 more
throwing knives.
20 Shurikins: You acquire 20
more throwing knives.
Small Heart: Your Life Bar gains
2 small bars.
Large Heart: Your Life Bar
increases to full strength.
Musashi: You gain an extra life.
Ninjitsu: Ninjitsu (ninja magic)
can be used again in the same
life, even if you've used it
already.
Bomb: An explosive that
detonates either when you touch it
or its time runs down. Keep away
from the blast!
At times you'll also gain hidden
weapons by throwing Shurikins and
kicking in the air.
Ninjitsu:
Use the Ninjitsu (ninja magic) to
get through seriously dangerous
situations. Press the Start Button
to see the Ninjitsu selection box.
Ninjitsu is made up of four
different jitsus, or secret arts.
Press the D-Button right or left
to move the red frame over the
jitsu you want.
Ikazuchi, the Art of Thunder:
You call upon Thunder to surround
you with its protection. While
enveloped in Ikazuchi, you will
not be injured and your Life Bar
won't decrease.
After taking several enemy hits,
Ikazuchi fades away.
Kariu, the Art of the Fire
Dragon: Assume this jitsu to
envelope yourself in a fire
column, which then splits and
travels, scorching every enemy it
touches.
Karu is over when the fire columns
disappear.
Fushin, the Art of Floating:
Increase your jumping prowess with
this jitsu. When you assume
Fushin, your jumps and somersaults
have maximum height and distance.
Fushin stays with you until the
scene ends, even if you assume
another jitsu.
Mijin, the Art of Pulverizing:
By assuming Mijin you become a
human explosion that destroys
everything in its blast. Use Mijin
as a desperate resort, when your
Life Bar is short.
Mijin takes your life, so make
sure you have another life
remaining.
After choosing a jitsu, press the
Start Button again. During the
battle, when the time is right,
press your Ninjitsu Button to
ceremoniously assume the jitsu.
You can use Fushin and 1 other
jitsu during each life. If you
pick up a Ninjitus from a crate,
you can use another jitsu in the
same life.
Ninjitsu you pick up do not carry
over into the next scene.
 Revenge of Shinobi
 Hints and Tips
 
 Use Up/Down to scroll text
 * Practice, practice,
practice! Work on your jump,
attack, and somersault skills.
Perfect your timing.
 * Carry as many weapons as you
can get so you're never caught
short.
 * Learn the weak spots of your
assailants, especially the Power
Villains in scene 3 of every
district. Then defeat them by
attacking where it hurts most.
 * Decide on your best attack
position-close in or from a
distance. Then do it!
<a name="Ringspow.o">RINGSPOW.O</a>
 Rings of Power
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TRAVEL
 THE SIX ARTS
 CHARACTERS AND CITIES
 ADVENTUREERS AND RINGS
 HINTS AND TIPS
 BROWSE HELP FILES
 Rings of Power
 Game Description
 
 Use Up/Down to scroll text
From the Book of Nexus
"Before Nexus, we lived in
darkness; the sun shone as
brightly as ever, but ours was a
darkness of the soul.
At last, in a flash of divine
light, Nexus appeared, bringing
with him the Golden Age.
Nexus used the Rod of Creation to
restore our world; the desolate
planet of Ushka Bau became a
paradise. He bestowed upon each
man, woman and child the gift of
one of the Six Arts.
For many years we prospered. The
demon Void brought an end to the
Golden Age: The new world Nexus
had created was one of great
beauty and the love we felt for
him was powerful.
Seeing this, the demon's foul
heart was filled with envy. He
stole the precious Rod of
Creation, and created an age of
chaos. Thus began the Cataclysm; a
reign of terror lasting 66 years.
At last Nexus confronted Void and
the two fought a titanic battle
for the Rod of Creation. In the
end their might split the Rod in
two, and each fled with half.
Each then divided his half into
rings and hid them to keep the
other from reassembling the Rod
and taking power again.
Many have quested to recover the
Rings and restore the Rod of
Creation to Nexus. All have
failed."
The Quest for the Rings
In the 500 years since the
Cataclysm, the Rings of Power have
become but a legend.
Yet all have read the Book of
Nexus, and know of the Sacred
Quest to find the Rings and
restore the Rod of Creation to
Nexus.
Only the noblest of men might be
trusted to carry out this quest,
resisting the temptation to use
the Rod's power to his own ends.
You are Buc, a top student at the
Academy of Sorcery, and you will
be the next to undertake the
Sacred Quest.
You'll form a team of adventurers:
a Knight, a Conjurer, an
Enchanter, a Necromancer, and an
Archer; and together you'll
journey to every corner of your
world, Ushka Bau.
You will search for information
leading to the precious Ring. Your
party will learn spells, gain
experience and advance in rank as
you travel from city to city.
You will make friends and enemies
and fight battle after bloody
battle.
If you are successful-if you win
back the Rings and return the Rod
of Creation to Nexus-the rewards
will be greater than a young
Sorcerer can imagine.
Good luck to you and your team,
and may Nexus walk with you.
 Rings of Power
 Controller Functions
 
 Use Up/Down to scroll text
There are two sets of controls in
Rings of Power: Outside Mode and
Inside Mode.
Outside Mode
"Outside" means you are outside,
not inside a building or in a
"Zoom" view of your location.
D-Pad:
 * Move your character.
 * Select options from menus.
Button A: Auto Mode/Fire
 * Travel forward automatically
(foot or boat travel).
 * Fire cannons (on ship) or
breathe fire (on Dino or Dragon).
Button B: Zoom/Enter
 * Zoom in on your current
location.
 * Enter a building or vehicle.
NOTE: Zooming is not possible if
you are standing next to the door
of a building and a description of
the building is on-screen.
Button C: Stop/Exit
 * Stop Auto Mode, or exit a
vehicle.
Start:
Access the Main Menu
 * A + Start=Inven (inventory)
menu.
 * B + Start=Map (must have a
map).
 * C + Start=Search.
Inside Mode
"Inside" means you are inside a
building or in a "Zoom" view of
your location.
D-Pad:
 * Move your character or
party.
 * Select options from menus.
Button A: More
 * Scroll through text
messages.
Button B: Act
 * Face the object and press
this button to look at, take,
open, or climb the object.
Button C: Talk
 * Talk to characters.
Start:
Access the Main Menu
 * A + Start=Inven (inventory)
menu.
 * B + Start=Fight (in Talk
mode).
 * C + Start=Search.
 Rings of Power
 Playing the Game
 
 Use Up/Down to scroll text
Getting Around
Your party is represented by Buc.
Use the D-Pad to move him. The
compass at the bottom of your
screen tells you the direction in
which you are traveling.
Walking: Press and hold the
D-Pad arrow in the direction you
want Buc to go.
Boats, Ships, Dragons, and
Dinos: Press and hold the D-Pad
arrow in the direction you want to
move.
Auto Mode: While walking on a
foot path (between cities), Auto
Mode lets you walk forward
automatically without holding down
the D-Pad arrow.
You just need to move the D-Pad in
the direction you want to go, and
then press Button A. You'll
continue moving until you reach a
city or an intersection of paths.
While sailing a boat on a stream,
activate Auto Mode by pressing A;
your boat will follow the stream
automatically until it hits land,
or until you press C to stop it.
Buildings: To enter buildings,
D-Pad toward the door (a picture
and description of the building
appears) and press B.
To exit, walk out the way you came
in.
Ladders: To climb a ladder, use
the D-Pad to face it and press B.
Vehicles: To board a vehicle,
D-Pad toward it (a picture and
description of the vehicle
appears) and press B. To exit,
press C.
NOTE: To board or exit a dragon,
you must be on or above clear,
flat land.
Help
When you play Rings of Power for
the first time, a picture of the
Sega controller (with controls
clearly marked) is present in the
upper right corner of your screen.
Use the HELP option until you feel
comfortable with the controls,
then select HELP from the System
menu to remove it.
Select HELP from the System menu
at any time during the game to
reactivate HELP.
Using Menus
1. Press Start to see the Main
Menu of options.
2. D-Pad Up or Down to highlight
a menu item, and press B to
select.
3. Press C to see the previous
menu, and to exit the menus.
Main Menu
Inven (Inventory)
Inventory is anything your party
has acquired and is carrying.
During play, press A + Start to
access the INVEN menu, or select
it from the Main Menu.
The INVEN menu keeps you informed
of what your party is carrying.
 * Goods: Lists all trade-goods
your party is carrying.
 * Items: Lists miscellaneous
items.
 * Papers: Lists notes and
other documents.
 * Keys: Lists which keys your
party has found.
 * Rings: Lists which Rings
your party has acquired.
To use an item in your inventory,
D-Pad Up or Down to highlight the
item, and press B to select it. To
read an item in Papers, just
highlight the item.
Spells
To find out what spells are
available to each member of your
party:
1. Select Spells from the Main
Menu.
2. D-Pad Up or Down to highlight
a party member, and press B to
select. A list of the party
member's available spells appears.
Party
To find out about a character in
your party:
1. Select PARTY from the Main
Menu. A list of party members
appears, each with a bar graph
measuring strength (red) and magic
(blue).
2. D-Pad Up or Down to highlight
a party member, and press B to
select. A message appears telling
you the party member's current
status and level of experience.
Search
Choose SEARCH from the Main Menu
(or press C + Start) while inside
a building to get a full report on
your location, including number of
people, doors, ladders, chests and
other items in the building.
If you have the Sextant, your
current longitude and latitude are
reported as well.
Map
NOTE: You must be outside and have
a map for this option to work!
Select MAP from the Main Menu (or
press B + Start) to access a full
screen map of the world. D-Pad Up,
down, right or left to scroll the
map in any direction.
When you have the Sextant,
crosshairs will appear in the
center of your screen. The
longitude and latitude of the
position of the crosshairs are
displayed in the lower-left corner
of the screen.
Camp
Sometimes you may want to speed up
the clock (there are some things
you can only accomplish during the
day, others only at night), or
just let your party take a rest to
regain strength and magic points.
Select CAMP from the Main Menu to
make camp until the time is right.
NOTE: Your party will use 100 food
rations and 100 water rations, but
will regain half of its lost
strength and magic points each
time you Camp.
System
In addition to PAUSING the game,
the SYSTEM menu contains many
useful options:
Load: Loads the previously saved
game.
Save: Saves your game in
progress (limit: 1 at a time).
Save often!
Combat: Switches Combat modes
between Manual and Auto.
Direct: Switches D-Pad between
two directional modes--try it both
ways and decide which is right for
you.
Diags: Turns diagonals on and
off.
Music: Lets you listen to each
song on the soundtrack.
Help: Activates or deactivates
an on-screen picture of the Sega
controller.
Quit: Exits to opening screen.
Talking to Characters
1. Face the character you wish
to talk to and hold down C (if you
are not facing the character, hold
down C, then D-Pad toward the
character). 
2. D-Pad Up or Down to highlight
a topic, and press B to select it.
3. Press A(when the MORE balloon
appears) to see the next message.
4. Press C to end the
conversation.
NOTE: If the MORE balloon is
white, you must press A to
continue the message. If the MORE
balloon is yellow, you may end the
conversation by pressing C.
Topics
When you choose a conversational
topic, Buc asks a question
relating to that topic. The
available topics are:
Job: Ask about the character's
profession
Class: Ask which of the Arts the
character practices
City: Ask about local trade and
leaders
Quest: Ask about the Rings of
Power, or your current quest
Buy: Buy an object
Sell: Sell trade-goods you are
carrying
Show: Show or give an item to
the character
Bribe: Slip the character 10
gold(useful for getting
information, unlocking doors, or
raising local opinion of you)
Fight: Fight with the character
Combat
Of course, it's best to avoid a
fight whenever possible, but there
will be times when you'll have to
fight for your cause. When this
happens, the following section
will help get you out alive.
There are two types of combat.
Before a battle begins, select
COMBAT from the System Menu to
choose between:
Manual Combat: The spell menu
appears during each party member's
turn, allowing you to manually
select the spell to be used.
Automatic Combat: Party members
choose their own spells. If you
want a party member to use a
specific spell, press and Hold A
at the beginning of that member's
turn.
NOTE: Use caution when manually
selecting spells during Automatic
Combat; if a party member has
begun an action, such as healing
another party member, choosing an
attack spell may cause him to kill
the party member instead.
NOTE: Once a fight is in
progress, you can't change the
combat mode. Be sure to select
your desired combat mode BEFORE
you go into battle.
Many times combat occurs randomly.
If you want to start a fight:
1. Stand facing the character
you want to fight and press C. The
TALK menu appears, offering a list
of topics.
2. Press B + Start, or D-Pad
Down to highlight FIGHT, and press
B to select it.
Who's Who
Generally, your party stands on
the left side of the screen, the
enemy or enemy party stands on the
right. 
As they become engaged in battle,
you can distinguish them by their
shadows; your party has blue
shadows-your enemy's are orange.
Taking Damage
Each party member's status is
represented by the Strength and
Magic Bars. 
These bars get smaller as a
character takes damage, and if the
Strength bar disappears
completely, the character cannot
survive anymore damage. 
If the Magic bar disappears
completely, the character is able
to cast only first level spells. 
If it looks like a party member is
getting into trouble, it might be
a good time to FLEE!
Hit Points
During the battle, each party
member suffers damage in the form
of "Hit Points"(HP). 
Messages appear telling you that
your party member has taken damage
from his enemy(for example: "Buc
took 3 hit points"). 
As you take more damage, the
number accumulates; the next
message gives the total number of
HP taken("Buc took 6 hit points"
means he took 3 the first time,
and has now taken an additional
3). 
Pay attention to each party
member's Strength and Magic Bars
to see how they're doing!
Fight Menu
During combat, press Start to
access the FIGHT Menu. D-Pad Up or
Down to highlight, and press B to
select one of the following
options:
Flee
When you think your party has
suffered too much damage, FLEE
lets you attempt to escape the
battle.
NOTE: An attempt to FLEE takes
the place of your party's attack
round, and it may or may not
succeed. Your enemy continues to
attack unopposed for one round.
Mood
These options allow you to adjust
your party's attitude during a
battle. 
Mood can effect the positions of
your party members, targeting,
which spells each member uses, and
the amount of magic points used to
cast a spell.
Berzrk
Stay on top of the enemy; be on
the offensive; concentrate on one
enemy, doing as much damage as
possible; put more energy(magic
points) into each spell.
Advnce
Slightly less aggressive than
Berzrk.
Hold
Slightly more aggressive than
Wary.
Wary
Be conservative; inflict and
therefore receive less damage;
divide attack to cover several
enemies; put less power into each
spell.
Press B to select the highlighted
option.
 Rings of Power
 Travel
 
 Use Up/Down to scroll text
Foot Travel
Ushka Bau is a world of varied
terrain; roads, swamps, desert and
ice, among others. 
For each mile of travel on foot, a
party of six consumes food and
water as follows per mile
traveled.
Following is a list of how the
different types of terrain affect
your food and water consumption.
Listed first is the type of
terrain, then the amount of food
(in rations) , then the amount of
water (in rations).
In other sections this same type
of information will be given in
the same way as follows.
 * Road: 1, 1.
 * Swamp: 8, 4.
 * Desert: 7, 5.
 * Ice: 4, 3.
 * Grass: 4, 2.
Vehicles
When resources are available(such
as gold, food and water), it is
more practical to travel by
vehicle.
Land Beasts or "Dinos" can
transport a party across most
terrain, but are unsuitable for
forest or water travel. 
If left alone for long periods, or
without food and/or water, your
Dino will run away. Dinos can be
purchased from some Vehicle
Masters.
 * Road: 1, 1.
 * All Others: 3, 1.
Boats
Boats can travel through narrow
waterways and across large bodies
of deep water. 
While at sea, a small boat
provides little protection against
hostile creatures which may attack
you, and as fresh water is not
readily available at sea, you will
use water rations faster than
usual, as shown below.
If a boat is left docked for long
periods, it will likely be stolen
or washed out to sea. 
Boats can be purchased from the
Vehicle Master in most towns, and
will be waiting for you at the
dock just outside the Vehicle
Master's shack. 
They can also be summoned using a
Boat Stone, which can be purchased
from the General Store in Mesa, or
from some wandering merchants.
 * Shallow: 1, 1.
 * Deep: 5, 20.
Ships
Ships cannot access narrow
waterways, but are much faster
than boats at traversing large
bodies of water, and as they are
equipped with cannons, they
provide much better protection
against attacks.
Ships cannot be bought outright; a
party must buy passage on a vessel
at the rate listed below. 
If the party can no longer afford
passage, they will be set adrift
in a small boat. 
After a short time in a port the
ship will set sail, leaving the
party behind. passage can be
purchased from the Vehicle Master
in most towns, and will be waiting
for you at the dock just outside
the Vehicle Master's shack.
 * Deep: 1, 1, plus 1 Gold.
Dragons
Dragons are by far the fastest
mode of travel, but are voracious
eaters, as is shown below. 
They can fly over any terrain or
waterway, but must land in a
clearing. 
Dragons must be summoned using a
Dragon Stone which can be
purchased from the General Stores
in Mesa, or from some wandering
merchants.
 * For all terrain: 40, 40.
The Gateways
Scattered across Ushka Bau are
Gateways; magical places which can
transport your party to other
Gateways in other parts of the
world. 
To use a Gateway, one need only
possess a Gate Stone, which can be
purchased from General Store in
Richi.
Each Gateway is a flat area of
ground made up of 8 squares, and
surrounded by a ring of guardian
statues. 
Each square is linked to a
specific gateway somewhere. To be
transported, stand within the
circle(directly in front of a a
statue) and select a Gate Stone
from your Inventory.
The locations of the Gateways are
not widely known-lucky travelers
stumble upon them occasionally,
but the best way to find one is
with a Flip Stone-these little
stones will take you to the
nearest Gateway. Purchase Flip
Stones from General Stores in some
towns.
Day vs. Night
Careful consideration is required
when deciding whether to travel by
day or by night; many tasks or
quests must be accomplished during
the day, while other problems can
only be solved at night. 
Time is certainly a commodity, but
there is much to be said for
waiting until the time is right.
 Rings of Power
 The Six Arts
 
 Use Up/Down to scroll text
The Six Arts were given to the
world by Nexus at the beginning of
the Golden Age. 
Each Discipline has its own unique
philosophy, and its own distinct
power over the stuff of life. 
It is important to understand the
ways of each in order to have
effective dealings with those who
practice them.
The Art of Separation
The Knights of the Holy Order of
Separation are mighty
warrior/magicians who have the
power to rend objects(and people)
asunder. 
They believe the meaning of life
is to be found in 'separating' or
disassembling objects into their
component parts. 
They're known by the metallic
armor they wear, and by the large
broadsword each carries. Their
symbol is the Broken Sword.
The Art of Summoning
Conjurers use their powers to
call perfect forms from other
planes of reality. They seek only
perfection-anything less is
beneath their notice. 
Conjurers are blind, but have an
inner vision that lets them
perceive the images of this world
and many others. 
Recognize them by the pure white
cloaks they wear, and by their
pure white eyes. Their sign is the
Sphere.
The Art of Force
This art is practiced by the
Archers. They believe that motion
and speed are the most important
elements in the universe. 
Their weapon of choice is the bow,
and they wear their symbol, the
Arrow of Force, on a black
headdress framed by pure white
hair.
The Art of Change
This is the Art of the Enchanters,
who can alter the very fiber of
objects, changing them to whatever
form pleases them. 
These strange folk believe that
change is the essential quality of
life-for them, nothing may remain
the same. 
Red hair and radical clothing
distinguish them from all others.
They're symbol is Infinity.
The Art of Body
The Art of Body is that of the
Necromancers. 
These morbid men and women have a
knowledge of the body that lets
them heal or cause wounds-in some
cases even raise the dead.
They believe that Life is but the
beginning of Death. They are shown
by their black clothing, and the
Skull symbol they wear.
The Art of Mind
The Mind is the tool of
Sorcerers(such as myself), by far
the most intellectual of the
disciplines. 
Our powers give us control over
the minds of others. We seek to
increase the power of the mind to
infinite levels. 
We are known by the simple cape
and hood we wear, and our symbol
is the all-seeing Eye of the Mind.
The Spells of the Six Arts
As young Sorcerers, you are all
of first level of Sorcery, the
order of Brain. Your experience is
limited, and you know only a few,
rudimentary spells. 
As you progress through nine
levels of experience, you will
continue to learn spells. 
You must acquire 100 experience
points to graduate to the next
level, the order of Reason, 200
for Logic, and so on. 
Most spells can be learned at the
guilds, for a price, and it is
possible to learn spells before
you are at a sufficient level to
cast them.
Below I have listed all spells for
each of the Six Arts(you will
command your party, so you should
know what is available). 
These spells listed are grouped by
the type of spell. For example,
all Necromancers' healing spells
are listed together. 
General Attack spells exist for
each class, and are grouped at the
beginning of each class's spell
list.
Damage
The damage(Hit Points) listed for
each spell is an average. As your
character increases in levels, the
average will also increase. 
For example, when your Necromancer
reaches the Order of Cadaver, the
Hurt spell will, on the average,
cause 12 points of damage to the
enemy. 
As his level increases, this
average will also increase.
General Attack Spells
 * are most likely to have an
effect
 * are easier to get
 * take less power to cast
 * can be cast several times
during a combat turn
Stronger Spells
 * can do more damage
 * effect multiple people
Lower level spells inflict less
damage and use less power. All
people are born with the lowest
level attack spell of their class.
HINT: Don't use a low range
spell when you are low in health;
you would have to get dangerously
close to the enemy for an
effective attack. Bullet attacks
are stronger at close range.
NOTE: An asterisk by a spell
name means the spell affects
everyone in the enemy party. An
infinity symbol means an infinite
number.
Sorcerer's Spells
Sorcerers use their minds to
attack enemies' minds.
General Attack Spells
The Sorcerer has six general
attack spells:
STUN: Causes energy to flow from
the Sorcerer's hands and strike
the victim for 10 points of
damage. (range 3)
JOLT: Inflicts pain in the minds
of the enemy for 12 points. (range
4)
DAZE: Causes intense pain in the
minds of the enemy for 25 points.
(range 4)
SHOCK: Creates unbearable pain
in the minds of the enemy for 32
points.(range 7)
Spellbind Enemy
CONFUSE: Makes enemy move
spellbound(evident as sparkling).
When an enemy is spellbound, they
cannot attack. A spell lasts one
to three rounds, and has a 33%
chance of failing. (infinite
range)
MESMER: Causes a random number
of enemies to move spellbound.
When an enemy is spellbound, they
can't attack. The spell lasts one
to three rounds, and has a 33%
chance of failing. (infinite
range)
Remove Spell
FREE: Releases friend from a
spell. (infinite range)
Aid Attack
These spells are recognizable by a
special sparkle.
CLUE: Read the minds of the
enemy to give your party a 25%
attack aid. (range 4)
KNOWLEDGE: Read the minds of the
enemy to give your party a 50%
attack aid. (range 6)
HELP: Read the minds of the
enemy to give your party a 75%
attack aid. (infinite range)
Aid Defense
These spells are recognizable by
a special sparkle.
WARN: Read the minds of the
enemy to give your party a 25%
defense aid. (range 4)
INFORM: Read the minds of the
enemy to give your party a 50%
defense aid. (range 6)
PREDICT: Read the minds of the
enemy to give your party a 75%
defense aid. (infinite range)
Leverage
SUPPORT: Use the powers of the
Mind to give your party an attack
and defense advantage of 25%.
(range 6)
ASSIST: Use the powers of the
Mind to give your party an attack
and defense advantage of 75%.
(infinite range)
Screw up Minds
INSANE: Use the powers of the
Mind to drive the enemy insane and
convulse his body for 30 points.
(range 6)
MIRAGE: Use the powers of the
Mind to make the enemy insane and
see a mirage for 30 points. (range
6)
SWARM: Use the powers of the
Mind to cause the enemy to go
insane and see ghosts for 20
points. (infinite range)
PACKS: Use the powers of the
Mind to make the enemy insane and
see ghosts causing fear for 30
points. (infinite range)
MASTER: This is the Sorcerer's
super spell. It resurrects the
Sorcerer's master who aids combat
for 70 points of damage. (infinite
range)
IMPORTANT NOTE: An asterisk (*)
directly to the right of a spell
name means the spell affects
everyone in the enemy party.
Knights' Spells
Knights are strong attackers and
warriors. They use slicing action
for attack and have developed
their skills, based on slicing,
for combat.
General Attack Spells
The Knight has eight general
attack spells.
 * Stab: Level 1, Range 1,
Damage 5.
 * Cut: Level 3, Range 2,
Damage 9.
 * Dice: Level 4, Range 4,
Damage 13.
 * Split*: Level 5, Range 4,
Damage 15.
 * Puree*: Level 6, Range 4,
Damage 25.
 * Delete*: Level 8, Range 5,
Damage 35.
Rend Spells
Rend spells remove body parts.
When a body part is removed, the
maximum health of the victim is
reduced. 
Therefore an enemy Necromancer
cannot heal the Rended character
to the previous amount of full
health. 
The last spell DIVIDE severs the
head of a victim, requiring a
Necromancer's RAISE spell to undo.
Ground Spells
The Advanced Knight can split the
ground as easily as he can split
an enemy.
Super Spell
PAIN: This Knight's super spell is
his most deadly spell.
Archers' Spells
Archers have mastered the physics
of force and its effects on
projectiles.
General Attack Spells
Use high levels for increased
range and damage.
 * Dart: Level 1, Range 5,
Damage 6.
 * Arrow: Level 3, Range 6,
Damage 8.
 * Brand: Level 5, Range 7,
Damage 12.
 * Tempest*: Level 6, Range
infinite, Damage 17.
 * Tornado*: Level 7, Range
infinite, Damage 24.
 * Fire*: Level 8, Range
infinite, Damage 35.
Multiple Bullet Spells
The Multiple Bullet Spells attack
a victim from all sides.
Bullet Waves
Archers can send bullets that
ripple the combat plane as they
travel. Friends are not harmed.
RIPPLE: This level two spell
causes a ripple in the combat
plane to attack the enemy from an
infinite range for 10 points of
damage.
BLOW: This level five spell
causes winds to blow through the
combat plane at an infinite range
for 20 points of damage.
IMPLODE: This level seven spell
causes a circular ripple of fire
in the combat plane to attack the
enemy from an infinite range for
30 points of damage.
Force Spells
The Archer can use their powers
involving force to manipulate the
enemy's body.
SHOVE: Throw a victim back two
squares for 10 points of damage.
DIZZY: Throw a victim around for
20 points.
FLING: Fling victim around for
30 points.
Shield Spells
SHIELD: Using this spell,
Archers can protect one party
member by placing a shield against
bullets around them.
DEFEND: Archers can protect a
random number of party members by
placing this shield.
UNSHIELD: Archers use this spell
to remove a shield from a single
enemy party member.
Super Spell
TWISTER: This spell conjures a
giant tornado that attacks your
enemies for over 50 points of
damage.
Necromancers' Spells
The Necromancers have mastered
skills which damaged or heal the
body.
General Attack Spells
Use high levels for increased
range and damage.
 * Claw: Level 1, Range 1,
Damage 6.
 * Graze: Level 2, Range 1,
Damage 8.
 * Hurt: Level 3, Range 2,
Damage 12.
 * Wound*: Level 4, Range 2,
Damage 17.
 * Slay*: Level 5, Range 3,
Damage 24.
 * Death*: Level 6, Range 4,
Damage 35.
Healing Spells
These spells are represented with
the "health" bullet.
Miscellaneous Spells
BLIND: This spell blinds a
victim for one or two rounds.
INSANE: This spell blinds a
victim for one to three rounds.
REPAIR: This spell rejoins body
parts. Use it when friends have
been cleaved.
DAZZLE: This is a multiple
bullet attack and light show which
dazzles the victim, leaving him
off guard and vulnerable to
damage.
FREEZE: Turns an enemy to stone
or ice until a 50% save is made.
RAISE: Raises the dead during
combat(if a party member cannot
currently be raised, spell
inflicts a great amount of damage
to a random enemy; attempt to
raise your dead during the next
round). 
This spell requires a great deal
of power.
Super Spell
REAPER: This spell invokes death
himself to fight for your cause.
This spell inflicts 50 points of
damage on the enemy.
Enchanters' Spells
Enchanters have mastered the Art
of Change.
General Attack Spells
General Attack Spells do not
effectively satisfy the
Enchanter's need for creativity,
therefore, they only have one:
MIX: Mixes up an enemy's atoms
for 10 points of damage.
Multiple Bullet Spells
Enchanters have two multiple
bullet spells:
SCATTER: Jumbles bullets from
random locations for 2 points.
FRENZY: Sends a tirade of
bullets for 5 points.
Small Ground-Ripping
These are low power, high damage
spells. They place small mounds
under the enemy and then drop them
sharply for damage. 
The mounds get higher and more
powerful with increasing level.
Mutations
The Enchanters can change
themselves into other objects
which attack the enemy.
Skill Separation
The Enchanter can also separate an
enemy from his class or species:
ALTER: Turns one enemy into a
townsperson for the remainder of
combat.
MODIFY: May turn more than one
enemy into a townsperson for the
remainder of combat.
MUTATE: Turns enemy into a bear
for the remainder of combat.
Miscellaneous
There are several other spells
with unique capabilities.
SWAMP: Creates a swamp under the
enemy and does 10 points of
damage.
POOL: Forms a pool under the
victim for 20 points of damage.
RANDOM: This appeals to the
random nature of Enchanters. It
randomly selects a spell from ANY
class and casts it.
Super Spell
WYRM: Turns enchanter into a
giant fire dragon which does 60
points of damage on each member of
the enemy party.
Conjurer Spells
The Conjurers have mastered skills
of summoning.
General Attack Spells
The general bullet attacks come in
the form of gated energy from some
other plane.
 * Spark: Level 1, Range 4,
Damage 8.
 * Rock: Level 3, Range 5,
Damage 12.
 * Air: Level 4, Range 6,
Damage 18.
 * Energy*: Level 5, Range 7,
Damage 15.
 * Flare*: Level 6, Range
infinite, Damage 20.
Bullet Streams
Bullet streams cause medium damage
and use medium power.
Whole Ground Effects
These spells use up a lot of
power, but are very powerful. They
do damage on the whole enemy
party.
Multiple Bullets
Multiple bullets are a dependable,
medium power, medium damage set of
spells for the Conjurer.
Miscellaneous
WAVE: Causes a tidal wave to
spread across a zoomed view doing
30 points of damage to each member
of the enemy party.
MASTER: Summons a Conjurer
master to aid the attack for one
round.
SERVANT: Causes a swarm to
attack an enemy.
Super Spell
DJINN: Summons a Djinn to help
the attack, causing 60 points of
damage to each member of the enemy
party.
MAGICAL STONES
There are 5 types of magical
stones:
Dragon Stone: Summon a Dragon to
transport your party by air(must
be on clear, flat land).
Boat Stone: Summon a boat to
transport your party(useful when
stranded on an island).
Bridge Stone: Create a small
bridge(useful for crossing streams
on foot).
Flip Stone: Transport party to
the nearest Gateway.
Gate Stone: Transport party from
one Gateway to another.
Dragon Stones, Boat Stones, and
Bridge Stones can only be
purchased in Mesa, or from
wandering merchants(usually
encountered on ship voyages). 
Flip Stones and Gate Stones can be
purchased from the General Store
in Richi. All Stones are costly,
and should be used wisely.
 Rings of Power
 Characters and Cites
 Use Up/Down to scroll text
Nexus
Nexus the Benevolent came to Ushka
Bau hundreds of years ago and
brought an end to the Age of
Sorrow. 
Using the Rod of Creation, he
restored Ushka Bau; he gave us the
magic of the Six Arts, and founded
the Academies where we spend our
lives learning to use their
powers. 
He is loved by all except the
evil, Void the Destroyer, and his
cult.
Void
No one knows quite where he came
from, but Void the Destroyer and
his cult are Nexus' only
opposition on Ushka Bau. 
500 years ago, when Void stole the
Rod of Creation and took power,
his evil ruled the world for a
period of 66 long years known as
the Cataclysm. 
If he is successful in
reassembling the Rod of Creation,
all hope is lost.
The Red Priests
These priests were chosen by Nexus
himself to run the Temple of Nexus
and to guide His followers. 
Temples can be found in any city,
and the Red Priests are more than
happy to preach His word to tired
travelers. 
For a noble cause and a donation
to the Temple, they have been
known to bring a dead adventurer
back to life.
The Black Priests
These so-called priests are Void's
minions. 
They're a small but surprisingly
clever group whose purpose has
always been to discredit Nexus. 
Now they are instruments in Void's
plan to regain the Rod of
Creation. 
They are to be feared, for they
delight in pain and misery and
will stop at nothing to gain the
Rings of Power for their demon
master.
A GUIDE TO THE CITIES OF THE
WORLD
Inns
Inns are located in most cities,
and are the best place for a party
to rest and eat to regain strength
and magic. 
It will cost some gold, but it's
certainly worth it to keep the
party in top condition. 
To buy a meal or rent a room for
the night, TALK to the Innkeeper
behind the bar. Prices vary in
each city.
Temples
Visit the Temple of Nexus to speak
with the Red Priests about your
quest. 
All Temples offer Heal(replenishes
strength) or Power Up(replenishes
magic points) in return for a
donation. 
Larger Temples may offer
resurrection services for a
donation of gold.
General Stores
TALK to the storekeeper at the
General Store in any town to
restock your party's food and
water stores, and to buy or sell
trade-goods and other items.
Vehicle Master
Visit the Vehicle Master to buy
Dinos, boats, or ships. Some
vehicles may not be available in
all locations.
Tavern
Local taverns are a good place to
talk to the townsfolk, or to buy a
drink.
Houses
Private citizens in many cities
are more than happy to feed the
weary traveler-for a price. 
When you visit a town without an
Inn, try the local houses for a
meal.
Academies
Visit the Academies of each of the
Six arts to recruit new party
members. 
Some Headmasters may require
certain tasks to be performed in
return for information, a useful
object, or a new recruit.
Guilds
As party members earn experience
points, they advance to higher
experience levels. 
When this happens, they should
visit the nearest Guild Hall of
their Art to learn new spells(you
may have to visit more than one
Guild to find the spells you
need). 
Guildmasters are happy to teach
their spells for a price-indeed it
is possible even to learn higher
level spells before you are
experienced enough to use them.
City Hall
Visit the City Hall in any town
when you want to speak to someone
with political power; a few coins
in the Mayor's pocket can make
your stay in town a lot more
comfortable.
 Rings of Power
 Adventurers and Rings
 
 Use Up/Down to scroll text
Slash(of the Knights)
Slash is young and ambitious with
a strong moral sense-the perfect
hero. My good friend Hack in the
City of Division can tell you
where to find him.
Feather(of the Archers)
Feather is a strong-minded,
aggressive young woman. She's
smart, skilled with her bow, and
longs for adventure. Visit the
Archers' Guild in the City of
Speed and speak with Guildmaster
Arrow-she'll be expecting you.
Alexi(of the Conjurers)
Alexi is the favorite of her
master, Haze, and with good
reason-she's a model student and
shows great aptitude for her Art.
you'll find her in the City of
Perfection.
Mortimer(of the Necromancers)
Mortimer is reasonably amiable for
a Necromancer, and a top
student-you'll need his healing
skills on your journey. To find
him, see Flemm in the City of
Blood.
Obliky(of the Enchanters)
Obliky, like all Enchanters, is a
little unfocused. He's a good lad,
though, and I think he'll serve
you well. Speak to Xylotyl of Kaos
to learn his whereabouts.
Of your quest for the rings, I can
tell you little. Below you will
find some brief notes I made
during my recent sabbatical:
The Ring of Division
This Ring rules the Art of
Separation. 
The King of Doggania may know
something of its whereabouts, if
you can gain audience with
him-he's recently taken ill and
his regent seems very protective
of him. 
Personally, I don't trust the
regent; be wary in your dealings
with him.
The Ring of Advancing
This is the Ring of the Archers. 
It is rumored that the Queen of
Richi may know where it is hidden,
but I wasn't able to learn
anything during my visit-perhaps
you'll have better luck with her.
The Ring of Thought
The first Ring of the Sorcerers,
the Ring of Thought is shrouded in
mystery. 
I believe the Red Priest Ak Thul
in the City of the Mind holds the
key to this Ring's location-visit
the temple and speak to him.
The Ring of Intuition
This is the second Ring of the
Sorcerers. 
According to legend, this ring was
originally kept at our very own
Academy of Sorcery, but was stolen
by a greedy dragon. 
Talk to El Gripa, the grounds
keeper in the Academy garden-he
may have some stories to tell you.
The Ring of Will
The third Ring of the Sorcerers,
the Ring of Will is rumored to be
in the possession of one Keef the
Thief, the leader of the Thieves
Guild in Thieves Haven. 
He's a troublesome sort, but I
suggest you find a way to make a
deal with him.
The Ring of Blood
This, the second Ring of the
Necromancers, is in the hands of
Motarin, a corrupt Necromancer who
wishes to use its power for evil. 
See the Guildmasters in the City
of Blood for more information.
The Ring of Bile
This is the first Ring of
Necromancers. 
It was one of Void's share of the
Rings, and the clues indicate that
he entrusted it to Pain, one of
his High Priests. 
If you can find where he is
buried, the Ring may still be with
him. Talk to Curtis in the City of
Blood.
The Ring of Variation
This is the first Ring of the
Enchanters. 
I spoke with an Enchanter in the
City of Kaos who believes that the
answer lies in a tower on the
Eastern side of the great Desert. 
Visit Kaos and see what you can
learn.
The Ring of Mutation
This is the second Ring of the
Enchanters. 
If the stories are true, it has
taken on the form of a woman and
is living as a commoner, moving
from city to city. 
Kaos might be a good place to
start looking for this one.
The Ring of Calling
This is the first Ring of the
Conjurers. 
When I spoke to Slice at the Guild
of Pieces in Division, he told me
about an old wise man who lives
behind a waterfall. 
If you can find him, he may know
something about this Ring.
The Ring of Perfection
The second Ring of the Conjurers,
The Ring of Perfection is said to
be hidden in a "perfect place." 
Visit the University Library and
speak to the resident expert on
Perfection-he may be of some help.
 Rings of Power
 Hints and Tips
 
 Use Up/Down to scroll text
 * At lower experience levels,
regain health and magic by
purchasing SLEEP and MEALS from
inns. They are cheaper than buying
HEAL and POWER from temples, and
just as effective for low-level
magic users.
 * Travel by day! You'll have
fewer encounters with the large
bands of roving thieves.
 * Pay the tax collectors
unless your party is VERY strong.
 * Beating up friendly
townspeople is a good way to lower
local opinion of you. When the
population gets fighting mad, it's
a good idea to leave town for a
few days.
 * Bribing merchants is helpful
when buying trade goods.
 * When using Gate stones, it's
a good idea to have a boat stone
handy; otherwise you may end up
stranded on a deserted island.
 * If you lose a limb during
combat, you'll need to visit the
local temple to get healed. A
simple rest will not bring you
back to your full health
potential.
 * Keep most of your wealth in
trade-goods; this way you won't
have to make such a large donation
to the cathedral for resurrection.
 * Pick up any items you come
across. You never know what may
come in handy during your
adventure.
 * The value of trade-goods
varies from town to town, and each
town has an item which they will
pay dearly for; make sure to find
out what it is.
 * The City of Commerce is the
place where you can buy just about
anything-for a price.
 * If you get a Lottery Ticket,
USE it; you may win the jackpot!
 * While traveling by sea, ZOOM
in various locations; you may
uncover sunken treasure!
 * To exit a building quickly,
select the CAMP command.
 * Avoid some hostile
encounters by talking to friendly
people from a distance, avoiding
the hostile people in your way.
 * To hide from a threatening
ship, Dino, or dragon, press B to
ZOOM. When you emerge, you will
usually find that they've passed
you by.
 * Ride Dinos to avoid hostile
encounters.
<a name="Risk.o">RISK.O</a>
 Risk
 Parker Brothers
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 EXPLANATIONS OF GAMEPLAY
 HINTS AND TIPS
 BROWSE HELP FILES
 Risk
 Game Description
 
 Use Up/Down to scroll text
For more than 35 years, military
game players have pitted their
battle strategy and skills against
their "enemies" in the classic
Risk game.
Now the Sega Genesis presents all
the drama of the classic RISK game
of "World Domination"-with the
added excitement of video games.
Risk has fast setup, fast
gameplay, sound and music, and the
artificial intelligence of
computer opponents.
Now you can fight your battles in
the Classic mode or pick Arcade,
where your skill determines the
winner.
Whatever mode of attack you
choose, your objective in RISK is
the same, and simply stated:
Conquer the world!
To win, you must launch daring
attacks, defend yourself on all
fronts, and sweep across vast
continents with boldness and
cunning.
But remember, the dangers, as well
as the rewards, are high. Just
when the world is within your
grasp, your opponent may strike
and take it all away!
 Risk
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Calls up the Main Menu.
D-Pad:
 * Used to change number,
letters, move the cursor and aim
cannons.
Buttons A, B & C:
A: To select and enter all
choices.
B: To exit from most screens.
C: Use when indicated by screen
prompt.
 Risk
 Playing the Game
 
 Use Up/Down to scroll text
After all the armies have been
placed, either manually or by the
Fast Computer Setup option, you're
ready to get into the real action
and try to capture territories by
attacking and defeating your
opponents' armies.
After all armies have been placed,
the NEW ARMIES screen comes up for
the first player.
Each of your turns consist of
three steps, in this order:
1. Place new armies.
2. Attack, if you choose to.
3. Fortify your position, if you
choose to.
Place New Armies
At the beginning of every turn,
the NEW ARMIES MENU appears and
shows you how many new armies you
can add to your territories.
Press the A Button to place new
armies, and use the D-Pad to
select the territory you wish to
place them in. Then press the A
Button again to add them.
Repeat until you have placed all
available armies on the
territories of your choice,
depending on your strategy.
If you change your mind about
placement, as long as you still
have one army left un-placed, you
may un-do what you've done so far:
Hit START to bring up the
PLACEMENT MENU, and select Redo
Placement.
 * Press the B Button to check
out your position and plan your
next move.
 * Press the C Button to trade
in cards for more armies.
At the end of any turn when you
have won at least one battle, you
earn one RISK card.
When you have earned a set of 3,
you may turn them in at the
beginning of your turn, or you may
wait.
But once you have 5 or 6 cards,
you must trade in at least one set
and may, if you wish, turn in a
second set if you have one.
Attack
After placing your new armies,
decide if you wish to attack at
this time, or not. If you choose
not to attack, you may still
fortify your position, if you
wish.
If you choose to attack, you must
follow these rules:
 * You may only attack a
territory that's adjacent
(touching) to one of your own, or
connected to it by a dashed or
solid line.
At the western and eastern edges
of the board, Alaska is considered
adjacent to, and may attack,
Kamchatka.
 * You must always have at
least 2 armies in the territory
you're attacking from.
 * As long as you still have 2
or more armies on a territory
you're attacking from, you may
continue to attack an enemy
territory until you have
eliminated all armies on it.
Or you may shift your attack to
another adjacent territory. You
may attack as many territories as
you like, as many times as you
like, during one turn.
How to attack:
Use the D-Pad to move around the
map, then press A to select your
territory you want to attack from.
Now use the D-Pad to move around
and check out the troop strength
of your adjacent enemies.
When you have decided which enemy
territory you want to attack, move
to that territory with the D-Pad,
then press A to select your
immediate battle opponent.
Classic Attack:
In this attack mode, the ATTACK
MENU comes up. Use the D-Pad to
select and the A Button to enter
battle strength and attack
options:
Attack and Defense Options: First
decide how many "cannons" you will
attack with. The system defaults
to the highest number of attackers
possible, but you may limit your
exposure.
Both the Attacker and the Defender
each use the D-Pad (if both are
humans) to select the number of
cannons they'll fire, then press A
to enter each number.
As the Attacker, if you have 4 or
more armies in this territory, you
may pick 3 cannons. With 3 armies,
you may pick 2; with 2 armies, you
may pick 1.
Hint: The more cannons you pick,
the greater your odds of
winning-or the more armies you may
lose, or be required to move into
a captured territory.
The Attacker never loses more than
2 armies in a single attack.
The Defender may select how many
cannons he or she will use to
defend. With 2 or more armies in
the territory being attacked, the
Defender may use 2. With only 1
army, only 1 cannon.
Attack: The Attacker presses A to
fire one round at a time. You may
keep going until the battle is
resolved, or press B to stop and
change to another attack option.
To stop the attack altogether,
press B again.
Continuous Attack: The system
continues the attack until you
conquer the enemy territory-or you
have only one army left.
To stop a Continuous Attack, press
B between rounds, then re-select
another option. To stop the attack
altogether, press B again. This
brings up the main map.
Fast Battle: A quick battle that
cuts straight to the finish and
shows the winner.
Arcade Attack
Remember, each human player must
have his or her own controller.
The Defender must use the second
Controller.
After you have selected the
territory you will attack from and
the one you will attack, this
screen appears automatically.
The computer opponent will make
its own moves automatically, and
will play at whatever Difficulty
level you selected at the start of
the game.
Ready! The Attacker's screen is
always on the Left. Both (human)
players use their D-Pad to:
Aim! Your opponent's Cavalry
will move across the screen; the
Infantry will always stop. Use
LEFT and RIGHT to position the
cannon left or right.
Use UP and DOWN to select the
range: UP fires your cannon ball
farther, DOWN fires it closer in.
Note: The bar across the bottom of
each split screen lengthens and
shortens to indicate the firing
range.
Fire! Press A to fire your
cannon. Hitting Calvary is worth 2
points (and reduces your
opponent's battle strength number
by 2).
Hitting Infantry is worth 1 point.
Keep pressing A to keep firing at
your targets.
The Attacker may press B at any
time to escape and stop the Attack
and go directly back to the map to
plot his or her next move.
To pause the battle, press START.
Resolve The Attack
Did you win? In both CLASSIC and
ARCADE attacks, if the Attacker
captured the enemy territory, this
screen comes up to show the
territory you attacked from and
the one you defeated.
The system automatically moved all
your armies (except one) into your
newly-conquered territory.
If you want to change this
distribution, use the D-Pad to
move them, then press A to enter.
Remember:
 * Your newly-acquired
territory must have at least 3
armies in it if you attacked with
3 cannons, 2 for 2 cannons, etc.
 * You must leave one army in
the territory you attacked from.
 * The system won't let you
move more or fewer than you're
allowed.
Eliminating an opponent:
If during your turn you eliminate
an opponent from the game by
defeating his or her last army on
the screen, you win any RISK cards
that player has earned.
 * If winning them gives you 6
or more cards, you must
immediately trade in enough
matched sets to reduce your hand
to 4, 3 or 2 cards.
Then you must place the additional
armies you earn onto any territory
or territories you occupy.
 * But if winning them brings
your total to fewer than 6, you
must wait until the beginning of
your next turn to trade in a set
and earn more armies.
Fortify Your Position
No matter what you've done on your
turn, you may end your turn by
fortifying your position, if you
wish.
You are not required to win a
battle or even to try an attack to
do so. Some RISK players refer to
this procedure as the "free move."
Press START to bring up the MAIN
MENU. Use the D-Pad to select
Fortify; press A.
Use the D-Pad to select the
territory you want to move your
troops out of, and press A to
confirm.
Use the D-Pad to select the single
adjacent territory you'll move
them to, and hit A to confirm. Use
the D-Pad to toggle back and
forth, moving one army at a time.
Move as many as you like, but
leave at least one army behind.
When you're through, press A to
enter the final numbers and end
your turn.
The winner is the first player to
eliminate every opponent by
capturing all 42 territories on
the board.
 Risk
 Explanations of Gameplay
 
 Use Up/Down to scroll text
New Armies Menu
This menu appears at the beginning
of each turn. When you know how
many armies you have available,
you can plan your strategy better.
The total number is based on the
Territories and Continents you
occupy, and the RISK cards you
trade in. Here's how the numbers
are calculated:
Territories: The computer counts
the number of territories you
currently occupy, then divides the
total by three.
You will always receive at least 3
armies on a turn, even if you
occupy fewer than 9 territories.
Continents: In addition, you
receive armies for each continent
you control. (To control a
continent, you must occupy all its
territories at the start of your
turn.)
Here are the additional armies
you'll receive if you control an
entire continent:
N. America-5
Asia-7
S. America-2
Europe-5
Africa-3
Australia-2
The RISK Cards
There are 44 "cards": 42 are
marked with a territory and a
picture of Infantry, Cavalry, or
Artillery; 2 "wild" cards are
marked with all three pictures,
but no territory.
All cards are held by the
computer.
Throughout the game you will
always collect one RISK "card" at
the end of a turn in which you
have won at least one battle.
At the beginning of a turn, you
may trade them in using the NEW
ARMIES MENU.
During your turn, you may only
view them (not trade them in), by
pressing START to bring up the
MAIN MENU.
You want to collect sets of RISK
cards.
A set consists of three of the
same kind (Infantry, Cavalry or
Artillery), or 1 of each of the 3
kinds, or 1 or 2 plus 1 or 2 wild
cards to make a set.
Each complete set entitles you to
extra armies-which will increase
your battle strength.
If any of the 3 cards you have
earned has the picture of a
territory you occupy, you receive
2 extra armies. Press C on the NEW
ARMIES MENU to Trade Cards, and
your cards will appear on screen.
Use A to select or de-select each
one. The screen does not indicate
the extra 2 armies, but the
computer will automatically place
them for you.
It places them on the territory
whose card you select first.
Note: On a single turn, you will
receive no more than 2 extra
armies above and beyond those you
receive for the matched sets of
cards you trade in.
 Risk
 Hints and Tips
 
 Use Up/Down to scroll text
Keep these strategy hints in mind
as you play, add armies, and
fortify.
 * Conquer whole continents:
You will earn more armies that
way.
 * Watch your enemies: If they
are building up forces on adjacent
territories or continents, they
may be planning an attack. Beware!
 * Fortify borders adjacent to
enemy territories for better
defense if a neighbor decides to
attack you.
<a name="Ristar.o">RISTAR.O</a>
 Ristar
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER-UPS
 HINTS AND TIPS
 BROWSE HELP FILES
 Ristar
 Game Description
 
 Use Up/Down to scroll text
Save the Home System!
In a far away galaxy is a solar
system filled with mysterious
planets and wonderful creatures.
All has been peaceful there for
millennia-until now.
The space pirate, Greedy, is a
tyrant leader of an evil space
army. He has decided to take over
this beautiful solar system and
make it the new headquarters for
his growing army.
Greedy's devious plot is to
brainwash the leaders of every
planet and force them to do his
bidding.
Even the legendary hero of the
solar system was captured, and is
now Greedy's prisoner.
The Planet Flora makes a last,
desperate plea for help. The space
hero's son Ristar answers the
distress signal.
Although young and inexperienced,
Ristar is valiant, determined, and
the solar system's only hope.
Ristar must travel from planet to
planet and free the brainwashed
leaders from the villain's control
and ultimately conquer Greedy.
If the young hero is successful,
he will restore peace to the
once-happy worlds of his home
system and finally free his
father.
 Ristar
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Brings up Title screen from
introduction.
 * Exits pre-game screens.
 * Pauses game/resumes play
when paused.
 * Selects highlighted option
from Title screen.
D-Pad:
 * Moves Ristar around screen.
 * Highlights options in
pre-game screens.
 * Guides Ristar's jumps and
grabs.
Buttons A and C:
 * Makes Ristar jump.
Button B:
 * Makes Ristar grab.
 Ristar
 Playing the Game
 
 Use Up/Down to scroll text
The Moves of a Star:
Ristar may be small, but don't let
his size fool you! Because he is a
star, he has an enormous supply of
energy.
Learn all his moves, because
sooner or later, you will need
every one of them!
Jump: Press the Jump Button. Use
the D-Pad to guide your jumps.
Grab: Hold the D-Pad toward the
object or creature you want to
grab, and press the Grab Button.
Throw: Press the Grab Button to
throw an object Ristar is holding.
Creatures, however, can't be
thrown (they are grabbed).
Up or Down Ladder: When Ristar
grabs onto a vertical ladder,
press the D-Pad UP or DOWN. Press
the D-Pad LEFT or RIGHT for a
horizontal ladder. To let go of
the ladder, press the Jump Button.
Wall Climb: Use this special
move to climb up walls. Grab the
surface of the wall, and press the
Grab Button repeatedly.
Ristar inches his way up. Press
the D-Pad in a diagonal direction
while pressing the Grab Button for
best results.
Level Descend: To move from a
level, such as from a tree branch
to a lower one, press the D-Pad
DOWN.
Hang: Ristar can hang from, and
even be towed by, some airborne
objects and creatures. Grab the
object or creature and hold the
Grab Button. To let go, release
the Grab Button.
Fast Swim/Air Float: Press and
hold the Jump Button.
Pulley: Hold both the Grab and
Jump Buttons, and press the D-Pad
UP or DOWN to move the pulley
rope.
Meteor Strike: This is the most
powerful of Ristar's special
moves.
The Game Screen:
Gold Stars: These stars
represent the number of times
Ristar can be hit by an opponent
or an object for each Life.
The most Ristar can have at one
time is four stars in a NORMAL
game, or two in a HARD game.
If Ristar is hit by an opponent or
an object with one star left, a
new Life is used to continue the
game.
Lives: For each NORMAL game,
Ristar has five Lives. For a HARD
game, he has two Lives. These will
be used up quickly if you're not
careful!
Point Total: Grab any creature
or Yellow Jewel you can to
increase this score.
 Ristar
 Power-Ups
 
 Use Up/Down to scroll text
Ristar's Power-ups:
There are several useful items to
help Ristar on his journey. Find
them in treasure chests and holes.
By grabbing some branches or
walls, Ristar might even be able
to shake some of these hidden
valuables into the open!
Little Star: These come in two
varieties. The yellow and black
one gives you an extra Life. The
black and white one helps you
through traps.
Restore Star: The gold star adds
one more hit to your Gold Star
count. The silver star resets your
Gold Star count to four hits.
If your count is already full,
don't pick any new stars up! They
might be useful later.
Yellow Jewel: Worth 100-1600
points. Pick up as many as
possible and watch your Point
Total soar.
Using the Star Handle:
Star Handles are very handy for
getting you where you've got to
go! Jump up and grab one, and hold
the Grab Button.
If you're facing right, hold the
D-Pad RIGHT. Hold the D-Pad LEFT
if you're facing left. Ristar
starts spinning faster and faster!
When you let go of the Grab
Button, Ristar becomes a shooting
star and starts zooming around.
Press the D-Pad in any direction
to control his flight.
So why zoom? That depends on where
you are. You can use the Star
Handle to do a Meteor Strike and
bump Greedy's creatures off the
screen.
It's a lot faster than attacking
them one at a time.
You can also explore dangerous
places safely by spinning off the
Star Handle. Just be careful where
you land!
At the end of a round, spin off
the Star Handle to zoom to the
next planet.
Finally, you can go to secret
bonus stages by spinning off
special Star Handles if you can
find them.
Bonus Stages:
Every bonus stage is unique. Each
has a treasure for you to find
within a certain time limit, but
the way to reach this treasure is
different in each stage.
The Password:
If you reach a certain stage, you
will find a screen with several
passwords. When you find it, write
them down.
Go to the PASSWORD option in the
Option screen. Use the Jump Button
to enter a letter, and the Grab
Button to erase a letter.
Press Button A, B or C when the
yellow return arrow next to END is
highlighted to erase letters.
When finished, highlight END and
press the Jump Button or the Start
Button to return to the Options
menu.
Between Levels:
After you finish a level, the
Clear Bonus screen appears. Your
points earned from that level are
listed.
Round Clear Bonus: You are given
points each time you finish
adventuring on one of the planets.
Treasure Bonus: For each
treasure you find in a treasure
chest, the score increases.
Technical Bonus: The less you
are touched by creatures or
dangerous objects, the higher the
score.
Secret Bonus: Grab anything you
can! Uncover secret treasures to
cash in on points.
Continue:
When all of Ristar's Lives are
used up, the Continue screen
appears. Continues are listed at
the top of the screen.
Highlight YES to continue the game
from the same level, or NO to
return to the Title screen. The
game ends when you run out of
Continues.
 Ristar
 Hints and Tips
 
 Use Up/Down to scroll text
Hints From the Heavens:
 * Watch the demo for hints on
game play.
 * Explore everything. Grab
every wall. There are many hidden
treasures to find.
 * Move slowly. Except for the
Bonus Stages, there is no time
limit. Rushing through the stage
quickly to get to the treasure
might lead to costly mistakes.
Patience pays.
 * Use all Star Handles. There
are reasons why these are located
where they are. To get the most
use out of them, jump on the
handle and start spinning. Then
release for a burst of mega-speed.
 * When you discover how to
reach the treasure in a particular
Bonus Stage, try to improve your
time when you play this Bonus
Stage again. You can always do it
faster!
 * Learn to use Power-ups and
other items strategically. Timing
their use is important.
 * On level 2, if you seem to
be having trouble getting past a
tree, then keep hitting it with
the B-Button until it falls over,
giving you a clear path to
continue.
<a name="Roadrsh1.o">ROADRSH1.O</a>
 Road Rash
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 RACING
 THE RASHERS
 BROWSE HELP FILES
 Road Rash
 Game Description
 
 Use Up/Down to scroll text
No Speed Limit? No Rules? No
Problem?
Blow 14 opponents off the
backroads of California in the
most illegal, unofficial and
dangerous race there is.
Kick and punch your opponents out
of the way at 150 mph. Snatch a
club-if you wanna do some real
damage.
Avoid cows, roadblocks, oil spills
and oncoming traffic! Finish the
race to take home cash or look for
a police escort to your favorite
jail.
The roads get tougher and your
opponents get meaner with each new
level-so get used to the abuse!
 Road Rash
 Controller Functions
 
 Use Up/Down to scroll text
When you're riding:
D-Pad:
 * Move left or right to lean
Button A:
 * Press to brake
Button B:
 * Press to accelerate
Button C:
 * Press to attack
When you punch, kick, or
backhand, you automatically aim
the direction of the jerk closest
to you.
To grab a club out of an
opponent's hand, just reach out
like you're going to punch 'em
long enough for you to grab it.
Punch 'em!
Press C to punch an annoying jerk.
Kick 'em!
D-Pad down and hold down C to
prepare to kick 'em out of your
way. When you're ready to kick 'em
into tomorrow, release C and watch
'em fly!
Slap 'em!
D-Pad up and hold down C to
prepare to backhand 'em straight
into oblivion. When you're ready
to strike, release C and kiss 'em
good-bye.
Running back to your bike
After you crash, you
automatically run back to your
bike, but you can run in different
directions to avoid obstacles.
To avoid any traffic that might
hit you while you're running,
D-Pad right or left to run right
or left. Press A to stand still
and wait for traffic to fly by.
 Road Rash
 Playing the Game
 
 Use Up/Down to scroll text
Two-Player Action
So ya wanna race against a
buddy? Here's how:
 * Press A at the Track
Selection screen until BOTH Player
A and Player 
 B are showing.
You and your opponent take turns
racing. The player with a
controller plugged into the port
labeled CONTROL 1 on the Sega is
Player A and races first.
Winning
When you win a race, you get some
cash to put towards a better bike.
The better the bike, the more
expensive it is, so save up!
To move up a level, you must
place fourth or better on each of
the five tracks.
To win the Road Rash, you must
finish fourth or better at each
track five times.
When you finish a race, you can:
 * Press Start to get to the
Track Selection screen and select
a new
 track to race.
 * Press C to view bikes for
sale and put your winnings to some
use.
 * Press A to view the high
scores.
Using a Password
At the end of a race, your
password is automatically
displayed. If you go to another
screen, press B to get the
password again for your current
status and location.
At the end of this rasher's manual
are a few pages for writing down
your passwords. Use 'em.
To get to the password entry
screen, press C at the track
selection screen.
NOTE: A PASSWORD FROM ONE
PLAYER'S GAME CAN BE USED BY THE
OTHER PLAYER.
 For example, Player A's
password can be used by someone
playing as 
 Player B.
 Road Rash
 Racing
 
 Use Up/Down to scroll text
The Bikes
Take a look at the different bikes
available to you at the end of
each race. Save the money you win
from each race and when you can
afford one, buy a new bike.
The better the bike, the more
expensive it is.
Press C to buy the bike shown.
The Shuriken 400 - $4000 has
tight steering, but is short on
power(that 
 means slow
acceleration at a green light),
but it 
 has the best
handling.
The Panda 600 - $5000 is an
excellent all-around sport bike
with light, 
 easy steering.
It's pricey, but worth it.
The Bonzai 750 - $7000 is known
for its tight handling and power
at high
 revs.
The Kamikaze 750 - $8000 has
looser steering, but a lot more
power than 
 the Banzai.
The Shuriken 1000 - $12000 is
faster than wind. Feared for its
speed,
 the other
Rashers clear the sidewalk when
they see 
 this barrelin'
down the roadway in their
direction!
The Ferruci 850 - $14000 has
V-Twin torque and tight handling,
but it's 
 not terribly
reliable. One big crash and this
one 
 could put you
out of the picture.
The Panda 750 - $20000 has
excellent mid-range power and the
coolest 
 paint job in town.
Drive one of these if ya wanna 
 impress Natasha.
The Diablo 1000 - $25000
features fuel-injected horsepower
and awesome 
 Italian
handling. Don't buy it unless you
think you're 
 strong enough to
handle the extreme power.
The Roads
These roads are cruel. Give up
now if you can't handle a little
hamburger...you're still here> You
think you're crazy enough for
this?
Multiply that by three and you
might come close to having the
nerve you need to succeed.
Sierra Nevada
You're gambling with your life in
this stretch of Rash territory.
The pine trees and hills are
nasty-especially when your lodged
in between the branches.
Good luck getting out with your
teeth intact.
Pacific Coast
Surf the cement waves on the
Pacific Coast Highway if you don't
want to kiss the sand. If them
Santa Ana winds don't get you, the
hilly sand dunes will!
Redwood Forest
The Redwood Forest is nice for
sightseeing, but if you're
rashin', keep your eyes on the
road and be sure to jump the
rocks-not slam into 'em.
Palm Desert
Can you stand the heat? Doubt it.
Avoid getting half-baked on the
high-degree highways when the
Rashers smear you across the
asphalt.
Steer straight in the heavy winds
and around cacti and cow skulls
out here.
Grass Valley
Watch out for the cross-traffic
and cows on this nasty asphalt
ribbon. Don't hit the sides of the
barns-disturbs the cows, don't ya
know.
Things to Avoid
Cows and deer
Bovine brutality taken to new
extremes. Avoid these oversized
critters if you want to stay in
the running. They'll wander across
the street, and into you if you
don't watch 'em.
Cars
Dangerous drivers skate all over
the place regardless of you. Avoid
oncoming traffic, speeders coming
up from behind, and cross traffic
at the intersections.
Keep your eyes on the rear views,
and don't blink-unless you want to
be road pizza.
Oil Slicks, Sand, and Gravel
Avoid any spots of black oil,
yellow sand, or brown gravel you
see in the road cause all they'll
give you is a lot of skid and even
more heartache.
Trees
The Diablo 1000 can take you from
0 to 60 in 4 seconds. A tree can
take you from 200 to 0 in no
seconds.
The Cops
If you let these guys catch you,
you'll get severely fined(or
thrown in jail if you're a repeat
offender). Don't sweat your first
race-you start with $1000 in
pocket.
Officer O'Leary is pretty dopey,
but if you go too slow, he'll
bring up the rear and bump you off
the street. He's a nervous rookie,
so backtalk this jerk all you
want.
Officer Rourke hates the
Rashers' out of control attitudes.
He's pretty uptight and will bust
you just for having fun, so keep
it clean(or just kick him out of
the way).
Officer Flynn will submit you to
a heavy dose of harassment, then
give you a little more.
He's quick, so if he's coming up
on your rear, accelerate your head
off and cross your fingers.
Officer O'Shea used to be a
Rasher himself, but the cops
thought they could use somebody
who knew the Rasher hangouts and
bought him off.
This guy's an excellent rider and
tough to outrun, so ride like a
bat out of hell to avoid him.
Officer O'Conner is the toughest
cop on the force. She doesn't take
anything from anyone-especially
kindness.
Try to outrun her if you want to
have any chance of succeeding. The
cell she throws you into downtown
is dismal!
 Road Rash
 The Rashers
 
 Use Up/Down to scroll text
THE RASHERS
Natasha was born in Arizona,
raised in Babylonia, but she rides
like a bat out of hell.
If you attack Natasha, prepare for
her revenge. Be cool to her if you
want some help.
Biff is a preppie jerk with
nothing better to do than put his
too tight, eight-hundred dollar
leathers on and punch easy riders
like you off the road.
Biff's a hard-hitter, so watch
yourself out there.
Slater was a skate rat, but got
bored of doing damage at only 20
miles per hour. Slater bought a
bike.
Now Slater can do damage at 140
miles per hour. Watch this
unpredictable dude.
Ikira is the coolest export from
Japan since the Sega. He's into
the American scene(which happens
to include unnecessary violence).
Ikira's basically nice-he's only
in it for the money.
Sergio wipes the pavement with
your face when you least expect
it. Sergio has an unnatural
passion for his motorcycle, so
plan on some serious pain if you
dent it.
Helldog is not man's best
friend. He eats his best friends
for lunch. Helldog comes after you
no matter what you try to do, so
try to outrun him-or out-beat him
if you can.
<a name="Roadrsh2.o">ROADRSH2.O</a>
 Road Rash II
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE BIKE SHOP
 HINTS AND TIPS
 BROWSE HELP FILES
 Road Rash II
 Game Description
 
 Use Up/Down to scroll text
To win at Road Rash (and we assume
since you're out there at a
hundred plus, fighting
hand-to-hand with some pretty
burly guys and gals, that you want
to win), you have to draw on your
skills, your smarts and your guts.
This is a competition which
demands quick reflexes, strategy
and a willingness to take risks.
But there's one thing above all
others that you want to keep in
mind: the finish line.
It's the critical geographical
factor in any race. But there's
always something in the way.
If you don't get terminally
floored by an opponent or nabbed
by the law, you're bound to run
into all sorts of debris.
Rocks, junked cars, deer and cows
all litter the road. And watch out
for gravel patches, sand and oil
slicks!
They're every rider's nemesis. And
so are the cars! Don't assume
they'll stay in their lanes.
 Road Rash II
 Controller Functions
 
 Use Up/Down to scroll text
To jump right into the race,
simply select START RACE from
the MAIN MENU.
Track Selection
This option allows you to choose
which course you'll ride. You'll
get a brief description of each
track, including length. Select
this option just before you start
to race.
To pick a track:
1)Move the D-pad
up/down/left/right to move the
highlight over the track of your
choice.
2)Press any button to select the
track. The highlight will then
move over EXIT.
3)Press any button.
Follow the same steps outlined
above to select a bike while in
the Bike Shop.
 Road Rash II
 Playing the Game
 
 Use Up/Down to scroll text
RACING:
The Instrument Panel
The Instrument Panel displays
useful gauges. Any rider worth his
or her spunk knows how to use
them.
Stamina Meter
This meter shows your physical
condition throughout the race. If
you've taken a beating from your
opponents, the stamina meter moves
from green to red.
The right side of the screen shows
your nearest opponent's Stamina
Meter.
Condition of Bike
This meter works the same way as
the stamina meter. If you bite it
too many times, your bike could
turn to cinders.
Time
This is the official Swiss Time
race clock. It's another
instrument used to gauge your
worthiness on this circuit.
Speedometer
The digital speedometer shows your
current speed in miles per hour.
Tachometer
This meter shows the engine's
revolutions per minute (RPM). This
meter appears only in SOLO and
TAKE TURNS modes.
Odometer
This gauge shows how many miles
you've put under your belt this
race. You can use it to determine
how much farther you have to go
before you reach the finish line.
Just make sure to remember the
length of the course you're riding
(displayed for each track on the
SELECT TRACK screen).
Rear View Mirrors
These babies show who and what is
coming up on your tail. They're
especially helpful just after a
spill.
You can use them to spot oncoming
traffic before crossing the road;
and, once you get on your bike, a
well-timed pop can prevent a
competitor from passing you as
you're picking up speed.
Nitro L.E.D. METER
(Nitro only) Riding a Nitro bike?
This LED meter shows your store of
nitro bursts. Each red light
signifies an unused burst of
nitrous.
When you use a burst, a light goes
off. When all the lights are off,
you're out of nitrous. (To get
that blast of gas, press B twice
quickly and hold it down.)
Competition Meter
(In MANO a MANO & SPLIT SCREEN)
Located between the upper and
lower screens, these green lines
show how close each player is to
his opponent and to the finish
line.
Running Back To Your Bike
Sooner or later you're gonna bite
it! And it's not likely that after
all of the sliding and colliding
you'll end up within arm's reach
of your bike.
You'll automatically make a B-line
for your bike. But if you want to
run around a cactus or rock
formation, just move the D-Pad
up/down/left/right. And if you
want to pause to avoid oncoming
traffic, press A.
Fighting
Not everyone likes to scrap. But
you gotta stand up for your
rights! You can punch, backhand
and kick your opponents all day
long.
And if you're good enough to grab
a club or yank a chain from
another rider, you can inflict
severe damage.
Don't worry about aiming; you'll
always attack the opponent closest
to you.
 Road Rash II
 The Bike Shop
 
 Use Up/Down to scroll text
The bike you use to win at Level 5
is not the bike on which you want
to learn to ride. Each rider has
distinct needs at each stage of
his evolution as a rider.
It's best to start on a light bike
with quick steering. Later you
might want to get a bike with more
power, and your improved skills
will allow you to handle that
power (and the weight and slower
steering that result).
The Bike Shop has a machine for
every biker. It supports a full
selection of ultra lights and a
showroom full of super bikes.
We've even stocked nitro powered
exoti-bikes.
Sorry, you can't ride 'em before
you buy 'em! But these brief
descriptions should help you
decide which is best for you.
Remember, no deal is closed until
a bike is ridden out of the shop.
So look at as many as you like.
ULTRA LIGHTS
Shuriken 400
This entry level bike is
functional but short on power.
Panda 500
Reasonable midrange power and a
lack of weight make this bike easy
to ride fast.
Panda 900
A good compromise between power
and weight makes this a great
Sport bike.
Shuriken TT 250
This gray market 2-stroke is a
race bike with lights. Extremely
light and quick, it can smoke
bikes twice its size.
Banzai 7.11
This custom bike has an 1100cc
engine stuffed in a stripped down
750 chassis.
SUPER BIKE
Panda 600
The Panda is powerful for a 600,
but it lacks a good chassis. The
bike can be twitchy and hard to
control.
Banzai 600
A great chassis allows this bike
to hold its speed through turns,
but acceleration is slow.
Banzai 750
Low cost and stable all around
performance make this the most
common Sport bike on the road.
Shuriken 1000
This bike has lots of power and
lots of weight. Remember that when
you go screaming into a turn.
Diablo 1000
Choice of the power-hungry elite.
Faster and more expensive than
ever. And it's RED!
NITRO
Panda 600 N
The nitrous oxide burst will give
this bike 105HP. Be careful using
it in a turn.
Banzai 750 N
Nitrous momentarily pushes this
bike's horsepower up to 135HP.
Shuriken 1000 N
Monstrous power. A twist of the
throttle in the wrong corner will
make this bike dangerous.
Banzai 7.11 N
Nitrous on an Ultra-light makes
this the choice of top
Unprofessionals.
Diablo 1000 N
It will cost you 10 Grand to
figure out if they can make the
standard Diablo any faster. And it
still comes in RED!
 Road Rash II
 Hints and Tips
 
 Use Up/Down to scroll text
 * Select two players and
select mano a mano. Then press
start on controller one. Then
select one player again after
selecting the Hurricane bike. Now
you are ready to fly!!
<a name="Roadrsh3.o">ROADRSH3.O</a>
 Road Rash 3
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Road Rash 3
 Game Description
 
 Use Up/Down to scroll text
It's time to get back on your bike
again and do some road rashin'!
Pick up your favorite weapon as
you challenge other bikers all
over the world in the toughest
bike tour ever.
You best be prepared or it's gonna
be visiting time with the Repo
Man. So grab your helmet and start
your engines! Only from Sega.
 Road Rash 3
 Controller Functions
 
 Use Up/Down to scroll text
COMMAND SUMMARY
Getting Around in the Menus
Move the highlight box: D-Pad
Select a highlighted item: Any
Button
Controlling Your Bike
Steer left/right: D-Pad left/right
Brake: A
Accelerate: B
Nitrous burst(Nitro bikes only):
B(Twice quickly)
Punishing Your Opponents
Punch: C(Without weapon)
Backhand punch: C + D-Pad up
Kick: C + D-Pad down
Grab weapon from opponent: C
Use weapon: C(With weapon)
Alternate attack: C + D-Pad up
Cycle through weapons: D-Pad up +
Start
Running Back To Your Bike(After A
Fall)
Control running direction: D-Pad
in any direction
Stop running: A
PRESS START TO PAUSE/RESUME
 Road Rash 3
 Playing the Game
 
 Use Up/Down to scroll text
Select Track
Thrash riders from all over the
world on seven international
tracks. Challenge pedestrians on
the over-crowded streets of Japan,
dodge wild animals on the African
plains, and oh, so much more!
Choose from five tracks per level.
Each track is listed with a
description, the distance, and a
glimpse of the terrain.
Bike Shop
Rat Bikes: Low-end racing
machines. Unless you're riding
downhill, you'll be lucky to
qualify beyond level two on one of
these sorry cycles.
Sport Bikes: Sport bikes are
quick! As you move into this class
you'll need to adjust your riding
technique.
Brake into turns sooner and keep
your eyes peeled for oncoming
cars-decision-making time is
almost nil.
Super Bikes: Step into the Super
Bike showroom, and you're set to
bid for the Road Rash 3 crown.
We've taken care of the speed; all
you've gotta do is learn how to
survive on these crotch rockets.
Upgrades: You can upgrade your
equipment in four areas:
Performance, Protection, Tires,
and Suspension.
Upgrade as soon as possible to get
a quick edge over the competition.
PERFORMANCE: Increase your
engine's overall
performance-quicker acceleration,
higher RPMs, and more power.
PROTECTION: Strengthen your bike's
faring to withstand more
collisions, endure more spills,
and keep your Damage gauge strong.
TIRES: Invest in tires that hug
the road, and keep your wheels
underneath the chassis for a
change.
SUSPENSION: Helps your bike
recover from jumps quickly, and
keeps it stable in turns at high
speeds.
All upgrades are made to the
current bike, so they're gone each
time you purchase a new one. A
bike may be upgraded only once in
each area.
CONTROLLING YOUR BIKE
If you think all you need to be
successful in Road Rash 3 is a
black leather jacket and a
Louisville Slugger, you've never
encountered a startled zebra at
120 mph.
Prepare to spend lots of quality
time with the pavement as you
learn to control your bike.
 * To accelerate, press and
hold B,
 * D-Pad left/right to weave
through your opponents, navigate
turns, and avoid obstacles in the
road.
 * To hit the brakes, press A.
You'll need to brake into turns
and when the cops show up-well,
maybe not for the cops!
 * When you're riding a
Nitro-equipped bike, press B twice
quickly and hold it down for a
Nitrous enhanced burst of speed.
PUNISHING YOUR OPPONENTS
Stamina meters are reduced with
each direct shot. When a Rasher's
Stamina meter hits zero, the
Rasher hits the street.
 * To punch, press C when
you're near an opponent.
 * To strike your opponent with
a stinging backhand, press C +
D-Pad up.
 * To kick, press C + D-Pad
down.
 * To steal a weapon from an
opponent, press C to grab as your
opponent holds it out.
 * To use a weapon, press C.
Some weapons offer an alternate
attack. Press C + D-Pad up for the
alternate attack.
MULTIPLE WEAPONS
In Road Rash 3, you can carry as
many weapons as you can get. While
cycling through weapons, the name
of your current weapon takes the
place of the closest rasher's
name.
 * To cycle through weapons,
D-Pad up and press Start.
 * To steal additional weapons,
your current weapon must be cycled
to PUNCH.
The mace, oil can, and cattle-prod
carry ten charges each.
END OF THE RACE
There are three ways to end a
race:
Crossing the Finish Line
Prize money is awarded to every
rasher who crosses the finish
line. However, if you want to
advance to the next level, you've
gotta finish in one of the top
three spots on all five tracks.
Wrecked
Bikes sustain damage with each
crash severe enough to eject the
rider. Your bike's condition is
displayed on the Damage gauge.
When the Damage gauge reached zero
your bike is wrecked, you're out
of the current race, and you must
pay the repair cost.
In Solo mode, if you cannot afford
to repair your bike, you may be
asked to continue as a Repo Man
for the bike shop. If you fail in
your duties as a Repo Man-See Ya!
Busted
Cops hate Road Rashers. If you
don't like it-get a day job!
If you lay your bike down anywhere
near a motorcycle cop, squad car,
or rover, you'll get busted before
you finish painting the pavement
red.
When you spot a police helicopter,
a road cop is bound to be
close-by. Watch out!
The helicopter tries to slam you
with its landing rails, making you
easy prey for the upcoming road
cop.
If you get Busted, you're out of
the current race and charged with
a stiff fine.
In Solo mode, if you can't afford
to pay the fine, you may be asked
to continue as a Snitch. If you
fail in your duties as a
Snitch-Later!
Repo Man and Snitch Options
Repo Man and Snitch options are
your only chance at a second
chance. As a Repo Man, you work
for the Bike Shop owner; as a
Snitch, you work for the cops.
In either case your duty is the
same: you're racing against a
rasher they want bad-pound 'em to
the asphalt then pull-over and let
the authorities do their thing.
Your repair cost or fine is
waived.
Following a Solo race, if you
can't afford your repair cost or
fine, the Repo or Snitch screen
may appear.
To help you complete your mission,
the Bike Shop owner gives you a
crowbar-the cops provide you with
a club.
Your target Rasher stands out from
the crowd by wearing different
color leathers.
If you fail, you return to Level 1
with $1000 and a stripped-down
Perro 125. Any questions?
 Road Rash 3
 Hints and Tips
 
 Use Up/Down to scroll text
 * Save your cash to buy a more
powerful bike.
 * Steal weapons from other
riders to attack them later.
 * Bump other riders into
oncoming traffic to smash them.
 * When turning, you don't have
to worry about braking. Just
accelerate.
<a name="Roarbst.o">ROARBST.O</a>
 Roar of the Beast
 Sunsoft
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 OBJECT OF THE GAME
 POWER UPS
 BROWSE HELP FILES
<a name="Rocketkn.o">ROCKETKN.O</a>
 Rocket Knight Adventures
 Konami
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPARKSTER MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
 Rocket Knight Adventures
 Game Description
 
 Use Up/Down to scroll text
The Past:
The world you are about to
encounter is called Elhorn. It is
a world of warriors, magic and
machinery. It is also the home of
the kingdom of Zebulos.
Zebulos is a kingdom with a long
history. Its first king was El
Zebulos. Now, it is difficult to
sort the ancient legends and myths
from the facts.
The prevailing belief is that El
Zebulos was a brave hero who
fought a band of evil would-be
invaders who sailed in a powerful
evil ship called the "Pig Star."
These invaders would have brought
destruction to El Zebulos and his
clan. They fought hard, and though
the odds were against them, El
Zebulos would not give up.
His courage and conviction
provided the leadership necessary
to overcome their opponents.
After defeating the invaders, El
Zebulos became the ruler of the
peaceful land, and the Pig Star
was placed under a magical seal to
keep it out of enemy hands.
The "Key to the Seal" was guarded
by Zebulos and his royal family.
From generation to generation the
Zebulan family has guarded the
Key.
Because the Pig Star had the power
to destroy whole worlds, the
Kingdom of Zebulos has always been
subject to attack. An elite
fighting force was formed-the
powerful Rocket Knights.
These armored warriors use rocket
packs and mystical swords as well
as superb fighting skills to
protect and serve the kingdom.
The current leader of the Rocket
Knights is the brave Sparkster. He
emerged as leader when the Rocket
Knight master Mifune Sanjulo was
destroyed by a corrupt knight
called Axle Gear.
Sparkster fought Axle Gear and
banished him from the land, but
there are rumors that Axle Gear
has returned to the kingdom.
The Present:
The kingdom has recently come
under attack from the nearby
Devotindos Empire. Overwhelmed by
the robot-led army's attack, the
Zebulan forces are nearly wiped
out.
The Zebulan empire is on the verge
of crumbling. Sparkster feels the
presence of Axle Gear behind the
attack, and heads to the Castle
Zebulan.
Sure enough, Axle Gear has taken
the Princess!
He plans to use her as a hostage
to blackmail the king and get the
Key to the Seal, but he doesn't
realize that the Princess is
actually the only one left who
knows of the location of the Key.
The Future:
There isn't going to be a future
if Sparkster doesn't rescue the
Princess from Axle Gear. It is
that simple.
He must crush the Devotindos army
and finally end Axle Gear's threat
before the Key is recovered and
the Pig Star is reactivated.
The fate of Zebulos is in your
hands! You control Sparkster. Are
you hero enough to face the
challenge of a lifetime?
 Rocket Knight Adventures
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Used to start the game; in
mid-game used to pause; resume
play by pressing again.
A Button:
 * Press to attack (hold for
rocket pack energy build-up).
B Button:
 * Press to jump.
C Button:
 * Press to attack (hold for
rocket pack energy build-up).
D Button:
 * Control the direction of
movement and attacks.
 Rocket Knight Adventures
 Playing the Game
 
 Use Up/Down to scroll text
There are seven levels to this
game. Each is divided into
sub-levels. At the end of each
level you will find a boss
character waiting to put a stop to
your rescue attempt.
All you have to do is stop the end
boss and move on to the next
level. Doesn't that sound simple?
What could be easier? Well, maybe
throwing a baseball into an empty
soup can from 500 feet, but that's
beside the point. With enough
practice you can do it.
You control Sparkster. You must
get past the enemies by defeating
them or escaping. If Sparkster is
hit by an enemy's attack, he loses
some of his life gauge.
When the life gauge is empty, he
loses a player unit. (HINT: In all
but the Hard mode you can collect
fruit to replenish the life gauge.
In Hard mode the fruit is only for
fun.)
There are a set number of player
units at the start of a game, but
you can earn more by finding
"1-up" power-ups in the game.
You can also earn extra player
units by earning points.
 * For 20,000 points you get
one unit, for 60,000 points you
get another unit, and for every
60,000 points after that you get
another unit.
When all of the player units are
used up, the game ends. But even
at the end of a game you may
select Continue to resume the game
from the start of the level where
you left off.
 * The number of player units
that you have depends on the
difficulty level you have selected
on the Option screen.
 Rocket Knight Adventures
 Sparkster Moves
 
 Use Up/Down to scroll text
Basic Controls:
You can move Sparkster
left/right/up/down by pressing the
D-Button in that direction. If he
is standing on solid ground,
pressing down will make him
crouch.
To attack, press the A or C
button.
Rocket Attack:
To use Sparkster's rocket pack,
press and hold down the attack
button to build up energy in the
Energy Gauge.
When the energy is full, release
the attack button and you will go
into a rocket attack.
The rocket attack can be combined
with the D-Button. If you are
pressing down (or not pressing the
D-Button at all) then you will do
a spinning attack on the spot.
Rebound Jump: Use the rocket
attack to bounce off walls or
other objects. This technique can
be used, for example, to rocket up
narrow passageways.
Before releasing the attack button
for the rocket attack, press and
hold the D-Button to aim in the
direction in which you want to
fly.
Super Jump: If you jump when the
energy gauge is full and then use
a rocket attack, you can jump even
higher and attack directly to the
side from an elevated position.
Other Special Moves:
Hang: Hang by your tail from a
branch or other object. Move left
or right; get down by pressing
down on the D-Button and jumping.
Underwater: Sparkster will float
when he enters the water. Press
down to make him dive. He can also
grab onto an underwater pole or
other objects.
Flying: By picking up a special
power item in one level Sparkster
can fly for extended periods.
In some levels he will be flying
from the beginning. Move with the
D-Button and attack with the
attack button. The jump and rocket
attack can't be used when flying.
 Rocket Knight Adventures
 Hints and Tips
 
 Use Up/Down to scroll text
 * Use your sword against
enemies in automobiles. That way,
after you hit them you can jump
over them without losing power.
<a name="Roloresc.o">ROLORESC.O</a>
 Rolo to the Rescue
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ENEMIES
 PRESENTS AND CHANCES
 BROWSE HELP FILES
 Rolo to the Rescue
 Game Description
 
 Use Up/Down to scroll text
This Is The Story...
...of Rolo, a little elephant who
was captured for McSmiley's
Circus, taken from his mother, and
made to do tricks for the evil
ringmaster. Luckily for Rolo, he
escaped. 
Now he has to find his way home.
Along the way, Rolo encountered
many other animals who were
captured for McSmiley and locked
into cages. 
Rolo felt sorry for them and
wanted to set them free. But he
couldn't open the cages because he
didn't have the right key-only
McSmiley had that.
So Rolo has set out to find
McSmiley and get the Keys from
him. When he frees the animals
from their cages, they will become
his friends. 
It will be a long, hard trip for
the little elephant. He will have
to climb trees, look for hidden
caves, find his way through creepy
old mines, and get across rushing
rivers. 
There are four large areas called
Terrains he must search: The
Forest, The Desert, The Canyons,
and Circus Land. (There's another
area, too, but it's a surprise). 
And when Rolo has freed all his
Friends and solved all the
puzzles, he will find his way
home.
 Rolo to the Rescue
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Switch from Rolo to Map Bird
& Back on Big Map, open friends
screen
A Button:
 * Run faster
B Button:
 * Jump
C Button:
 * Special
D-Pad:
 * Move
Jump(B Button) and hit the
doorknob:
 * Open doors
A, B, or C Button:
 * Start Level from Big Map
 Rolo to the Rescue
 Playing the Game
 
 Use Up/Down to scroll text
THE MAPS
Rolo will find many Map Pieces
during his adventure. The Map
Pieces are part of one Big Map
that has been cut up like a jigsaw
puzzle. 
Each Map Piece represents a Level
that Rolo can explore. Sometimes,
you will find hidden Map Pieces;
you need to touch these Map Pieces
in order to pick them up. 
You will get a Map Piece when you
free all the Friends on a Level.
Each time you get one of the Map
Pieces, it will be added to the
Big Map. You will also see the map
Piece in the upper right corner of
the screen. 
Rolo can go to a new part of the
Big Map only after he finds the
Map Piece that shows it. Each new
part of the Map is called a new
Level. 
When Rolo has solved a Level, and
leaves it, his footprint will
appear over it on the Big Map.
You can only go to a new level
from the Big Map. 
You can go to the Big Map by
touching a flashing Transporter,
or by pressing the Start Button to
see the Friends Screen and then
using the D-Pad to move Selection
Brackets around to the Transporter
Square, and then press Start
again. 
When you see the big Map, use the
D-Pad to move Rolo to the new
Level you want to explore and then
press the A, B, or C Button to go
there.
The Map Bird
If you want to see different parts
of the Big Map, just follow the
Map Bird. The Map Bird flies above
all parts of the Big Map just
looking around. 
To get the Map Bird's point of
view, press Start when the Big Map
is showing. Then use the D-Pad to
guide the Map Bird's flight. 
To leave the Map Bird, press Start
again to go back to where Rolo is.
Transporters
When Rolo has freed all his
Friends on a Level and gets a Map
Piece, he can leave that Level by
touching a Transporter. 
Touching a Transporter will take
Rolo back to the Big Map so he can
go on to another Level. 
Transporters can be used only when
they are flashing.
McSmiley & His Keys
McSmiley has the keys to all the
cages. To get the Keys from him,
Rolo has to jump on his top hat
and make him go away. 
When Rolo gets a Key, you can see
it in the upper right hand corner
of the screen. 
Make sure you don't touch McSmiley
except on his top hat or you will
lose a Chance.
Once Rolo gets a Key, he can open
all the cages in the Level where
he got it. Only Rolo can open
cages. 
A Key won't open cages in any
other Level, and Rolo can't carry
a Key from one level to another.
Rolo's Friends
Rabbits, squirrels, beavers, and
moles are all waiting for Rolo to
open their cages. 
Whenever you go to a new area, you
will see how many Friends Rolo
will have to free there:
Up to three of Rolo's Friends will
follow his around. If Rolo gets
too far away from his Friends,
they will get lost and run away. 
If Rolo gets hurt, his Friends
will get scared and run away. 
And if Rolo has 3 Friends with him
and then frees a new Friend, the
new Friend will join Rolo and one
of the old ones will leave.
Sometimes, Rolo will send one of
his Friends out to explore a
Level, usually because the Friend
can go places Rolo can't. 
To send out one of Rolo's Friends,
press Start to go to the Friends
Screen. 
Use the D-Pad to move the
Selection Brackets to the Friend
you want to send out. Then press
the A, B, or C Button to return to
the Game Screen.
Rabbits
Next to reading, jumping is a
rabbit's favorite thing to do.
They can jump much higher than
Rolo or any of his other friends.
To make rabbits jump, press the B
Button.
Squirrels
Squirrels like to climb, and they
can climb anything that Rolo can't
walk past, such as a steep
hillside or the wall of a cave or
mine.
Use the D-Pad to make a squirrel
walk up to the surface you want
them to climb.
Then hold down the C button and
press the B Button repeatedly to
make the squirrel climb.
Beavers
Beavers are swimmers. They wear
inner tubes so they'll always be
ready for a refreshing dip. 
To make a beaver swim, just use
the D-Pad to move them into the
water and to choose the direction
they'll swim. 
Beavers can jump out of the water
the same as they jump on land.
Moles
Digging is what moles like best.
They can dig into hillsides or
cave walls, but not into every
hillside or cave wall-they can dig
only in soft dirt, which is darker
than hard dirt.
To make a mole dig, use the D-Pad
to move the mole to where you want
him to dig. 
Then hold the D-Pad down to the
right if that's the way you want
the mole to dig, or to the left if
you want him to dig that way, and
hold the C Button down at the same
time. 
Stop pressing them when you want
the mole to stop digging.
Rolo Gives Rides
Sometimes, Rolo will let his
Friends ride on his back, not only
because it's fun, but because its
safer. 
To put Rolo's Friends on his back,
press the Start button to go to
the Friends screen. 
Use the D-Pad to choose the
picture of Rolo's Friends riding
on his back, and then press the A,
B, or C Button again.
 Rolo to the Rescue
 Enemies
 
 Use Up/Down to scroll text
McSmiley has a lot of mean Friends
who want to keep Rolo from finding
and opening the cages. 
These Enemies are so mean that
unless Rolo had a Friend with him,
he will lose a Chance if he
touches one of them. 
But Rolo can make an Enemy go away
if he jumps on his head. Some of
Rolo's enemies are:
Lumberjacks
Vultures
Caterpillars
Cacti
Hornets
Owlbats
Walking Bombs
Firebreathers
Flying Bear Traps
Balloon Bombers
Snails
Spitting Plants
Enemies don't just walk back and
forth waiting for you to jump on
them. Different enemies move in
different ways. 
For instance, Vultures can fly and
swoop, Snails can climb walls, and
Cacti can jump.
Bosses
The last level in Terrains will be
guarded by at least one Boss.
Bosses are McSmiley's strongest
Friends and your meanest Enemies. 
To get into a new Terrain for the
first time, you have to beat the
boss who guards it.
 Rolo to the Rescue
 Presents and Chances
 
 Use Up/Down to scroll text
PRESENTS
Rolo and his Friends will find a
lot of Presents during their
adventures. 
Each of these Presents help Rolo
in different ways and enable him
to do different things. 
To pick up a Present, have Rolo or
one of his Friends touch it.
Presents can only be used in the
Level where Rolo finds them.
Vacuum Cleaners
When Rolo has a vacuum cleaner, he
can vacuum up things into his
trunk. 
He can then shoot them back out
where he wants them or at enemies.
He can even suck up porcupines in
his trunk, press the C Button. 
Press the C Button again to make
him shoot it back out.
Bouncy Rocks
Rolo and his Friends can bounce up
and down on Bouncy Rocks. If Rolo
has a vacuum cleaner, he can
vacuum up Bouncy Rocks and move
them where he wants them. 
If Rolo jumps on a Bouncy Rock, he
will automatically begin to bounce
on it. To make him bounce higher,
press the B Button.
Lemonade
Like all elephants, Rolo drinks
with his trunk. But he's too busy
to be thirsty; he uses the
Lemonade he finds to squirt
enemies. 
To squirt lemonade at McSmiley and
his friends, press the C Button
when Rolo has some in his trunk. 
Each glass gives you three shots.
he will always squirt in the
direction he's facing.
Helium Tanks
Helium makes Rolo float through
the air like a balloon. Use the
D-Pad to control where Rolo goes
when he is inflated.
Washing Machines
These are the only presents Rolo
or his Friends can't pick up.
Instead, Rolo jumps into washing
machines and they make him
smaller.
CHANCES
Rolo begins the game with 3
Chances. Rolo will lose a chance
when he touches an enemy, falls in
the water, falls into a hole, or
gets stuck by a spike. 
If Rolo has a Friend with him and
touches an enemy, the Friend will
run away but Rolo will not lose a
chance.
If Rolo loses all his chances, the
game will be over. Rolo's Friends
have only one chance each, but the
game will not be over of they lose
their chance. 
You can see how many chances Rolo
has in the upper left hand corner
of the screen.
Extra Chances
You will encounter Golden Boxes
along that way that will give Rolo
extra chances. 
Touch a Golden Box to pick it up,
and you'll get an extra chance.
Continues
Sometimes, Rolo doesn't have very
good luck. No matter how hard he
tries, he loses all of his
chances. 
When this happens, you can start
the game over where you left off.
When a game is over and the score
screen appears, press the Start
button to go to the Continue Game
screen. 
You will see Rolo in a cave with a
door out on the right and one of
McSmiley's circus men with a cage
on the left. 
To Continue the game, press the
D-Pad to move Rolo out the cave.
To end the game, use the D-Pad to
move Rolo left into the cage.
You can Continue the game four
times; after the fourth time Rolo
loses all his chances, you can
only start the game all over again
from the beginning.
Just For Fun: Bonus Levels
There are some Levels that don't
have any Friends to rescue,
enemies to fight, or map pieces to
find. 
These are Bonus Levels where you
can earn points or pick up extra
chances. 
When you have picked up all the
points and chances in one of these
just for fun Bonus Levels, press
the Start Button to get to the
Friends Screen and then return to
the Big Map. 
Bonus Levels can be played only
once.
The Score and Game Completion
When you finish the game or when
you lose all your chances, the
score and game completion screen
will appear. 
This will tell you how many points
you earned and what percentage of
the game you completed. 
That is, if you finished half the
game, your completion percentage
would be 50 percent.
<a name="Rolthun3.o">ROLTHUN3.O</a>
 Rolling Thunder 3
 Namco
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Rtk3.o">RTK3.O</a>
 Romance of the
 3 Kingdoms III
 KOEI
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ART OF WAR
 COMMANDING YOUR CITY
 MANAGING STATE AFFAIRS
 YOUR RESOURCES
 BROWSE HELP FILES
<a name="Rugby95.o">RUGBY95.O</a>
 Rugby World Cup '95
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 TERMES DE RUGBY
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 Rugby World Cup '95
 Description du Jeu
 
 Use Up/Down to scroll text
Ces gaillards pensent que les
joueurs de football sont des
fillettes! Il s'est laissÈ prendre
par votre feinte de passe, la voie
est libre, il ne reste plus qu'un
joueur ‡ dÈpasser! Plaf! Vous voil
 ÈcrasÈ par un arriËre. 
Ensuite, ce sont 15 brutes qui
forment une montagne humaine sur
vous pour vous arracher le ballon
avec leurs grosses pattes.
Pas le temps de se couvrir, il
faut s'Èchapper et retourner ‡ sa
place sur la ligne. Pas de
protection, pas de caucus, pas de
temps d'arrÍt, PAS DE PITI…!
Des concepteurs de ´FIFA
International Soccerª, voici le
premier jeu de rugby de ´EA Sports
, qui combine l'action directe du
football amÈricain avec
l'endurance et la finesse du
football europÈen.
Vous Ítes sur le terrain avec vos
camarades et vous donnez des
pieds, des mains et des Èpaules
pour arriver en finale de la Coupe
du monde, avec l'une des 30
Èquipes de calibre international.
 Rugby World Cup '95
 Fonctions du ContrÙleur
 
 Use Up/Down to scroll text
SOMMAIRE DES COMMANDES
Avec le ballon (course)
Appuyez sur B : passer le ballon ‡
un co-Èquipier
Appuyez sur A + B : Ècarter un
adversaire 
Appuyez sur C : foncer ou se
dÈgager (dans l'en-but, poser le
ballon au sol pour marquer un
essai)
Appuyez sur B + C : former une
mÍlÈe
Avec le ballon (coup de pied)
Enfoncez A + bouton directionnel
vers le haut ou le bas dans le
sens du jeu (l‚chez A pour donner
un coup de pied) : coup de pied ‡
ras de terre 
Enfoncez A + bouton directionnel
vers le haut ou le bas contre le
sens du jeu (l‚chez A pour donner
un coup de pied) : chandelle 
Enfoncez A + bouton directionnel
vers la gauche ou la droite vers
la ligne de touche (l‚chez A pour
donner un coup de pied) : coup de
pied en touche
Appuyez sur A : tentative de drop
Sans le ballon
Appuyez sur A : plaquer
Appuyez sur B : changer de joueur
Appuyez sur C : accÈlÈrer
Former une mÍlÈe
Appuyez sur A, B ou C : lancer le
ballon dans la mÍlÈe
Bouton directionnel vers le haut
ou le bas dans le sens du jeu :
pousser vers l'avant
Bouton directionnel vers la droite
ou la gauche par rapport au sens
du jeu : faire une mÍlÈe tournante
Appuyez sur A+B+C : effondrer la
mÍlÈe (si c'est illÈgal, produit
une pÈnalitÈ)
Former une mÍlÈe ouverte
Appuyez sur B + C (en possession
du ballon) : former une mÍlÈe
ouverte
Gardez enfoncÈ A, B ou C : envoyer
le demi de mÍlÈe vers la gauche
(A), l'arriËre (B) ou la droite
(C) de la mÍlÈe ouverte, prÍt ‡
ramasser le ballon (le ballon est
ramassÈ dËs que le bouton est
l‚chÈ)
Tapez sur A, B ou C : remettre le
ballon au joueur ‡ gauche (A), ‡
l'arriËre (B) ou ‡ droite (C) de
la mÍlÈe ouverte
Coup de pied d'envoi/Coup de pied
de pÈnalitÈ
 (Bouton A, B ou C)
Appuyez sur 1 : La barre de force
commence ‡ bouger 
Appuyez sur 2 : La barre s'arrÍte 
 la force dÈsirÈe du coup de pied
Appuyez sur 3 : La barre s'arrÍte
entre les crochets pour dÈterminer
la prÈcision
 Rugby World Cup '95
 Jouer le Jeu
 
 Use Up/Down to scroll text
Compteur 
DÈterminez la puissance et la
direction du coup de pied d'envoi,
de pÈnalitÈ, en touche ou vers les
poteaux, au moyen du compteur. 
Appuyez sur A, B ou C pour faire
bouger la barre de force. Appuyez
une deuxiËme fois sur le mÍme
bouton lorsque la barre a atteint
la force voulue.
Appuyez une troisiËme fois sur ce
bouton pour dÈterminer la nature
du coup de pied :
Appuyez sur A pour envoyer le
ballon ‡ ras de terre.
Appuyez sur B pour envoyer le
ballon ‡ mihauteur. 
Appuyez sur C pour envoyer le
ballon ‡ grande hauteur. 
Au moment d'appuyer la troisiËme
fois sur le bouton, arrÍtez la
descente de la barre aussi prËs
que possible du point de
prÈcision. Le ballon est envoyÈ
dans les airs.
Le point de prÈcision est le point
o˘ il faut arrÍter la descente de
la barre. Plus le tir est
puissant, plus la barre descend
vite.
Toute dÈviation par rapport au
point de prÈcision est punie par
un coup de pied inadaptÈ.
Les barres de contrÙle de part et
d'autre du point de prÈcision
permettent d'orienter le coup de
pied vers la gauche ou la droite.
Plus le coup de pied est puissant,
plus les barres de contrÙle
rÈtrÈcissent.
L'ACTION
¿ partir du coup d'envoi,
n'importe quel joueur peut porter
le ballon, de prÈfÈrence vers la
ligne de but adverse.
Lorsqu'il porte le ballon, le
joueur contrÙlÈ par l'utilisateur
est mis en surbrillance dans une
couleur qui dÈpend du numÈro du
contrÙleur.
DÈplacez le bouton directionnel
vers le haut, le bas, la gauche ou
la droite pour contrÙler le sens
vers lequel court le joueur qui
tient le ballon.
Gardez enfoncÈ le bouton C pour
faire accÈlÈrer le joueur qui
porte le ballon.
Passes
¿ moins que votre joueur ne soit
trËs rapide, il n'ira pas loin
avant que les adversaires ne
s'approchent pour le plaquer au
sol. 
Et ‡ moins d'avoir beaucoup de
chance, vous risquez fort de
perdre le ballon ‡ ce moment-l‡ ou
pendant la mÍlÈe ouverte qui
s'ensuit.
Il vaut bien mieux faire une passe
pour obliger les adversaires ‡
courir. 
Appuyez sur B pour passer le
ballon et utilisez le bouton
directionnel pour contrÙler le
sens de la passe. Vous prenez
immÈdiatement le contrÙle du
joueur qui tient le ballon.
Coups de pied tactiques
Dans l'espace - Si le joueur qui
porte le ballon n'est pas bien
placÈ pour faire une passe ou s'il
est pris prËs de sa ligne d'en-but
et doit se dÈbarrasser du ballon,
il l'envoie en avant dans
l'espace.
Gardez le bouton A enfoncÈ sans
appuyer sur le bouton
directionnel.
En touche - Avec le tir dans
l'espace, on renonce ‡ la
possession du ballon. Une
technique plus avancÈe consiste ‡
envoyer le ballon en avant, mais
en s'assurant qu'il sorte du jeu
en touche.
Cet envoi en touche produit un
alignement pour la touche donnant
50% de chances de rÈcupÈrer le
ballon.
Envoyez le ballon vers la touche
de la mÍme faÁon que dans
l'espace, sauf que le joueur qui
donne le coup de pied doit faire
face ‡ la ligne de touche.
Coup de pied ‡ ras de terre - Si
les adversaires sont trËs proches
lorsque le ballon est envoyÈ dans
les airs, ils risquent de
l'attraper.
Un coup de pied ‡ ras de terre
vous donne la chance de dÈpasser
les adversaires et peut-Ítre mÍme
de rÈcupÈrer le ballon.
Gardez le bouton A enfoncÈ et
dÈplacez le bouton directionnel
vers le haut ou le bas (dans le
sens du jeu) pour envoyer le
ballon ‡ ras de terre.
DÈfense
Quelle que soit votre habiletÈ, le
moment viendra o˘ vous devrez
concÈder la possession du ballon ‡
l'Èquipe adverse.
Il vous faut alors l'empÍcher de
marquer des points et t‚cher de
rÈcupÈrer le ballon pour organiser
votre propre attaque.
Le secret d'une bonne dÈfense au
rugby, c'est d'Ítre capable de
plaquer les adversaires. 
Si vos joueurs laissent les
adversaires se dÈgager, ceux-ci
peuvent gagner du terrain et
envahir des positions d'o˘ ils
marqueront des points. 
Appuyez sur B pour passer le contr
le au joueur le plus proche du
ballon.
Appuyez sur C pour accÈlÈrer derri
re le joueur qui tient le ballon.
Appuyez sur A pour que votre
joueur plaque un adversaire. 
POINTAGE
L'objectif de vos manoeuvres
d'approche est de vous mettre en
bonne position pour marquer des
points. Au rugby, il existe deux
faÁons de marquer des points : par
des coups de pied et par des
essais.
Essais
Pour marquer un essai valant cinq
beaux points, un joueur doit
dÈposer le ballon dans l'enbut
adverse (la zone derriËre les
poteaux, entre la ligne d'en-but
et la ligne de ballon mort).
Lorsque le joueur qui tient le
ballon traverse la ligne de but
adverse, appuyez sur A, B ou C
pour poser le ballon au sol et
marquer un essai. AprËs cela, le
jeu retourne au milieu pour le
coup d'envoi.
Mais les avants peuvent aussi
marquer des points en utilisant
leur puissance pour foncer.
Vous pouvez amener le ballon
au-del‡ de la ligne d'en-but
pendant une mÍlÈe ou une mÍlÈe
ouverte, puis poser le ballon au
sol lorsqu'il est disponible.
Une autre faÁon de battre les
adversaires, c'est d'envoyer le
ballon dans l'en-but, puis de
courir plus vite que les
dÈfenseurs pour Ítre le premier ‡
l'atteindre.
Coups de pied
MÍme si les coups de pied ne sont
pas aussi spectaculaires que les
essais, les points qu'ils
permettent de gagner sont
essentiels au rÈsultat de la
partie.
Pour que le coup de pied compte,
le ballon doit passer entre les
poteaux et par dessus la barre
transversale. S'il passe trop loin
ou trop bas, tant pis!
Il existe trois types de coups de
pied valables : les
transformations, les coups de pied
de pÈnalitÈ et les drops.
Transformations 
AprËs chaque essai, l'Èquipe qui a
marquÈ le point peut envoyer le
ballon au but et gagner deux
points supplÈmentaires.
Le ballon est automatiquement
placÈ en parallËle par rapport ‡
la position o˘ l'essai a ÈtÈ
marquÈ et ‡ l'alignement de
l'Èquipe adverse sur la ligne
d'en-but. Les adversaires ne
peuvent avancer qu'aprËs le coup
de pied. 
Le joueur qui donne le coup de
pied, en gÈnÈral l'arriËre, court
vers le ballon et la force du coup
est mesurÈe par le compteur. 
AprËs une transformation, qu'elle
soit rÈussie ou non, le jeu
retourne au milieu du terrain pour
le coup d'envoi.
Coups de pied de pÈnalitÈ 
En cas de pÈnalitÈ en votre
faveur, vous avez le choix entre
une mÍlÈe ou un coup de pied. Si
vous pensez Ítre ‡ bonne distance,
appuyez sur B et tirez le ballon
vers les poteaux.
Un coup de pied de pÈnalitÈ
transformÈ vaut trois points et
dans les parties o˘ une dÈfense
solide rend les essais
pratiquement impossibles, ce sont
les coups de pied de pÈnalitÈ qui
dÈterminent le gagnant.
Le ballon est automatiquement
placÈ ‡ l'endroit o˘ la faute a
ÈtÈ commise et les adversaires
reculent de 10 mËtres. Ils ne
peuvent avancer qu'aprËs le coup
de pied. 
Le joueur qui donne le coup de
pied, en gÈnÈral l'arriËre, court
vers le ballon et la force du coup
est mesurÈe par le compteur. Si le
joueur marque, la partie
recommence au milieu du terrain.
S'il manque son coup, la partie
continue.
Drops
Tout comme les coups de pied de
pÈnalitÈ, les drops valent trois
points. La grande diffÈrence,
c'est que le drop est marquÈ en
jeu ouvert, tandis que les joueurs
vous entourent et les adversaires
veulent vous abattre.
Puisqu'on n'a pas le temps de
prendre son Èlan, pour les drops
il faut Ítre plus prËs des poteaux
que pour les coups de pied de
pÈnalitÈ ou les transformations. 
N'importe quel joueur peut essayer
de marquer un drop. Pour cela, il
faut placer le joueur qui tient le
ballon dans la meilleure position
possible au moyen du bouton
directionnel.
L‚chez le bouton directionnel et
appuyez sur A; le joueur envoie le
ballon vers les poteaux. AprËs un
drop rÈussi, la partie reprend au
milieu du terrain.
S'il manque son coup, la partie
continue.
PHASES DE JEU 
´Rugby World Cup 1995ª intËgre un
certain nombre de manoeuvres qui
servent ‡ dÈterminer la possession
du ballon : l'alignement, la mÍlÈe
et la mÍlÈe ouverte. 
Alignement
Quand le ballon est envoyÈ en
touche, les avants s'alignent en
parallËle entre la ligne des 5 m
et la ligne des 15 m.
Un joueur de l'autre Èquipe reste
sur la touche, prÍt ‡ remettre le
ballon en jeu.
Si vous envoyez le ballon en
touche au-del‡ de votre ligne des
22mËtres et si le ballon rebondit
avant de sortir du jeu,
l'alignement se fait ‡ l'endroit
o˘ le ballon est mort.
Si le ballon sort directement du
jeu sans rebondir, l'alignement se
fait ‡ l'endroit o˘ se tenait le
joueur qui a frappÈ le ballon. La
diffÈrence entre les deux
positions peut atteindre 50mËtres!
Appuyez sur A, B ou C pour envoyer
le ballon. Appuyez sur A pour un
lancer court, B pour un lancer
moyen et C pour un lancer long.
Les joueurs sautent pour attraper
le ballon, puis le passent aux
arriËres.
MÍlÈe ouverte
Lorsqu'un joueur (en gÈnÈral un
avant) est plaquÈ au sol, il peut
tourner le dos aux adversaires
pour protÈger le ballon tandis que
les autres avants se collent ‡ lui
pour former une mÍlÈe ouverte. 
Les mÍlÈes ouvertes servent ‡
gagner du terrain en se frayant un
chemin dans l'Èquipe adverse. En
mÍme temps, on t‚che de libÈrer le
ballon pour le passer aux arri
res.
Pour libÈrer le ballon, tapez sur
A pour le passer ‡ gauche de la
mÍlÈe ouverte, tapez sur B pour le
passer au demi de mÍlÈe en arriËre
de la mÍlÈe ouverte ou tapez sur C
pour le passer ‡ droite de la
mÍlÈe ouverte.
MÍlÈe
Si le ballon ne sort pas de la
mÍlÈe ouverte, s'il rebondit ou si
l'Èquipe non pÈnalisÈe choisit la
pÈnalitÈ, les avants de chaque
Èquipe forment une mÍlÈe.
Le ballon est introduit dans la
mÍlÈe par le demi de mÍlÈe, puis
les avants doivent l'attraper en
repoussant les adversaires.
Appuyez sur A, B ou C pour placer
le ballon entre les deux groupes
d'avants. Utilisez le bouton
directionnel pour contrÙler le
mouvement de la mÍlÈe.
Appuyez sur haut/bas (dans le sens
du jeu) pour Ècarter les
adversaires du ballon et sur
gauche/droite pour une mÍlÈe
tournante.
Une fois en possession du ballon,
placez le demi de mÍlÈe dans la
meilleure position derriËre la
mÍlÈe pour envoyer le ballon aux
arriËres.
Gardez A enfoncÈ pour le faire
passer ‡ gauche de la mÍlÈe, B
pour aller derriËre la mÍlÈe et C
pour passer ‡ droite de la mÍlÈe. 
FAUTES
L'Èquipe qui n'a pas commis la
faute bÈnÈficie d'une pÈnalitÈ
pour chaque faute remarquÈe par
l'arbitre. Il s'agit, par exemple,
d'un hors-jeu ou d'une passe en
avant.
Des pÈnalitÈs peuvent Ègalement
punir des manoeuvres dangereuses
comme les plaquages tardifs ou
trop hauts ou encore la violence.
La pÈnalitÈ se fait souvent ‡
partir de l'endroit o˘ la faute a
ÈtÈ commise et l'Èquipe coupable
doit immÈdiatement reculer de 10 m
tres.
Lorsque vous bÈnÈficiez d'une
pÈnalitÈ, vous avez trois options
: mÍlÈe, coup de pied ou coup
frappÈ. Appuyez sur A pour la
mÍlÈe, sur B pour le coup de pied
ou sur C pour le coup frappÈ.
Si vous optez pour la mÍlÈe, c'est
vous qui mettez le ballon en jeu.
Si vous choisissez le coup de
pied, vous pouvez envoyer le
ballon en touche ou au but et vous
avez la possibilitÈ de marquer
trois points.
Si vous choisissez le coup frappÈ,
le joueur fait rebondir le ballon
au sol, puis l'envoie
immÈdiatement au loin, vers les
arriËres.
Hors-jeu
Au rugby, un joueur est hors-jeu
s'il est en avant d'un coÈquipier
qui a le ballon en sa possession
ou qui est le dernier ‡ l'avoir
jouÈ.
Les joueurs qui sont hors-jeu
doivent lever les bras en l'air
pour montrer qu'ils ne veulent pas
le ballon et ils doivent courir
dans l'autre sens. Le hors-jeu
n'entraÓne aucune pÈnalitÈ si le
joueur n'intervient pas dans le
jeu.
Renvoi du ballon
Si un joueur ne retient pas le
ballon lors d'une passe et le
renvoie en avant ‡ ras de terre
avec la main ou le bras, une mÍlÈe
se produit. 
Il existe toujours un risque de
l‚cher le ballon dans l'en-but
adverse, alors faites attention
lorsque vous dÈposer le ballon au
sol pour marquer un essai.
Passe en avant
Au rugby, toutes les passes
doivent se faire vers l'arriËre.
Si un joueur passe un ballon en
avant, il se forme une mÍlÈe en
faveur des adversaires.
Perte de temps
Si vous prenez trop de temps ‡
former un alignement ou ‡ marquer
une pÈnalitÈ, l'arbitre risque de
vous punir en dÈcrÈtant une mÍlÈe
en faveur des adversaires.
Cette rËgle empÍche les joueurs
d'essayer de gagner un avantage en
laissant passer le temps.
 Rugby World Cup '95
 Termes de Rugby
 
 Use Up/Down to scroll text
GLOSSAIRE G…N…RAL
Alignement - Lorsque le ballon
est envoyÈ en touche, les avants
s'alignent en rangÈes parallËles
entre la ligne des 5 mËtres et la
ligne des 15 mËtres
Sauf aprËs un coup de pied de
pÈnalitÈ en touche, l'Èquipe qui
n'a pas envoyÈ le ballon en touche
fait la remise en jeu.
La remise en jeu se fait au milieu
des joueurs, qui doivent sauter
pour attraper le ballon.
Enbut - La surface ‡ chaque
extrÈmitÈ du terrain, entre la
ligne d'en-but et la ligne de
ballon mort, o˘ le ballon doit
Ítre posÈ sur le sol pour qu'un
essai puisse Ítre marquÈ.
En touche - Lorsque le ballon
franchit la ligne de touche d'un c
tÈ ou de l'autre du terrain.
Hors-jeu - Lorsqu'un joueur se
retrouve en avant d'un co-Èquipier
qui est en possession du ballon,
c'est un hors-jeu.
Il ne doit ni toucher le ballon,
ni intervenir dans le jeu. Les
joueurs hors-jeu lËvent les bras
pour montrer qu'ils ne peuvent pas
jouer.
Ligne de ballon mort - La limite
du terrain derriËre l'en-but.
Ligne de touche - La ligne qui
dÈlimite le terrain de jeu.
Ligne des 5 m - Une ligne brisÈe
‡ 5 mËtres de la ligne de touche.
Lors de l'alignement, les joueurs
doivent reculer ‡ 5 m de la ligne
de touche avant que le ballon ne
soit remis en jeu.
Ligne des 10 m - Une ligne
brisÈe ‡ 10 mËtres de la ligne du
milieu, parallËle ‡ la ligne de
but. Lors de la remise en jeu,
tous les joueurs de l'Èquipe
dÈfensive doivent se trouver derri
re cette ligne.
Ligne des 15 m - Une ligne
brisÈe ‡ 15 mËtres de la ligne de
touche. Lors de l'alignement, tous
les joueurs doivent Ítre alignÈs
entre la ligne des 5 mËtres et la
ligne des 15 mËtres.
Ligne des 22 m - Une ligne se
trouvant ‡ 22 mËtres de la ligne
d'en-but et parallËle ‡ celle-ci.
Lorsqu'un joueur pose le ballon
derriËre sa propre ligne d'en-but,
le jeu recommence ‡ la ligne des
22 mËtres. 
Ligne du milieu - Une ligne
parallËle ‡ la ligne de but, au
milieu du terrain, ‡ partir de
laquelle se fait la remise en jeu.
MÍlÈe - AprËs une faute mineure,
la faÁon de dÈcider quelle Èquipe
sera en possession du ballon. Les
deux rangÈes d'avants s'accrochent
les uns aux autres et se mettent
face aux adversaires.
L'Èquipe qui n'a pas commis la
faute fait la remise en jeu et les
avants essayent d'Èloigner les
adversaires du ballon.
L'Èquipe qui l'emporte aprËs la
mÍlÈe gagne la possession du
ballon et l'envoie aux arriËres.
Mi-temps - Pause au milieu de la
partie. Les joueurs restent sur le
terrain.
PÈnalitÈ - Les pÈnalitÈs
punissent toute infraction aux r
gles et se traduisent par un coup
de pied en touche ou au but ou par
une mÍlÈe.
Lorsqu'un coup de pied de pÈnalitÈ
est transformÈ, cela vaut trois
points.
Remise en jeu - Le fait de
lancer un ballon dans une mÍlÈe.
Le ballon va au milieu du tunnel
formÈ par les deux rangÈes
d'avants.
MÍme si vous bÈnÈficiez de la
remise en jeu, le ballon ne doit
pas Ítre placÈ plus prËs de vos
propres avants.
Terrain - Le terrain de jeu
dÈlimitÈ par les lignes d'en-but
et les lignes de touche.
Touche - Lorsqu'un joueur
dÈfensif touche dans son en-but,
le ballon est remis en jeu par un
coup de pied vers l'autre Èquipe ‡
partir de la ligne des 22 m.
TouchÈ en but - Lorsque le
ballon est envoyÈ derriËre la
ligne de but.
TACTIQUES
MÍlÈe - Lorsque le ballon est au
sol et le jeu ouvert est terminÈ,
les joueurs des deux Èquipes se
tiennent les uns aux autres et
essayent de prendre possession du
ballon.
On ne peut toucher le ballon que
du pied. Lorsqu'il sort de la
mÍlÈe, il peut Ítre passÈ aux arri
res.
MÍlÈe ouverte - Lorsqu'un joueur
(en gÈnÈral un avant) est plaquÈ
au sol, il peut dÈcider de
commencer une mÍlÈe ouverte.
Il tourne le dos aux adversaires
pour protÈger le ballon tandis que
les autres avants se collent ‡ lui
pour former une tornade humaine. 
Les mÍlÈes servent ‡ gagner du
terrain en se frayant un chemin
dans l'Èquipe adverse. En mÍme
temps, on t‚che de libÈrer le
ballon pour le passer aux arri
res.
Plaquage - Cela consiste ‡
attraper un adversaire et ‡ le
faire tomber.
Cette manoeuvre doit se faire en
dessous des Èpaules et il est
interdit de tirer sur les
vÍtements. Le joueur plaquÈ doit
immÈdiatement l‚cher le ballon.
Passes - Le joueur en possession
du ballon passe celui-ci de faÁon
latÈrale ‡ ses coÈquipiers afin de
contourner les adversaires.
Les joueurs qui courent le plus
vite sont gÈnÈralement les arri
res et les arriËres les plus
rapides occupent normalement les
positions de trois-quarts aile
gauche et trois-quarts aile
droite. 
POSITIONS
ArriËre - Le numÈro 15 est la
derniËre dÈfense lorsque tous les
autres joueurs ont ÈtÈ battus.
Il doit Ítre capable d'attraper
les balles hautes, d'Èviter de se
faire plaquer et de botter le
ballon avec force et prÈcision.
ArriËres - Les joueurs ‡ l'arri
re, numÈrotÈs de 9 ‡ 15,
comprennent le demi de mÍlÈe et
les trois-quarts.
Ils doivent essayer de courir et
de passer le ballon plus vite que
les arriËres adverses lorsqu'ils
sont en possession du ballon ou le
botter lorsqu'il n'y a aucune
ouverture.
Les arriËres doivent Ítre trËs
forts ‡ la course, en excellente
forme physique et trËs habiles
dans le maniement du ballon.
Avants - Les avants, numÈrotÈs
de 1 ‡ 8, doivent prendre
possession du ballon pendant les
mÍlÈes et les alignements pour la
touche.
Ce sont des joueurs puissants, de
forte stature, qui ont assez de
bravoure pour sauter dans une
mÍlÈe o˘ volent les poings et les
pieds.
Lorsqu'un avant s'empare du
ballon, il le passe aux arriËres
ou il essaye de se frayer un
chemin ‡ travers l'Èquipe adverse.
Demi de mÍlÈe - Le numÈro 9 est
l'une des positions les plus
importantes au rugby, puisqu'il
assure le lien entre les avants et
les arriËres.
¿ l'instar du quartarriËre au
football amÈricain, le demi de
mÍlÈe renvoie le ballon remportÈ
lors de mÍlÈes et d'alignements
pour la touche.
Pointage
Coup de pied au but - Tentative
de coup de pied aprËs une
pÈnalitÈ. Cela vaut aussi trois
points.
Drop - Pendant le jeu ouvert, un
joueur attaquant envoie le ballon
entre les poteaux du but adverse.
Le joueur l‚che le ballon et le
botte lorsqu'il a rebondi une
seule fois. Cela vaut trois
points.
Essai - DÈposer le ballon derri
re la ligne de but adverse. Cela
vaut cinq points.
Transformation - L'Èquipe qui
marque l'essai peut gagner deux
points supplÈmentaires si elle
transforme l'essai.
La transformation peut se faire ‡
n'importe quel point d'une ligne
parallËle ‡ l'endroit o˘ le ballon
a ÈtÈ posÈ au sol. Au rugby, le
ballon doit passer au-dessus de la
ligne transversale et entre les
poteaux.
COUPS DE PIED
Chandelle - Le ballon monte trËs
haut mais n'avance pas beaucoup.
Cela sert ‡ amener les
co-Èquipiers en bonne position
pour offrir un soutien.
Coup de pied ‡ ras de terre - Un
coup de pied court ‡ ras de terre
pour prendre l'adversaire ‡
contre-pied.
Coup de pied dans l'espace -
Envoyer le ballon en avant dans un
espace occupÈ par quelques
adversaires seulement.
Coup de pied de volÈe - Dans ce
cas, le joueur l‚che le ballon et
le botte immÈdiatement. Aucun
point ne peut Ítre marquÈ.
Coup de pied en touche - Il
existe deux faÁons de faire.
Lorsque vous Ítes derriËre votre
ligne des 22 mËtres, vous pouvez
envoyer le ballon directement en
touche sans qu'il rebondisse.
Lorsque vous Ítes en avant de
votre ligne des 22 mËtres, le
ballon doit rebondir au moins une
fois avant d'aller en touche.
Si le ballon est envoyÈ
directement en touche,
l'alignement se fait le long de la
ligne d'o˘ il a ÈtÈ tirÈ et non o˘
il est sorti du jeu.
Coup de renvoi - Il s'agit d'un
coup de pied donnÈ sur la ligne
des 22 mËtres par l'Èquipe
dÈfensive.
Le coup de renvoi est accordÈ
lorsque le ballon dÈpasse la ligne
de touche de but ou lorsqu'il est
dÈposÈ par un joueur dÈfensif
alors que l'Èquipe dÈfensive
n'Ètait pas celle qui avait envoyÈ
le ballon au-del‡ de la ligne de
but.
 Rugby World Cup '95
 Trucs et Astuces
 
 Use Up/Down to scroll text
* La premiËre chose ‡ faire, c'est
apprendre les rËgles du jeu.
Le rugby Ètant relativement peu
connu en AmÈrique du Nord, il vous
faut lire les rËgles et choisir
une Èquipe ayant de bonnes
statistiques concernant les coups
de pied, les passes, la puissance
et la course.
* Les arriËres marquent les essais
les plus spectaculaires, car ils
font des passes longues et
utilisent leur vitesse pour battre
les adversaires ‡ plate couture.
* MÍme si les poteaux sont hors
de vue, vous pouvez marquer une
transformation, mais assurez-vous
d'atteindre trËs exactement le
point de prÈcision.
La transformation est plus facile
si vous posez le ballon aussi prËs
des poteaux que possible lorsque
vous marquez un essai.
* Faites autant de passes que
possible pour garder le ballon en
mouvement.
<a name="Rvt.o">RVT.O</a>
 Robocop Vs. Terminator
 Virgin
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Scinst.o">SCINST.O</a>
<a name="Scnstjef.o">SCNSTJEF.O</a>
<a name="Seaquest.o">SEAQUEST.O</a>
 seaQuest DSV
 T HQ
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 LAUNCH BAY
 HINTS AND TIPS
 BROWSE HELP FILES
 seaQuest DSV
 Game Description
 
 Use Up/Down to scroll text
In your fitful sleep, you dream of
adventure on the seas: pirate
skirmishes, sunken treasures, lost
cities beneath the waves...
You awake to the gentle chime of
the message pad. The message tells
you that you have been invited to
participate in a
computer-simulated maneuver to
evaluate your potential as captain
of the seaQuest DSV.
You check the address you need to
report to, and read the message
two more times. You've got time to
pack and catch the next jump-jet.
 seaQuest DSV
 Controller Functions
 
 Use Up/Down to scroll text
The future's most powerful
submarine is at your command. The
controls for your simulation are
the same as the controls of the
real seaQuest.
Controls for the seaQuest Explore
Mode:
D-Pad:
 * Pilot the seaQuest in any
direction.
 * Press Up to move ahead.
 * Press Down to move astern.
 * Press Left to rotate port.
 * Press Right to rotate
starboard.
Start:
 * Pause game action and bring
up the Control Menu.
A Button:
 * Fire Weapon A.
B Button:
 * Fire Weapon B.
C Button:
 * Hold down, then press up on
the D-Pad to dive. Hold the C
Button and press down on the D-Pad
to surface.
 seaQuest DSV
 Playing the Game
 
 Use Up/Down to scroll text
Captain on the bridge
Your simulation has begun,
trainee. You must quickly become
familiar with the operation of the
seaQuest if you are to advance in
rank and pass this test of your
abilities.
In general, missions will consist
of:
 * Receiving an incoming
transmission, alerting you to a
situation in your quadrant.
 * Using the Information Screen
to read the transmission.
 * Using the Navigation Display
to locate the mission site with
WHISKER probes.
 * Piloting the seaQuest to the
mission site to correct the
situation, or...
 * Launching the appropriate
vehicle or vehicles to complete
the mission.
While in seaQuest's Explore Mode,
pressing the Start Button will
pause the game and bring up the
Control Menu.
Use the D-Pad to select from the
different options and press the A
Button to select.
Going counter-clockwise from the
top left corner: Weapon A, Weapon
B, Main Bridge, Information,
Navigational, and Launch Bay.
Selecting these options either
brings you to the selected screen
or lets you choose a weapon. Press
the Start Button to exit the
Control Menu and return to Explore
Mode.
Main Bridge Screen
 * Vehicle Display: This shows
the number of each vehicle in the
seaQuest's bay, and if Darwin and
the Hyper-Reality Probe are
on-board.
 * Ship's Readiness: This shows
whether the seaQuest is in top
condition (100%) or needs time for
repairs (less than 100%).
 * Weapon's Display: This shows
how many of each torpedo, missile
or mine remains in store. Press
right on the D-Pad to see
additional weapons.
 * Total Funds: Displays your
collective contributions, which
are used to determine your score.
 * Current Funds: Used to
purchase and replace equipment.
 * Rank and Rank Insignia: Show
your current UEO ranking.
 * Password: Shows your current
password.
Press the Start Button to return
to Explore Mode.
Information Screen
This is where you will receive
your first mission briefing. The
Information Screen will also
display incoming transmissions
from the USO and its confederates.
Read all messages and
transmissions carefully; they will
give you clues as to how you
should proceed.
The inventory display shows the
name of the items in store, the
number remaining and the purchase
cost.
To purchase items, use the D-Pad
to move to the inventory display
and press the A Button.
Press up an down on the D-Pad to
move the arrow to select the item
you want, then press the A Button
to purchase.
Press the Start Button to return
to Explore Mode.
Navigation Screen
The Navigation Screen displays
your current ocean quadrant. Press
the D-Pad up, down, left and right
to scroll across the map to see
the entire quadrant.
Gold crosses on the map indicate
mission sites. Silver crosses
indicate potential mining sites
where minerals may be found.
A skull-and-crossbones symbol
indicates the location of an enemy
vessel. The UEO symbol indicates
the current position of the
seaQuest.
Hit the Start Button to return to
Explore Mode.
 seaQuest DSV
 Launch Bay
 
 Use Up/Down to scroll text
Launch Bay
Inside the seaQuest's Launch Bay,
you can select different vehicles
to carry out missions. If you are
not within range of a mission
site, you cannot enter the launch
bay.
Upon reaching a mission site, you
will have to decide which mission
vehicle is most appropriate for
the task. At times, more than one
vehicle may be needed to complete
a mission.
Use your D-Pad to highlight one of
the mission vehicles and hit the A
Button to launch. If the counter
for a vehicle reads zero, that
vehicle is not in the bay and
cannot be launched.
To purchase additional mission
vehicles, highlight BUY SHIPS.
Once a vehicle has been launched,
it will appear outside the
seaQuest near a pick-up buoy.
If you return to this buoy, the
vehicle will be taken aboard the
seaQuest to be exchanged for a
different vehicle or to move on.
If a vehicle is damaged on a
mission, you will be shown a
readout of remaining hull
integrity.
If a vehicle is destroyed, you
will return to the launch bay to
select another vehicle.
Once you start a mission, you must
complete it successfully.
If you press the A, B, and C
Buttons simultaneously, you will
self-destruct your mission
vehicle, which may be helpful
during certain missions.
Do not injure sea life during your
mission. You are here to protect
them. From the Launch Bay, press
the Start Button to return to
Explore Mode.
Crab:
The crab is a multi-functional
mining and recovery vehicle with
several manipulator arms.
Armament: Sonar-directed plasma
charge.
Armor: High-pressure plastic with
steel plating.
Propulsion: Attitude jets.
Crew: 2.
Special features: Equipped with
thruster jets for upward thrust or
for removing sediment for salvage
operations.
D-Pad: Move in any direction.
A Button: Fire thruster jets.
B Button: Fire seeker plasma
charge.
Stinger:
The Stinger is a one-person attack
sub.
Armament: Hydro-pulse laser.
Armor: Bio-organic carbonite
plating.
Propulsion: Mechanical tail.
Crew: 1.
Special features: Very fast and
maneuverable, the Stinger is
capable of moving in all
directions.
D-Pad: Rotate left and right.
A Button: Forward thrust.
C Button: Fire plasma weapon.
Sea Speeder:
The Speeder is a fast, heavily
armored transport and defense
vehicle.
Armament: Low-charge energy-plasma
torpedoes and sonar-directed
plasma charges.
Armor: Carbon-fiber plating.
Propulsion: Hydro-jet turbines.
Crew: 2.
Special features: The Speeder
serves as a fast, armored shuttle
or attack sub.
D-Pad: Move in any direction.
A Button: Turn Speeder about.
B Button: Fires Seeker Plasma
Charge.
C Button: Fires torpedo.
Sea Truck:
The Sea Truck is a large,
multi-purpose transport for
people, equipment and supplies.
Armament: High-charge
energy-plasma torpedoes and
rear-launched proximity mines.
Armor: Steel beams and hull.
Propulsion: Multi-directional
jets.
Crew: 2-6.
Special features: Equipped to pick
up objects, the Truck is ideal for
salvage operations.
D-Pad: Move in any direction.
A Button: Turn Truck about.
B Button: Fire torpedo.
C Button: Release mine from
astern.
Hyper-Reality Probe:
Not a vehicle, the H-R Probe is
used for exploration,
reconnaissance, and repair
operations in dangerous
situations.
The Probe is controlled by a crew
member aboard the seaQuest through
a virtual reality headset and
handpiece.
Armament: Low-energy hydro-pulse
laser.
Armor: Carbon plating.
Propulsion: Servo-controlled
hydro-jets.
Crew: None (remote-controlled).
Special features: Extension arm is
equipped for underwater welding
and can be used to activate
switches. H-R Probe is capable of
diving to extreme depths.
Used to repair broken pipes and
can withstand great temperatures.
D-Pad: Move in any direction.
A Button: Turn probe about.
B Button: Activate arm for welding
or to flip switches.
C Button: Fire low-intensity
weapon.
Darwin:
Darwin is a bottle-nose dolphin
and a member of the seaQuest's
crew. He is highly intelligent and
through the use of his underwater
rebreathing apparatus can perform
many underwater missions.
Armament: None.
Armor: None.
Propulsion: Tail.
Special features: Darwin can
activate switches and can swim
against strong ocean currents
which can disable other craft.
D-Pad: Rotate left and right.
A Button: Swim forward.
B Button: Flip switches.
 seaQuest DSV
 Hints and Tips
 
 Use Up/Down to scroll text
 * Keep an eye on the damage
your vessel has received. If the
seaQuest has been damaged, use
your countermeasures to escape
from attackers.
 * Your ability to
self-destruct a mission vehicle
may be useful during the nuclear
reactor mission.
 * Conserve the seaQuest's
weapons-they are limited and if
you fire wildly, you're more
likely to hit a friendly oil
refinery.
 * All of your mission vehicles
are useful for different
purposes-experiment and find out
how to accomplish various tasks.
On-screen hints may let you know
which vehicles will work in a
particular situation.
 * Do not attack Triton turrets
from the front. Use buildings to
shield you from the missiles and
use your large pulse laser to
attack.
 * If your mission vehicle is
damaged, return to the Launch Bay.
Once in the Bay, your vehicle will
be repaired and you may either
select a different vehicle or the
same vehicle to complete your
mission.
<a name="Shadbst2.o">SHADBST2.O</a>
 Shadow of the Beast II
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Shadow of the Beast II
 Game Description
 
 Use Up/Down to scroll text
Columns has always been fun. But
now that you can add
 Shadow of the Beast II
 Controller Functions
 
 Use Up/Down to scroll text
Default Controls are as follows:
Button A: Jump. Hold the button
down to jump higher.
Button B: Fire Weapon/Use object.
Button C: Select Weapon/object.
D-Pad: Move left, right, duck or
descend and ascend or enter.
Start: View inventory, pause and
resume play.
 Shadow of the Beast II
 Playing the Game
 
 Use Up/Down to scroll text
The Game Screen:
Health Vial: The Health Vial
indicates how much life you have
left to give for your quest. Watch
the vial closely! When it is
empty, your life is over, and your
only choice is to start at the
beginning again.
Using Weapons and Objects: In
your travels you'll find weapons
and other objects to use or offer
to those you meet. When you are
carrying more than one weapon or
object, and you wish to change the
weapon or object you are using:
 * Press C to move the selector
to the weapon/object you wish to
use, then press B to use the
weapon/object.
NOTE: You may carry only four
objects at a time. If you are
carrying four objects, and you
pick up a new object, it will
replace the item currently
selected in your inventory.
You may wish to pause the game
while you choose your
weapon/object:
Press Start to bring up the
Inventory screen.
Press C to move the selector to
the object you wish to use, then
press A to select (or offer) the
object.
Your Objective:
To save your sister you must fight
your way across danger-fraught
Kara-Moon to reach the Beast Mage
and once again defeat him in
battle.
You will confront many creatures
on your journey, some of whom may
have information for you while
others merely crave your death.
Physical combat with enemies
depletes your energy.
Collectible weapons are scattered
throughout Kara-Moon as are other
useful objects.
Some of the puzzles and obstacles
you encounter may require help
from other characters--voluntary
or otherwise--to overcome.
 Shadow of the Beast II
 Hints and Tips
 
 Use Up/Down to scroll text
 * Try to encourage enemies to
discharge their weapons before you
attack them. That way you can
assault them without losing
energy.
<a name="Shadwrun.o">SHADWRUN.O</a>
 ShadowRun
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MAGIC
 WORLD OF SEATTLE
 CYBERSPACE AND MORE
 HINTS AND TIPS
 BROWSE HELP FILES
 ShadowRun
 Game Description
 
 Use Up/Down to scroll text
The year is 2050 and the Megacorps
rule by the power of information.
Everyone is on file in the global
mainframe ... everyone but you and
a handful of "invisible" outlaws
called shadowrunners.
Move through the grim and magical
realities of futuristic Seattle
and uncover a diabolical plot that
could destroy the world.
 ShadowRun
 Controller Functions
 
 Use Up/Down to scroll text
Overhead combat:
 * D-Pad: Move your character.
 * Button A: Fire your gun.
 * Button B: Target an enemy.
 * Button C: Change to another
character when more than one is in
the team.
 * Start: Go to the Inventory
screen. Pause/resume game.
Character info and purchase menu:
 * D-Pad: Move the cursor
around the menu.
 * Button A or B: Select a
button, item or choice.
 * Button C: Change to another
character when more than one is in
the team.
 * Start: Exit choice; return
to play.
Cybercombat:
 * D-Pad: Move the program
selector left or right.
 * Button A: Activate a program
in OFFENSIVE posture.
 * Button B: Activate a program
in NEUTRAL posture.
 * Button C: Activate a program
in DEFENSIVE posture.
 * Start: Go to the Cyberdeck
Inventory screen.
Cyberdeck Inventory:
 * D-Pad: Move the cursor
around the screen.
 * Button A, B or C: Select a
button, item or choice.
 * Start: Exit choice; return
to play.
 ShadowRun
 Playing the Game
 
 Use Up/Down to scroll text
CONTROLLING YOUR CHARACTER
Up to three character portraits
can be shown on the right of the
Overhead View screen. Each
portrait displays the face of a
character in your team.
Under the portrait is the name of
that character's equipped firearm
or spell. If the character is
holding a weapon, the number of
rounds remaining is shown in the
AMMO box.
Two bar graphs show the
character's current PHYSICAL and
MENTAL health. If either of these
bars is reduced to zero, the
character will go unconscious.
Button B will target an enemy by
placing a colored TARGET icon over
him.
The color represents the enemy's
health: green is undamaged, yellow
is slightly damaged, orange is
heavily damaged and red is
critical condition.
After targeting, the character
will automatically turn to face
the enemy to attack.
CHARACTER INFO
Pressing Start while in the
Overhead View displays the
Character Info screen. Here you
can view your characters and make
changes to their EQUIPMENT and
POSTURE.
You can also use this screen to
access additional information via
the POCKET SECRETARY.
Attack and Defense Bars:
The attack and defense bars gauge
a character's success in combat.
The longer the bar, the higher the
character's chances of success:
 * A long ATTACK (Atk) bar
shows skill in hitting and causing
extra damage to an opponent.
 * A long DEFENSE (Def) bar
indicates that a character can
absorb large amounts of damage,
thus losing less health when hit.
Options Buttons:
 * Clips: This button controls
a character's ammo. Characters
automatically reload weapons in
combat.
However, this option lets you
reload guns manually. Characters
can also trade or distribute ammo
clips evenly among themselves.
 * Attribute/Skills: This
button displays the character's
ratings. Each item is explained at
the bottom, along with the
character's KARMA.
Attributes and skills can be
increased in hotels when enough
karma is accumulated. Each race
has its own maximum attributes.
 * Cyberware: This brings up a
list of a character's
cyber-enhancements.
 * Magic: This button displays
the Magic Selection screen when
you have selected a mage or
shaman.
Otherwise, it displays the
PHYSICAL and MENTAL defenses
against magic for that character.
 * Pocket Secretary: This
button opens up your personal
pocket computer. Many extra
features are stored here:
 * The NOTEBOOK tracks
important plot points and contacts
and keeps them in logical order.
 * Look in the notebook to see
your current shadowrun and any
tips or clues.
 * GROUP ITEMS lists the items
you have, such as a visa into the
wilderness or a package for
delivery.
 * CYBERDECK lets you examine
your cyberdeck, once you've found
one.
 * DISMISS RUNNER gets rid of a
hired shadowrunner prematurely.
 * SAVE/LOAD is only active
when the character is outside and
not in combat.
Posture:
The character's POSTURE determines
the amount of extra effort he will
expend to hit a target or defend
from damage.
The higher the offensive success
is, the better your chances are of
hitting the target and doing more
damage.
The higher the defensive success
is, the better your chances are of
taking less damage when hit.
When characters are under computer
control, POSTURE determines how
they will react in combat.
Characters set on DEFENSE will
hang back, and may try to heal
other members in combat.
Characters on OFFENSE will charge
forward, trying to do the most
damage they can.
Character Inventory
Each character can carry up to
eight items in Inventory. When
highlighted, the inventory item
will display a picture of the item
and additional information.
Firearms: In 2050, gun control
laws are lax. Almost everyone
carries a gun. The key factors to
consider when choosing a gun are:
 * DAMAGE is increased by the
skill of the attacker, and reduced
by body size and armor of the
defender.
 * POWER is the weapon's
ability to punch through defenses.
It is more difficult for a target
to reduce damage from weapons with
high power ratings.
 * AMMO is the number of shots
a gun can fire before it needs a
new clip. Since it takes time to
reload a gun, the more bullets you
can fire without reloading, the
better.
Shooting while moving, shooting at
a moving target, shooting at long
range and attempting to hit
invisible targets all make missing
more likely.
WEAPONS:
Some firearms are illegal. Anyone
carrying an illegal weapon may be
arrested on sight by Lone Star.
 * Semi-auto LIGHT PISTOLS have
a high fire rate. Their range is
poor.
 * Semi-auto HEAVY PISTOLS have
a bigger bang. Their range is
better than light pistols, though
not much.
 * SHOTGUNS (illegal) cause
large amounts of damage. Most have
a long range and a slow fire rate.
 * Full-auto SMGs (illegal) can
fire three round bursts, all at
one target at close range, or
hitting a group of targets at long
range. These are highly inaccurate
but have a long range.
 * Grenades are area effect
weapons. They must be thrown and
thus are slower. High strength and
good throwing skill will increase
the accuracy of the throw. Only
the frag grenade is illegal.
If no weapon is equipped, a HAND
icon appears beneath a portrait,
showing that the character can now
punch.
If characters are not equipped
with cyberware (hand razors or
spurs), they will do MENTAL
damage. Otherwise, they will do
PHYSICAL damage.
If an enemy attacks you with
hand-to-hand combat, you cannot
defend well unless you also use
hand-to-hand.
It is strongly advised that you
meet unarmed enemies on equal
terms, or eliminate them fast!
Cyberware:
Human limbs can be replaced
easily. Replaced limbs tend to act
better than before, giving the
recipient abilities not previously
possessed.
The drawback is a reduced ESSENCE,
which limits the amount of
cyberware a character can have. It
will also reduce the MAGIC
attribute of a mage. Once
installed, cyberware cannot be
removed.
 ShadowRun
 Magic
 
 Use Up/Down to scroll text
Magic:
Some characters are endowed with
the ability to cast magic. Mages
are humans who have studied books
and have begun to master the
forces by knowledge.
Shamans embrace nature, and let it
guide them in their magical
endeavors. Either way, magic users
can be very powerful when they
have enough experience.
Magic users can call up a special
Magic Selection screen in the
Character Info screen. This screen
lists all their spells, and lets
them equip them as if they were
weapons.
 * Use the D-Pad to control the
cursor and highlight a spell.
 * To equip the spell, press
Button A, B or C.
 * Use the D-Pad to adjust the
FORCE and POSTURE bars.
 * Press Button A, B or C
again, and the spell is equipped
and ready.
Magic Spells
Magic spells have many different
uses, allowing a knowledgeable
magician a range of strategies.
Generally, the higher the FORCE of
the spell, the more powerful it
can be.
Bonus offensive success can be
added, but are limited by the
character's MAGIC attribute.
As spells become more powerful,
they start to cause DRAIN. This
saps MENTAL health, forcing the
magic user to stop casting spells
or go unconscious.
Characters with high WILLPOWER can
resist drain better.
Combat Spells:
 * Damage from FLAME spells is
reduced by the target's BODY
attribute.
 * Damage from MANA and SLEEP
spells are reduced by WILLPOWER.
 * HELLBLAST, MANA STORM and
SLEEP are area effect spells. Use
them wisely!
Healing Spells:
 * HEAL WOUNDS is the only
spell that treats wounds. This
spell only heals PHYSICAL damage.
The more success the spell has
when cast, the more it can heal.
The higher the damage and the
lower the character's ESSENCE, the
more difficult it is for the spell
to work.
Illusion Spells:
 * CONFUSION and STINK attempt
to distract enemies, causing them
to miss more often when attacking.
 * INVISIBILITY hides the
character from corporate guards,
but in a limited fashion.
If combat occurs, this spell will
make characters much harder to hit
when being attacked by those who
cannot see them.
Characters with cybereyes can see
an invisible character, as can
dwarves, trolls and various
paranormal creatures.
Manipulation Spells:
 * ARMOR increases the
character's ability to reduce
damage.
 * BARRIER spells place magical
walls between characters and their
enemies.
MAGIC STORES
Magic stores offer to teach
magicians new spells or raise
their FORCE with an existing
spell. They also sell magic items.
 * Fetishes: In order to reduce
the mental drain from high-powered
spells, magicians carry FETISHES.
These absorb the drain, and
crumble to dust after being used.
 * Spell Focus: Spell success
can be increased by any magician
carrying the correct SPELL FOCUS.
Whatever the success rating was
before, the magician now casts at
the higher rating, but without the
extra drain of higher-powered
spells.
 * Power Focus: More powerful
is a POWER FOCUS, which increases
a magician's spellcasting force
for all spells. This device is
quite rare, and usually not found
in Magic stores.
 * Spell Lock: These devices
have certain spells cast on them
forever.
SPELL LOCKS include items such as
PROTECTION TALISMAN, which
permanently increases the
magician's defenses, and COMBAT
SENSE, which decreases the
magician's difficulty when
attacking.
 ShadowRun
 World of Seattle
 
 Use Up/Down to scroll text
Seattle Businesses
 * Bars/Clubs: Bars are seedy
areas where fights may break out
at any time. They do not require a
cover charge. Clubs are more
civilized, but demand either a
cover charge or a high reputation
to enter.
Shadowrunners for hire can be
found in both bars and clubs, as
well as Mr. Johnsons.
 * Shops: There are three types
of shops: Weapon, Magic and
Cyberdeck. Many different items
are available in each store, and
stores have different stock and
prices.
Most sell only legal items.
Illegal items can be found in the
more shadowy areas of Seattle.
 * Hotels/Motels: You can rest
for one night in a hotel for a
small fee. When resting,
characters may gain back some of
their physical and all of their
mental health.
Characters with high BODY
attributes heal faster.
After resting, you can increase
your character's attributes and
skills if you have enough KARMA.
When you highlight an attribute or
skill, you'll see the amount of
karma needed to bring it to the
next level.
 * Hospitals: When visiting a
hospital, characters can heal
their wounds. This tends to be
expensive, but may be the only way
to heal if the wounds are serious
enough.
Cyberware is also available for
purchase here, but shop carefully.
Professional hospitals tend to be
more expensive than the chop shops
that specialize in installing
cyberware.
If the entire team should go
unconscious during combat, you
will be transported to a hospital.
There your wounds will be treated
for a price. Any hired
shadowrunners in your team will
also be healed and returned to
their favorite nightspot.
They will remember what happened,
and may not be too friendly if you
attempt to hire them again.
 * Corporations: These
impressive buildings are
well-guarded, so you must have
some reason to enter one.
Usually it's to find a package or
an employee to fulfill a shadowrun
requirement, but some other reason
may come up.
 * Abandoned buildings: Rundown
buildings without icons are
usually abandoned. Some have
ghouls living in the basement;
others house the local gang.
 * Cyberterminals: These look
like ATMs in the walls of
buildings. Bump into them and a
menu will appear:
 * Call Taxi allows travel to
any location in the Seattle area.
The driver will charge you a fee
and deliver you to your location.
You cannot travel to the
wilderness unless you have a
day-long visa, which can be
purchased on Council Island.
 * Use Vid-Phone lets you get
in touch with contacts you make
throughout the game. These
contacts offer information,
services or items for sale.
 * Cyberspace brings you into
cyberspace, if you have a
cyberdeck, datajack and
functioning MPCP.
Running The Shadows
Because shadowrunning is not
exactly legal work, a shadowrunner
has to find sources to give him
things to do. These sources are
called MR. JOHNSONS.
They are usually corporate
liaisons whose bosses want
something done quick, and do not
want to dirty their hands.
Mr. Johnsons usually set
themselves up in a bar or
restaurant, and in the privacy of
the backroom booths conduct their
business.
When talking to a Johnson, tell
him you are "looking for a
shadowrun."
When a Johnson offers you a run,
he tells you what he expects, and
how much he's willing to pay in
NUYEN.
Depending on your character's
NEGOTIATION skill, you may be able
to jack up the price a bit.
Finally, the Johnson will ask if
you agree to the terms. If you do,
then the run will be recorded in
your notebook's pocket secretary
for future reference.
You cannot take on another
shadowrun until you accomplish one
of the following:
 * Complete the run you have
contracted,
 * Cancel the contract,
 * Lose what you had in your
possession before completing the
run.
If you choose not to take the run,
no sweat. The Mr. Johnsons of
Seattle have plenty of other jobs.
Just walk up and ask again.
CONTACTS
Johnsons can also point you to
CONTACTS, individuals who can
provide services, equipment and
other contacts to you.
These usually cost NUYEN, but in
general any contact you make will
be worth it in the long run.
HIRING A SHADOWRUNNER
Fortunately for you, Seattle is
filled with other shadowrunners
looking to make a buck.
They have skills, equipment and
attributes you may not have.
Regardless of that, in combat, the
more guns on your side, the
better.
Shadowrunners can be found in bars
and restaurants when they are not
engaged in a run. Walking up to
one will prompt a conversation.
Generally, they will tell you
something about themselves, their
experiences and the area they live
in.
When asked to hire on, they will
offer their price for hire. The
prices shadowrunners quote you are
based on their experience, your
charisma, and their previous
missions with you.
A SHORT TIME HIRE will end after a
major shadowrun or some other
large effort on his part. A LIFER
is in for the long haul.
However, both types will end their
employment if you leave them
behind somewhere without healing
them.
Shadowrunners can have three
different attitudes about you:
good, bad or neutral.
If you leave shadowrunners behind
without healing them, if a major
shadowrun fails, or if
shadowrunners are dismissed, they
will not think highly of you the
next time you meet.
If a shadowrun is successful,
their attitude may change for the
better, when they will offer to
work for lower wages.
SHADOWRUNNING A CORPORATION
Upon entering a corporation,
you'll see an office interior.
Each corporation building has
between three and six floors, each
with its own unique layout.
Various items are scattered
throughout in safes, and
cyberterminals are available to
infiltrate the corporation's
computer system.
Corporations have a number of
defense systems.
Guards patrol the halls, security
cameras watch for unwanted
intruders, maglocked doors keep
secrets locked away from prying
eyes, and other treacherous traps
can spring from anywhere.
You must find ways to deal with
these obstacles, by using skills,
items or the Matrix.
If you are not careful, you can
cause a building alert. When an
alert is raised, the front doors
lock, more guards are deployed,
elevators shut down, and
cyberspace goes into active alert.
When an alarm is raised, you must
either wait for it to end, find a
security terminal, or enter
cyberspace to turn it off.
When you're trying to locate an
item for a shadowrun, the
employees may have some
information if you can coax it
from them.
If personal skills are not your
forte, you may try to use the
security terminals for
information. Or, you can just
search room by room, level by
level.
 ShadowRun
 Cyberspace and More
 
 Use Up/Down to scroll text
CYBERSPACE
THE MATRIX
In 2053, civilization has come to
depend on the MATRIX, a worldwide
network that all computer systems
around the globe are wired into.
It is in the Matrix that the
concept of CYBERSPACE begins.
Anyone with a DATAJACK and a
CYBERDECK can enter the Matrix,
and thus enter cyberspace. While
the technology is complex, it can
be reduced to basic concepts.
A DECKER connects a cyberdeck to
his brain via a datajack, and then
connects the cyberdeck to any
CYBERTERMINAL with a fiber-optic
cable.
By either dialing a direct connect
number, or randomly searching the
Matrix, the decker can then make a
connection to a system.
Once that happens, the decker's
brain perceives the computerized
"world" as reality. The decker
becomes a PERSONA, a chromed
person inside this strange new
world.
DATALINES become visible as
corridors that lead to NODES,
large geometrical rooms that allow
various operations of the computer
system.
From a node, a decker can attempt
to retrieve private datafiles,
turn off security cameras or crash
the entire system!
Since the systems are open to
anyone with a cyberdeck,
programmers have installed
electronic guards to block passage
into the nodes.
These guards are called ICs, for
intrusion countermeasures. The
IC's main function is to keep
deckers out!
Some simply block access and alert
the system, others attack the
decker's programs, and the worst
type can attack the decker
himself!
CYBERDECK INVENTORY
When a program is highlighted,
information about it appears to
the right. Selecting a program
loads it into the cyberdeck, if
enough memory is free.
Selecting a previously loaded
program gives you the option to
delete it, freeing the memory for
another program.
The program's SUCCESS and DEFENSE
bars are also shown when the
program is highlighted. The
buttons select various postures,
and different postures change the
bars, just as in the Overhead View
screen.
CYBERINFO
This shows the stats of the
cyberdeck you own, and lets you
see your current MATRIX RUN
requirements.
STORAGE
This shows files you have picked
up, and gives you the opportunity
to delete some if storage is too
tight.
SYSMAP
This shows you an overhead view of
where you are, and allows you to
retreat to the last node if things
look too difficult. You cannot
retreat once combat has begun.
JACK OUT
This lets you leave the system.
Black IC may block your attempt to
jack out during combat.
GETTING INTO THE MATRIX: Press
Start to enter the Matrix.
LEFT HUD
The left HEADS UP DISPLAY (HUD)
shows the currently selected
program, its last result, rate of
refresh (delay before next
attack), and alert status (None,
Passive or Active).
RIGHT HUD
The right HUD displays the node
type you are about to enter. The
other fields will be question
marks until node is fully
analyzed:
 * If the node is analyzed
completely, the HUD will display
the node's security color and
rating, the type and strength of
the IC defending it, and any ICs
that may be hiding.
 * If the node is not
completely analyzed, only some of
this information may appear.
NODE
The large geometrical object that
scrolls close is the current node
you can attempt to enter. If it is
unguarded, you can enter
instantly. However, most nodes are
guarded by IC.
Unknown IC looks like a spinning
diamond until alerted or
successfully analyzed; then it
turns into its true form.
PERSONA
The chromed man is your computer
PERSONA. Its profile will also be
shown at the right of the deck
panel, along with your current
cybercondition.
If the persona's cybercondition
drops to zero, the decker will be
dumped from the system.
When under attack by Black IC, the
profile will change to the
character profile, and the
condition monitor will represent
the character's PHYSICAL health.
If this depletes, the character
will go unconscious.
DEALING WITH IC
Unless the node is unguarded, you
will see a spinning diamond in
front of it. This is an
un-analyzed IC, and it stops you
from entering.
By using your programs against it,
you may be able to enter the node
and continue exploring the Matrix.
Note: When properly analyzed or
alerted, the spinning diamond will
change into its proper image.
When a program is loaded in the
deck, it appears as an icon at the
bottom of the screen. The bar
below the icon begins to fill as
the program loads from storage
into active memory.
The bigger the program, the longer
the load time. A program must
finish loading before the next
program can begin.
If you operate one program while
another is loading, the loading
process will pause until the
program is completed.
 * Use the D-Pad to select the
program you want to run.
 * Press Button A, B or C to
launch the program. Each button
has a posture attached to it:
 * Button A = Offensive posture
 * Button B = Neutral posture
 * Button C = Defensive
posture.
The postures work much like the
overhead combat postures, moving
your bonus successes to where you
want them.
The maximum bonus you can place in
offense is equal to the rating of
the program you are using.
The maximum in defense is equal to
the MPCP rating of the deck (the
technology is holding back
whatever skill you may have).
Note: When starting out, it is
highly recommended that you use
Button B, neutral posture, only.
IC TYPES
This section lists the different
types of IC and describes what
they do and any special ways to
defeat them.
All IC except the two TAR ICs can
be defeated by ATTACK and SLOW or
bypassed by SLEAZE.
ACCESS/BARRIER: ACCESS acts as a
locked door, waiting for the
correct passcode before it opens.
BARRIER acts as a security door,
locked tight. DECEIVE does not
work against BARRIER, as passcodes
are not accepted. Both ICs send
alert signals when activated.
If the alert signal gets to the
end of the screen, the ALERT
status may upgrade.
Depending on the length of the
DEFENSE bar (determined by your
button press), you may jam the
alert packet when it finally goes
off screen. If this occurs, the
alert status will not change.
KILLER/BLASTER: KILLER and
BLASTER attack when activated,
doing damage to the persona.
If BLASTER destroys a persona, it
may send an electrical blast to
the cyberdeck, burning the persona
and his MPCP chips and making it
impossible to connect to
cyberspace until repaired.
TRACE AND DUMP/TRACE AND BURN:
When activated, a TRACE IC sends
its "head" out to trace the origin
of the decker.
If the head gets off screen before
the decker defeats the IC, the
decker is dumped from the system.
TRACE AND BURN will attempt to
burn the deck just like BLASTER
when the decker is dumped.
RELOCATE can be run on either
TRACE IC in an attempt to cancel
the trace instantly.
TAR PAPER/TAR PIT: If a program
fails to run on an IC with a TAR
IC behind it, the TAR IC instantly
activates, sending an active alert
to the system.
TAR PAPER only destroys the failed
program in active memory, while
TAR PIT destroys the program in
both active memory and storage.
There is no way to disable a TAR
IC once it has been triggered.
BLACK IC: BLACK IC is greatly
feared. It attacks the decker, not
the persona. A decker may go
unconscious if the BLACK IC is
successful.
DECEIVE does not work against it,
ARMOR does not protect against it,
and MEDIC does not heal damage
from it.
If you attempt to jack out while
under attack, the BLACK IC may
stop you. If it is successful, you
will take PHYSICAL damage.
If the attack is unsuccessful, you
may still take MENTAL damage from
the encounter.
ALERTS
When the system moves to PASSIVE
ALERT, all ICs become more
powerful, with their strengths
increased by one.
When the system moves to ACTIVE
ALERT, all IC strength increases
by one more. If an IC is hiding,
it will appear.
If you are inside a corporation,
the BUILDING ALERT will also
activate. If the building alert is
active when you enter cyberspace,
it will change to an active alert.
NODES
Nodes have four security colors:
blue, green, orange and red. Blue
nodes are the weakest, so weak
they cannot have IC defend them.
Red nodes are the most secure, and
thus are usually only found in
corporation and top government
systems.
Nodes are rated from 1 to 6. The
higher the rating, the more
difficult it is to run programs
against it and its IC.
An Access 4 IC in a Rating 6 node
is tougher than an Access 4 IC in
a Rating 4 node.
ENTERING A NODE
Once you enter a node, you can
chose from a list of options based
on the node type. Choosing LEAVE
NODE displays a system map.
Use the D-Pad to select your next
destination. As you penetrate
deeper into the system, you will
see more of it on the map.
A map of an explored system will
remain in the cyberdeck's memory
until a new system is entered.
Operating a node is based on your
COMPUTER skill and affected by the
node's color and security rating.
If you fail to operate the node,
the system will inform you so.
The longer you remain inside a
node, the higher the chances are
of your being detected. Once you
are detected, the system upgrades
the ALERT status.
If already at ACTIVE ALERT, the
system overloads and shuts down
briefly, dumping you from the
system.
SYSTEM ACCESS NODE (SAN) You
must enter this node when entering
the system from a street
cyberterminal.
DATASTORES (DS) These hold data
which you can use to complete
shadowruns or sell for money to a
fixer.
Some datastores hold clues and
information which may be useful to
you in completing the game.
SLAVE NODES (SN) When running a
corp, use these nodes to turn off
hazards such as security cameras
and maglocked doors.
These items will remain off until
another alert is tripped, when
they may come back on line.
I/0 PORTS (IOP) These can be
entrance points to the system from
inside a corporation, or openings
to short cuts through the system.
Locking these when running a corp
may reduce the likelihood of the
corp activating any slave nodes
you have turned off.
SUB-PROCESSOR UNIT (SPU) These
allow access to other nodes. SPUs
also give information about the
nodes that directly connect to
them.
CENTRAL PROCESSOR UNIT (CPU)
Once inside a CPU, you can cancel
alerts, teleport to any node in
the system or crash the entire
system in one fell swoop.
If the system crashes when you're
inside a corp, any alerts end, all
cameras stop and all maglocked
doors become unlocked.
BUYING UPGRADES
Certain stores sell items that
deckers can use to beef up their
decks. These items include
programs, mods, deck add-ons and
improved cyberdecks.
PROGRAMS
The higher the level of a program,
the more bonuses you can use with
it. This is extremely important
against highlevel systems.
Of course, the higher the program
level, the higher its cost and the
size of the program.
COMBAT
Generally, two types of programs
are used to blast through IC. One
is ATTACK, which can damage any IC
and cancel any alert packets on
screen.
The other is SLOW, which slows the
IC's reactions. If slowed enough,
the IC will crash.
Experimental combat programs are
rumored to exist.
DEFENSIVE
These programs are usually used in
combat, and help you heal or avoid
damage. Defensive programs degrade
after they are used, which means
they have to be reloaded.
This makes healing in combat
difficult, all the more so if the
deck has a slow load rate.
MASKING/SENSE
These programs let you deceive the
IC instantly, as opposed to
hitting it again and again in
combat. The downside is that, if
unsuccessful, they can alert the
IC, causing trouble later.
These programs often have
drawbacks, such being useful only
against certain types of IC.
ANALYZE
Let's you see what you are up
against in the node, before you
run any other programs. If it
succeeds, information will appear
on the right HUD.
Depending on how successful the
program was, some or all of the
info may be revealed.
Once a node is analyzed, the
PROBABILITY BARS on the side of
the program will activate. These
show the basic successes a program
has against IC.
The larger the bar, the better the
chances are of running the program
successfully.
DECK PERSONA CHIPS
Inside the deck are five PERSONA
CHIPS. Each one has a certain
function, usually something that
increases programs of a certain
type.
While high-rated programs are
important for quick success,
high-rated persona chips stop the
enemy from resisting your efforts,
allowing ever swifter victories.
Four of these chips can be
upgraded, but the MPCP can only be
repaired. In order to get a higher
MPCP, you must purchase a better
cyberdeck.
DECK ADD-ONS
These increase the attributes of
your deck ... up to a certain
point. Memory, storage and load
speed increases are all limited by
the MPCP.
Buying a better deck with a higher
MPCP will increase these limits.
RESPONSE has a limit of three
increases.
TRADING UP
When you outgrow your current
deck, there are others to trade up
to.
When you trade up, your programs,
persona chips, memory and storage
all upgrade with the new deck,
along with the MPCP increase.
Response and load speed are set to
what the new deck offers.
 ShadowRun
 Hints and Tips
 
 Use Up/Down to scroll text
 * Be careful who you open fire
on, it might not be worth it when
a group of people attack you with
an arsenal of weapons.
<a name="Shaqfu.o">SHAQFU.O</a>
 Shaq-Fu
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Shaq-Fu
 Game Description
 
 Use Up/Down to scroll text
THE STORY OF SHAQ-FU
Long ago and far away, in a place
called The Second World, there
ruled the heartless sorcerer Sett
Ra.
His hunger for power still gnawed
at him even though his dominance
over the Second World was
unchallenged; he longed to extend
his grasp to the fair First World,
Earth.
Sett Ra's plan was simple. He
would destroy the Pharaoh of Egypt
and usurp his throne. He created a
perfect assassin from his own
shadow who would serve him without
question.
This shadow became Beast, the
mightiest and most loyal of all
Sett Ra's minions. Beast destroyed
the Pharaoh, and the disguised
Sett Ra soon sat upon his throne.
However, the Pharaoh's son Ahmet
was not deceived. He brazenly
confronted the powerful sorcerer,
threatening to reveal him.
Sett Ra called forth Beast from
his shadowy other domain. Ahmet
barely escaped from the palace to
the Great Desert, where his
grandfather, Leotsu the Wise,
dwelt as a monk and hermit.
Leotsu and Ahmet united with a
coven of powerful wizards from the
lands beyond Egypt, and their
combined power was able to send
Sett Ra back to the Second World,
comatose and imprisoned within a
rune-encrusted pyramid.
He slumbered for a millennium,
bound by the wrappings of a mummy.
Beast roamed the Second World,
dedicated to finding and releasing
his dread master.
Successful at last, Beast and Sett
Ra vow to wreak havoc on those who
stopped them before. They have
gathered a battalion of formidable
fighters to further this end.
To regain his full strength and to
end his exile from the First
World, Sett Ra must perform an
ancient ritual upon a descendant
of Ahmet.
Beast has now returned from Earth
with the child Nezu, a child in
whose veins the royal blood runs
pure. All is ready for the final
cataclysmic battle-only the Chosen
One can stop Sett Ra now.
One who possesses strength,
spirituality, courage, agility,
intelligence and unsurpassed skill
in the martial arts. Where will
the world find such a one? Only
Shaq knows.
 Shaq-Fu
 Controller Functions
 
 Use Up/Down to scroll text
CONTROL SUMMARY
Six-Button Controller
Fighting
Fast Kick B
Power Kick C
Taunt X
Fast Punch Y
Power Punch Z
Moving
Move Boost A
Player Movement D-Pad
left/right Backward/Forward
Jump Up D-Pad up
Jump Backward/Forward D-Pad up +
left/right
Crouch D-Pad down
Defensive Crouch D-Pad down +
left/right
Shield D-Pad down,
then A
Pause Start
Menu Selections
Highlight an Option D-Pad
up/down
Select an Option Start, or C
Three-Button Controller
Shaq-Fu for the Genesis is
designed to work with a six-button
controller, however you can use a
three-button controller.
In this case, the controls are the
same except you must press Start
while fighting to toggle between
A, B, and C, and X, Y, and Z.
 * To change the attack buttons
A, B, and C, to X, Y, and Z, and
vice versa, press Start.
 * To pause the game during a
fight, press and hold A, B, and C,
then press Start.
NOTE: These moves reflect the
default controls. You can change
your button configuration.
 Shaq-Fu
 Playing the Game
 
 Use Up/Down to scroll text
STORY MODE
In this one player mode, you
become Shaq in his journey through
the Second World. When you select
STORY from the Game Setup screen,
the story begins.
 * To page forward through the
story, press C.
 * To go straight to the Second
World and skip the story, press
Start.
Shaq enters the Second World
through a magical portal. He finds
himself on an island with three
levels.
He must pass successfully through
each one before he faces the final
battle. He cannot continue to
another level until he defeats all
those opponents on the first
level.
If an opponent defeats Shaq, he
can continue three more times.
After that, the game is over and
he must begin anew.
 * To select your first
opponent, use the D-Pad to move
Shaq around the island to the
locations shown. The location
names appear on the screen when
Shaq nears an entrance.
 * To enter the location and
begin the match, press C when the
location name appears.
DUELS
Duels, which are best 2-out-of-3
contests, can be played by either
2 players "head to head" or by 1
player against the Genesis.
It's possible for a character to
fight a duel against
him-or-herself. In such cases the
characters are different colors so
you can tell them apart.
One Player Duels continue until
you beat every character, or until
you lose. When you are defeated,
you can continue three more times.
In Two Player Duels, you can
change the odds by adjusting the
Handicapping meter that appears at
the bottom of the screen.
A green dot appears on the screen,
placed in the center of a yellow
line. Move the dot left or right
to weaken or strengthen your own
or your opponent's character.
 * To move the green dot, hold
C and press the D-Pad left/right.
The farther the dot moves from a
character, the stronger that
character becomes; the closer the
dot, the weaker the character.
TOURNAMENTS
In Tournament Mode, two to eight
competitors play an elimination
tournament to determine who is
champion.
Two controllers must be used, and
a minimum of three characters must
be selected to begin the
Tournament.
In this mode all characters are
controlled by you and your
friends. Any combination of
characters can be selected,
including duplicates of the same
character.
To Make a Selection from the
Tournament Screen:
1. Press the D-Pad in any
direction to move your selection
box over the character you wish to
play.
2. Press C to select a
character.
3. After each player has
selected the character(s) they
want(and at least three characters
have been chosen), any player can
press Start to begin the
tournament.
Tournaments are single elimination
contests. Match-ups are selected
randomly. Winners advance to the
next round, and losers are
eliminated. The winner of the
final round becomes champion.
 Shaq-Fu
 Hints and Tips
 
 Use Up/Down to scroll text
 * Once you've vanquished all
opponents on one level, a bridge
appears. If you don't see the
bridge, use the D-Pad to explore
the level you're on: you may have
missed an opponent.
<a name="Shdwdncr.o">SHDWDNCR.O</a>
 Shadow Dancer
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Shadow Dancer
 Game Description
 
 Use Up/Down to scroll text
After bringing down the Neo Zeed
organization, Joe Musashi found
that his skills weren't needed
anymore.
He went to New York City and spent
some time with Kato, his former
martial arts student.
Musashi returned to his native
land, refreshed and relaxed. Kato,
meanwhile, heard that some nasty
characters had taken over a local
elementary school, and were
holding the children as hostages.
Naturally, he went to try and help
the kids. What he found was
shocking...
Kato was severely wounded at the
school, and was not expected to
survive. When he got the news,
Musashi raced back to New York.
But before he could get to the
hospital, Kato passed away,
leaving nothing but memories and
his faithful dog, Yamato.
Overcome with grief and rage, Joe
Musashi promised Kato's mother
that he would avenge her son's
death.
Kato perished at the hands of one
of the many Ninja warriors
belonging to Union Lizard, a
frighteningly vast and powerful
group that took orders from a
hideous, gigantic reptilian form.
Since it could not communicate
through words, the reptile's
instinct guided it and the many
soldiers on a path that would
result in world domination-if no
one stopped them.
They've taken over New York, and
are holding many terrified people
hostage. Can you guide Joe Musashi
and Yamato, the Shinobi dog,
through the ring of fire and
triumph over this evil force?
 Shadow Dancer
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
Before Play:
 * Press up or down to move
selection markers, and left or
right to highlight options or
selections.
During Play:
 * Press left or right to walk
in either direction.
 * Press down to squat.
 * Press down, an to the left
or right, to walk while squatting.
Start Button:
 * Press to start the game.
 * Press to open the Options
screen.
 * Press to pause the action,
and to resume play.
Button A:
 * Press to use Ninjutsu, the
ancient and powerful Shinobi
magic.
Button B:
 * Press to attack by throwing
Shuriken (Death Stars), kicking,
punching, or swinging the Shinobi
Sabre.
 * Press to send Yamato, your
dog, after an enemy.
Button C:
 * Press to jump.
 Shadow Dancer
 Playing the Game
 
 Use Up/Down to scroll text
Joe Musashi, hoping to avenge the
death of his pupil, Kato, goes
into battle along with his late
student's faithful dog, Yamato.
The two of them fight their way
through the streets of Brooklyn,
lock horns with enemies atop the
Statue of Liberty, storm
unknowingly into the danger that
lurks inside a cave, and finally
reach the hideout of the reptile
Sauros!
To get through all of these
dangers, you must master the
different attack techniques.
ATTACK TECHNIQUES:
Jumping:
Enemies and hostages often appear
on a higher or lower level, so you
must learn how to get to them.
To jump to a higher floor, press
and hold the D-Button up and then
press the Jump Button (selected at
the Options screen). To jump down,
press and hold the D-Button down
and then press the Jump Button.
There's one location where you'll
have to jump a high fence. To jump
over from the near side, press the
D-Button up and then press the
Jump Button.
To jump toward you, press the
D-Button down and then press the
Jump Button.
Assault:
Musashi normally attacks by
throwing Shuriken...or by swinging
his mighty Sabre! There's a
particular Item that gives Musashi
incredible power.
His Sabre is replaced by a Beam
shot, and he gains two new
weapons-a punch and a kick. When
Musashi is standing, he attacks
nearby foes with a lethal kick.
When squatting, he unleashes a
thunderous punch!
Ninjutsu:
The Shinobi warriors of the
present make good use of a gift
from their ancestors.
Ninjutsu is the strongest form of
Shinobi combat magic, and Joe
Musashi can cast those spells as
well as his great-grandfather did!
There are three spells you can use
when you're outnumbered in battle.
Don't waste them in an ordinary
situation!
You can cast only one spell per
stage. The type of spell you can
use is predetermined, but you can
believe that it's very effective
in almost any situation!
Note: These spells are not very
useful against enemy Aides!
Columns of fire cook your enemies.
Watch as they go up in smoke! Two
tornadoes join forces to blow your
foes away!
Meteorites fall from the sky like
a killer rain, destroying all
villains in the vicinity!
Musashi's Best Friend:
Yamato, once the pet of Musashi's
late friend Kato, now gives his
loyalty to our hero. Yamato isn't
just a spectator-he'll lay down
his very life for you!
To send him after an enemy, press
and hold Button B. Watch Yamato's
Attack gauge at the bottom center
of the screen.
When it becomes full, release
Button B and your dog charges at
the bad guy, with only one thing
on his canine mind!
There are times when Yamato can't
attack:
1) When there are no enemies on
the screen.
2) When Yamato and the enemies
are on different floors.
3) When an enemy Yamato was
planning to assault suddenly jumps
up or down to a different level.
In this case, Yamato charges
straight ahead, and after seeing
that there's no one there, returns
to his master's side.
Once you see that Yamato has a
good hold on an enemy, move
Musashi in and finish the bad guy
off quickly! If you don't, Yamato
becomes tiny and can't attack for
a short time.
Also, if Yamato attacks an enemy
who's particularly good at
self-defense, he'll get hurt. You
can even hear the poor pup whimper
as he scoots back to Musashi's
side!
If Yamato is hurt, he'll regain
his size and energy if the timer
reaches zero, when you use
Ninjutsu, or when you rescue one
of the captives.
Let Joe Musashi do most of the
dirty work, and save Yamato for
desperate situations!
Items:
As you guide Musashi and Yamato
through the gauntlet of horrors,
Item symbols pop up.
Run over the Items to pick them
up. Benefits include Bonus Points,
extra players and Power Up Items.
The symbols appear while you save
prisoners-watch for them!
 Shadow Dancer
 Hints and Tips
 
 Use Up/Down to scroll text
Advice from the Masters:
 * Learn the attack techniques
of each kind of soldier and
warrior. You see them in each
stage of the game!
 * You'll find Power Up Item
symbols as you rescue captives.
Your attack becomes twice as
lethal!
 * Each of the enemy Aides has
a weak point. To defeat them, you
must find that soft spot!
 * When you're in mid-jump, you
can't be hurt. Don't be afraid to
change levels in search of
hostages!
 * Valuable bonuses are
available after each round you
clear. Shoot all Ninjas!
<a name="Shindark.o">SHINDARK.O</a>
 Shining in the Darkness
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Shining in the Darkness
 Game Description
 
 Use Up/Down to scroll text
Vanish the fiendish forces of Dark
Sol and restore peace to the
enchanted Kingdom of Thornwood .
Search for the powerful Arms of
Light and fight the savage
creatures that roam the darkness
of the Labyrinth.
Use your warrior's cunning skills
to pass the test of the Ancients
and become a shining knight.
 Shining in the Darkness
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Moves you through corridors.
Start Button:
 * Starts the game.
Buttons A and C:
 * Brings up Status windows,
Command boxes and other
selections.
 * Choose highlighted windows,
boxes and other selections.
Button B:
 * Backs up to the previous
screen, Status window, Command box
or other selection.
 * Cancels a selection.
 Shining in the Darkness
 Playing the Game
 
 Use Up/Down to scroll text
Status Windows/Command Boxes:
Press Button A or C to display the
three Status windows at the top of
the screen. The window to the left
shows your status.
Your Hit Points, Magic Points and
current level are displayed. You
are not able to use magic, but
both of your future companions
are.
Four Command boxes appear at the
bottom. Press the D-Button to
highlight one of these boxes, and
notice that its function appears
to the right.
Press Button A or C to use the
command. To close the windows and
boxes, press Button B. You cannot
use the windows and boxes while
you're in the castle.
Enter: Use this command when you
want to enter a building in the
village, or leave the village
through the Exit gate.
Press the D-Button left or right,
and make sure that the name of the
building you want to enter
appears.
Then press Button A or C to bring
up the Command boxes, highlight
"Enter," and press Button A or C
again.
Status: Highlight the Status box
using the D-Button and press
Button A or C. At the bottom of
the next screen, "Whose Status?"
appears.
Press the D-Button up or down to
highlight one of the three boxes
and press Button A or C.
You will see three Status screens:
The points in each of the five
categories; the items that the
character is carrying; and the
magic spells that the companion
can perform.
Item: Highlight this box using
the D-Button and press Button A or
C. Four new Command boxes appear.
Select one of these boxes, and
press Button A or C again:
Use: This lets you use one of
the Items you're carrying.
Equip: After purchasing or
finding a new Weapon, suit of
Armor, Shield, or Helm, you must
equip it or it won't help you.
Give: Use this command to
transfer an item from one
character to another.
Drop: During your travels you
will occasionally come across an
item that you'll want to pick up.
If you're already carrying eight
items, you have to get rid of one
before you can pick the new one
up.
Spell: Milo Brax and Pyra Myst,
the two friends who will soon join
you, can both cast Magic Spells.
Their powers are not very strong
in the beginning, but as they gain
experience they'll be able to cast
a wide variety of spells.
 Shining in the Darkness
 Hints and Tips
 
 Use Up/Down to scroll text
 * When you go into a town or
village, be sure to talk to
everyone. Even if they seem
unfriendly, they could give you
valuable information.
<a name="Shinforc.o">SHINFORC.O</a>
 Shining Force
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 SPELLS
 IN TOWN
 WEAPONS
 HINTS AND TIPS
 BROWSE HELP FILES
 Shining Force
 Game Description
 
 Use Up/Down to scroll text
In a wondrous land, perhaps not so
far from our world, a strange and
terrible series of events took
place.
The powers of darkness, led by
Dark Dragon, fought for control of
the world of Rune.
A small band of warriors has been
sent out on a dangerous journey to
fight against the dark forces of
Runefaust, and you are the leader.
Prepare yourself for the ultimate
battle! From Sega.
 Shining Force
 Controller Functions
 
 Use Up/Down to scroll text
Directional (D-Button):
 * Press to highlight
options/items.
 * Press to move characters.
 * Press to move highlight box.
Start Button:
 * Press to skip through Story
screens and reach the Title
screen.
Button A:
 * Press to see Options boxes
and Status windows.
 * Press to see opponents'
statistics.
 * Press to speed through
messages.
Button B:
 * Press to cancel selections.
 * Press to speed through
messages.
Button C:
 * Press to see Options boxes
and Status windows.
 * Press to see opponents'
Status windows.
 * Press to speed through
messages.
 Shining Force
 Playing the Game
 
 Use Up/Down to scroll text
When the battle starts, your
characters will probably be in a
group, near one corner of the
battle area.
Once a character can move
(characters move in order, the
fastest character first and the
slowest character last), his or
her Stats window appears at the
top right of the screen, and the
effect the terrain has on their
movement appears in a window at
the top left of the screen.
The character will be able to move
only as far as the flashing ground
area extends, and can only move
onto a space that isn't occupied
by another character.
Move your character using the
D-Button. When you have picked the
place you want to stop at, press
Button A or C.
If you reconsider and want to move
your character again, press Button
B and move your character to the
new position.
Once you decide where your
character is to stop, press Button
A or C to see your Combat options.
If your character is close enough
to the enemy to attack, the
highlighter will appear on the
Attack option.
If the enemy is outside the
characters striking range, the
highlighter will appear on the
Stay option.
Move the highlighter to the option
you want and press Button A or C.
ATTACK: Pick this option to
begin your attack on an opponent
(if one is in striking distance).
A flashing grid of squares will
appear, showing you the
character's striking distance, a
white highlighter square will
appear on a target enemy.
Move the square to the enemy you
wish to attack and press Button A
or C.
ITEM: If you want to utilize an
item one of your characters is
carrying, select this.You can only
give an item to a character
standing next to you.
STAY: This option stops your
character where he or she is.
MAGIC: If your character is a
spellcaster, select this to cast a
spell on a teammate or the enemy.
Once you have assembled the
Shining Force's members, they will
be waiting for you at Headquarters
with your advisor Nova, ready to
go out and join the fight.
The following options are
available at Headquarters:
ADVICE: Nova has lots of
experience battling the army of
Runefast. Pay attention to his
advice on upcoming battles--it's
certain to be useful.
ITEM: Your item options here are
the same as in the Items Options
described earlier.
STATUS: Take a look at the
status of any of the Shining Force
characters.
Make sure to write down the status
of all your characters somewhere
and update as you go along.
JOIN: As you make your way
through the lands of Rune, you are
bound to meet a number of people
who will join your group, and only
12 can take part in the battles at
one time!
Select this to replace members on
the excursion team with others who
are "waiting on the sidelines." 
NOTE: You can only change
members at headquarters.
During battle situations, another
set of options becomes available.
To access these options, press
Button B any time it's one of your
characters' turn to move.
A white highlighter box will
appear around the character.
 * Move the box to any
character on the battlefield
(including enemies) and press
Button A to see that character's
stats window.
 * Press Button C to see that
character's full Status sheet.
This can be very useful when
you're up against an enemy you've
never seen before. Press Button B
to return to the character who is
supposed to move.
 * Move the white highlighter
box to a place on the battlefield
that isn't occupied by any
character and press Button A or C
to see the Game Command Options.
MAP: Select this to see a small
map of the entire battlefield,
showing the location of your team
(in green) and all enemies (in
red).
MESSAGE: This option allows you
to turn off the battle messages
which show the amount of coins and
experience you've gained in each
attack. 
NOTE: Level-ups and special
items will still be displayed.
QUIT: Select this to quit the
game. If you're sure you want to
quit, press the D-Button to
highlight the Yes nodding head or
if you reconsider, highlight the
No shaking head and press Button A
or C.
NOTE: Your game will be
automatically saved when you use
the Quit option.
SPEED: Change the speed of the
text by moving the arrow with the
D-Button. One is the slowest speed
and four is the fastest.
 Shining Force
 Items
 
 Use Up/Down to scroll text
There are a large number of items
which you'll come across. Each has
a special purpose, and you'll
probably find a use for almost all
of them.
ANTIDOTE: The leaves of this
plant dissolve poisons in the
blood.
With the number of ghouls, zombies
and other undead creatures roaming
around, you'll need this item at
some point.
MEDICAL HERB: This inexpensive
item can be bought in any shop in
Rune. It restores a certain number
of HPs to a character when he/she
uses it.
HEALING SEED: More expensive
than the Medical Herb, these
powerful seeds restore a large
number of HPs to a character when
he/she uses it.
ANGEL WING: This item allows the
user to return to the town you
were last in.
Usually the leader of the Shining
Force uses the Egress spell to
take the group out of danger, but
this may not be possible.
RINGS: Throughout the game, you
will run across rings with various
uses. Let various characters try
them on to see what their effects
are.
 Shining Force
 Spells
 
 Use Up/Down to scroll text
MAIN CHARACTER SPELLS:
Egress: This spell transports
the team back to the last place
the game was saved at.
MAGE SPELLS:
Blaze: A hail of fire rains down
on the opponents. This spell is
particularly useful against
undead.
Bolt: Energy is channeled from
the earth and through the
spellcaster, who acts as a rod.
The energy is released as
electricity, causing the enemy
great damage.
Freeze: This spell creates a
whirlwind of ice in the air around
opponents.
Muddle: Creates a mysterious
wall of fog around the opponent.
Desoul: This spell invokes one
of the Ancient Gods of Death to
come and pull the soul from the
opponent. This dark spell can only
be attempted by the highest level
of spellcaster.
Shield: Protects the recipients
from the effects of opponent's
spells.
Boost: This spell increases the
recipient's attack power.
Sleep: This spell lulls your
opponent(s) into a sound sleep,
rendering them immobile until they
wake up.
PRIEST SPELL LIST:
Heal: The Heal spell restores
some of a character's HPs.
Carrying around potions and herbs
is fine, but if you're out in the
open for a long time, you're bound
to run out.
Detox: Any character who has
been poisoned can be cured by this
spell.
Aura: This powerful heal spell
restores HPs to all characters
within the caster's zone of
influence.
Dispell: More like a spell
mirror, this defensive spell
reflects any spell cast by the
enemy back to them. Used at the
right time, this spell can be
devastating against powerful
spellcasting enemies.
Quick: This spell increases the
speed of your team.
Slow: This spell slows your
enemies down considerably, giving
your team more time to attack.
MONKS SPELLS LIST:
Gong can use Heal and Aura spells.
SPECIAL CHARACTER SPELLS LIST:
Arthur: Arthur can use Blaze,
Freeze and Bolt spells.
Domingo: This very special being
can use any Mage spell except
Shield, Blaze and Bolt.
Hanzou: Trained in the Ninja
arts, Hanzou can use Sleep,
Shield, Desoul and Dispel.
 Shining Force
 In Town
 
 Use Up/Down to scroll text
Before and after battles, you'll
usually find yourself strolling
about the various towns and
villages, picking up information,
talking to the people who live
there and buying items to help you
on your journey.
When you're in town, you have
certain options available to you:
TALK: If your character is
standing in front of, behind or
next to someone, selecting Talk
allows you to listen to what they
have to say.
ITEM: If you want to employ an
item one of your characters is
carrying, select this. A second
set of Item options appear on the
screen.
SEARCH: Use this to open
treasure chests or investigate
objects and explore areas that
look suspicious.
MAGIC: This command allows you
to use your EGRESS magic spell.
This command will not work in
non-battle areas.
In every town you travel to, you
will be able to find the Priest,
who can help you in a number of
ways:
SAVE: This saves your game
exactly as it stands. If you buy
items or weapons from shops, don't
forget to equip your characters
before you save the game, to save
time later.
RAISE: If one or some of your
characters fall in battle, you can
use your Team Leader's Egress
spell to come back to the chapel
and restore them to full health.
PROMOTE: Once a character
achieves level 10 or higher, you
can promote that character, which
gives them a number of advantages.
CURE: Some of the creatures in
Runefast's army can infect your
characters with diseases or
poisons.
Unless your healer has the Detox
spell, or someone is carrying
special medicines, you'll need to
get that character back to the
Priest quickly, or you'll be
paying for a Raise spell instead
of a Cure spell!
There are usually two shops in
every town--one selling weapons
and the other selling various
items such as healing herbs.
These shops often display a sign
outside which has a picture of a
bag on it. Step up to the counter,
select the Talk option, and the
shopkeeper will ask you what you
want.
BUY: When buying, highlight your
choice, the shopkeeper will give
you the price. Next, select the
character who will receive the
item.
If the character can't use a
weapon, the shopkeeper will ask
you if you want to buy the item
anyway.
Don't buy an item you can't use
unless you're going to transfer it
to another character.
SELL: When selling an item,
highlight the character who has
the item you want, then highlight
the item you wish to sell.
REPAIR: If you want an item
repaired, highlight the character
who has the broken item, then
select the item.
DEALS: If you want to know what
the special items on sale are,
select this option, and if you
want to buy something, make your
selection of items just as you
would for regular items.
 Shining Force
 Weapons
 
 Use Up/Down to scroll text
WEAPON (USERS) ATTACK
Short Sword (SDMN,WARR,BDMN) +5
Middle Sword (SDMN,WARR,BDMN) +8
Long Sword (SDMN,BDMN) +12
Steel Sword 
(SDMN+,BDMN+,NINJ+,SMR+) +18
Broad Sword 
(SDMN+,BDMN+,NINJ+,SMR+) +20
Doom Blade 
(SDMN+,BDMN+,NINJ+,SMR+) +25
Katana (SDMN+,BDMN+,NINJ+,SMR+)
+30
Sword of Light (SDMN+) ?
Sword of Darkness (SDMN+,BDMN+)
?
Chaos Breaker (SDMN+) ?
WEAPON (USERS) ATTACK
Wooden Arrow (ARCHR) +8
Steel Arrow (ARCHR) +13
Elven Arrow (ARCHR) +18
Assault Shell (ARCHR) +27
Buster Shot (ARCHR) ?
Spear (KNTE,SMKN,WGKN) +8
Power Spear (KNTE,SMKN,WGKN) +15
Valkyrie (KNTE+,SMKN+,WGKN+) ?
Bronze Lance (KNTE,SMKN,WGKN) +9
Steel Lance (KNTE+,SMKN+,WGKN+)
+18
Chrome Lance (KNTE+,SMKN+,WGKN+)
+22
Halberd (KNTE+,SMKN+,WGKN+) +25
Devil Lance (KNTE+,SMKN+,WGKN+)
?
WEAPON (USERS) ATTACK
Hand Axe (WARR) +7
Middle Axe (WARR) +11
Battle Axe (WARR) +16
Heat Axe (WARR+) +22
Great Axe (WARR+) +26
Atlas Axe (WARR+) ?
Wooden Staff (HEAL,MAGE) +4
Power Staff (HEAL,MAGE) +12
Guardian Staff (HEAL+,MAGE+) +18
Holy Staff (HEAL+) +26
Demon Rod (MAGE+) ?
 Shining Force
 Hints and Tips
 
 Use Up/Down to scroll text
 * All members have strengths
and weaknesses, such as moving
slowly or fighting well against
certain opponents.
Keep your group fairly close
together to avoid having anyone
singled out and surrounded. Also,
try to protect your leader and
weaker members of the group.
 * Jumping into battle
recklessly is not the mark of a
great leader.
To defeat the Runefaust minions,
you should first look at enemies'
Stat sheets and find out where the
strongest warriors are. Then
decide how you are going to
attack.
 * As you know, Rune is a
magnificent land, filled with
hills, mountains, valleys and
rivers. Your enemies will try to
use the different terrain's to
their advantage.
Since you are as often on the
offensive as you are on the
defensive, you must think about
how to position your troops to the
greatest advantage.
 * Promotions: When a member
reaches level 10, they can be
promoted to a new fighting class.
Once that character is promoted,
you'll be surprised at his or her
increase in HP, Speed, and Attack
strength.
What's more, that character will
be able to use more advanced
weapons than before. On the other
hand, they will begin their new
class with slightly decreased
statistics.
The trick is to spread your
promotions out to avoid having all
your characters' characteristics
from dropping at the same time.
 * Many characters will join
you. As only 12 warriors can go
out in any party, so don't
overlook a member just because he
or she is new, and don't keep
other members just because you're
used to them.
 * Be prepared to fight to the
finish if there is no escape, but
remember that if the main
character is defeated, you'll have
to start back at the beginning of
the battle.
The moral is that if things look
hopeless, a fool keeps fighting
and a wise man retreats, rethinks
and tries again.
CHARACTER CLASSES:
Swordsman SDMN
Knight KNTE
Warrior WARR
Mage MAGE
Healer HEAL
Monk MONK
Archer ACHR
Birdman BDMN
Werewolf WRWF
Steam Knight SMKN
Wing Knight WGKN
Dragon DRGN
Samurai SMR
Ninja NINJ
SUPER SECRET HINTS
CODE: Name all characters -- Begin
a new game and go to the character
naming screen. Highlight the word
END, and:
 * On controller 2, Hold all
three buttons (A,B and C) and
Start.
 * On controller 1, press A,C
and Start at the same time. You
will now be able to rename all
your other characters, except
Jogurt. (This code can be
difficult)
PARTY CONSTRUCTION TIPS:
Since healers are very weak
fighters, the best way for them to
gain experience is to heal your
other characters frequently in
battle.
Travel with a diverse attack
party, such as:
 * 2 or 3 centaurs.
 * 1 or 2 warriors.
 * 2 mages
 * 1 or 2 archers
 * 1 or 2 flying characters.
 * 2 healers
STRATEGIES:
You must keep your characters
together. You can wait for
monsters to approach or you can
move up to the monsters quickly.
There only bad strategy is to
separate your characters.
CURSED WEAPONS:
To get rid of a cursed weapon or
item, go see the Priest at the
Shrine. He will remove the cursed
item from the character.
There is no way to remove a curse
from a weapon or item, so you
should sell it or throw it away.
The cursed items are:
 * Demon Rod
 * Devil Lance
 * Sword of Darkness
 * Black Ring
 * Evil Ring
<a name="Shinfrc2.o">SHINFRC2.O</a>
 Shining Force II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 VARIOUS OPTIONS
 TOOLS OF THE TRADE
 ITEMS
 SPELLS
 HINTS AND TIPS
 BROWSE HELP FILES
 Shining Force II
 Game Description
 
 Use Up/Down to scroll text
The citizens of Granseal Kingdom
are hard at work. Inside the
castle grounds, the centaurs
concentrate on jousting and target
practice while the spellcasters
compare teleportation and healing
spells.
Granseal isn't at war, but there
has been trouble with monsters on
the outskirts of the Kingdom, and
the king has ordered his troops to
sweep the area and drive the
creatures away.
All notice the thunderheads that
gather above the castle. Not only
is rain unusual for the season,
but the storm does not look to be
an ordinary one.
The storm is a harbinger of coming
events--events which will change
Granseal and its neighboring
kingdoms forever.
An ancient evil has broken free,
and is spreading over the land of
Rune, devastating all that it
touches. Is there anyone, or
anything, that can stop it?
Start the adventure and find out!
 Shining Force II
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Highlights options/items.
 * Moves characters.
 * Moves highlight box.
 * Speeds through messages
(Press and hold).
Start Button:
 * Skips through story screens.
Button A:
 * Opens Options windows and
Status windows.
 * Speeds through messages
(Press and hold).
 * Selects a character on Name
Entry screen.
Button B:
 * Cancels selections.
 * Speeds through messages
(Press and hold).
 * Brings up character cursor
during battle scenes.
 * Deletes a previously chosen
character on Name Entry screen.
Button C:
 * Opens Options and Status
windows.
 * Speeds through messages
(Press and hold).
 * Initiates conversations when
standing next to a Non-Player
Character (NPC).
 * Selects a character on Name
Entry screen.
 * Initiates search of nearby
object.
 Shining Force II
 Playing the Game
 
 Use Up/Down to scroll text
Your Adventure Begins:
As a student of Astral the Wizard,
you and your friends study all the
usual subjects: reading, writing,
and swordfighting.
Your adventure begins on what is
to be your last day of school, not
to mention the last time you'll
see your home, and even the land
where you were born.
Dark events are taking place on
the island of Grans. The two
jewels which seal the Door to
Darkness have been stolen from the
Ancient Tower.
These jewels were the barriers
which kept Zeon, a creature of
awesome evil power, trapped inside
the tower.
Finding where the jewels have been
taken, and why, is a task that
only the bravest of adventurers
would dare to undertake.
Mission Commands:
Various options are available in
each situation you and your team
find yourselves in. In non-battle
situations, press Button A to see
your Options and press Button B to
close the Options window.
In battles, press Button B, move
the white highlight brackets to an
unoccupied area on the map and
press Button A to see your special
game options.
Mission Requirements:
Make sure you live up to your
responsibility as the Leader of
the Shining Force by not getting
into dangerous situations without
ample support.
Once the team's Leader is
defeated, the team is
automatically returned to the last
place the game was saved at, minus
half their gold.
If the battle situation gets too
intense, use your Egress spell to
retreat safely, or make sure some
other members are carrying Angel
Wings to bring you all back to an
abbey.
Once you've reached an abbey or
other safe area (such as a town),
your characters' HPs and Magic
Points will be completely
restored.
However, characters that haven't
been cured remain stunned,
poisoned or cursed, and characters
that have been exhausted in battle
won't be present for the next one.
Make sure to get to an abbey.
Raise all the characters that have
been exhausted, Cure all
characters who've been stunned,
poisoned or cursed, and promote
any characters who have reached a
sufficient level.
Next, purchase all the supplies
you need, then save the game. If
you quit the game at this point,
you'll be able to jump right into
action the next time you play.
 Shining Force II
 Various Options
 
 Use Up/Down to scroll text
Walkabout Options:
In non-battle situations, such as
walking around town, you can
access your Walkabout options by
pressing Button A or C.
If your Leader is standing next to
someone, start a conversation by
pressing Button C. Likewise,
standing in front of an item and
pressing Button C allows you to
check the item out.
You may find something useful!
Member: Select this option to
see information about a character.
Move the highlight box to the name
of the character you want to see.
Press the D-Button left or right
for points information and press
Button A or C to access his or her
Statistics chart.
Item: If you want to use an item
that one of your characters is
carrying, select this and a second
set of options appears on the
screen.
Search: Use this to open
treasure chests, take a look at
objects and explore areas that
look suspicious. You will be
required to use this command in
certain situations.
Magic: This command allows you
to use magic spells.
NOTE: With the exception of Detox
spells, magic spells don't work in
non-battle areas.
Item Options:
These options allow your
characters to do various things
with the items they're carrying.
First, choose what you want to do
with the item.
Next highlight the character who
is carrying the item. The items
each character is carrying are
displayed.
Press the D-Button in the
direction of the desired item to
highlight it, and press Button A
or C. To leave the window, press
Button B.
Use: This command lets you use
any item that any of your
characters are carrying.
Equip: Use this command to equip
a character with a weapon.
Drop: Use this command to
discard an item someone is
carrying.
Give: Use this command to
transfer items between characters.
Select the item as explained
above, and select the character
you'll give it to the same way.
Shop Options:
There are usually two shops in
every town-one selling weapons and
the other selling special items
and healing potions.
These shops sometimes have a sign
outside which has a picture of a
bottle or a sword on it.
Step inside, walk up to the
counter, press Button c, and the
shopkeeper will ask you what you
want.
Buy: When buying, use the
D-Button to highlight your choice,
and press Button A or C to select
it.
The shopkeeper will give you the
price. Press the D-Button to
highlight YES, then select the
character who will receive the
item by highlighting his or her
name and pressing Button A or C.
You can refuse a purchase by
either selecting NO and pressing
Button A or C, or by pressing
Button B at any time.
NOTE: If the character can't use
a weapon, the shopkeeper will ask
you if you want to buy the item
anyway.
Don't buy an item you can't use
unless you're going to transfer it
to another character.
Sell: When selling an item,
highlight the character who has
the item you want to sell and
press Button A or C. Next,
highlight the item you wish to
sell.
The shopkeeper will give you a
price. If the price is right,
highlight YES and press Button A
or C to make the sale. Refuse a
sale by selecting NO or pressing
Button B.
Repair: If you want an item
repaired, highlight the character
who has the damaged item and press
Button A or C. Next, select the
item with the D-Button and press
Button A or C again.
Deals: If you want to know what
the special items on sale are,
select this option. If any special
items are available, you can buy
them as you would other items.
Caravan Options:
You will undoubtedly run across an
odd fellow named Dr. Rohde in your
travels. Rohde has spent his life
studying books that explain about
a special magic called
"mechanics."
Eventually you'll come across an
ancient machine called a Caravan,
and if anyone can get it working
again, Rohde's your man. And what
good is the Caravan to you? Read
on!
To use the Caravan, just move the
Leader over it and press Button C.
The following options appear:
Join: This command allows you to
replace members on the excursion
team with others who are waiting
inside the Caravan. Press Button A
or C to see the stand-by troops.
Highlight the person who'll join
and press Button A or C. Highlight
the character they'll change
places with and press Button A or
C again to exchange members.
Cancel by pressing Button B.
Item: The item option here is
the same one as described under
Walkabout Options.
Purge: Use this to place members
of your party in the Caravan when
they're not needed. Highlight the
character you want to have wait in
the Caravan and press Button A or
C.
NOTE: You can place as many
characters in the Caravan as you
want to (except the Leader), but
keep in mind that having too few
characters in your battle party
may be more dangerous than having
too many.
Depot Options:
The Caravan has a large cargo area
which you can use to store up
items you may use later but don't
want to carry now.
Special use items, unusual weapons
and even extra healing herbs can
all be stored in the caravan and
taken out at any time.
Look: This allows you to
appraise any item stored in the
Caravan. Highlight an item and
press Button A or C.
Astral then explains what type of
item it is, how and where it's
used, and the price it fetches in
a shop.
Derive: This allows you to pick
an item from the Caravan and pass
it to a character. Highlight the
item and press Button A or C, then
select the character you'll pass
it to the same way.
Drop: This is the same as the
drop command described in the Item
Options.
Deposit: This places an item
into the Caravan's cargo hold.
Highlight the character carrying
the item you want to store, then
highlight the item and press
Button A or C.
Abbey Options:
In every town you travel to, there
are priests who can help you in a
number of ways.
If the priest asks you questions,
answer by pressing the D-Button to
highlight YES or NO and pressing
Button A or C.
Select characters to be promoted
by highlighting their name in the
Character List and pressing Button
A or C.
Save: This saves your game as it
stands. If you're going to buy
items or weapons from shops, equip
your characters before you save
the game, to save time later.
Raise: If one or more of your
characters fall in battle, you can
restore them to full health by
returning to the nearest abbey and
asking the priest to raise them
from the dead.
Promote: Once a character
achieves level twenty or higher,
you can promote that character to
a new fighting class, which
enables the character to use more
powerful weapons or spells.
Cure: Some enemies can infect
your characters with diseases or
poisons. Unless one of your
spellcasters knows the right
spells or someone is carrying the
right medicines, you'll need to
get that character back to the
priest quickly.
Otherwise you'll need a Raise
instead of a Cure!
NOTE: Raising and curing
characters is done in exchange for
a donation, and the easiest way to
avoid this drain on the money
pouch is to protect your
characters!
Don't put them in dangerous
situations until you're sure they
have the necessary experience to
defeat the enemy.
Combat Options:
The dark forces are growing
stronger and the hand of Chaos is
giving the creatures of the night
free reign to attack with ever
growing ferocity.
In plain terms, things are going
from bad to worse. Not only do you
have to worry about finding a way
to lock Zeon back in his
dimension, but also how not to be
destroyed by his evil minions
beforehand.
Every canyon, forest and river may
hold another band of evil
creatures waiting for you. When a
battle begins, the first thing you
must do is find out the numbers
and strength of your opponents.
Use the Special Game Options to
check out your situation before
you plan your strategy.
Once the battle starts, your
characters will probably be in a
group, near one corner of the
battle area.
Once a character can move
(characters move in order, the
fastest character first and the
slowest character last), his or
her window appears at the top
right of the screen, and the
effect the terrain has on their
movement appears in a window at
the top left of the screen.
The character will be able to move
only as far as the flashing ground
area extends, and can only move
onto a space that isn't occupied
by another character.
Move your character using the
D-Button. When you have picked the
place you want to stop at, press
Button A or C.
If you reconsider and want to move
your character again, press Button
B and move your character to the
new position.
Once you decide where your
character is to stop, press Button
A or C to see your Combat options.
If your character is close enough
to the enemy to attack, the
highlighter will appear on the
Attack option, and if the enemy is
outside the character's striking
range, the highlighter will appear
on the Stay option.
Move the highlighter to the option
you want and press Button A or C.
Attack: Pick this option to
begin your attack on an opponent
(if one is in striking distance).
A flashing grid of squares will
appear, showing you the
character's striking distance.
If more than one enemy is in
striking distance, use the
D-Button to move the white
brackets to the enemy you wish to
attack and press Button A or C.
The Battle screen appears next.
The Stats window for your
character appears above him or
her, and your opponent's Stats
window appears below.
The damage your character inflicts
on the enemy shows on the enemy's
HP (Hit Points) meter.
Item: If you want to utilize an
item you are carrying, select
this. Items options are the same
here as in the other sections,
except that you can only give an
item to a character standing next
to you.
Stay: This option stops your
character where he or she is, and
ends his or her turn.
Magic: If your character knows
any spells, select this to cast a
spell on a teammate or enemy.
Special Game Options:
During battle situations, another
set of options become available.
To access these options, press
Button B any time it's one of your
characters' turn to move.
A white highlighter box will
appear around the character.
 * Move the box to any
character on the battlefield
(including enemies) and press
Button A to open the highlighted
character's complete status sheet.
 * Press Button C to see the
highlighted character's status
window. This can be useful when
you're up against an enemy you've
never seen before.
Press Button B to return to the
character who is supposed to move.
Move the white brackets to a place
on the battlefield that isn't
occupied by any character and
press Button A or C to bring up
the following Options:
Map: Select this to see a small
map of the entire battlefield,
displaying the location of your
team (in green) and all enemies
(in red).
Member: This brings up the
statistics charts for the members
of the Shining Force.
Quit: Select this to quit the
game. If you're sure you want to
quit, press the D-Button to
highlight YES and press Button A
or C.
Your game will automatically be
saved at that point.
Speed: This option allows you to
alter the speed of all messages.
Change the speed of the text by
moving the arrow with the
D-Button. One is the slowest speed
and four is the fastest.
You can also turn off the text
which describes each hit and the
amount of coins acquired when a
foe is defeated. Level-ups,
experience points and special
items you find are still displayed
in messages.
 Shining Force II
 Tools of the Trade
 
 Use Up/Down to scroll text
Tools of the Trade:
Rune is a fantastic land of magic
and technology, where you'll
battle with spells and missiles,
lances and lasers.
You can sometimes acquire weapons
from foes you defeat in battle but
can't pick them up if your hands
are full, so try not to load up
all your characters fully.
For the listings below, the name
of the weapon will be listed
first, who can use the weapon will
be listed next, and last will be
the attack power of the item.
Arrows:
Wooden Arrow ACHR, RNGR, BWKT,
SNIP, BRGR +5
Iron Arrow ACHR, RNGR, BWKT,
SNIP, BRGR +7
Steel Arrow ACHR, RNGR, BWKT,
SNIP, BRGR +12
Robin Arrow ACHR, RNGR, BWKT,
SNIP, BRGR +17
Spears and Lances:
Wooden Spear KNTE, PLDN, PGKT +3
Short Spear KNTE, PLDN, PGKT 
+6
Bronze Lance KNTE, PLDN, PGKT +9
Spear KNTE, PLDN, PGKT +12
Steel Lance KNTE, PLDN, PGKT 
+16
Power Spear KNTE, PLDN, PGKT 
+20
Axes:
Short Axe WARR, RDBN +5
Hand Axe WARR, RDBN +9
Middle Axe WARR, RDBN +13
Power Axe WARR, RDBN +17
Battle Axe WARR, RDBN +21
Rods and Magical Weapons:
Wooden Rod PRST, MAGE, SRCR,
WZRD +3
Short Rod PRST, MAGE, SRCR,
WZRD +5
Bronze Rod PRST, MAGE, SRCR,
WZRD +8
Iron Rod PRST, MAGE, SRCR, WZRD
 +12
Power Stick PRST, MAGE, SRCR,
WZRD +18
Knives and Ninja Blades:
Short Knife THIF +5
Dagger THIF +8
Knife THIF +12
Thief's Dagger THIF +17
Swords:
Wooden Sword SDMN, BDMN, RDBN,
HERO, BDBT, NINJ +3
Short Sword SDMN, BDMN, RDBN,
HERO, BDBT, NINJ +5
Middle Sword SDMN, BDMN, RDBN,
HERO, BDBT, NINJ +8
Long Sword SDMN, BDMN, RDBN,
HERO, BDBT, NINJ +12
Steel Sword SDMN, BDMN, RDBN,
HERO, BDBT, NINJ +16
Achilles Sword HERO +19
Hand to Hand:
Leather Ring MRMK +26
Power Glove MRMK +33
Brass Knuckles MRMK +39
Iron Knuckles MRMK +43
 Shining Force II
 Items
 
 Use Up/Down to scroll text
Items:
There are a large number of items
which you'll come across in your
journeys.
You'll find some in treasure
chests, some on the battlefield;
others in shops in the towns and
villages you visit.
Edible Items: Usually found in
treasure chests, these goodies
increase the power, speed or magic
ability of the character who uses
them.
Medical Herb: This inexpensive
item can be bought in any shop in
Rune. It restores 10 HP to a
character when he or she uses it.
Antidote: The leaves of this
plant dissolve poisons in the
blood. With the number of zombies
and other undead creatures roaming
around, you'll need this item at
some point.
Healing Seed, Healing Drop: More
expensive than the Medical Herb,
these powerful potions restore a
large number of HPs to a character
when he/she uses them.
Angel Wing: This magic item
allows the user to return to the
town he or she was last in.
Usually the Leader of the Shining
Force uses the Egress spell to
take the group out of danger, but
there may be times when this isn't
possible.
Rings: Throughout the game, you
will run across rings with various
uses. Let various characters try
them on to see what their effects
are.
 Shining Force II
 Spells
 
 Use Up/Down to scroll text
Spells:
At the start of your journey, your
spellcasters only know spells that
can hit one opponent at a time,
but as their abilities improve,
they'll be able to blast a number
of opponents with one spell!
Below is a list of some spells
each type of spellcaster can use:
Attack Spells:
Blaze: A hail of fire rains down
on the opponent(s). This spell is
particularly useful against the
undead.
Freeze: This spell creates a
whirlwind of ice in the air around
the opponent(s), bringing the
temperature in that area down to
incredibly low levels.
Blast: This spell accosts the
opponent(s) with lightning and
whirling winds.
Bolt: Energy is channeled from
the earth and through the
spellcaster, who acts as a rod.
The energy is then released as
electricity, causing the enemy
great damage.
Muddle: Creates a wall of fog
around the opponent.
Desoul: This spell invokes one
of the Ancient Gods of Death to
come and pull the soul from the
opponent.
This dark spell can only be
attempted by the highest level of
spellcaster, as the thought of the
spell backfiring is too much for
the weak-of-heart.
Sleep: This spell lulls your
opponent(s) into a sound sleep,
rendering them immobile until they
wake up-if they wake up.
Slow: This spell slows your
enemies down considerably, giving
your team more time to attack.
Defensive Spells:
Egress: This spell is reserved
for the Leader of the Shining
Force.
If you find yourself in trouble,
use Egress to transport you and
your team back to the last safe
place the game was saved
at--usually an abbey.
Heal: The Heal spell restores
some of a character's Hps.
Carrying around restorative
potions and herbs is fine, but if
you're out in the open for a long
period of time, you're bound to
run out eventually...
Detox: Any character who has
been poisoned by an enemy can be
cured by this spell.
Aura: This powerful heal spell
restores HPs to all characters
within the caster's zone of
influence.
Dispel: More like a spell
absorber, dispel prevents any
spell cast by the enemy from
taking effect.
Used at the right times, this
spell can be devastating against
powerful spellcasting enemies.
Quick: This spell increases the
speed of your team.
Boost: This spell increases the
recipient's attack power, speed
and agility for a short time.
 Shining Force II
 Hints and Tips
 
 Use Up/Down to scroll text
Final Advice From Astral:
 * If you don't talk to
characters you meet in towns and
traveling around, you may miss a
valuable opportunity to gain new
members.
You can get other news and
information about your quest as
well! Talk, talk, talk!
 * Bear in mind that all
members have their own strengths
and weaknesses, such as moving
speed or the ability to do well
against certain opponents.
Keep your warriors fairly close
together to avoid having anyone
singled out and surrounded, but be
aware that this makes your group
vulnerable to magic attack.
Try to keep your Leader and weaker
members of the group protected as
much as possible.
 * Jumping into battle
recklessly is not the mark of a
great Leader. To defeat your
enemy, you must first know what
they can do.
Use the Special Game option
"Member" to look at your
opponent's Stats sheets and find
out where the strongest warriors
are. Then use that information to
plan your attack.
 * Pay attention to the
characteristics of each
battlefield. Your enemies will try
to use the different types of
terrain to their advantage. You
should too.
 * Once a character reaches
level 20, he or she can be
promoted to a new fighting class.
Once that character has been
promoted, he or she will increase
in HP, Speed and Attack strength,
and be able to use stronger, more
advanced weapons than before.
On the other hand, the character
may lose previously learned
spells, or lose some Hps.
Keep a few members of your team
(such as Knights and Archers) in
reserve, and promote spellcasters
and the Leader as early as
possible.
 * A lot of characters will
join you on your mission, but as
the team Leader, you know that
only eleven warriors can accompany
you in battle.
Don't overlook a member just
because he or she is new, and
don't keep other members just
because you're used to them.
Your team knows as well as you do
that only with the best warriors
do you stand a chance of defeating
Zeon.
 * Be prepared to fight to the
finish if there's no escape, but
remember that if the Leader is
defeated, it doesn't matter if
there's only one monster left or
twenty--you'll have to start back
at the beginning of that battle.
When things look hopeless, a fool
keeps fighting and a wise warrior
retreats, rethinks and tries
again.
 * Each member of the Shining
Force has his or her own walking
or flying speeds, so you'll find
that some members soon outdistance
others.
Remember though, that your goal
isn't reached with speed, but with
careful planning and knowledge of
your team's strong and weak
points.
 * When you get to the battle
with the nasty sea serpent
(Kraken), go for the head by using
your airborne characters.
Then taunt the head toward the
dock. Try to stay out of fights
with his arms and legs.
To get to a secret configuration
mode:
At the Sega logo, very quickly
enter the following:
UP, DOWN, UP, DOWN, LEFT, RIGHT,
LEFT, RIGHT, UP, RIGHT, DOWN,
LEFT, UP AND B.
Hold Start until the witch says
"Configuration". You can choose
from Turbo, Auto Battle, Control
Enemies, and Complete Game.
<a name="Shinobi1.o">SHINOBI1.O</a>
 Revenge of Shinobi
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS AND MAGIC
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Shinobi3.o">SHINOBI3.O</a>
 Shinobi III
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 ITEMS
 OPTIONS
 TECHNIQUES
 VEHICLES
 HINTS AND TIPS
 BROWSE HELP FILES
 Shinobi III
 Game Description
 
 Use Up/Down to scroll text
Joe Musashi (code name Shinobi)
has long been in a struggle
against the forces of evil.
While Shinobi is training in the
mountains of Japan, the Neo Zeed
leaders are secretly rebuilding
their evil organization.
Shinobi must make his way back
home, but first he has to use his
ninja skills to get through the
minions of evil. From Sega.
 Shinobi III
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Selects various game
options.
 * Moves Shinobi on the screen.
Start Button:
 * Selects certain game
options.
 * Starts the game.
 * Pauses the game.
Button A:
 * Fades out the Music, S.E.
and Voice options in the Options
screen.
 * Uses Ninjutsu spell.
Button B:
 * Starts the Music, S.E. and
Voice options in the Options
screen.
 * Throws shuriken when enemy
is at long range. Uses katana when
enemy is at close range.
Button C:
 * Stops the Music, S.E. and
Voice options in the Options
screen.
 * Makes Shinobi jump.
 Shinobi III
 Items
 
 Use Up/Down to scroll text
Items can be found in the open and
inside crates. If you find a
crate, destroy it to release the
item, then pick it up. Be careful,
though--some crates have bombs
inside!
Shuriken: Collect these to add
to your supply.
Multi-Shuriken: This item adds
20 shuriken to your supply!
Power-Up: Find this to increase
your shurikens destructive power.
1-Up: Add one life with this
item.
Ninjutsu Item: This item adds
one to your stock of special
Ninjutsu attack.
Heart Bonus: Restores your Life
Bar by a certain amount.
Time Bomb: This is designed to
detonate on a count of five, or as
soon as Shinobi gets too close to
it. Watch out!
Land Mine: This is a very
unobtrusive mine--until you step
on it.
 Shinobi III
 Options
 
 Use Up/Down to scroll text
Options
Press the Start Button anytime
during game play pauses the game
and opens the Pause Window. The
high score is shown at the top of
the window, as well as the current
special Ninjutsu attack.
To change the Ninjutsu attack,
press the D-Button left or right
until the name of the Ninjutsu you
want to use is displayed. 
NINJUTSU CHOICES:
Jutsu of Ikazuchi: Pull down a
bolt of lightning to make yourself
temporarily invulnerable!
Jutsu of Kariu: Summon the flame
of Kariu--four devastating pillars
of fire that become a whirlwind of
destruction to any enemies on the
screen!
Jutsu of Fushin: Mysterious
ghost images of Shinobi appear,
multiplying his jumping ability!
Jutsu of Mijin: This Jutsu
destroys enemies by causing
Shinobi's body to become a living
bomb! (Be warned, Shinobi loses
one life with each use of Mijin.)
 Shinobi III
 Techniques
 
 Use Up/Down to scroll text
Techniques
Power Jump: Press and hold
Button C to make Shinobi jump
higher.
Shinobi Spin: Press Button C to
jump, and press it again to make
Shinobi spin in mid-air for extra
height on the jump.
Death-Kick: If an enemy is just
out of sword's reach, jump into
the air by pressing and holding
Button C.
When Shinobi reaches the highest
point in his jump, press the
D-Button down and in the direction
of the enemy, and press and hold
Button B.
Shuriken Burst: Press Button C
to make Shinobi jump, press it
again to make Shinobi spin in
mid-air, then press Button B to
release a spray of shuriken,
blasting enemies below!
Kabekeri: This wall-climbing
technique is done by jumping
toward one wall or the other (by
pressing the D-Button toward the
wall and pressing Button C).
As you reach the wall, press
Button C again as you press the
D-Button toward the opposite wall.
Shinobi will jump up and over to
the other wall. Repeat until you
reach the top.
Spiderwalk: Press Button C to
jump up and press and hold the
D-Button to grab the ceiling.
Press the D-Button left or right
to move across the ceiling.
Ninja Death Strike: Press the
D-Button twice in one direction
and hold to make Shinobi dash to
one side of the screen or the
other.
As Shinobi gets within sword-range
of the enemy, press Button B to
strike the enemy a staggering blow
with his katana!
Ninja Dash: Press the D-Button
twice in one direction and hold to
make Shinobi dash to one side of
the screen or the other.
Defensive Pose: Press and hold
Button B to assume a defensive
pose. Press the D-Button to move
while keeping up your defense.
 Shinobi III
 Vehicles
 
 Use Up/Down to scroll text
Vehicles
Shinobi's Horse:
Pressing Button C makes the horse
jump. Button B is used for
attacking opponents with Shinobi's
katana or shuriken.
Press Button A to use Shinobi's
Ninjutsu. Press the D-Button left
or right to make the horse move
faster or slower. Press the
D-Button twice for a quick gallop.
Jet Ski:
Pressing Button C makes the jet
ski jump. Button B is used for
attacking opponents with Shinobi's
katana or shuriken.
Press Button A to use Shinobi's
ninjutsu. Press the D-Button left
or right to make the jet ski move
faster or slower. Press the
D-Button twice for an extra burst
of speed!
 Shinobi III
 Hints and Tips
 
 Use Up/Down to scroll text
 * Although Joe Musashi is
highly trained in the use of
shuriken, his supply isn't
unlimited.
Use Shinobi's swordsmanship and
special attack techniques to get
him past lesser opponents and save
up the shuriken for the times when
he really needs it.
 * Strike your opponents before
they strike you. Your reflexes are
faster than that of most enemies,
so don't waste the moment--attack!
 * Try clearing an area of
enemies and practicing your
techniques. Moves like the Shinobi
Spin and the Kabekeri technique
will be essential to defeat Neo
Zeed.
So make sure you're proficient at
them before you get into the area
you'll need to use them in.
INVINCIBILITY: When the title
screen appears, select the Option
mode.
Choose the "Music" option and use
the B Button to play these tunes
in order: He Runs, Japonesque,
Shinobi Walk, Sakura, and Getufu.
Shinobi will now be invincible.
INFINITE SHURIKEN: In the
Options menu, change the S.E.
(sound effects) menu to
"Shurikin". Then change the
Shurikins setting to 00. In a few
seconds, the zeros will turn into
an infinity symbol. Now you'll
never run out!
<a name="Sidepock.o">SIDEPOCK.O</a>
 Side Pocket Pool
 Data East
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Sixinone.o">SIXINONE.O</a>
 Six-in-One Pack
 Vic Tokai
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL JEWELS
 HINTS AND TIPS
 BROWSE HELP FILES
 Six-in-One Pack
 Game Description
 
 Use Up/Down to scroll text
Columns has always been fun. But
now that you can add
 Six-in-One Pack
 Controller Functions
 
 Use Up/Down to scroll text
Game Start and Pause. In Pyramid
Columns, if you have items, used
to 
 Six-in-One Pack
 Playing the Game
 
 Use Up/Down to scroll text
use of the Items you get by.
 Six-in-One Pack
 Special Jewels
 
 Use Up/Down to scroll text
two rows into your opponent's
playing field.
 Six-in-One Pack
 Hints and Tips
 
 Use Up/Down to scroll text
First, extinguish blocks
diagonally!
<a name="Skelkrew.o">SKELKREW.O</a>
 Skeleton Krew
 U.S. Gold
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
 Skeleton Krew
 Game Description
 
 Use Up/Down to scroll text
Call the Krew!
Dateline 2062.
When the Deadly Enforcement
Aggressive Destruction
Incorporated (DEAD Inc.), takes
over a monolithic kryogenics plant
on the outskirts of Monstro City,
sinister goings-on are soon in
evidence.
DEAD is owned by the evil
ex-mortician and erstwhile
kryogenics experimenter, Moribund
Kadaver.
Soon, awesomely awful kryogenic
mutations, known as Psykogenix,
appear on the streets.
They soon force the populace from
their homes until the entire city
is overrun by the DEAD Inc.
monstrosities.
News of this outrage reaches the
headquarters of the Military
Ascertainment Department (MAD) and
special operatives are dispatched
to Monstro City.
Only one survivor returns and in
his dying breath, speaks of a
terrible Psyko Machine being
created in Moribund Kadaver's
mobile lab, Dead 1.
In desperation, MAD called upon
the services of a team of morbid
mercenaries known as-the SKELETON
KREW.
 Skeleton Krew
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * Press up to make your Krew
member walk up the screen.
 * Press down to make your Krew
member walk down the screen.
 * Press left or right to make
your Krew member walk to the left
or the right.
Start:
 * Press to pause the game.
 * Press to reanimate your Krew
member following discorporation.
Button A:
 * Press to select weapon, but
only when the fire current weapon
button (Button B) is not pressed.
 * With Button B pressed,
Button A rotates your Krew
member's upper body and field of
fire in an anti-clockwise
direction.
Button B:
 * Fires current weapon.
Button C:
 * Press to make your Krew
member jump, but not when the fire
current weapon button (Button B)
is not pressed.
 * With Button B pressed,
Button C rotates your Krew
member's upper body and field of
fire in a clockwise direction.
 Skeleton Krew
 Playing the Game
 
 Use Up/Down to scroll text
From the introduction, press any
button to go to the Title Screen
and Main Menu. From the Main Menu,
press the Start Button to take you
to the Krew Selection screen.
You are given a four-letter
Password at the start of each new
level. To enter your Password, go
to the Options Screen.
Selecting Password from the
Options Select Menu will allow you
to access a later level if you
have the correct four letters
comprising the Password for that
level.
Press the D-Pad left or right to
view the possible Password
letters, then press button A, B or
C to select the correct letter.
Press the D-Pad again to move on
to the next letter-and so on until
you have the four correct letters
for the Password.
2-Player Option
A second player can play either
from game start or can join in
during the actual game itself, the
latter only when a second
controller is fitted.
Player 2 presses the Start Button
and can choose to play as either
of the two remaining Krew members.
Screen Signals
Score: Your score-in nu-bucks-
is displayed here.
Current Weapon: Your current
weapon is displayed here; press
Button A to switch between the
weapons, but only when the fire
current weapon button (Button B)
is not pressed.
Lives: Your remaining lives are
displayed here.
Energy Bar: This reduces
incrementally when you take a hit.
When it's empty you lose one life.
Credits: This shows how many
continues you have left.
Discorporation & Continue
Spine, Joint and Rib each have
three lives. When they lose a
life, they become what is known as
"discorporated." When this occurs,
a skull-shaped icon will appear in
the combat zone.
You can move this icon around
within a limited area surrounding
the position where your Krew
member was discorporated.
You will have ten seconds to
reanimate your Krew member from
this icon; to do so, press the
Start Button.
When you have used up all three of
your Krew member's lives, you will
be given 5 chances to continue on
the Easy Difficulty Level, 3 on
the Medium Level, and 1 chance to
continue on the Hard Level.
The continue point for each of the
above will be at the position in
the sector/level where your Krew
member was discorporated.
You will have ten seconds to
choose whether you want to
continue or not, by pressing the
Start button.
When you have used up all 3 of
your Krew member's lives, plus all
the continues pertinent to the
Difficulty Level you are playing,
then it's Game Over...
Krew Weapons
Each Krew member has two default
weapons. These are:
Crash 'n Burn Blaster: Fires
high-energy plasma-pulses. Your
Krew member's standard weapon.
Big Bad Bomb: Duralinium-shelled
bomb packed with high-explosives.
Pick-Ups
There will be two types of
collectable items located
throughout the six sectors of the
game-Extra Lives and Cash
(nu-bucks).
You can collect up to a maximum of
9 lives and to 10,000 nu-bucks.
If you do, you will be rewarded
with an Extra Life (the nu-bucks
Score Counter returning to zero).
 Skeleton Krew
 Hints and Tips
 
 Use Up/Down to scroll text
Spine has some helpful hints to
help you get through the carnage:
 * My advice to you is, shoot
anything that moves. Discorporated
Psykos can't shoot back (in case
you didn't know).
 * Crying won't help you.
 * If at all possible, avoid
being discorporated, dummy...
<a name="Skitchin.o">SKITCHIN.O</a>
 Skitchin'
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 Skitchin'
 Description du Jeu
 
 Use Up/Down to scroll text
 Quelle est cette idÈe, on veut
jouer avec des autos tout en
patinant? Ce n'est pas si facile !
Les routes sont encombrÈes de
voitures et fourmillent de
patineurs. Ce n'est pas pour vous
faire peur, puisqu'en bout de
lignes, il y a tout plein d'argent
‡ gagner!
Vous ne craignez pas d'Ítre
embouti sur une belle grosse
Mercedes 560 SL? Alors ne lisez
surtout pas la suite du mode
d'emploi!
Bon! Avant de prendre la route,
jetez tout de mÍme un coup d'oeil
sur les fonctions du contrÙleur.
 Skitchin'
 Fonctions du ContrÙleur
 
 Use Up/Down to scroll text
Les commandes indiquÈes ici aux
rËgles par dÈfaut et seulement ‡
ajustements de contrÙle. Allez ‡
l'Ècran ´OPTIONSª et choisissez
´CONTROLSª pour vÈrifier vos
autres options.
Pour prendre un vÈlo ou une
voiture : Ayez l'oeil ‡ votre
rÈtroviseur afin d'observer les
voitures et les vÈlos qui arrivent
de droite et de gauche. Enfoncez
le bouton A et appuyez sur le
bouton directionnel dans la
direction du vÈhicule.
Pour faire sauter un pare-chocs
: Allez sur le rebord du
pare-chocs, enfoncez le bouton B
et dÈplacez le bouton directionnel
vers la droite ou vers la gauche.
…cran des options
¿ l'Ècran titre, appuyez sur
´STARTª sur votre contrÙleur pour
aller ‡ l'Ècran des options.
Skitch
Lorsque vous choisissez ´SKITCHª,
soyez prÍt ! Inscrivez votre
surnom, puis, prÈparez-vous ‡ la
course en vÈrifiant vos
statistiques. DËs que vous Ítes
prÍt, partez!
Inscrivez-vous
Pour inscrire votre surnom:
1. DÈplacez le bouton directionnel
vers la lettre ou le chiffre que
vous dÈsirez choisir.
2. Appuyez sur le bouton A ou B
pour faire votre choix. Appuyez
sur le bouton C pour l'annuler.
3. Lorsque vous avez terminÈ,
appuyez sur ´STARTª.
Faites le point
VÈrifiez l'Ètat de votre matÈriel:
vÈrifiez les protecteurs, les
patins et les roues du personnage
au centre de l'Ècran.
Vert signifie en parfait Ètat.
Jaune signifie pas mal usÈ. Rouge
signifie ‡ remplacer immÈdiatement
pour ne pas mordre la poussiËre.
Gris? C'est fini!
Situation
´Next Raceª : Vous permet
d'aller ‡ la course suivante.
´The Shopª : Votre Èquipement
finit par s'abÓmer et vous devez
le remplacer. Lorsque vous avez
besoin de matÈriel, allez voir
Stan dans sa boutique ambulante.
Il y a de tout chez Stan. De plus,
maman vous a donnÈ 100$ d'argent
de poche. DÈpensez-le de faÁon
judicieuse chez Stan.
Pour faire des achats
1. DÈplacez le bouton directionnel
vers le haut ou vers le bas pour
passer d'un article ‡ l'autre.
DÈplacez-le vers la gauche ou vers
la droite pour changer la qualitÈ
de l'Èquipement, tout au long du
jeu, on vous offre un Èquipement
de meilleure qualitÈ.
2. Lorsque vous Ítes prÍt ‡ faire
vos achats, appuyez sur le bouton
A, B ou C. Ne craignez pas de
dÈpenser par mÈgarde l'argent dont
vous aviez besoin pour vous
inscrire ‡ la course. Stan ne vous
laissera pas faire cela.
Si vous avez oubliÈ ce dont vous
aviez besoin d'acheter, appuyez
sur ´STARTª pour retourner ‡
l'Ècran ´STATUSª et examinez le
personnage au centre de l'Ècran.
Les objets de couleur jaune sont
usagÈs mais encore utilisables.
Ceux marquÈs en rouge ont besoin
d'Ítre remplacÈs. Les gris sont
partis, finis, envolÈs!
Lecteur de CD
C'est si romantique, vous ne
trouvez pas? Pour Ècouter votre
musique prÈfÈrÈe, dÈplacez le
bouton directionnel vers la gauche
ou vers la droite pour voir la
sÈlection. Quand vous trouvez une
chanson qui vous plait, appuyez
sur le bouton A, B ou C pour faire
votre choix et retournez ‡ l'Ècran
´STATUSª.
Mot de passe
Un mot de passe est affichÈ ‡
l'Ècran ´STATUSª; vous pourrez l'
utiliser plus tard pour reprendre
une partie interrompue. Lorsque
vous choisissez ´PASSWORDª,
l'Ècran mot de passe est affichÈ.
Pour taper un mot de passe :
1. DÈplacez le bouton directionnel
vers la lettre ou le chiffre de
votre choix.
2. Appuyez sur le bouton A ou B
pour faire votre choix. Appuyez
sur le bouton C pour l'annuler.
3. Lorsque vous avez terminÈ,
appuyez sur ´STARTª.
Pour abandonner cet Ècran sans
choisir de mot de passe, dÈplacez
le bouton directionnel pour
diriger le projecteur vers le
symbole du pouce en direction du
bas et appuyez sur le bouton A ou
B.
Son et musique
Ouvrez et fermez le son et la
musique ‡ l'Ècran ´SOUND N' MUSIC
. DÈplacez le bouton directionnel
vers le haut ou le bas pour
alterner entre les options son et
musique, ‡ gauche ou ‡ droite pour
activer ou dÈsactiver les options.
Commandes
Vous n'avez peut-Ítre pas envie
d'utiliser le bouton B pour
accÈlÈrer et le bouton
directionnel pour sauter. Aucun
problËme! Allez ‡ l'Ècran
´CONTROLSª pour trouver d'autres
commandes.
 Skitchin'
 Jouer le Jeu
 
 Use Up/Down to scroll text
Il existe cinq sortes de jeu
diffÈrents:
Un joueur - Jouez contre les
adversaires crÈÈs par
l'ordinateur.
Deux joueurs en alternance -
Vous et un ami prenez les
commandes ‡ tour de rÙle pour
jouer contre les adversaires crÈÈs
par l'ordinateur.
Deux joueurs en compÈtition -
Vous et un ami jouez l'un contre
l'autre et contre plusieurs
adversaires. L'un de vous doit se
classer parmi les cinq premiers
pour poursuivre le jeu.
Tournoi - Prenez part ‡ un
tournoi de trois ‡ huit joueurs au
cours d'une sÈrie de matches
opposant deux joueurs.
Deux joueurs l'un contre l'autre
- Une course vous opposant
uniquement ‡ un ami.
La seule faÁon de rÈparer son
matÈriel ou en acheter du nouveau,
c'est d'avoir de l'argent. La
seule faÁon de s'en procurer,
c'est de rÈaliser des sauts
pÈrilleux. 
Vous pouvez prendre votre Èlan sur
plusieurs diffÈrentes choses,
certaines sont Èvidentes et
d'autres moins. Vous devrez
sacrifier quelque chose avant d'y
arriver, mais ne vous dÈcouragez
pas.
Pour faire un saut pÈrilleux :
1. Dirigez-vous vers un obstacle
et montez dessus.
2. Enfoncez et rel‚chez le bouton
directionnel et/ou un autre
bouton.
N'appuyez sur rien d'autre. Vous
devriez normalement vous en tirer
indemne. Dans le cas contraire,
essayez d'avoir plus
d'accÈlÈration, vous serez plus
longtemps dans les airs (et vous
aurez plus de temps pour rÈaliser
le saut).
Plus le saut est compliquÈ, plus
on vous donne de l'argent.
Armes et objets de valeur
Il y a deux moyens d'obtenir des
armes et des objets de valeur :
Lorsque vous voyez quelque chose
sur la route, dÈplacez le bouton
directionnel vers le bas, enfoncez
le bouton A et patinez sur
l'objet. Observez les cÙnes sur le
cÙtÈ de la route, ils peuvent
indiquer un objet qui arrive.
Lorsque vous voyez un adversaire
avec une arme, donnez-lui un coup
de poing. Avec un peu de chance,
vous pourrez attraper son arme.
Attention, les adversaires 
peuvent vous arracher votre arme!
Quand vous ramassez un objet, il
apparaÓt dans l'une des boÓtes en
bas, ‡ gauche de l'Ècran.
Pour utiliser un objet:
1. Prenez un objet ou une arme.
2. Appuyez sur le bouton C pour
l'utiliser.
Pour changer d'objet dans les
fenÍtres tout en patinant :
1. Gardez ´STARTª enfoncÈ.
2. DÈplacez le bouton directionnel
vers la gauche ou vers la droite
pour changer d'objet.
Dans le jeu, il y a toutes sortes
d'objets qui peuvent faire mal:
nunchakus, chaÓnes, tuyaux,
leviers, fouets et b‚tons de
baseball.
Deux autres choses peuvent vous
apporter un surcroÓt d'aide. Les
´Nitro Burstsª vous permettent
d'accÈlÈrer une fois, et les ´Stun
Rodsª Èlectriseront vos chers
rivaux!
 Skitchin'
 Trucs et Astuces
 
 Use Up/Down to scroll tex
 Tout d'abord, il faut patiner
vite et souvent. Appuyez sur A et
utilisez le bouton directionnel
pour accrocher le pare-chocs de la
voiture qui s'approche derriËre
vous. Faites des sauts pÈrilleux
sur les voitures et battez les
retardataires ‡ plate couture.
Ensuite, il faut gagner de
l'argent, ÈnormÈment d'argent.
Pour gagner de l'argent, sautez
sur autant de voitures que vvous
le pouvez, faites des sauts
pÈrilleux, gagnez des points pour
vos tours de voltige, saisissez
des armes, assommez vos
adversaires, sautez sur les flics
(le plus longtemps vous restez
accrochÈ, mieux Áa vaudra) et
finissez rapidement.
Ce n'est pas drÙle de perdre. Il y
a plusieurs raisons de ne pouvoir
continuer: par exemple, on s'est
fait mettre la main au collet par
la police et on n'a pas de quoi
payer l'amende. Ou encore, vous
avez oubliÈ de remplacer vos
protecteurs: et vous vous
retrouvez ‡ la rubrique des CHIENS
…CRAS…S! Oh NON! Une PANNE!
N'oubliez pas de remplacer le
matÈriel usÈ, surtout les roues et
les protecteurs.
WARP CACH… :
Pour avoir le ´Bonus Warpª sur
l'Ècran des rÈsultats de la
course, cherchez les panneaux de
limites de vitesse qui sont
tombÈs. S'il y a une affiche
publicitaire juste derriËre,
sautez dedans pour arriver ‡ une
autre Ètape!
Voici quelques mots de passe pour
des villes de ´Skitchin'ª (avec le
co˚t en dollars):
San Diego, 695 $ : VDRL HFXB YYRU
Seattle, 747 $ : NA3L PSFB ADF0
Los Angeles, 119 $ : 5VHT COY3
GT3I
<a name="Soldfort.o">SOLDFORT.O</a>
 Soldiers of Fortune
 Spectrum Holobyte
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 THE SETUP
 PLAYING THE GAME
 THE SOLDIERS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Sonic1.o">SONIC1.O</a>
 Sonic the Hedgehog
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEM DESCRIPTIONS
 SPECIAL ZONE
 HINTS AND TIPS
 BROWSE HELP FILES
 Sonic the Hedgehog
 Game Description
 
 Use Up/Down to scroll text
Join Sonic, the real cool hedgehog
with the spiked haircut and power
sneakers, and save the animals
from Dr. Robotnik.
Speed down twisting tunnels and
swing over dangerous booby traps,
leap across lava pits and dodge
burning rocks, and fight hordes of
metal maniacs and do the loop with
the Super Sonic Spin Attack.
 Sonic the Hedgehog
 Controller Functions
 
 Use Up/Down to scroll text
Directional Button (D-Button):
 * Press right or left to move 
Sonic in those directions. Press
and hold in either direction to
speed up.
 * When Sonic is standing
still, press up or down to see the
top or bottom section of the
screen. (This won't work if Sonic
is already at the highest or
lowest point.)
 * Press the D-Button down when
Sonic's moving to bump off enemies
with the Super Sonic Spin Attack.
Start Button:
 * Press to start the game.
 * Press to pause the game;
press again to resume play.
Button A, B, or C:
 * Press to perform the Super
Spin Attack.
 * Press Button A, B, or C to
jump while performing the Super
Sonic Spin Attack.
 Sonic the Hedgehog
 Playing the Game
 
 Use Up/Down to scroll text
REACH FOR THE RINGS!
As Sonic, you must evade traps and
dodge crazed robots as you dash
through six hazardous zones using
your Super Sonic Spin Attack.
Your goal is to rescue your
friends from the nasty grasp of
the demented scientist, Dr.
Robotnik!
Staying alive will be tough, but
you can grab Rings along the way.
As long as you have Rings, you
won't be hurt when you get
attacked or touch an enemy,(but
you will lose all your Rings).
If an enemy attacks when you don't
have any Rings and are not using
the Super Sonic Spin Attack, you
will lose one life.
Even with the Super Sonic Spin
Attack, you'll lose one chance if
something smashes you.
LAMPPOSTS
You'll find Lampposts in every
zone. Your present score and time
will be recorded if you touch the
Lamppost. 
If you die, you will continue the
game from the Lamppost you
touched. You will lose all your
Rings, but you will start the game
with the score and time that was
recorded.
 Sonic the Hedgehog
 Item Descriptions
 
 Use Up/Down to scroll text
Smash open video monitors with the
Super Sonic Spin Attack to get
special items that help you defeat
evil Dr. Robotnik!
Super Rings: Picking this up
earns you ten Rings.
Shield: This prevents you from
losing your Rings when you get
attacked. Even if you don't have
any Rings, you won't be hurt. (But
it won't protect you from other
obstacles.)
Power Sneakers: These sneakers
make you run faster.
One-Up: This gives you one extra
chance to complete the game. 
Note: Picking up 100 Rings also
earns you an extra chance.
Invincible: This temporarily
keeps you safe when attacked by an
enemy. (But it won't protect you
from other obstacles.)
 Sonic the Hedgehog
 Special Zone
 
 Use Up/Down to scroll text
If you collect a certain amount of
Rings, you can warp to the Secret
Zone where you'll ricochet off
multi-colored blocks in a 360
degree rotating maze!
There are six Secret Zones. In
each Zone, your goal is to touch
the Chaos Emerald.
Use the Super Sonic Spin Attack to
bounce off different types of
blocks. The Secret Zone is really
a trap. You can only escape if you
do either one of these things:
 * Touch the Chaos Emerald
 * Touch the Goal.
BLOCKS IN THE SECRET ZONE:
Bumper: Bounce off these.
Reverse: When you touch this, the
maze will rotate the opposite way.
Goal: Touch this to return to the
previous zone.
1 Up: Touch this for an extra
life.
Jump Stand: Jump off these.
Up: When you touch this, the maze
will rotate faster.
Down: When you touch this, the
maze will rotate slower.
Chaos Emeralds: These come in six
different colors. You'll find one
in each Secret Zone. Collect all
six!
 Sonic the Hedgehog
 Hints and Tips
 
 Use Up/Down to scroll text
 * Grab all the Rings you can.
 * Watch the traps to see how
they move. You'll have a better
chance of dodging or escaping
them. You might even try to burrow
through them.
 * Look for ways to get to
places that seem impossible to
reach.
 * Use the Super Sonic Spin
Attack to find hidden items.
 * Look for secret rooms.
 * There's a Time Bonus, so
race through the Acts as fast as
you can.
 * Destroy enemies in
succession for extra bonus points!
 * Collect and keep 50 rings
when you finish the act. If you
do, a ring will be to the right of
the exit sign.
Jump in the ring and you're off to
the bonus round! There are six
bonus levels.
 * In the bonus missions,
collect 50 rings or more to get a
continue. 100 rings (in both bonus
missions and the acts) and you'll
get a free Sonic!
 * In Oil Ocean Zone Act 2,
it's best to travel by Route 1 or
Route 3. Route 1 lets you find
most of the interesting items in
Oil Ocean Act 2, but it's a long
way to go.
Route 3 takes you very quickly to
meet Robotnik at the end of the
act.
LEVEL SELECT: During Title
Screen push UP, DOWN, LEFT, RIGHT.
When you hear the chime, push the
A Button and Start.
<a name="Sonic2.o">SONIC2.O</a>
 Sonic The Hedgehog 2
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 RACE FOR THE RINGS!
 SUPER ITEMS
 SPECIAL STAGE
 SONIC SUPER HINTS
 BROWSE HELP FILES
 Sonic The Hedgehog 2
 Game Description
 
 Use Up/Down to scroll text
Miles "Tails" Prower, the Fox,
can't sit still when Sonic's
around. Ever since Miles was a
baby fox, he's dreamed of being
like Sonic.
He loves to run after Sonic,
waving his 2 tails behind him,
trying to keep up with his hero!
Mostly, Sonic lets him trail
along. But sometimes, just to show
off, Sonic explodes in a burst of
super speed and leaves him behind.
But Miles doesn't give up. He
whirls his tails like a helicopter
rotor and takes off flying until
he catches up!
All the animals call Miles by his
nickname, "Tails," because of his
2 special tails. And one day they
saw an astonishing feat . . .
They were all together in the
forest, watching Sonic perform.
Sonic would run, spin and jump in
his Super Spin Attack.
Then "Tails" would whirl like a
turbo engine and blast off in his
Super Dash Attack. What a showoff!
Suddenly, "Tails" just couldn't
help himself. He took a running
start, curled up his tails, and
whoosh, he was spinning like
Sonic!
But now something frightening is
happening. Sonic's friends are
disappearing. In their place,
nasty metal robots are popping up
all over the island.
The mad scientist Dr. Robotnik is
at it again! This time, Robotnik's
planning a global disaster. He
needs workers to create a doomsday
machine that can take over the
world.
So he's trapping all the animals,
turning them into robots, and
forcing them to build his ultimate
weapon, the Death Egg!
Robotnik now rules the factories,
refineries and cities! He's
grabbed control of everything
except the 7 Chaos Emeralds. These
magnificent gems are believed to
hold exceptional powers.
With them, Robotnik could have the
entire world in his grasp. And
he'd never let go!
The Chaos Emeralds are buried
somewhere on the island. Only one
tough dude with spiky hair has the
speed to find them first!
Help Sonic stop the devious scheme
of the demented scientist! Spin
like a speedball through space.
Grab Power Sneakers and loop 'til
you're dizzy.
Twirl over twisting speedways and
rocket through tunnels. Balance
and blast across a bubbling ocean
of oil!
Find the Emeralds, free the
animals, and squash Robotnik
forever!
 Sonic The Hedgehog 2
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Starts a 1 Player game. 
 * With 2 Player VS
highlighted, goes to the Zone
screen. Press again to start the
game. 
 * With Options highlighted,
goes to the Options screen. Press
again to start the game.
 * Pauses a game, and resumes a
paused game.
D-BUTTON:
 * Chooses a 1 Player game, a 2
Player VS competition or Options
from the Title screen.
 * In 2 Player VS competition,
highlights a box on the Zone
screen.
 * On the Options screen,
chooses an option and changes its
setting.
 * Moves Sonic or "Tails" left
and right. Hold the button LEFT or
RIGHT to speed up. Press DOWN to
spin while moving.
BUTTON A, B OR C:
 * On the Options screen,
Button A changes a Sound Test
setting, and Button B or C plays
it.
 * Makes Sonic or "Tails"
perform a spin jump.
Super Spin Attack!
 * Press the D-Button Down
while moving to spin like wildfire
and bump off enemies.
 * Press Button A, B or C to
jump while spinning and knock off
badniks from below or bounce on
them from above.
Super Dash Attack!
 * Hold still, press the
D-Button Down, and press Button A,
B or C to rev up like a turbo
engine.
 * Keep pressing Button A, B or
C repeatedly to rev up faster!
 * Release the D-Button to dash
off in a blaze of speed.
Super Twist!
 * In the Metropolis Zone, hold
the D-Button Right or Left to
twist the metal nut up or down the
screw.
Pinball Attack!
 * In Casino Night Zone, press
Button A, B or C to push down a
spring. Press longer for more
power.
 * Release the button to spring
away like a pinball!
 * In the same Zone, press
Button A, B or C to flip the
levers.
 Sonic The Hedgehog 2
 Race for the Rings!
 
 Use Up/Down to scroll text
 * Increase your score by
freeing your friends from their
robot forms. Use the Super Spin
Attack whenever you can to bash
into enemies.
 * You can take up to 10
minutes on the Timer to complete
the Act. If you go over the time
limit, you'll lose 1 Life.
 * Enemies can't destroy you
when you have Rings. "Tails"
collects Rings, too, that are
added to your total. You'll lose
rings if you get attacked or run
into an enemy.
The counter starts flashing when
the number reaches zero. Then if
you touch a badnik, you'll lose 1
Life (unless you're doing the
Super Spin Attack).
Keep grabbing Rings! You'll be
protected as long as you have at
least 1 Ring.
 * You start each game with 3
Lives to complete the Zones.
 * When you pass a Star Post,
the Star wig-wags to save your
position. Then, if you lose a
Life, you'll start again at the
last Star Post you touched.
 Sonic The Hedgehog 2
 Super Items
 
 Use Up/Down to scroll text
Power Sneakers make you run like
the wind!
Super Rings give you 10 Rings at
once!
One-Ups give you 1 more Life.
An Invincible protects you from
attacking enemies, but only for a
short time.
Each Shield protects you from
damage 1 time only.
 Sonic The Hedgehog 2
 Special Stage
 
 Use Up/Down to scroll text
If you have 50 Rings when you
touch a Star Post, you'll see a
Star Circle spinning around the
Star Post.
If you jump into the Star Circle,
you will go to the Special Stage.
This is your chance to collect a
Chaos Emerald!
 * Watch the screen to see how
many Rings you need to get.
 * Speed around the chute,
picking up as many Rings as you
can. Sidestep the Bombs or jump
over them to stay in the race.
 * If you get the required
number of Rings at each
checkpoint, you can continue.
Otherwise, the Stage ends.
 * If you finish the Stage,
you'll be rewarded with a
magnificent Chaos Emerald.
 * When the Special Stage ends,
you return to the Star Post in
your original Zone, and you can
resume the game.
 Sonic The Hedgehog 2
 Sonic Super Hints
 
 Use Up/Down to scroll text
 * Grab every ring you can!
 * When you lose Rings, rush to
grab them again.
 * Watch enemies to see how
they move. Once you know what they
do, you'll have a better chance of
fighting or dodging them.
 * Look for ways to get to
impossible places. Jump on levers,
hang from vines and use Sonic's
Super Spin Attack to discover
hidden routes and secret paths.
 * Collect 50 Rings (or more)
so you can get to the Special
Stage when you pass a Star Post.
 * In the Special Stage, don't
move too fast or you may miss more
Rings than you catch!
 * In 2 Player VS competition,
concentrate on your own screen
(and not your friend's).
Even if you get teleported back a
ways in the Zone, you can still
win by collecting the most Rings
and Super Items.
 * Bash into lots of enemies
for a high Score.
 * Race through the Acts as
fast as you can for a high Time
Bonus.
 * Collect loads of Rings for a
high Ring Bonus.
 * You can only fight Robotnik
with the Super Spin Attack. Keep
Sonic safe by dodging away when
Robotnik attacks.
 * Free your friends from the
Prison Egg by jumping on top of
it.
<a name="Sonic3.o">SONIC3.O</a>
 Sonic the Hedgehog 3
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER-UPS
 HINTS AND TIPS
 BROWSE HELP FILES
 Sonic the Hedgehog 3
 Game Description
 
 Use Up/Down to scroll text
New Attitude!
New Enemies!
Swing from vines, launch new
attacks, survive deadly traps and
summon Tails to airlift Sonic out
of danger.
Discover hidden rooms and
passageways in the megasized
Zones. Transform into Super Sonic
and experience the ultimate in
speed and ultra-sonic power.
Save your progress using the new
Game Save Feature.
As Sonic and Tails explore the six
exciting Zones, you must help them
collect Gold Rings and locate the
Chaos Emeralds.
At the start of the adventure,
Sonic will have three lives.
Additional lives can be earned by
activating 1-Up icons, by
collecting 100 Gold Rings within a
single Act or by grabbing 50 Gold
Rings in the Special Stage.
Sonic and Tails must avoid the
obstacles in their path and defeat
the army of Badniks that roam
throughout each Act. You'll
discover a Chaos Emerald at the
end of each Special Stage.
 Sonic the Hedgehog 3
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Starts a game from the main
title screen.
 * Pauses a game. Resumes a
Paused Game.
D-Button:
 * Choose a 1 or 2 Player Game
from the main title screen.
 * Press UP or DOWN on the
D-Pad to choose your character.
 * Pressing the D-Pad moves the
cursor on the Game Save screen and
on the Two-Player screen.
 * Move Sonic and Tails left
and right. Hold down LEFT or RIGHT
on the D-Pad to speed up.
 * Press the D-Pad DOWN to
crouch down while standing still.
While moving, press DOWN on the
D-Pad and Sonic or Tails will turn
into a ball.
 * Press the D-Pad UP (when
standing still) to look upwards.
A, B, or C Button:
 * Jump and perform a Super
Spin Attack.
 * Pressing the B button sends
you to the previous screen before
game play begins.
 Sonic the Hedgehog 3
 Playing the Game
 
 Use Up/Down to scroll text
Sonic's Super Moves:
Spin Dash Attack: Blast through
obstacles or smash a Badnik with
this power-packed maneuver. Hold
the D-Pad DOWN and press the A, B
or C button multiple times.
When you release the D-Pad, Sonic
or Tails will shoot forward.
Tails To The Rescue: While
playing a one-player game with
Sonic and Tails together, use the
second controller to control
Tails.
Use Tails to airlift Sonic out of
danger or to areas which are
unreachable by Sonic alone.
Insta-Shield: Quickly press the
A, B or C button twice and you'll
generate enough energy for Sonic
to be protected by a shield for a
split second.
Make Tails Fly or Swim: Quickly
press the A, B or C button twice,
while playing as Tails, and he'll
fly or swim (for a limited time)
if it is necessary.
Two Player Mode:
Get ready for the new and improved
two-player action in Sonic The
Hedgehog 3.
Even if you've mastered this
game's six one-player Zones, in
two-player, split-screen mode
there are five totally unique
Zones, and three different game
play modes.
Two-Player Game Play Modes
Grand Prix Mode: Experience all
five of the two-player Zones as
you compete against a second
player and race against time.
Match Race: It's a race against
time as you compete against a
second player in any one of the
two-player Zones that you select.
Time Attack: This is a
one-player practice mode that will
help you prepare for two-player
competition.
Select and practice in any one of
the five two-player Zones. Your
goal is to move as quickly as
possible.
 Sonic the Hedgehog 3
 Power-Ups
 
 Use Up/Down to scroll text
Sonic Power-Ups:
Super Ring: This power-up
monitor is worth ten (10) Gold
Rings.
Invincibility: No badniks can
harm Sonic when he activates this
icon and becomes invincible for a
short time. Some moving objects
are still harmful, so be careful.
Flame Shield: Protects Sonic and
Tails from a fire attack. When
this shield is activated, Sonic
can perform a mid-air "Fireball
Spin Dash" by leaping into the air
and pressing the A, B or C button.
Water Shield: Sonic and Tails
can breathe underwater and bounce
like a ball. Sonic can also defeat
most Badniks by bouncing on their
heads when he is surrounded by the
Water Shield bubble.
Lightning Shield: When
activated, Gold Rings will
gravitate towards Sonic or Tails.
This shield will also protect
Sonic and Tails from electric
attacks and energy ball attacks
from Badniks. While this shield is
active, Sonic can double jump in
mid-air (quickly press the A, B or
C button twice).
1-Up: This power-up contains
Sonic or Tail's picture and is
worth one extra life.
Robotnik: Danger! Activating
this power-down icon causes the
same amount of damage to Sonic or
Tails as an attack from a Badnik.
Sonic or Tails will either lose
their Gold Rings, or without Gold
Rings, lose a life.
The Special Stage:
Within every Act, you'll discover
at least one hidden room
containing a giant Gold Ring.
When Sonic or Tails leaps into the
ring, they'll teleport into the
Special Stage. Use the D-Pad to
dodge the red energy spheres and
grab the blue ones.
When the blue spheres transform
into Gold Rings, grab them! To
make Gold Rings appear, look for
square formations of blue spheres,
then grab the spheres along the
outer edge of the square.
All of the blue spheres that make
up the square will turn into Gold
Rings. White Star Spheres are
bumpers which Sonic and Tails
bounce off of. Press the A, B or C
button to jump up.
Once you've collected all of the
blue spheres, a Chaos Emerald will
appear.
The Bonus Stage's Gumball
Machine:
Grab extra 1-Ups, bonus power-ups,
and Gold Rings by turning the
crank of this special Gumball
Machine.
To find this Bonus Stage, collect
50 or more Gold Rings during a
single Act, activate a Starpost
and then leap into the tiny stars
that appear.
The Bonus Stage's Power-Ups:
Barrier Shield: Grab a "B"
gumball and Sonic or Tails will be
rewarded with a random type of
shield.
Spring Barrier: Each time Sonic
or Tails bounces off the catapults
below the Gumball Machine, they
disappear. Grabbing a "REP"
gumball will replace the
catapults.
When Sonic or Tails falls past the
catapults, they'll automatically
exit the Bonus Stage.
Super Ring: These gumballs are
worth 10 Gold Rings.
1-Up: Earn an extra life.
Bumper Gumballs: Bounce off of
these gumballs.
Clear Gumballs: The joke is on
you! Nothing happens if Sonic or
Tails grabs a clear gumball in The
Bonus Stage.
 Sonic the Hedgehog 3
 Hints and Tips
 
 Use Up/Down to scroll text
Grab Gold Rings. They will provide
protection from Badniks and
obstacles, help you earn extra
lives and enter The Bonus Stage.
When Sonic loses the Gold Rings
he's holding, quickly help him
re-grab as many of them as
possible.
Earning 100 Gold Rings will earn
you one extra life. Having 50 Gold
Rings when you activate a Starpost
allows Sonic to enter the Bonus
Stage.
Always be on the lookout for
hidden rooms and passageways. Look
for different patterns in the
walls.
Sonic can smash open some solid
walls by performing a Spin Dash
Attack. You can also use this move
to smash open rock formations.
Beware of Badniks that shoot
energy weapons. Even if you keep
your distance from the Badnik,
their weapon can reach you and
cause you to lose a life.
If you must get past a series of
Badniks, spend a few moments
watching them and learn how they
move. Be sure to time your attack
perfectly.
Don't forget in Sonic the Hedgehog
3, Tails has the ability to help
Sonic.
When caught in a difficult
situation, use Controller 2 to
take control of Tails. Press the
A, B or C button twice (on
Controller 2) to make Tails fly.
Always look for ways to improve
your point score. Defeating
Badniks, collecting Gold Rings and
getting through each Act as
quickly as possible (for a Time
Bonus) are all excellent ways to
boost your score.
Prepare yourself to travel
underwater in the various Zones.
Remember, Sonic can't last too
long underwater without breathing,
so jump into giant air bubbles
that rise from the ground. If you
wait too long, Sonic will drown
(lose a life).
Activating a Water Shield allows
Sonic to breathe underwater until
the shield breaks.
Learn to use Sonic's new power-up
moves and shields. They will prove
to be extremely valuable as you
help Sonic and Tails trek across
The Floating Island in search of
Dr. Robotnik.
Use Sonic's Spin Dash Attack to
climb up steep hills.
When an Act's end level marker
appears, leap towards it before it
lands and an extra power-up might
appear.
In the IceCap Zone and throughout
the game, avoid having Tails get
stuck in passageways or get caught
in traps.
Have Tails activate Starposts or
enter into a Special Stage as
quickly as possible.
Dr. Robotnik has created many
diabolical traps which take
advantage of Sonic's ultra-fast
speed.
Watch out for traps that Sonic
cannot escape. If you fall into
the wrong trap, you might have to
reset the game (by pressing the
RESET button) and start again at
the beginning of the Zone you were
last in.
When Sonic is flashing (after
being hit) don't let him travel
too quickly.
<a name="Sonicspn.o">SONICSPN.O</a>
 Sonic Spinball
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Sonic Spinball
 Game Description
 
 Use Up/Down to scroll text
Sonic The Hedgehog spins into
pinball pandemonium! Sonic rockets
into space, spring launches from
levers and balls up for a
high-altitude bounce!
Multi-round zones of Sonic action
through glittering caverns, oozing
toxic pools and boiling lava pits!
Up to 4 players can fight a whole
new generation of evil enemies!
 Sonic Spinball
 Controller Functions
 
 Use Up/Down to scroll text
TO DO THIS: PRESS THIS:
* Move right/left D-Pad
right/left
* Jump Button A, B
 or C
* Super Spin Dash Hold D-Pad
 down, press
 Button A, B,
 or C then
 release D-Pad
* Look up D-Pad up
* Duck D-Pad down
* Use left flipper Button A
* Use right flipper Button B
* Use both flippers Button C
* Tilt shake Buttons A,
 B and (Bonus
 Rounds)C
 together
* Pause/resume play Start Button
SUPER SPIN DASH:
* Hold still, press the D-Pad
down, and press Button A, B or C
to start spinning like a turbo
engine.
* Keep pressing Button A, B or C
repeatedly to rev up furious RPMs.
* Release the D-Pad to dash away
like a road rocket!
CLIFFHANGER FLIP:
* Sonic will automatically grab
ledges and flip up onto a safe
surface to prevent fatal falls or
avoid the jaws of Robotnik's
monsters.
 Sonic Spinball
 Playing the Game
 
 Use Up/Down to scroll
 text
Your mission is to attack the
Veg-O-Fortress, fight upward
through the Pinball Defense System
and annihilate Dr. Robotnik's evil
machine.
Destroy the underling bosses and
boss machines to move up through
the levels. Along the way, use
your best pinball wizardry to free
the robotized inhabitants of
Mobius!
Chaos Emeralds stabilize the Mt.
Mobius volcano on which the
Veg-O-Fortress stands. Without the
Emeralds, a massive eruption would
blow the Fortress to pieces!
You must spin, bounce and bump
through the Pinball Machines to
snatch all the Chaos Emeralds on
each of four levels. When you've
collected all the Emeralds, the
Veg-O-Fortress will explode!
The Pinball Defense System is a
gigantic Pinball Machine. In it,
you'll find a universe of
whirling, flashing, buzzing
pinball games. Use the flippers to
aim Sonic and fire him up through
the volcano.
When he's in flight, you can move
him left and right with the D-Pad
for better position when he hits a
bumper or target, or when he's
falling back toward the drain
bumpers or flippers.
 Sonic Spinball
 Hints and Tips
 
 Use Up/Down to scroll
 text
* Launch Sonic by tilting both
flippers together with Button C.
This is a safe, easy tactic for
beginners.
* Watch for lights and arrows
leading toward important spots in
the background.
* Catch Sonic on the flippers by
holding them up just as Sonic
moves into the Alley Ramp. Then
you can aim him with better
accuracy.
* To shoot Sonic straight up,
fire when he is near the hinge of
a flipper. To launch him at an
angle, let him roll toward the
tip, then fire.
* You will propel Sonic with
steam valves instead of flippers
in some places.
* If Sonic falls into the drain,
it could be the end unless you
take quick action. Robotnik has a
gruesome surprise planted under
the flippers.
* Remember, you can control
Sonic's travel with the D-Pad. You
can slow his roll in an alley or
curve him slightly toward a
flipper when falling and jumping.
* Every 20,000,000 points Sonic
gains a well earned extra ball.
* Watch the Status Strip (at the
top of the screen) for the number
of Emeralds you must collect. It
also tells you what obstacle you
need to hit in order to open a
path to a Chaos Emerald.
<a name="Sonknuck.o">SONKNUCK.O</a>
 Sonic & Knuckles
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 FONCTIONS DU CONTR‘LEUR
 JOUER LE JEU
 PLEIN POT!
 TRUCS ET ASTUCES
 PARCOURIR LES FICHIERS D'AIDE
 Sonic & Knuckles
 Description du Jeu
 
 Use Up/Down to scroll text
Sauvez l'Óle flottante!
La derniËre fois que Sonic et
Robotnik se sont affrontÈs, Sonic
a rÈduit en mille miettes l'oeuf
de la mort de Robotnik.
L'explosion a envoyÈ Sonic au fin
fond des collines aux champignons
de l'Óle flottante!
Sonic sait que plusieurs
Èmeraudes, dont l'Èmeraude
maÓtresse, sont cachÈes dans l'Óle
flottante. Il pense que Knuckles
sait o˘ elles se trouvent!
Sonic ne doit pas laisser Robotnik
mettre la main sur l'Èmeraude
maÓtresse. En effet, cela lui
donnerait un combustible Èternel
pour l'oeuf de la mort et l'Óle
flottante serait dÈtruite!
Sonic fait face ‡ deux problËmes :
comment protÈger l'Èmeraude
maÓtresse? Comment se dÈbarrasser
de Knuckles? Il doit affronter cet
ÈchidnÈ dÈchaÓnÈ sans attendre! 
Knuckles a lui aussi des probl
mes. Gardien de l'Óle flottante et
de toutes les Èmeraudes, il est
chargÈ de repousser les
envahisseurs. Celui qui a lancÈ
cette bombe peut s'attendre ‡ de
GROS problËmes.
Knuckles est plein d'astuces et de
ruses et il est aussi capable
d'attaquer ‡ poings nus pour
protÈger l'Óle flottante.
Sonic ne prendra aucun risque.
Knuckles non plus! Mais pendant
qu'ils s'affrontent, qui arrÍtera
le Dr. Robotnik? L'Óle flottante
est-elle perdue?
 Sonic & Knuckles
 Fonctions du ContrÙleur
 
 Use Up/Down to scroll text
Manoeuvres de base
* Pour aller ‡ droite/‡ gauche :
DÈplacez le bouton directionnel
vers la gauche ou la droite.
* Pour sauter : Appuyez sur le
bouton A, B ou C.
* Pour plonger : DÈplacez le
bouton directionnel vers le bas.
* Pour foncer en tournant : Gardez
le bouton directionnel enfoncÈ.
Appuyez sur le bouton A, B ou C
pour commencer ‡ tourner. Tapez
plusieurs fois sur le bouton pour
accÈlÈrer le mouvement. L‚chez le
bouton directionnel pour dÈmarrer
en trombe comme une fusÈe.
* Regardez vers le haut ou le bas
: Restez immobile, dÈplacez le
bouton directionnel vers le haut
ou le bas et gardez-le enfoncÈ.
* Pause/Reprendre le jeu : Bouton
´STARTª.
UN TUYAU : Les mouvements de
Sonic peuvent devenir encore plus
spectaculaires! Trouvez toutes les
Èmeraudes et voyez ce qui se
passe!
Manoeuvres typiques de Knuckles
Knuckles se dÈplace en tournoyant,
tout comme Sonic, mais il a
Ègalement d'autres manoeuvres ‡
son actif! Pour commencer, il
dÈfonce les murs comme personne!
Voici quelques autres de ses
spÈcialitÈs :
GlissÈ
* Appuyez sur le bouton A, B ou C
deux fois de suite : une fois pour
prendre de l'air et encore une
fois pour glisser.
* DÈplacez le bouton directionnel
vers la gauche ou la droite pour
aller dans l'une ou l'autre
direction.
Attaque glissÈe de Knuckles
* Appuyez sur le bouton A, B ou C
deux fois pour glisser.
* Levez les gigantesques poings de
Knuckles pour assommer les
Badniks. ExÈcutez cette attaque
tout comme le glissÈ et tapez sur
les robots en passant!
Grimper aux murs
* Approchez-vous du mur.
* Appuyez sur le bouton A, B ou C
deux fois de suite, une fois pour
sauter et encore une fois pour
rester collÈ au mur ou ‡ toute
autre surface verticale.
* DÈplacez le bouton directionnel
vers le haut ou le bas pour
grimper.
* Appuyez sur le bouton A, B ou C
pour sauter.
 Sonic & Knuckles
 Jouer le Jeu
 
 Use Up/Down to scroll text
Patrouille de l'Óle flottante
Le Dr. Robotnik est l‡, quelque
part. S'il s'empare de l'Èmeraude
maÓtresse et rÈpare l'oeuf de la
mort, l'Óle flottante sera en
danger!
Anneaux
Pour dÈfendre l'Óle flottante,
trouvez les anneaux d'or.
* Ramassez autant d'anneaux que
possible pour amÈliorer votre
pointage et vous protÈger contre
les coups des ennemis et les
dangers.
* Lorsque Sonic ou Knuckles
tombent dans un piËge ou sont
attaquÈs par un Badnik, ils
perdent des anneaux. Lorsqu'ils
n'ont plus d'anneaux, chaque coup
ennemi leur co˚te une vie.
* Aux Ètapes spÈciales/bonus, vous
pouvez gagner une chance de
poursuivre le jeu si vous trouvez
50 anneaux.
* Emparez-vous de 100 anneaux et
gagnez une vie en plus!
Badniks
Chaque fois que vous l'emportez
sur un Badnik, il tombe en
morceaux et l'animal pris ‡
l'intÈrieur est libre!
Truands
¿ la fin de chaque zone, vous
devez affronter un truand
supermÈchant crÈÈ tout
spÈcialement par Robotnik.
Temps
Le dÈlai pour chaque acte est de
10 minutes. Si vous dÈpassez cette
limite, vous devez recommencer
l'acte. Si vous passez devant des
poteaux ÈtoilÈs, vous n'aurez ‡
reprendre l'acte qu'‡ partir du
dernier poteau ÈtoilÈ.
Vies
Vous commencez la partie avec
trois vies. Si vous en perdez une,
vous devez reprendre l'acte ‡
partir du dernier poteau ÈtoilÈ
que vous avez passÈ. Si vous
perdez toutes vos vies, c'est la
fin du jeu.
Continuation
Vous gagnez une continuation
chaque fois que vous avez accumulÈ
50 anneaux dans les Ètapes
spÈciales/bonus. Les continuations
valent trois vies chacune!
Si vous avez perdu vos trois premi
res vies mais gagnÈ des
continuations, l'Ècran de
continuation s'affiche. Vous avez
alors 10 secondes pour appuyer sur
´STARTª et reprendre le jeu.
Quand vous appuyez sur ´STARTª,
vous recommencez le jeu au dernier
poteau ÈtoilÈ que vous avez passÈ.
…tape spÈciale en 3D
Des Ètapes spÈciales en 3D sont
cachÈes dans le jeu. Trouvez
l'anneau d'or gÈant dans chaque
acte et sautez ‡ travers pour
pÈnÈtrer dans l'Ètape spÈciale.
Une fois arrivÈ l‡ :
* Prenez les sphËres bleues.
Lorsque vous les avez toutes, vous
gagnez une Èmeraude du chaos!
* Ramassez 50 anneaux et vous
gagnez une continuation.
* Prenez une sphËre jaune pour
Ítre catapultÈ sur une distance de
cinq sphËres.
* Les sphËres ÈtoilÈes rouges et
blanches sont des tremplins qui
vous font rebondir dans la
direction opposÈe.
* …vitez les sphËres rouges. (Un
tuyau : sautez par dessus!)
…tapes ´bonusª
Passez un poteau ÈtoilÈ lorsque
vous avez 50 anneaux (ou plus) et
un cerclÈ ÈtoilÈ apparaÓt. Sautez 
 travers le cercle pour pÈnÈtrer
dans l'Ètape ´bonusª. L'Ètape o˘
vous pÈnÈtrez dÈpend du nombre
d'anneaux dÈtenus ‡ ce moment-l‡.
Ramassez 50 anneaux dans une Ètape
boni et gagnez une continuation.
…tape des sphËres brillantes
Vous Ítes pris par une sphËre
magnÈtique! Roulez vers le sommet
de la sphËre et puis sautez sur
une autre sphËre plus haut.
Activez les nageoires pour vous
aider ‡ monter.
Attention au champ de force qui
vient d'en bas!
…tape des machines ‡ sous
Ramassez les anneaux lorsque les
tambours tournent. Sautez vers le
milieu pour rester dans le jeu.
 Sonic & Knuckles
 Plein Pot!
 
 Use Up/Down to scroll text
Recharge!
Les recharges se trouvent un peu
partout dans les zones. Elles
ressemblent ‡ des moniteurs. Pour
vous rÈapprovisionner, sautez ou
foncez sur les recharges.
Superanneau : Ramassez 10
anneaux d'or ‡ la fois!
Une vie en plus : Rebondissez
sur Sonic ou Knuckles pour une vie
en plus.
InvincibilitÈ : Sonic ou
Knuckles sont ‡ l'Èpreuve des
Badniks pendant quelque temps.
Certains objets en mouvements
continuent ‡ faire du tort, alors
prenez garde!
…cran contre l'eau : Il enferme
Sonic ou Knuckles dans une bulle
d'air ‡ l'Èpreuve des Badniks et
leur permet de respirer sous
l'eau. Maintenant, vous pouvez
vous dÈbarrasser de la majoritÈ
des Badniks en rebondissant sur
leur tÍte!
…cran contre la foudre : Sonic
ou Knuckles deviennent des aimants
‡ anneaux d'or. Passez prËs des
anneaux et ils vous suivront
partout! L'Ècran absorbe Ègalement
les attaques des boules d'Ènergie.
Lorsque vous Ítes Sonic, appuyez
sur le bouton A, B ou C deux fois
de suite pour un saut double!
…cran contre les flammes : Cet
Ècran protËge Sonic ou Knuckles
contre une attaque par le feu. Si
vous Ítes Sonic, vous pouvez aussi
vous prÈparer pour foncer comme
une boule de feu. Appuyez sur le
bouton A, B ou C deux fois de
suite pour sauter et dÈplacez le
bouton directionnel vers la gauche
ou la droite pour les attaques
horizontales.
Supersoulier : Souliers de
course ‡ grande vitesse. Voyez
Sonic ou Knuckles filer ‡ toute
allure!
Robotnik : Si vous le voyez,
…CARTEZ-VOUS! Robotnik vous vole
tous vos anneaux ou vous prend une
vie!
 Sonic & Knuckles
 Trucs et Astuces
 
 Use Up/Down to scroll text
* Il est gÈnÈralement plus facile
de jouer le personnage de
Knuckles, qui vous permet de
fouiller des sections de chaque
niveau qui sont inaccessibles ‡
Sonic. Toutefois, si vous Ítes
Sonic, il vous sera plus facile de
combattre les truands qui vous
attendent ‡ la fin de chaque
niveau.
* S'il ne vous reste que peu de pi
ces et de vies, glissez ou sautez
par dessus les ennemis pour Èviter
de perdre des vies et d'avoir ‡
recommencer le niveau.
<a name="Spaceinv.o">SPACEINV.O</a>
 Space Invaders '91
 Taito
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS AND STUFF
 BROWSE HELP FILES
 Space Invaders '91
 Game Description
 
 Use Up/Down to scroll text
Fearful invaders have suddenly
appeared on our peaceful planet.
They are a new type of invader who
are not even listed in studies by
international information bureaus.
The attacking invaders rely on
incredible speed and dizzying
attack patterns.
What's more, the battlefield
extends from the Earth to the
Milky Way and on to the outer
reaches of the universe. Can you
endure the fierce onslaught of
these invaders?
Now it's time to load your
spaceship with attack and defense
items, and use your bravery and
wits to meet the challenge. Take
off bravely to adventure!
 Space Invaders '91
 Controller Functions
 
 Use Up/Down to scroll text
The only thing you can trust in
the unknown reaches of the
universe is your own wits and
bravery. And the source of that
bravery is the ability to operate
skillfully.
Master the functions of the
individual buttons on the
controller and you'll have nothing
to fear.
While viewing the screen, see how
quickly and accurately you can
maneuver your spaceship for
offensive and defensive actions.
D-Pad:
 * Use to move the player craft
to the left and right.
Start Button:
 * Use to start the game. Also
pauses the game while in action.
A Button:
 * A beam emission button lets
you blow your enemy to smithereens
if you know how to use it.
B Button:
 * Use to obtain special items
and increase your offensive power.
C Button:
 * Use it like the A Button for
standard offensives.
 Space Invaders '91
 Playing the Game
 
 Use Up/Down to scroll text
Taking off for the unknown
universe
Your mission is to protect the
Earth from the nearly invincible
invaders. Each time you destroy an
invader you must face even
stronger enemies (rounds).
The scene of battle progresses
from the Earth to the ends of the
universe in a game filled with
spectacles and thrills.
Once you destroy the invaders that
appear all over the screen and
repeat this a second time, the
first round ends and you advance
to the second battle (round).
To avoid Invader attacks, you
manipulate the Direction Button to
move your player spaceship.
If the player spaceship receives
more attacks than the remaining
number of shields, your number of
spaceships decreases by one. The
game is over when you are totally
out of spaceships.
A single player spaceship has a
maximum value of 10 shields. The
value at Start time is 5. The
number of shields increases by 2
each time you acquire an item.
You can obtain powerful items by
destroying UFO's. Each time you
obtain a recover shield you
strengthen your defensive shield.
Viewing the screen
The top part of the screen shows
your score, and the high score.
The bottom part of the screen
shows the number of shields you
have remaining, how many more
spaceships (lives) you have, and
it shows the item you are
currently using.
Special weapons and forming
scrimmages
To meet the attack of the
incredibly strong Invaders, you
can't simply rely on conventional
beams. If you combine the special
items (see the description in the
Items section) with scrimmages,
you're ready for anything!
There is no one in the universe
who can defeat you. These are all
special weapon items with
tremendous power. They greatly
increase your offensive and
defensive strength.
Rundown of items
 * By combining the items
obtained by beaming and destroying
UFO's with your player spaceship,
it is possible to obtain these
various items.
 * It is not possible to use
the item in the following round
(although it is possible with
Recover Shield). However, it is
possible to use the item in the
next scene of the same round.
 * When a player spaceship is
destroyed, you lose the
effectiveness of the items it was
using.
 * There are usage limits for
the items. The limits are
expressed in the amount of
remaining energy, time and number
of uses.
 * When you use a standard beam
to destroy a UFO while holding an
item, another item may appear.
When this happens, the item you
previously held loses it's
effectiveness and you can use the
power of the newly acquired item.
Try to get bonus points!
 * Rainbow Bonus:
When you finally reduce to one the
number of Invaders appearing at
the lowest level of the screen, it
starts to move while creating an
afterimage.
This is known as a "Rainbow
Phenomenon" and there is a chance
at this time to gain bonus points.
When the enemy is in the capsule,
you get 100 points for each
afterimage that is left.
When the enemy is not in the
capsule, you get 50 points for
each afterimage that is left.
 * Perfect Bonus:
If you clear one scene with a
number of shots equal to the
number of appearing Invaders (i.e.
55 shots for 55 units), you
receive an extra 10,000 points.
 * Crags:
If you succeed in shooting down
with 3 shots the crags that appear
in rounds 6 and 16, you receive
and extra 3,000 points for each
crag.
 * Special Bonus:
When there is only one special
capsule left, something good will
happen!
 * Item Bonus:
You receive an additional 1,000
points each time you obtain an
item.
 * Resupply of shields:
If you score a hit on the direct
center of the group of Invaders at
the start of a round, the number
of your shields returns to the
full amount.
 * 1-Up conditions:
Each time you achieve the
following scores, the total number
of your player spaceships
increases by one.
1st time: 30,000 points
2nd time: 60,000 points
3rd time: 120,000 points
4th time: 240,000 points
NOTE: The number of remaining
spaceships does not increase
beyond the fourth time.
Game Continue
When Next Mission appears on the
screen select OK when you want to
continue playing and then press
the Start Button.
 * Continue is based on the
number of repetitions.
 * It is possible to continue
up to three times.
 * It is possible to increase
the number of Continue times by
destroying the Special Capsule
that is a special item.
 Space Invaders '91
 Items and Stuff
 
 Use Up/Down to scroll text
Offensive Items:
 * Hyper Laser (H-LASER): When
a laser hits a single Invader, it
causes an explosion on both sides
which creates an explosion wave on
an entire horizontal line.
Can be used a maximum of two
times.
 * Homing Bomb (H-BOMB): A
fireball hits an enemy on
"Lock-On." Possible to shoot a
maximum of 20 times.
 * Buster Laser (B-LASER):
Emits a long-distance laser
directly upward from the player
spaceship. Effective until the
energy runs out.
 * Power Beam (P-BEAM): By
storing up beam energy and using
it for attacks, it is possible to
shoot the beam over a wide area.
If you are attacked while storing
energy, the energy decreases and
you are unable to emit a beam. It
is only possible to store energy
while the B Button is depressed.
Energy is emitted when the button
is released.
 * Super Crusher (S-CRUSHER):
Two options appear beside the
player spaceship so that it looks
like there are three spaceships
making triple attacks.
It is available for only 15
seconds.
Defensive Items:
 * Speed Up (SPEED-UP): The
speed of the player spaceship is
increased to double the normal
speed. Effective until the player
spaceship is destroyed.
 * Recover Shield (RECOVER-S):
An addition of two to the present
remaining energy of the shield.
 * Time Stop (T-STOP):
Completely stops the movement of
invaders for a total of 10
seconds.
 * Hyper Shields (H-SHIELD): A
shield appears for 20 seconds and
it is impossible during that
period for the enemy to inflict
damage (although this does not
defend you against enemy homing
devices and lasers).
 * Psychic Shield (PSYCHIC-S):
An improved version of the Hyper
Shield. Appears for 20 seconds
during which time you are
invincible.
<a name="Spachar2.o">SPACHAR2.O</a>
 Space Harrier II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Space Harrier II
 Game Description
 
 Use Up/Down to scroll text
Deep in the 214th sector of the
universe, a distress signal is
sent from a land in turmoil. Under
attack and besieged by countless
monstrous beings, Fantasyland is
fighting a losing battle.
But wait, help is on the way! The
heroic Space Harrier has
jettisoned into their time warp
via intergalactic teleportation.
Armed with the same laser blaster
that made Space Harrier victorious
in the Land of the Dragons, you've
got a host of vicious enemies to
destroy.
Space phantoms, multi-headed
reptiles and wicked wizards are
just a few of the targets to set
your sights on.
And they're everywhere. So keep
your eyes on 'em, shoot straight,
and keep moving. One false move
and it's the end for you and
Fantasyland.
 Space Harrier II
 Controller Functions
 
 Use Up/Down to scroll text
Directional Button:
 * Moves Space Harrier in eight
different directions.
Start Button:
 * Starts game
 * Pauses screen during play
 * Resumes play
Button A, B, or C:
 * Fires laser
 Space Harrier II
 Playing the Game
 
 Use Up/Down to scroll text
There are twelve stages to survive
in Space Harrier II. Luckily, you
can begin play in any given stage.
Stage Selection:
To start from any one of the
twelve stages, press the Start
Button during the Title Screen.
Now press either the Start Button
or Button A, B or C. The title of
the first stage will appear
on-screen.
Press the D-Button to the left or
the right to advance to a
different stage. The name of the
stage will appear on-screen.
Bonus Stage:
After safely surviving five
stages, Space Harrier II will
arrive at the Bonus Stage. Here
you'll board a flying saucer and
fire away at targets.
You'll receive bonus points
according to the number of targets
you hit in an allotted amount of
time. At this time, you will not
be attacked.
 Space Harrier II
 Hints and Tips
 
 Use Up/Down to scroll text
* The enemy moves very quickly.
Never take your eyes off of them
and be careful of the distance
between you and them.
* The enemies' shots are big.
When they are far away the shots
look small, but when they are
nearer to Harrier, they will
enlarge.
* Look for weak points in Stage
Bosses and shoot towards them.
* When Harrier starts running,
he can't be stopped. Be careful of
obstacles in your path.
<a name="Sparkstr.o">SPARKSTR.O</a>
 Sparkster
 Konami
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTERS
 HINTS AND TIPS
 BROWSE HELP FILES
 Sparkster
 Game Description
 
 Use Up/Down to scroll text
This is a story of the strange
world of Elhorn, a world of
valiant knights and magic...and
machines. Near the center of
Elhorn lies the peaceful and
enchanted Kingdom of Zebulos.
Long ago, the army of the
Devotindos Empire invaded Zebulos
with an evil and powerful
spaceship called the "Pig Star."
But thanks to the courage of
Sparkster, leader of the elite
fighting force known as "The
Rocket Knights," the vicious
imperial army was destroyed.
For a time, it looked as though
Zebulos would find peace once
again.
But alas, it was not to be. All
the lands of Elhorn were again
engulfed in war. In every region
of Elhorn, tribes formerly held in
the evil grip of the Devotindos
Empire turned violent.
From this mass confusion there
arose the evil empire of "Gedol."
The Gedol empire soon swelled,
using every evil means available
to take control of every region of
Elhorn.
The King of Gedol then learned of
the existence of Sparkster.
Fearful of interference from the
legendary Rocket Knight. King
Gedol sent out an order to his
troops to have Sparkster
destroyed.
Sparkster stands alone, the sole
hope of Elhorn against the giant
Gedol Empire. Let the adventure
begin!
 Sparkster
 Controller Functions
 
 Use Up/Down to scroll text
OPERATIONS
 * D-Pad: To move left/right.
Press down to squat.
 * Press A: Attack
 * Press B: Jump
 * Press C: Rocket button for
rocket and Screw attacks.
Button assignments for the A, B,
and C buttons can be changed in
the Options screen.
ROCKET AND SCREW ATTACKS
The Rocket Energy Gauge is
located at the center of the Score
display and turns red as power is
stored.
When its completely red, press the
Rocket button to attack. When the
gauge turns from red to all white,
press the Rocket button for the
Screw Attack.
Energy is stored automatically.
The longer you wait, the more
power you have to unleash your
wrath!
Rocket button only: Rotating
attack from present position. Use
the D-Pad and Rocket button
together to attack in different
directions.
Rebound
You rebound when hitting
obstacles(like walls). This is
particularly effective when going
up narrow paths. You do not
rebound when hitting obstacles
straight up, down, or sideways.
Switches
Either step on or use the Screw
Attack to activate switches. This
lets you plunge into places where
characters cannot go using Rocket
and Screw Attacks alone.(Sometimes
walls and poles disintegrate and
another appears.)
Dangling
You can dangle from tree branches
and ropes using your tail. You can
attack with your sword and use the
Rocket Attack while dangling.
D-Pad up/down: Keep the D-Pad held
up or down and press the Jump
button up to climb or dangle.
CONTROLLING THE GIANT ROBOT,
"SPARKROBO"
Sparkster controls the gigantic
robot that appears in the opening
of the game.
 * D-Pad left/right: Moves you
forward and backwards
 * D-Pad down: Stores punch
power, but you can't store power
while blocking(press the Punch
button after storing power makes
your punch stronger).
 * Button A: Delivers straight
punch(medium strength)
 * Button B: Delivers
uppercut(maximum strength)
 * Button C: Guards(You incur
no damage when in a guard
position).
 Sparkster
 Playing the Game
 
 Use Up/Down to scroll text
Items
Acquiring items will help you in
your quest to save Elhorn. You can
get items during stages or by
winning on the slot machine.
1 Up Mark: Gives you one extra
Sparkster player unit.
Blue Gem: Collect 10 blue gems
for one spin on the slot machine.
Red Gem: Collect 1 red gem for
one spin on the slot machine.
Rocket Pack: Launches your Rocket
Pack as soon as you grab it!
Apple: Restores some life.
Meat: Restores life completely.
Bomb: Watch out-You'll be damaged
if you touch one of these!
Power Up Capsule: Powers up your
sword into a Flaming Sword(The
sword's power returns to normal as
soon as you receive any damage.)
Keys to the Seals: They're called
keys, but nobody actually knows
what they really look like.
Collecting all seven keys give
Sparkster a special power-up.
Stages
Stage 1: Ancient ruins and forest
Stage 2: Desert pyramids
Stage 3: Air battle
Stage 4: high-speed robot battle
Stage 5: The battle of Gedol
Stage 6: The final battle
 Sparkster
 Characters
 
 Use Up/Down to scroll text
CHARACTERS
Sparkster the Rocket Knight
The strongest of the Rocket
Knights. Armed with a sword and
armor made of steel, Sparkster
flies through the air at high
speed with a rocket pack on his
back.
Sparkster arrived in the Kingdom
of Zebulos after journeying in
search of his arch enemy Axle
Gear, the Black Knight.
A number of years previously, Axle
Gear had permanently disabled
Sparkster's master and foster
father, the Rocket Knight Mifune
Sanjulo.
Sparkster, his fighting skills
honed and polished from his
travels, finally won the battle to
save Zebulos from the evil
denizens of the Devotindos Empire.
Axel Gear, the Black Knight
Axel Gear belongs to the Black
Knights, a band of former Rocket
Knights gone bad.
He is utterly possessed by evil
ambition. After he disabled
Mifune, Sparkster's master, he
became Sparkster's arch rival. He
wants to hunt down all remaining
members of the Rocket Knight
corps.
Princess Cherry
She is also in love with
Sparkster. She has been kidnapped
by the evil empire and is now
confined in some secret location.
Princess Sherry
The princess of the Kingdom of
Zebulos, and Sparkster's
girlfriend.
Paeli
The leader of the Gedol Ninja.
Evil King Gedol
The king of darkness who plots to
destroy the world using wicked
means.
THE "LEGENDARY ARMOR"
In Elhorn there is an ancient of
the "Seven Seals."
One of the Rocket Knights' weapons
is the armor known as the
"Legendary Armor", which possesses
a special sacred power.
If a warrior wearing the Legendary
Armor obtains all seven "Keys to
the Seals," the warrior will be
able to release the sacred power
of the Armor and become
invincible.
The seven "Keys to the Seals"
exist somewhere in Elhorn, but
nobody knows what they look like.
Find the Keys, break the Seals,
and release the sacred power that
will thwart the evil ambitions of
King Gedol! It's time for
Sparkster to head into battle once
again to save Elhorn!
 Sparkster
 Hints and Tips
 
 Use Up/Down to scroll text
 * Sometimes it's a good idea
NOT to open all the wooden boxes.
An enemy might be waiting to jump
on you.
 * Since Sparkster's rocket
pack re-energizes all the time, go
ahead and use it whenever
possible.
<a name="Spcharr2.o">SPCHARR2.O</a>
 Space Harrier II
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Startkng.o">STARTKNG.O</a>
 Star Trek:TNG
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 CHARACTER PROFILES
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Star Trek:TNG
 Game Description
 
 Use Up/Down to scroll text
The edges of Federation space are
fertile ground for Romulan
incursions. The Starship
Enterprise is ordered to take its
position at borders.
Your mission is to patrol and
protect Federation holdings. As
always, Starfleet regulations and
rules of engagement are in effect:
 1. Check Communications
regularly, and listen for the
hailing signal alerting you to
incoming transmissions.
 2. Following each
transmission, report to the Ready
Room for Captain's orders.
 3. At the Conn, set a course
for your next destination and
proceed with caution.
 4. Check Sensors during travel
for timely information on
approaching vessels or obstacles.
 5. Take every opportunity to
educate yourself by studying the
Computer's wealth of information.
 6. Red Alert klaxon sounds by
hailing the incoming vessel first.
Then, if necessary, proceed
immediately to Tactical for battle
stations.
 7. After battle, assess damage
in Engineering and make all
necessary repairs.
 8. Upon reaching a
destination, beam down an Away
Team via the Transporter to make
contact with the surface.
These are desperate times, with
extreme challenges. You will be
entering unexplored regions, with
the Romulans -- and others -- more
invasive and powerful than ever.
The fate of the Federation hangs
in the balance. You, along with
your vessel and crew, are our only
hope for success.
 Star Trek:TNG
 Controller Functions
 
 Use Up/Down to scroll text
D-PAD
 * Up/down scrolls through text
screens.
 * Left/right moves around the
Bridge to Communications, Ready
Room, Transporter, Engineering,
Computer and Sensors.
 * Down moves to the Conn from
Communications and Ready Room, and
to Tactical from Computer,
Engineering, Transporter and
Sensors.
START/PAUSE
 * Starts the game.
 * Exits text screens.
 * Pauses/resumes the action.
 * Displays the current button
controls.
BUTTON A
 * Accesses the current
station.
 Star Trek:TNG
 Character Profiles
 
 Use Up/Down to scroll text
CAPTAIN JEAN-LUC PICARD--SHIP'S
CAPTAIN: A respected leader and
skilled diplomat with the ability
to get straight answers from even
the most defiant aliens.
An intellectual, Picard has modest
but capable technical and physical
attributes, and extraordinary
tactical skills.
CMDR. WILLIAM T. RlKER--FIRST
OFFICER: Number One is a
flamboyant, emotional and highly
able officer, known for his
tactical flair and skill with a
phaser.
LT. CMDR. DATA--SECOND OFFICER:
Unique in the Federation, this
experimental android is gifted
with a positronic brain that works
like a computer.
His towering range of attributes
can always be counted on in
desperate situations.
LT. CMDR. GEORDI LA FORGE--CHIEF
ENGINEER: Neural input from his
visor lets this technical genius
and tricorder expert "see" more
than sighted humans.
L T. WORF--CHIEF OF SECURITY: He
lacks imagination, but this
practical Klingon is stronger and
fights more skillfully than most
humans.
DR. BEVERLY CRUSHER--CHIEF
MEDICAL OFFICER: An expert in
biological sciences, cybernetics,
regeneration and analyzing
tricorder data, this humanitarian
is an essential member of the
U.S.S. Enterprise team.
COUNSELOR DEANNA TROI--SHIP'S
COUNSELOR: Highly-developed
empathic skills help her counsel
the crew and effectively
communicate with aliens.
 Star Trek:TNG
 Playing the Game
 
 Use Up/Down to scroll text
COMMUNICATIONS
CONTROLS
 * Start Pause/display
controls; resume play.
 * D-Pad Scroll up/down to
see additional text; Scroll
left/right to select reply.
 * Button A Reply; read next
message; exit to Bridge.
 * Button C Review last
message or last reply.
USE
 * A beep sounds when someone
is hailing you, and the blue light
above the viewscreen flashes.
 * Press Button A to begin the
transmission. Press it again to
reply (D-Pad left/right shows your
reply choices).
Continue pressing Button A to
switch between receiving the next
message and replying to it, until
the transmission ends.
 * If the viewscreen is
blurred, your communications
system is damaged. To repair the
problem use Engineering.
READY ROOM
CONTROLS
 * Start Pause/display
controls; resume play.
 * D-Pad Scroll up/down to
see additional text.
 * Button A/B/C Exit to
Bridge.
USE
 * Consult Captain Picard for
invaluable advice on changing
events, Red Alerts, emergencies
and crises.
 * Remember: YOU make the final
decisions.
CONN
CONTROLS
 * Start Pause/display
controls; resume play.
 * D-Pad Scroll up/down to
highlight a destination in a menu
or submenu. Scroll left/right to
select warp speed.
 * Button A Select
destination/display its submenu.
 * Button B Return to
previous menu or submenu.
 * Button C Lock in course;
engage engines; exit to Bridge.
USE
 * Set or change course:
 - Select a star cluster from the
astrogation menu.
 - Select a single star (sun) at
the first submenu. Suns are listed
by Greek letters according to
brightness, with Star Alpha being
the brightest.
 - Select a planet at the next
submenu. Planets are designated by
Roman numerals in order of their
distance from the sun, with Planet
I the closest.
 - Select one of the planet's
moons at the final submenu. Moons
are listed by Roman letters
according to their distance from
the planet. Moon A is the closest.
Note: All heavenly bodies change
color as they're selected.
 * Review data on the selected
destination in the upper right of
the viewscreen.
 * Lock in the course (Button
C), select a speed (D-Pad
right/left), then engage engines
(Button C again).
 * Watch the readout below the
viewscreen for vital data and
alerts.
 * Don't use Impulse for
interstellar trips or you'll be
traveling for an inefficiently
long time.
SENSORS
CONTROLS
 * Start Pause/display
controls; resume play.
 * D-Pad Scroll up/down to
see additional text.
 * Button C Exit to Bridge.
USE
 * Scan unknown objects in your
sector for identification and
important data.
COMPUTER
CONTROLS
 * Start Pause/display
controls; resume play.
 * D-Pad Scroll up/down to
highlight a topic or see
additional text.
 * Button A Select
topic/display its submenu, if any.
 * Button B Return to
previous menu or submenu; exit to
Bridge.
USE
 * Review in-depth information
on essential topics including
Sciences, Cultures, Aliens, the
Federation and the Starship
Enterprise (TM).
 * To save a mission, highlight
"Mission Log," press Button A,
highlight "Record Mission Log" and
press Button A again twice.
 * To retrieve a previously
saved mission, highlight "Mission
Log," press Button A, highlight
"Review Mission Log" and press
Button A again twice.
Note: It's an extremely good idea
to save a mission before engaging
in space combat or entering an
unknown sector.
TACTICAL
CONTROLS
 * Start Pause/display
controls; resume play.
 * D-Pad Press up for
forward thrust; down for reverse
thrust; left/right to turn.
Release the D-Pad to stop.
 * Button A Fire phasers.
 * Button B Press and hold
to exit to Bridge.
 * Button C Fire photons.
USE
 * All systems automatically go
to Red Alert when an alien ship
approaches. Listen for the warning
klaxon.
 * Attempt communication with
the craft. If reasonable
discussion fails, go to Tactical
and press Button A. Take your
battle station and engage the
aggressor!
 * A combat viewscreen gives
you a visual on the battle.
 * The radar monitor at the
left shows the Starship Enterprise
at the center, and the position of
the attacking vessel. The monitor
updates continuously to track the
enemy's movements.
 * The radar grid automatically
scales to show your range from the
enemy. At long range, the grid
squares are small. As you close
in, the squares enlarge.
 * The Starship Enterprise is
outfitted with fore and aft
weapons systems. When you press
Button A or C, your computer
automatically fires the correct
forward or aft weapon, depending
on the enemy's position.
 * To the right, a ship's
schematic monitors the shields and
weapons banks: 
 - Shields start out green, turn
yellow and then red as they take
increasing damage. Completely
disabled shields are dimmed to
black. 
 - Phaser banks are bright red
when fully charged. Once they dim
to black, they must recharge
before you can use them. 
 - A blue sphere circling the
schematic shows the enemy's
position.
 - The photon gauge below the
schematic tracks your remaining
photon supply.
 * Yellow bars at the bottom
left decrease as the ships are
damaged. The upper bar is shield
damage; the lower bar is hull
damage.
The bars for the alien aggressor
are on the left; bars for the
U.S.S. Enterprise are on the
right.
 * When severely damaged, your
opponent may decide to seek a
peaceful solution. When you see
the "Hail" message, press Button B
to exit to the Bridge.
Then go to Communications for
peace talks.
ENGINEERING
CONTROLS
 * Start Pause/display
controls; resume play.
 * D-Pad Press up/down to
highlight a system; Press
right/left to increase/decrease
the amount of resources allocated
for repairs.
 * Button A Access submenus
for Shields, Weapons and Engine
systems.
 * Button B Return to
previous menu or submenu; exit to
Bridge.
USE
 * Consult Engineering on a
regular basis to monitor and
repair the ship's systems. A good
time to do this is during long
voyages between destinations.
 * A red bar indicates a
damaged system. The longer the
bar, the more damage the system
has sustained.
 * The more resources you
allocate to a system, the faster
it will be repaired.
 * Use the submenus to pinpoint
repairs to Shields, Weapons and
Engines. If you don't use the
submenus, any allocated resources
will be divided equally among the
subsystems.
 * Three starbases, Starbase
202, Starbase 205 and Starbase
220, maintain full drydock
operations. Find these space
harbors and then visit them often
for rapid repairs, weapons
resupply and resource restoration.
TRANSPORTER
SELECTING AN AWAY TEAM
CONTROLS
 * Start Pause/display
controls; resume play.
 * D-Pad Highlight an
available crew member.
 * Button A Report to
Transporter Room following crew
selection; beam down Away Team.
 * Button B Exit to
Bridge.
 * Button C Assign the
crew member selected in the grid
and move on to the next position.
USE
 * While orbiting a planet or
moon, press Button A at the
Transporter station to go to Away
Team Assignment.
 * Use the D-Pad to highlight a
crew member in the grid. (Injured
crew are dimmed and not currently
available.)
 * Press Button C to assign
that person to the Away Team. The
selector box moves to the next
position.
 * Press Button A to transport
the Away Team to its destination.
CONDUCTING AN AWAY TEAM MISSION
CONTROLS 
 * Start Pause/display
controls; resume play. 
 * D-Pad Move active member
in the viewscreen. Select a crew
member or inventory item (while
pressing Button B). 
 * Button A Use selected
inventory item. 
 * Button B Press and hold to
select a crew member or inventory
item with the D-Pad. 
 * Button C Pick up or move
something in the viewscreen, such
as throw a switch. 
 * Buttons A, B, C together:
Beam out to Bridge.
USE
 * Excitement, danger, suspense
and mystery are all part of an
Away Team mission. Watch the
viewscreen to follow and take part
in the often split-second action.
 * Move the active crew member
with the D-Pad.
 * Press Button A to use the
selected inventory item.
 * To change the active crew
member or selected inventory item,
hold down Button B and press the
D-Pad up/down or left/right.
 * Each crew member carries
different items, depending on his
or her position and skills: 
 - The phaser shoots a laser-like
energy blast that stuns its
target. 
 - The tricorder allows its
holder to analyze nearby objects. 
 - The command insignia lets one
person control the other crew
members. Select the insignia and
then move your selected person to
touch one or more other team
members.
Those people will then follow the
leader. To break the control,
select another person as the
active crew member.
 * Watch the message bar for
item I.D.s, conversation text and
important transmissions from the
Bridge.
 * A crew member is seriously
injured when his or her health bar
decreases to nearly nothing.
 Star Trek: TNG
 Hints and Tips
 
 Use Up/Down to scroll text
 * Before each mission, be sure
to check the Ready Room.
 * When you beam down, don't
forget to switch your weapons to
phaser.
<a name="Sthblade.o">STHBLADE.O</a>
 Super Thunder Blade
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Super Thunder Blade
 Game Description
 
 Use Up/Down to scroll text
Weathered and damaged, Thunder
Blade returned victorious from its
last mission against the renegade
troops. But, this was not to be
its last fight.
Reorganized with mega amounts of
devastating military electronics
and weapons, the renegade troops
have once again focused their
sights on dominating the free
world.
From a secret power base in the
East, they unleash their deadly
troops who will take to land, sea
and air powerfully armed.
But so are you. From the cockpit
of this remodified bird, you've
got a state-of-the-art defense
system at your fingertips.
An aerodynamically designed alloy
body flies up to 523 kph while a
20 mm Gatling Gun fires up to
4,800 shots a minute.
A computer-aided flight system
takes you through even the most
hostile environments.
Don't worry, you're firing cannons
and dropping air-to-surface AATM
missiles from your skids, so
there's no stopping you and the
greatest chopper in the sky.
Your objective is to blow the
central enemy base sky high. But
getting there is easier said than
done.
There are four stages to this game
where you'll encounter cities,
deserts, caves, oceans and
refineries.
The strategy is easy, shoot
straight, be brave and just maybe
you'll get your wings out of this
mission. The free world as we know
it, depends on you.
 Super Thunder Blade
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Operates selection arrow for
option setting.
 * During horizontal play,
moves Super Thunder Blade in two
directions.
 * During vertical play, moves
Super Thunder Blade in eight
directions.
Start Button:
 * Selects Option Screen.
 * Starts game.
 * Pauses screen during play.
 * Resumes play.
Button A:
 * Fires Gatling Gun and
launches missiles at the same
time.
 * Selects from Option Screen.
Button B:
 * Activates air brake system
for either forward or reverse
hovering.
 * Selects from Option Screen.
Button C:
 * Fires Vulcan cannon and
launches missiles at the same
time.
 Super Thunder Blade
 Playing the Game
 
 Use Up/Down to scroll text
To move the Super Thunder Blade
horizontally up or down, press the
D-Button directly up or down.
To move the Super Thunder Blade in
eight directions vertically, press
the D-Button in any of its eight
directions and your chopper will
follow.
For constant firing power, press
Button A or C.
To stop in midair and hover, press
Button B. At this time, the
D-Button can move you up by
pressing down, and down by
pressing up.
To launch cannons and missiles,
press Button A or C.
During game play you're given
three helicopters for every level.
Every time you crash and burn,
you'll lose a helicopter.
 Super Thunder Blade
 Hints and Tips
 
 Use Up/Down to scroll text
 * During vertical play, pay
attention to enemies' distance.
They are not threatening until
they are near.
 * Do not hover too long,
because points are awarded based
on time.
 * Do not fly into obstacles.
Make sure to use the air brake to
slow down.
 * You can attain maximum speed
by flying forward very fast and
never hovering.
 * Warships cannot be sunk.
Just try to damage their turrets.
 * During horizontal play,
avoid the missile attacks by
destroying their turrets.
 * When mid-size enemy crafts
appear, Super Thunder Blade will
automatically hover. The time
score is not kept at this time.
 * Flying too low, too long,
will result in landing. Hover
upward when the screen displays
"Take Off".
<a name="Strage1.o">STRAGE1.O</a>
 Streets of Rage
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 ATTACK TECHNIQUES
 ITEM DESCRIPTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
 Streets of Rage
 Game Description
 
 Use Up/Down to scroll text
Axel, Adam, and Blaze -- ex-cops,
the solution to punk pollution.
The city's a war zone, and they're
going out two at a time to give
the gangs a kick in the guts.
This is the ultimate in street
combat. These city fighters are
martial arts maniacs with a
battery of 40 individually
controllable attacks -- including
jabs, head butts, and overhead
kicks.
They're up against a mob of
Kung-Fu creeps and axe-hurling
fiends.
On the streets it's only two of
them against hordes of attacking
scum. Slam into pipe-wielding
weirdos and bash 'em with their
own metal. Throw an uppercut or an
elbow smash -- these goons keep
comin'.
 Streets of Rage
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press to move Adam, Axel, or
Blaze in any direction.
 * Press, along with the Jump
button, to control the direction
of your fighter's jumps.
 * Press to move the marker on
decision screens.
Start Button:
 * Press to start the game.
 * Press to pause the action;
press again to resume play.
Buttons A, B and C:
 * The functions of these
buttons can be set at the Options
screen. One button is used to
Attack, another to Jump and the
third to call for help.
 Streets of Rage
 Attack Techniques
 
 Use Up/Down to scroll text
All three of our heroes are
accomplished veterans of
hand-to-hand combat. Use the
D-Button to move your fighter into
range and press the Attack button
to clobber the enemies.
The former peace officers have
various abilities they can employ.
Regular Attack:
 * Adam: Jab
 * Axel: Power Jab
 * Blaze: Horizontal Chop
The following attack methods
inflict more damage on the enemies
than a regular attack. Timing and
position are crucial!
Flurry:
 * Adam: 2 Jabs, an Uppercut,
and a Kick to the chest.
 * Axel: 2 Power Jabs, a Body
Punch and a Knee Slam.
 * Blaze: 2 Horizontal Chops
and 2 Kicks to the abdomen, with a
Back Flip following the second
kick.
Jump Kick:
 * Adam: Flying Snap Kick
 * Axel: Flying Knee Slam
 * Blaze: 360 degree Reverse
Kick
Rear Attack (Attack/Jump Buttons
simultaneously):
 * Adam: Jumping reverse kick
 * Axel: Backward fist smash
 * Blaze: Standing snap kick
Move your fighter close enough to
an enemy to grab hold of him/her,
and perform one of the following
maneuvers:
Fury:
 * Adam: 2 straight Knee Slams
followed by an Elbow Smash
 * Axel: 2 Knee Slams followed
by a Head Slam
 * Blaze: 2 Knee Slams and a
Kick with a Back Flip
Throw:
 * Adam: Shoulder Throw
 * Axel: Shoulder Throw
 * Blaze: Overhead Throw
Backdrop: Grab an enemy from
behind and press the Attack
button. This move inflicts major
damage on all enemies!
Vault: Jump over an enemy by
grabbing his/her shoulders and
pressing the Jump button. Follow
this up with a Backdrop or other
attack maneuver!
Double Leg Kick: If your fighter
is grabbed from behind, press the
Jump button to kick any enemy
directly in front of you. In the
two-player mode, this is a great
team tactic!
Neck Throw: After several Double
Leg Kick attempts, press the
Attack button just as your
fighter's feet touch down. Your
fighter hurls the enemy to the
pavement.
If your timing isn't just right,
you'll be open to counterattack!
Landing: Enemies can
occasionally execute a throw, with
your fighter as the projectile! As
you're thrown, press the D-Button
up while pressing the Jump button.
Again, your success depends solely
on your timing. A safe landing on
two feet eliminates the risk of
damage!
The following maneuvers are used
in two-player games:
Team Tactic #1: Move your
fighter to face his/her partner.
Then grab your partner, press the
D-Button away from your partner,
and press the Attack button.
Your partner somersaults into the
enemy and does considerable damage
(if your timing and position are
correct). This can be combined
with a Vault to form a dazzling
attack move!
Team Tactic #2: Let your partner
do the same with you! This time,
your fighter becomes airborne. As
with #1, timing and position are
the keys to success.
Weapons: You will come across
several different types of weapons
as you play. To pick one up, move
your fighter over it and press the
Attack button.
Press the Attack button again to
use the weapon. The attack style
differs depending on the weapon,
so make sure you're in the proper
position for your assault.
A missed attack may leave you
vulnerable to a counterattack!
If you find yourself nearing the
end, or hopelessly outnumbered,
there's still one good guy left on
the force.
Press the Special Attack button
and he launches a blast that
damages all enemies in the area.
The Special Attack function can be
used once per round, unless you
find a Special Attack item during
play.
 Streets of Rage
 Item Descriptions
 
 Use Up/Down to scroll text
As you fight the evil hordes, you
come across Items that can help
you to make progress. The Items
can be found inside boxes, vent
shafts, garbage cans, or even
telephone booths.
Press the Attack button to destroy
the receptacle. If you find an
Item, move your fighter over it
and press the Attack button.
 * Apple: Gives your fighter
a little burst of energy.
 * Beef: Completely fills
your warrior's Life Gauge!
 * 1UP: Gives you an extra
player to continue the fight
against evil!
 * Special: Provides you with
one more Special Attack!
 * Cash Bag: Adds 1,000
points to your score.
 * Gold Bars: Gives you a
5,000 point bonus!
 Streets of Rage
 Hints and Tips
 
 Use Up/Down to scroll text
 * Don't risk damage to your
fighter in order to pick up an
Item. Clear the immediate area
first, then grab the goodie!
 * Once you've learned to
recognize the different weapons,
pick up only the ones you feel
most comfortable with. Remember,
even without a weapon, all three
fighters can do serious damage!
 * When playing a two-player
game, make good use of the various
team techniques. You stand a much
better chance of toppling the
organization when you work
together!
<a name="Strage2.o">STRAGE2.O</a>
 Streets of Rage 2
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ATTACK MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
 Streets of Rage 2
 Game Description
 
 Use Up/Down to scroll text
Original rumblers Axel and Blaze
slam the asphalt with bigger,
better, totally devastating
attacks!
Skull-crushing ex-wrestler Max
Thunder joins up with
earth-shattering body slams and
spinning fist attacks.
New thrasher Skate slices punks
with high-speed in-line skate
attacks and spinning jump kicks.
Go maniac with jaw-shattering,
bone-busting punches,
head-cracking jump kicks and
secret weapons. Gangs of dirt
bikers dive into you from every
side. Smash 'em with a pipe as
they speed by.
 Streets of Rage 2
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Starts the game.
 * Pauses the game or resumes a
game that's paused.
D-Pad:
 * Makes selections on the
Options and menu screens.
 * RIGHT or LEFT moves your
fighter in those directions.
 * UP moves your fighter toward
the rear of the scene.
 * DOWN moves your fighter
toward the front of the scene.
 * Works with Buttons A, B and
C for certain attack moves.
Button A:
 * Initiates a Special Attack.
Button B:
 * Attacks.
 * Picks up items and weapons.
 * Returns to the Game Select
screen from the Duel Player Select
screen.
Button C:
 * Jumps.
 * Makes choices on the Game
Over/Continue screen.
 Streets of Rage 2
 Playing the Game
 
 Use Up/Down to scroll text
THE DUEL
You and a friend can hone your
fighting skills by practicing on
the most challenging opponents of
all-each other! Choose your
fighters and one of the game
backgrounds, and have at it!
Choose "Duel" from the Game Select
screen and press Start or
Button C to bring up the Player
Select screen.
Each player chooses a fighter by
using the D-Pad to place the
letters "1P" and "2P" over a
fighter and then pressing Start
or Button C.
In the duel, both players can
select the same fighter (for
example, Blaze vs. Blaze).
The two fighters will appear in
different colored clothes. Use the
same method to choose your stage,
and whether or not your fighters
can use special attacks.
At the beginning of the duel,
Player 1 is on the left side of
the screen, and Player 2 is on the
right.
The kinds of weapons available in
the round you chose will be laying
on the ground for either fighter
to pick up and use.
You can also knock a weapon from
your opponent's hand and pick it
up.
Certain other characters might try
to make things a little more
interesting for you, but you won't
be able to attack them.
You have 99 seconds (game time) to
knock out your opponent. If you
run out of time, the fighter with
the most energy remaining on his
or her Life gauge will win.
If both fighters fall at the same
time, or time runs out while both
fighters have the same amount of
energy on their Life gauges, the
duel will be declared a draw.
Each time a fighter scores a
victory, a star appears under his
or her Life gauge.
The contest ends when one fighter
scores two victories. The Player
Select screen then returns for you
to select new fighters and a new
round (or the same fighters and
round).
Press Button B to quit the match
and return to the Game Select
screen.
2 PLAYER GAMES
Select "2 Player" from the Game
Select screen, and you and a
friend can take on the Syndicate's
league of sleazoids together.
Naturally, you'll be competing for
the highest score, but you'll get
farther if you work together. Try
not to attack each other, or
you'll suffer damage from your own
side!
SCREEN SIGNALS
Use the information at the top of
the screen to plan your fighting
strategies and keep track of your
progress.
Life Gauge:
When a Life gauge runs out (either
yours or your enemy's), its owner
falls and is defeated. Enemy Life
gauges vary in length.
A star above a silver Life gauge
shows an enemy with twice the
stamina of the average slimeball.
When the silver gauge runs out, it
is replaced with a yellow one.
If an enemy's Life gauge is silver
with two stars beneath it, he will
have three times the stamina of a
normal enemy.
Time Remaining:
You have 99 seconds (game time) to
defeat all the criminal elements
that attack you in each section.
When you clear a section, either
the scene changes or a "Go" arrow
appears, and the clock restarts.
If you lose a fighter in battle,
the clock will also start over.
If you don't clear a certain area
before the timer reaches 00, the
words "Time Over" appear and you
lose a fighter.
Your fighter receives a full Life
gauge at the beginning of each new
stage.
ITEMS
As you fight the Syndicate's evil
legions, you'll come across items
that can help you through battle.
These items are hidden inside
various containers: garbage cans,
furniture, crates and boxes, oil
drums, roadblocks, "alien eggs",
piles of sandbags-even arcade
machines!
Attack a container to destroy it,
then pick up the item by moving
over it and pressing Button B.
Apples restore a bit of energy
to your fighter's Life gauge.
Roast Chicken completely fills
your fighter's Life gauge!
1 UP's give you an extra
fighter.
Cash Bags add 1000 points to
your score.
Gold Bars give you a 5000 point
bonus!
WEAPONS
You'll find weapons in the same
containers as the items; lying on
the ground or in the hands of an
enemy.
A quick assault will force your
enemy to drop his or her weapon.
You can then pick it up by moving
your fighter over it and pressing
Button B.
Press Button B to use the
weapon, or press Buttons B and
C together to throw it (this
takes some practice).
Some of the weapons you will find
are a knife, a lead pipe, a
katana, the kunai, and bombs.
Weapons can be knocked out of your
hands if you're not careful. You
can also drop them when you grab
an enemy for a close assault.
After you drop a weapon two or
three times, it disappears. You
lose the weapon you're carrying
when you proceed to the next
scene.
 Streets of Rage 2
 Attack Moves
 
 Use Up/Down to scroll text
REGULAR ATTACK MOVES
Regular Attack: Press Button B.
Axel: Jab.
Blaze: Jab.
Max: Chop.
Skate: Jab.
Fury: Press Button B repeatedly.
Each fighter has a cycle of four
to five regular attack moves. If
you continue pressing Button B,
the cycle will continue until your
enemy drops.
Axel: Two jabs, one straight, a
middle kick and a high kick.
Blaze: Two jabs, an elbow smash
and a high kick.
Max: Two left chops, a right
punch and a hammer punch.
Skate: Two left jabs, a heel kick
and a roller kick with a back
flip.
Blitz: Press D-Pad twice in the
same direction + Button B.
Axel: Grand uppercut.
Blaze: Vertical slash.
Max: Power slide.
Skate: Super dash/dynamite head
butt.
Rear Attack: Press Button
B+Button C at the same time.
Be sure your fighter is not
holding a weapon while attempting
this move, or the weapon will be
thrown.
Axel: Backhand punch.
Blaze: 360 degree foot sweep.
Max: Mule kick.
Skate: Backflip kick.
JUMPS
Jump Attack: Press Button
C+Button B
Axel: Vertical kick.
Blaze: Roundhouse kick.
Max: Super hammer punch.
Skate: Double back kick.
Jump Kick: Press D-Pad LEFT or
RIGHT +Button C+Button B.
Press the D-pad in the direction
you want your fighter to attack.
Axel: Side kick.
Blaze: Side kick.
Max: Drop kick.
Skate: Side kick.
Drop Attack: Press Button
C+D-Pad DOWN+Button B.
Axel: Knee press.
Blaze: Flying chop.
Max: Elbow drop.
Skate: Roller press.
HOLDING AN OPPONENT
If you move your fighter close
enough to an opponent, he or she
will grab that opponent by the
shoulders. Wreak some heavy damage
with the following moves:
Power Blow: Wait for a second,
then press Button B.
Axel: Head butt.
Blaze: Throw.
Skate: Head butt.
Flurry 1: Press Button B
repeatedly.
Each fighter has a cycle of two to
three attack moves. If you
continue pressing Button B, the
cycle will continue until your
enemy drops.
Axel: Knee kick followed by a
head butt.
Blaze: Knee kick followed by a
throw.
Max: Bear punch.
Skate: Two head butts followed by
an elbow smash.
Flurry 2: Press D-Pad TOWARD
opponent+press Button B
repeatedly.
Axel: Four knee kicks.
Blaze: Two knee kicks and an
elbow smash.
Skate: Two knee kicks followed by
a head butt.
Body Throw: Press D-Pad AWAY
FROM opponent+press Button B.
Axel: Back Throw.
Blaze: Back sacrifice throw.
Max: Brain buster.
Skate: Roller uppercut.
Super Slam: Press Button
C+Button B.
Use Button C to vault over your
opponent (or in Max's case, to
jump), then use Button B to make
your enemy kiss concrete!
Axel: Body slam.
Blaze: Back drop.
Max: Thunder body slam. Max is
too heavy to vault over an
opponent. Find another way to get
him behind an enemy for these
attacks: German Suplex, press
Button B; a back-breaking Atomic
Drop, press Button B and then
Button C.
Skate: Neck throw. Get Skate
behind an enemy and press Button
B for a head-pounding migraine.
SPECIAL ATTACKS
You can use Special Attacks as
often as you want. However, each
Special Attack drains your
fighter's Life gauge.
A stationary Special Attack only
drains the Life gauge if your
fighter makes contact with an
enemy.
A directed Special Attack drains
your fighter's Life gauge every
time you use it. If your Life
gauge gets too low, you won't be
able to use the Special Attacks.
Stationary Attack: Button A.
Axel: Dragon wing.
Blaze: Embukyaku.
Max: Knuckle bomb.
Skate: Double spin kick.
Directed Attack: Button B+Button
A.
Axel: Dragon smash.
Blaze: Kikousho.
Max: Thunder tackle.
Skate: Corkscrew kick.
 Streets of Rage 2
 Hints and Tips
 
 Use Up/Down to scroll text
 * Grab items as soon as you
can to collect additional points
and stamina before the end of each
scene.
 * Stay away from the sides of
the screen. Enemies love to lurk
there, where you can't see their
moves. Lure your opponents out
where you can see them.
 * Go for the thug with the
weapon first-he can do the most
damage, especially when your back
is turned!
 * Some fighters are better
with certain weapons than others.
Experiment! If your fighter is not
good with a certain weapon, ignore
it, or throw it out of your
opponent's reach.
 * If you're carrying a weapon
you want to keep using, avoid
standing over any other weapons
laying about-instead of attacking,
you'll wind up juggling weapons!
 * Watch the shadows on the
ground for advance warning of
enemies dropping in on you!
<a name="Strage3.o">STRAGE3.O</a>
 Streets of Rage 3
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 COMBAT
 HINTS AND TIPS
 BROWSE HELP FILES
 Streets of Rage 3
 Game Description
 
 Use Up/Down to scroll text
These People Will Decide The Fate
Of The City:
Mr. X: This mysterious crime
boss may be out of sight, but he's
not out of city.
He's lying low, using a legitimate
research company, RoboCy
Corporation, as both a front for
the Syndicate's business
activities and the basis of his
latest plan.
He has brought in one of the
world's most brilliant and
eccentric roboticists--Dr.
Dahm--to create lifelike robots to
replace key city officials.
When the replacements are
completed, Mr. X can run the
entire city by remote control. The
Syndicate is using strategically
placed bombs to divert the
attention of the city police while
Mr. X deals with the city leaders,
one by one.
Blaze Fielding: An ex-cop who
had helped overthrow Mr. X twice
before, Blaze now works as a
private detective.
When informed by Dr. Zan that the
next victim of the Syndicate's
evil scheme will be her old
friend, the Chief of Police, she
immediately sets up a task force
to go to his rescue.
Dr. Zan: A former RoboCy
researcher converted into a cyborg
during Dr. Dahm's early
experiments, Dr. Zan probes a
little too deeply into corporate
files and discovers what the
secret research is really for.
He knows the Syndicate must be
stopped once and for all, but
because of his criminal record he
can't approach the police. So he
pays a visit to Blaze's agency and
enlists her help.
Axel Stone: After the Syndicate
was defeated the second time,
Blaze's old partner from the
police force moved far from the
city and set up a school of
martial arts.
The letter he receives from Blaze
brings him back to the city at top
speed.
Adam Hunter: Not long ago, Mr. X
took out his anger on one of the
three ex-cops responsible for his
first defeat.
Adam was kidnapped and held as
bait for his friends, Axel and
Blaze. Adam was rescued, and later
rejoined the police force as a
senior operative.
He can't answer Blaze's call for
assistance himself, but sends
Skate instead.
Eddie "Skate" Hunter: Since his
last encounter with Mr. X and his
thugs, Adam's kid brother has
grown smarter, stronger and
faster.
And he's ready and willing to hit
the Syndicate where it hurts.
Blaze, Axel, Skate and Zan...can
they prevent the city from falling
back into the hands of Mr. X and
his criminal organization? Only
you can help...
 Streets of Rage 3
 Controller Functions
 
 Use Up/Down to scroll text
To Do This: Press This:
 * Start the Game: Start
 * Select items in menu
screens: D-Button
 * Make choices in menu
screens: Button A, C or Start
 * Cancel selections/return to
previous menu: Button B
 * Speed story progression:
Button A or C
 * Skip past story and score
screens: Start
 * Move left or right:
D-Button LEFT or RIGHT
 * Move to front of screen:
D-Button DOWN
 * Move to rear of screen:
D-Button UP
 * Attack: Buttons B, Y, Z
 * Jump: D-Button and C
 * Pick up items and weapons:
Button B
 * Special Attack: Buttons A, X
 * Pause game/resume play:
Start
 Streets of Rage 3
 Playing the Game
 
 Use Up/Down to scroll text
Battling One-On-One:
You and a friend can take on the
most devastating opponents of all:
each other! Choose a fighter and a
background setting, and come out
with fists and feet flying!
Choose BATTLE from the Game Menu
and press Button A, C or START to
bring up the Select Player Screen.
Each of you makes your choice by
using the D-Button to place the
letters 1P and 2P over the desired
fighter and pressing Buttons A, C
or START.
In Battle Mode, both Player 1 and
Player 2 can select the same
fighter. The two fighters appear
in different colors.
The words ROUND SELECT appear.
Player 1 cycles through the
backgrounds by pressing the
D-Button left or right.
Press Buttons A, C or START to
choose the background and begin
the first round.
You have 99 seconds (computer
time) to knock out your opponent.
If you run out of time, the
fighter with the most energy
remaining on his or her Life Gauge
wins the round.
If both fighters fall at the same
time, or the time runs out while
both fighters have the same amount
of energy on their Life Gauges,
the round is declared a Draw
Match.
Each time a fighter scores a
victory, a star appears under his
or her Life Gauge. The contest
ends when one fighter scores two
victories.
The 2-Player Game:
In 2-Player Mode you and a friend
can take part in the desperate
fight to save the city!
Naturally you'll be competing for
the highest score, but you'll get
much farther if you defend each
other's backs and resources. Try
not to hit each other--save that
for Battle Mode!
Use the information at the top of
the screen to plan your attacks.
When your fighter's Life Gauge
runs out, you lose a life. You
receive a full Life Gauge at the
beginning of each new Stage.
Replenish your Life Gauge by
grabbing items like apples and
chickens.
Opponent's Life Gauges vary in
length. A blue Life Gauge shows an
enemy with more stamina than the
average thug, and when the blue
Gauge runs out, it will be
replaced by a yellow Life Gauge.
The Strength Gauge shows the
amount of strength you have
available. The higher the gauge,
the harder you hit.
Using Special Attacks weakens you
further, and you suffer more
damage if you are hit while your
Strength Gauge is low, so wait
until you see the full gauge and
an OK sign before you let your
enemies have it.
With every 40,000 points you score
in your current life, a Star
appears beneath your fighter's
Life Gauge. Each Star increases
the strength of your Blitz
attacks.
You can get up to three Stars, and
each time you lose a life, you
lose one Star.
Items
You'll find items lying on the
ground or concealed in containers.
Pick up an item by moving your
fighter over it and pressing
Button B.
Apple: Restores 1/3 of your Life
Gauge.
1UP: Gives you an extra life.
Chicken: Fills your Life Gauge.
Cash Bag: Worth 1,000 points.
Gold Bars: Gives you a 5,000
point bonus!
 Streets of Rage 3
 Combat
 
 Use Up/Down to scroll text
Weapons:
You'll find weapons in the same
kinds of receptacles as items, or
in the hands of your enemies.
To take a weapon from an enemy,
knock the weapon to the ground,
where you can pick it up. Press
Button B to use the weapon, or
simultaneously press Buttons B and
C to throw it.
When you pick up a weapon, a gauge
appears beneath your fighter's
Life Gauge. The gauge diminishes
each time you use the weapon, and
when gauge empties, the weapon
disappears.
Weapons can be knocked out of your
hands as well, if you're not
careful. You also lose the weapon
you're carrying when you leave the
scene of the battle.
Using Weapons:
Each fighter uses weapons
differently, and some are better
with certain weapons than others.
Try some of the special attack
moves on each and check out the
results! Be aware that these
attacks don't work with grenades.
Basic Brawling:
These attacks work for all four
fighters. In addition, each
fighter has a series of special
moves. How many can you find?
Fury: For a basic series of
punches and kicks, press Button B
repeatedly.
Lights Out: For a single
powerful punch or kick, press
Button Y. Or hold Button B, then
release.
Duck & Roll: To get to the front
or the rear of the screen in a
hurry, quickly press the D-Button
TWICE UP or TWICE DOWN.
Dash: Press the D-Button TWICE
LEFT or TWICE RIGHT and hold to
dash across the screen.
Blitz: Press the D-Button twice
in the same direction, then Button
B for a devastating attack.
Back Attack: Press Button Z, or
Buttons B and C simultaneously, to
deal with any goons coming up
behind you. Be careful that you're
not holding a weapon while doing
this, or the weapon will be thrown
forward.
Jump Kick: Press Button C to
jump. While in mid-air, press
Button B to kick.
Special Attacks:
Few enemies can stand up to the
spectacular Special Attack, but
your fighter will pay for it with
his or her Strength Gauge.
If you perform another Special
Attack before your Strength Gauge
has a chance to fill, you'll drain
some of your fighter's Life Gauge.
Stationary Attack: Press Button
A to blow them away. This is a
good defensive move when your
situation gets too intense.
Directed Attack: While pressing
the D-Button in the direction of
your opponent, press Button A.
 Streets of Rage 3
 Hints and Tips
 
 Use Up/Down to scroll text
 * Grab items as soon as you
can to collect additional points
and stamina before the end of each
scene.
 * Go for the thug with the
weapon first--he can do the most
damage, especially when your back
is turned.
 * If you come across a weapon
you're not good at using, pick it
up and throw it before it gets
into the wrong hands.
 * Clear out crowds of thugs by
tossing other Syndicate slimeballs
on top of them. Better yet, toss
them over the sides of elevators
or into deep pits.
However, avoid attempting to throw
the heavy fire-breathers like
Dwight, Big Ben and Ike--you'll
just get squashed.
 * Take your time and
concentrate on your enemies a few
at a time. If you rush ahead, you
may find yourself surrounded by
more thugs than you can deal with!
Instead of waiting to defeat Roo's
evil trainer, Bruce, to play as
Roo, you can start the game as
him. At the Title Screen, press Up
on the D-Pad and the B Button
simultaneously.
Then go to the game Start Screen
and select the game you want to
play. You should be able to select
Roo for the normal game as well as
the Battle Mode (with two
players).
<a name="Strfght2.o">STRFGHT2.O</a>
 Street Fighter II
 Championship Edition
 Capcom
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTERS
 HINTS AND TIPS
 BROWSE HELP FILES
 Street Fighter II
 Championship Edition
 Game Description
 Use Up/Down to scroll text
Twelve fighters from across the
globe have come together to face
one another to see which of them
has the strength, skill and
courage to be crowned champion.
Each fighter has different skills
and special moves, but it will
take more than brute strength to
earn the title of Grand Master.
Good luck!
 Street Fighter II
 Championship Edition
 Controller Functions
 Use Up/Down to scroll text
Punch and Kick Buttons
Light Punch(jab): Button A or X.
Medium Punch (strong): Button B
or Y.
Hard Punch (fierce): Button C or
Z.
Light Kick (short): Button A.
Medium Kick (forward): Button B.
Hard Kick (roundhouse): Button C.
NOTE: If you use a 3-button
controller, you will need to press
the START button to switch between
punches and kicks.
D-Pad:
 * Press Up to jump.
 * Press Down to crouch.
 * Press right to move forward.
 * Press left to go into a
defensive position.
 * Press diagonally left and up
for a backward flip.
 * Press diagonally right and
up for a forward flip.
 * Press diagonally left and
down for a defensive crouch.
 * Press diagonally right and
down for an offensive crouch.
NOTE: These functions are for a
player facing to the right. The
controls are reversed when facing
to the left.
Close Attacks:
Close attacks are special
techniques which can only be used
when two fighters are right next
to each other. These techniques
fall into two basic categories:
Throws and Holds.
Throws allow you to grab an
opponent and toss them across the
room. Some fighters can even do
throws in mid-air.
Push forward against your opponent
and then push the Medium or Hard
Punch button on your control pad.
Holds allow you to grab an
opponent and then hit or bite them
again and again. To do a hold,
follow the same directions as for
a throw.
Practice with your favorite
character to discover which throws
or holds they have and how to use
them to your advantage.
 Street Fighter II
 Championship Edition
 Playing the Game
 Use Up/Down to scroll text
V.S. Battle:
This battle allows two players to
go head-to-head in a Street
Fighter II competition.
After selecting the V.S. Battle
option, each player chooses the
character they wish to use and
presses any button to continue to
the next screen
On this screen you can select your
Handicap, Stage Select, and
Special Moves.
After all the choices have been
made, Player One can begin the
match by pressing the Start
button.
Group Battle:
The Group Battle mode allows two
players to a Street Fighter
Tournament.
Choose the Group Battle option on
the main screen and press the
Start button.
When the rule screen appears,
press the D-Pad up or down to
select the tournament rules you
are going to use, and then press
Start.
Match Play
In this mode, two players must
select the same number of
characters. Each player selects
one to six characters and then
begins a match.
The match starts with the first
character from one player's team
battling the first character from
the other player's team.
After the match is finished, the
second character from each team
will battle each other. This will
continue until all the matches
have been completed.
Elimination
In this mode each player chooses
up to six characters. Players do
not need to choose the same number
of characters.
If a player wins a match he can
continue to use the character
until he is defeated. The first
player to lose all his characters,
loses the match.
On the next screen players will
select the number of characters
they will use. If you are playing
an elimination match, each player
will set their own number of
characters.
Press the D-Pad up or down to
increase or decrease the number of
characters. After you finish,
press the Start button to proceed
to the next screen.
When the next screen appears, both
players can select their
characters using their control
pads. Player 1 will select a
character first and then Player 2.
Use the D-Pad to highlight a
character and press any button to
make the selection.
If you press the Start button your
character will change it's color.
After both players have chosen all
their characters, the Handicap,
Special Moves, and Stage Select
screen will automatically appear.
Use the D-Pad to make your
selections just as in the V.S.
Battle mode and press Start to
begin the tournament.
Tournament Battle:
Twelve fighters from across the
globe have come together to face
one another to see which of them
has the strength, skill and
courage to be crowned champion.
Each fighter has different skills
and special moves, but it will
take more than brute strength to
earn the title of Grand Master.
Choose Game Start on the title
screen and you will be able to
select your champion for the
tournament.
As the tournament begins, your
fighter will travel the globe to
meet one of the twelve other
challengers.
If a friend wishes to challenge
you during the tournament, he can
press the Start button on his
control pad to interrupt your
game.
When the match begins, you must
use your punches, kicks and
special moves to knock your
opponent flat on his back.
Each time you hit him, his energy
meter will decrease. Once your
opponent's energy meter is totally
red, he will be down for the
count.
Win two out of three bouts and you
will be declared the winner and
earn the right to face the next
challenger.
Option Mode:
The Option Mode allows you to
change certain parts of the game.
When the title screen appears,
push the D-Pad up or down to move
the marker next to Option and
press the Start button.
When the next screen appears, push
the D-Pad up or down to highlight
the option you wish to change.
Difficulty
This option changes the difficulty
of the computer opponent. Push the
D-Pad left or right to change the
level.
The higher the level, the more
difficult the opponents will be to
defeat.
Time Limit
This option allows you to turn on
or off the Time Limit. Push the
D-pad left or right to highlight
either On or Off.
If you select On, the fighters
will have 99 seconds to knock each
other out. If you select Off, the
fight will continue until one
player is knocked out.
Key Config
This option allows you to change
the button configuration for your
fighter's punches and kicks.
Highlight Key Config and press
right on the D-Pad to begin making
your changes.
Highlight the punch or kick you
wish to change and press the new
button you wish to use for that
punch or kick.
After you are finished making your
changes, press left on the D-Pad.
 Street Fighter II
 Championship Edition
 Characters
 Use Up/Down to scroll text
Ryu:
Fireball: Using the D-Pad, press
down, diagonally down and to the
right and toward in one continuous
motion and press any punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Dragon Punch: Using the D-Pad,
press toward, down and diagonally
down and to the right in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Hurricane Kick: Using the D-Pad,
press down, diagonally down and to
the left and away in one
continuous motion and press any
kick button.
Make sure you press the kick
button as you reach the end of the
D-Pad motion.
To do the Hurricane Kick in
mid-air, jump into the air and
then quickly do the move as
described above.
Blanka:
Electricity: Using the D-Pad,
press any punch button repeatedly.
Rolling Attack: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch button.
Vertical Rolling Attack: Using
the control pad, press down for 2
seconds and then press up and
simultaneously press any kick
button.
Guile:
Sonic Boom: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch button.
Flash Kick: Using the D-Pad,
press down and hold it for 2
seconds. Then simultaneously press
up and push any kick button
simultaneously.
Chun Li:
Lightning Kick: Using the D-Pad
press any kick button repeatedly.
Whirlwind Kick: Using the D-Pad,
press down and hold it for 1
second. Then simultaneously press
up and push any kick button.
To do a high Whirlwind Kick, press
down and hold it for 1 second.
Then press diagonally up and to
the right and push any kick
button.
Timing is critical when doing this
move!
Fireball: Using the D-Pad, press
away, down diagonally and to the
left, down, down diagonally and to
the right, and toward in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Vega:
Claw Dive: Using the D-Pad,
press down and hold it for 2
seconds. Then simultaneously press
up and push any kick button.
While in mid-air push the D-Pad
toward your opponent and press any
punch button.
Wall Leap: Using the D-Pad,
press down and hold it for 2
seconds. Then simultaneously press
up and push any kick button.
While in mid-air push the D-Pad up
and press any punch button.
Claw Roll: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch button.
Edmund Honda:
Hundred Hand Slap: Press any
punch button repeatedly.
Sumo Head Butt: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch button.
Sumo Smash: Using the D-Pad,
press down and hold it for 2
seconds. Then simultaneously press
up and any kick button.
Ken:
Fireball: Using the D-Pad, press
down, down diagonally and to the
right, and toward in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Dragon Punch: Using the D-Pad,
press toward, down, and down
diagonally and to the right in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Hurricane Kick: Using the D-Pad,
press down, diagonally down and to
the left and away in one
continuous motion and press any
kick button.
Make sure you press the kick
button as you reach the end of the
D-Pad motion.
To do the Hurricane Kick in
mid-air, jump into the air and
then quickly do the move as
described above.
Zangief:
Spinning Clothesline: Press all
punch buttons simultaneously. Any
two punch buttons will also work.
Turbo Spinning Clothesline:
Press all kick buttons
simultaneously. Any two kick
buttons will also work.
Spinning Pile Driver: Press the
D-Pad in a 360 degree rotation and
press any punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
The 360 degree rotation on the
D-Pad must be done very quickly or
Zangief will not do the move.
Dhalsim:
Yoga Fire: Using the D-Pad,
press down, down diagonally and to
the right, and toward in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Yoga Flame: Using the D-Pad,
press away, down diagonally and to
the left, down, down diagonally
and to the right, and toward in
one continuous motion and press
any punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Yoga Teleport:
To appear in front of your
opponent:
Using the D-Pad, press away, down,
and down diagonally and to the
left in one continuous motion and
press all three punch buttons or
all three kick buttons.
Any two punch buttons or any two
kick buttons will work also. Make
sure you press the buttons as you
reach the end of the D-Pad motion.
Pressing the punch buttons will
teleport you close to your
opponent, while using the kick
buttons will teleport you further
away.
To appear behind your opponent:
Using the D-Pad, press toward,
down, and down diagonally and to
the right in one continuous motion
and press all three punch buttons
or all three kick buttons.
Any two punch buttons or any two
kick buttons will work also. Make
sure you press the buttons as you
reach the end of the D-Pad motion.
Pressing the punch buttons will
teleport you close to your
opponent, while using the kick
buttons will teleport you further
away.
Balrog:
Turn Punch: Press and hold all
punch buttons or all kick buttons
and then release. The longer you
hold the buttons, the more
powerful your punch will be.
Dash Punch: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch or kick
button.
Punch buttons will cause a
straight punch and kick buttons
will cause an uppercut punch.
Sagat:
Tiger Uppercut: Using the D-Pad,
press toward, down, and down
diagonally and to the right in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Tiger Knee: Using the D-Pad,
press down, toward, and up
diagonally and to the right in one
continuous motion and press any
kick button.
Make sure you press the kick
button as you reach the end of the
D-Pad motion.
Tiger Shot: Using the D-Pad,
press down, down diagonally and to
the right, and toward in one
continuous motion and press any
punch or kick button.
Using a Punch button will throw a
high Tiger Shot, while pressing a
kick button will throw a low Tiger
Shot.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
M. Bison:
Psycho Crusher: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch button.
Scissor Kick: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any kick button.
Head Stomp: Using the D-Pad,
press down and hold it for 2
seconds. Then simultaneously press
up and push any kick button.
After executing the stomp, press
any punch button.
 Street Fighter II 
 Championship Edition
 Hints and Tips
 Use Up/Down to scroll text
 * Use the Back Defense and
Defensive Crouch positions to
block attacks.
 * Wait for a mistake by your
opponent and then attack.
 * Do not use your special
moves too much. They will often
leave you vulnerable to attack.
 * You can nullify a Fireball
with a Fireball.
 * It takes at least three
strong hits to make your opponent
dizzy. When your opponent is
dizzy, inflict as much damage as
possible.
 * When you are dizzy, keep on
pressing left and right on the
control pad to shake off the
stars.
 * Practice using all the
characters. This will allow you to
know their strengths and
weaknesses in battle.
 * Special moves can be blocked
using the Back Defense and
Defensive Crouch positions, but it
will cost you a little energy.
 * Set the difficulty level in
the Option Mode to 0 to make it
easier to learn how to use your
punches, kicks and special moves.
 * Practice putting together a
series of moves to create a
devastating combo attack.
Combinations are the key to
becoming a true street fighter
champion.
<a name="Strider.o">STRIDER.O</a>
 Strider
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Strider
 Game Description
 
 Use Up/Down to scroll text
You must guide Strider Hiryu
through 4 Stages that are filled
with men, machines and monsters
who are helping grand Master Meio
to carry out his sinister scheme.
Your goal is to reach the Third
Moon, a space station where Meio
waits. It is there that the final
showdown will take place!
 Strider
 Controller Functions
 
 Use Up/Down to scroll text
Take Control!
D-Pad: To move left, right, up,
and squat
Start: To pause/unpause game
Button A or C: Jump
Button B: Attack
Special Functions
Sliding Attack: D-Pad down +
Button A or C
Cartwheel Jump: D-Pad right or
left + Button A or C.
 Strider
 Playing the Game
 
 Use Up/Down to scroll text
Hiryu's Attack Techniques
Hiryu normally attacks using his
plasma sword, Falchion. He is very
agile as well, and his Sickle
helps him to climb steep walls and
inclines.
Here are some special techniques
you can use to fend off the
enemies and get closer to the
final showdown with Grand Master
Meio!
Running Attack: Press D-Pad left
or right to make Hiryu run in
either direction. To attack on the
run, press B repeatedly.
Vertical Jump Attack: Press,
simultaneously, Buttons A and B or
C and B. Hiryu can go sky-high to
blow away airborne pests.
Squat Attack: Press the D-Pad
down to let Hiryu squat. Press
Button B to make him swing his
vicious sabre at the enemy
warriors!
Sliding Attack: While pressing
the D-Pad down, press A or C to
make Hiryu slide into enemies.
They can't survive this type of
assault!
Hanging Attack: Hiryu often has
to hang from pipes and beams above
him-press B to let him wield his
plasma sword as he hangs.
Climbing Attack: Even as Hiryu
is climbing a wall or incline, he
might be attacked. Press B to
allow him to defend himself.
Items
As you guide Hiryu through the
hordes of Meio's supporters, Item
Containers appear that contain
various things to help Hiryu in
his journey.
To get the Item, shoot at the
Container. The Item inside then
appears. Move in and take it! The
Item Containers may be found by
themselves, or in the grasp of a
Flying Mosqueman!
The Robots
During his travels, Hiryu can pick
up some help in the form of
Robots. There are 3 different
types of bionic fighters
available.
When Hiryu has suffered a
substantial amount of damage,
though, all types except for the
Hawk Robot disappear.
Dipodal Saucer: When you take
this Item, one of the colored
blocks in Hiryu's Life gauge turns
red.
If you take 2 of these Item
symbols, 2 of the colored blocks
in his gauge turn red. As Hiryu
swings his lethal plasma sword,
the robot fires electric blasts in
that direction.
While Hiryu is moving, the robot
moves about him, charging into and
destroying enemies.
If the red block loses its
color(after Hiryu has been hit by
an enemy attack), the robot
disappears.
Terapodal Robo-panther: This
Item only appears after 2 of the
colored blocks in Hiryu's Life
gauge have turned red.
The Dipodal Saucers disappear, and
the blocks that were red become
yellow. The Robo-panther can help
Hiryu for a limited time only.
When that time has passed, the
Dipodal Saucers reappear in place
of the Robo-panther. As Hiryu is
injured, the yellow block(s) turn
red, and then become dark.
Again, if the red block turns
dark, Hiryu loses his fighting
companion.
Hawk Robot: This is a special
Robot that does severe damage to
enemies, even though it doesn't
move around so much!
When this Item symbol appears, the
Hawk Robot is ready to help you.
It circles in the air above you,
and any enemy that comes in
contact with it is severely
wounded.
The blocks in Hiryu's Life gauge
don't change color, and the Hawk
Robot disappears after a short
time.
A Global Battle Begins!
Round 1-Kazafu
Hang-glide into a city under
siege. Scale the rooftops,
battling Russian Soldiers,
Scoundrels, and Mosquemen
attacking from all angles.
Activate your Dipodal Saucers to
help destroy enemies on inclines
and downslopes.
Slide under deadly spikes to face
Strobaya, the bonecrushing
muscleman. Then leap away from the
searing flames!
Jump and hang! Go high! Get low!
Demolish Novo, the
multi-directional laser emitter.
Follow the staircases, and watch
out for traps and sneak attacks.
Annihilate Urobolos, the
terrifying metal menace, and
conquer the city!
Round 2-Siberia
A frozen waste awaits! Siberian
Wolves, crazed with hunger, attack
ferociously. Keep moving to
escape! Blast a hole in the portal
and zip under it.
The terrible, towering Mecha Pon
jabs at your eyes. Slash him to
metal slivers, then leap away.
Creepers and Snipers assault you
in the shaft and on the gear
wheels.
Grab Items! Swing hand over hand
and up onto the platform-the only
way out! Conquer the peak, but
beware the chasm below.
 Hack through the loading dock
armed with deadly electric
transformers. Up high, leap aboard
the Shuttle.
You're almost there! Jump ship to
keep moving, and clamber onto the
cruiser. Wipe out the Kuniang
martial arts thugs and the
Captain. So far, so good!
Round 3-Ballog
You've just boarded Ballog.
Prepare for an onslaught as you
invade this massive flying
fortress.
The Eliminator, the monster
cannon, will blast you, but its
base is vulnerable. Conveyors and
trap doors lead down to the
Ballog's perilous substructure.
Cling like a fly, and fight! Be
sure to gain all Items.
Deadly Frog Robots bar your way.
Reduce them to molten metal! But
watch out-the Ballog's hull is
collapsing! Leap side to side to
escape.
Then, avoid the slingshot at all
costs. Enter a chamber of horrors
where spikes, brutal Seamen, and
wall-mounted lasers lie in wait.
Defy gravity in the inversion
sector, and dash through the
shower of ultra-sensitive
grenades.
Find the Ballog's secret device,
then penetrate its magnetic field
and slash it to shreds. Don't go
down onto his Shuttle for a
hand-to-hand duel to the death!
Round 4-The Amazon
Swelter in the hot, humid jungles
of the Amazon. Get ready to jump,
hang, and swing, or perish! Look
out for detonating Toadstools and
deadly tiger traps.
When alluring Amazons approach,
don't fall in love. Dodge their
razor-sharp axes and killer
boomerangs. Jump, duck, and slide.
Do whatever it takes to get out
alive!
Man-eating piranha thrive in the
Amazon River. Swing across and
stay dry, or you'll be fish food!
Decimate the Pteranodons and
Triceratops, and never wait to
eliminate the fiery Amazons.
Climb the Brontosaurus herd to
begin the final slash-out with
Lago, the ominous Robot. Aim at
his head and half away!
Round 5-The Third Moon
You've made it to the Grand
Master's control station! Now go
all out! Keep to the right,
carefully guarding your strength
and extra lives.
Once in the Supreme Tower, you'll
need every advantage to survive
the final cataclysmic battle!
Scoring
You can earn points by helping
Hiryu to wipe out enemy soldiers,
creatures and machines.
Each enemy has its own point
value. You can also receive Bonus
points for clearing each Stage
successfully.
Bonus Points
Clearing Stage:
1: 5,000 points
2: 8,000 points
3: 10,000 points
4: 20,000 points
5: 30,000 points
 Strider
 Hints and Tips
 
 Use Up/Down to scroll text
 * The most important thing you
must do is to successfully figure
out which way to go.
It's not always easy to find your
way, and straying from the path
can lead you into less than
pleasant situations!
 * You should quickly become a
skilled attacker. Remember the
different enemies that you'll face
in each Stage, and the best way to
confront them.
If you aren't 100 percent
confident of your ability as a
fighter, you'll never get to the
showdown with Grand Master Meio!
 * Getting through certain
areas of the game is relatively
simple. There are some places,
however, that require great skill
and patience.
Remember the technique for moving
through each different location.
 * Watch the demonstration very
carefully. It immediately follows
the Title screen.
You just might learn something
that will make it easier for you
to stop Meio from executing his
diabolical plans!
<a name="Strtkds9.o">STRTKDS9.O</a>
 Star Trek: Deep Space Nine
 Playmates
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE CREW
 HINTS AND TIPS
 BROWSE HELP FILES
 Star Trek: Deep Space Nine
 Game Description
 
 Use Up/Down to scroll text
Join the crew of the most famous
space station in the galaxy! 
Adventure awaits as you guide
Commander Sisko through a series
of mysterious events that affect
all life on the station! 
Use every resource to secure the
stability of Deep Space Nine Space
Station!
 Star Trek: Deep Space Nine
 Controller Functions
 
 Use Up/Down to scroll text
When controlling most characters:
D-Pad:
 * Pressing left and right
makes your character move in those
directions. 
Pressing Down makes your character
drop to his knees or go down a
ladder. 
Pressing Up has different results
depending on where the character
is and what he is doing.
 * When your character is
kneeling, pressing Up causes him
to stand.
 * If your character is
standing under a rafter, ledge,
etc. pressing Up makes him leap
and grab whatever is overhead.
 * When your character is
hanging from a ledge or deck edge,
pressing Up causes him to climb.
 * If your character is
standing in front of a turbolift
stop or unlocked door, pressing Up
will cause him to step in.
 * If your character is
standing in front of a copanel,
disposal tube or other device,
pressing Up will make him use the
device.
Button A:
 * Accesses inventory. When
centered on a turbo-scaffold,
holding down "A" while pushing the
Control Pad causes the platform to
move in the desired direction.
Button B:
 * Use your fists, phaser, or
whatever item in your inventory is
currently selected.
Button C:
 * Makes character jump.
When controlling Odo:
D-Pad:
 * Pressing left and right
makes Odo move in those
directions. Pressing Down has no
effect. 
Pressing Up while Odo is in Cave
Rat form and in front of a vent
causes him to morph into liquid
form and "pour" through the vent.
Button B:
 * Causes Odo to morph from
humanoid form into the form of a
Bajoran Cave Rat.
When piloting a Runabout:
D-Pad:
 * Controls the Runabout's
position on the screen.
Button B:
 * Fires the photon torpedoes.
In all play modes:
Start:
 * Pauses the game
 Star Trek: Deep Space Nine
 Playing the Game
 
 Use Up/Down to scroll text
Using the Inventory
The currently selected inventory
item appears in the Starfleet
insignia in the upper right corner
of the screen.
There are two methods of accessing
other items in inventory:
1. Quick Draw: Quickly pressing
and releasing Button A toggles
back and forth between the current
item and the last item used, such
as toggling between a hypospray
and a tricorder.
2. Full Inventory: Press and
hold down Button A until the
inventory box appears at the
bottom of the screen(all on-screen
action freezes during this
process). 
The inventory box shows you the
icon of the currently selected
item and also provides a test
description of the item. 
Press the D-Pad up or down to move
back and forth through the items
currently available. Press Button
A again to exit the inventory box.
NOTE: If the HAND icon is the
only one that will appear on the
inventory list, that means your
character is carrying nothing.
The Game Screen
Health(also Shield Strength): This
is the status of the current
character. 
Every time he is injured, the bar
in this readout slips down a bit.
When the bar is exhausted, so is
the character. 
Health can be built up by
consuming food.
When piloting the Runabout, this
meter represents the energy
reserve of the ship's deflector
shields. 
The ship can survive collisions as
long as the shields have power. No
power, no shields. A collision
with the shields down means no
more ship.
Current Item: Displays icon
showing the currently selected
tool or item. Pressing Button B
causes the character to use
whatever item is selected
here(phaser, tricorder, etc.). 
If no item is selected or none are
carried the "hand" icon appears.
Pressing Button B with the hand as
the current item makes your
character start punching.
Text Display: This box appears
only when important text appears.
The speaker of the text in the
display is indicated by a
character's face which appears
alongside it. 
If no character face appears with
the text, it is either a readout
or a label being read by your
character.
The A, B or C Button advances the
text. The start button pauses the
text during play.
Mission Profiles
Promenade
As the heart and hub of Deep Space
Nine the Promenade is the best
place to find information. 
Talk to everyone, and don't be shy
about going back to someone you've
already talked to once you've
gotten new information.
Saboteurs
The superstructure of this docking
pylon is immense, and Sisko must
thoroughly search it to find the
explosives planted by Bajoran
terrorists. 
Pay close attention to the
location of ejection tubes, as
you'll need to find them fast. 
Phasers and tricorders are your
best friends here: for stunning
terrorists and finding explosives,
respectively.
Gamma Quadrant
Watch those shields! They are the
only things keeping Major Kira and
her ship from being reduced to
minor atomic particles.
Bajor Pool
A deceptively serene scene. That
calm looking pool hides sudden
drops with undertows that will
pull Sisko to his doom. 
Avoiding them means staying out of
the water as much as possible, but
nasty venom-spitting plants make
using the overhead latticework a
dangerous path.
Bajor Temple
Little danger appears here, as the
place seems abandoned. 
Only Bajoran Bats and Bajoran Cave
rats scurry about. There are
doors, but what is the key to
opening them?
Catacombs
Under the temple are caves and
catacombs, whose inhabitants don't
like visitors. 
It's a dangerous place, with
floors slippery from dripping
water, sudden drops, and dangerous
circulating fans that can pull
Sisko in for a nasty blow or hit
him with air blasts so strong he
cannot pass. 
There must be controls for these
fans somewhere...
Saratoga
Sisko has been here before, but
that doesn't make his mission any
easier. 
This wrecked starship is full of
danger, and hardly anything works.
Sisko has his hands full. 
To get his goal he'll have to
think fast and use virtually
everything at his disposal, and
simultaneously not forget his duty
to his shipmates.
Cardassian Ship
Gul Gurgey is not happy and plans
to deal harshly with Deep Space
Nine. 
Saving the station will require
first stealth, than heroics. 
Odo and Sisko must race against
the clock to save Deep Space nine
from certain destruction.
WEAPONS AND EQUIPMENT
As Commander of Deep Space Nine,
you have access to the wide
variety of items, tools, and
weapons of Starfleet. 
To better use these implements
during your adventure, we
recommend that you familiarize
yourself with the function of each
item. 
The more you know about the tools
you will be using, the better
chances you have for completing
your mission!
Phasers
Type I - The Type I phaser is used
for covert operations.
Type II - Standard phaser issued
for defensive purposes. Updated
from the original Type II phaser,
this new model has up to 16
different power levels.
Tricorder
Portable data and scanning for
collecting, monitoring, and
analyzing data. 
Some are modified for medical or
scientific work, and all
tricorders aboard DS9 have been
altered to access the station's
Cardassian central computer
network.
Runabout
Federation starships used for
relatively short range
interstellar travel. The Runabout
is equipped with the following:
Photon Torpedoes: Tactical weapons
used by Federation starships.
These torpedoes are self propelled
missiles.
Food Replicator: Used throughout
Starfleet for basic food
replication. Specialty foods not
found in its extensive database
can be programmed in for special
occasions.
Companel: Used to link directly
to the main computer.
Bilitrium Grenades: Simple
grenades using Bitrium technology,
wired for one large release of
energy.
Hypospray: Discharges ampoules
of medication for absorption
through the skin without actual
penetration of epidermal layers.
OTHER ITEMS
Engineering Welding Laser
Used for performing general
repairs on Starships and on DS9.
Communications Badge
Standard-issue to all Starfleet
personnel for communication over
almost any distance. 
Used also as a tracking device for
locating the whereabouts of crew
members.
Emergency Ejection Tubes
Used for discharging waste or
hazardous material quickly from
the lower pylon cargo bays.
P.A.D.D.
Personal Access Display Device
used as a remote interface for
Deep Space Nine's central computer
system. 
Use it near Companel for more
intricate calculations.
Transporters
Used to move people and objects
through space disassembling and
reassembling their molecular
structure.
Code Breaker
Used to decipher complex data to
disable computer systems.
 Star Trek: Deep Space Nine
 The Crew
 
 Use Up/Down to scroll text
Commander Benjamin Sisko
Following the death of his wife,
Jennifer, and near-death of his
son, Jake, aboard the USS
Saratoga, Benjamin Sisko was
eventually reassigned to oversee
the reconstruction of Deep Space
Nine. 
Maintaining an unstable peace
between the diverse visitors to
the DS9 is difficult for an
outpost at the edge of Starfleet
territory. Sisko would rather
avoid violence, but he will do
whatever it takes to assure peace
in the quadrant. 
Any free time he has is spent
either with Jake, or in the
holosuite with famous baseball
players from the past.
Major Kira Nerys
A former member of the Bajoran
underground, Kira's instrumental
role in the Bajorans overthrow of
the Cardassians earned her a
promotion to Major. 
Assigned as a liaison to DS9 by
the provisional government to
silence her radical views, she now
serves as Sisko's First Officer. 
Her loyalties were questioned at
first(because of her background),
but she has now proven herself to
be a dependable federation Officer
with a skill for keeping cool in
red Alert situations.
Lieutenant Jadzia Dax
Deep Space Nine's Science Officer
is either 28 or over three hundred
years old depending on your
perspective. 
Due to an environmental
catastrophe, two separate species
were forced into a symbiotic union
that has come to be known as the
Trill. 
Dax, a Trill, has the knowledge of
the symbiont living inside coupled
with a youthful host body to make
her an invaluable member of DS9's
crew. 
Federation Personnel counselors
fear that the identities of past
hosts may interfere with her
abilities to perform her duties.
Dr. Julian Bashir
Declining positions on several
Federation Starships for his post
on Deep Space Nine, Dr. Bashir
believes that "Heroes are made in
the wilderness." 
His encyclopedic knowledge of
alien life forms, coupled with his
exuberance and superior medical
training make him perfectly suited
for his position on the lonely
station. 
Graduating second in his class
from Starfleet Medical Academy,
Bashir credits the reports of Dr.
McCoy for influencing his medical
studies.
Odo
Odo was rescued by Bajorans during
the Cardassian occupation. 
After Bajor was liberated, Odo
assisted the Bajorans in securing
order on Deep Space nine, staying
on when Starfleet took over the
station. 
Odo is a shape-changer, able to
meld his body from a liquid form
to a humanoid or inanimate object,
although he must spend time in his
liquid form to recharge every
sixteen hours. 
He provides security on DS9 with
the philosophy "Laws change, but
justice is justice."
Chief Miles O'Brien
After graduating fourth In his
class from Starfleet Academy,
O'Brien served on several ships,
specializing in transporter
protocol. 
After serving with distinction on
the USS Enterprise, O'Brien's
superior engineering abilities
were tapped for Deep Space Nine. 
Often circumventing normal
engineering procedures, Chief
O'Brien has accomplished many
miraculous repairs on the
jury-rigged station.
Quark
A permanent resident of Deep Space
Nine, the Ferengi Quark owns and
operates a casino and bar on the
Promenade. 
Convinced to stay on DS9 by
Commander Sisko after the
liberation of Bajor, Quark is
regarded as charming but
mischievous. 
Odo, DS9's security officer, has
an extensive file on Quark and
keeps a wary eye on him at all
times. 
While Quark's dealings sometimes
fall of the shady side of the law,
his camaraderie and influence
among DS9's many alien visitors is
valuable to Starfleet.
Visitors to the Station
Morn
A friend of Quark and a suspected
mercenary, very little is known
about this mysterious alien. 
Often seen in Quark's Promenade
casino, Morn is quite fond of
gambling. 
Spotted exchanging laser weapons
with Quark, Morn's loyalties are
questionable at best...
Commander Gul Gurgey
Gurgey is a typical
Cardassian-cold and aloof. 
As the commander of a Cardassian
starship, Gurgey is regarded with
suspicion by the Federation and
with hatred by the Bajorans who
have suffered at his hands. 
One of the craftiest Cardassians
in the galaxy, Gurgey bides his
time waiting for the opportune
moment to strike a "justifiable"
battle with the Bajorans.
 Star Trek: Deep Space Nine
 Hints and Tips
 
 Use Up/Down to scroll text
 * Health can be restored by
picking up food located and
dispensed throughout different
locations in each mission.
 * Be sure to search all
passages, rooms, and storage units
for items that can be used.
 * Be sure to speak to all crew
members and inhabitants of DS9 to
gain valuable clues and help.
 * Be on the lookout for key
cards that will gain access to
certain rooms and passageways.
 * Use the Bilitrium Grenades
to blow up certain obstacles that
are in the way.
 * The Borg can only be stunned
by using a phaser and once a
phaser is used, the Borg will tune
in and assimilate that phaser
frequency.
<a name="St_tng.o">ST_TNG.O</a>
 Star Trek:TNG
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 CHARACTER PROFILES
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Subteran.o">SUBTERAN.O</a>
 Sub-Terrania
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Sub-Terrania
 Game Description
 
 Use Up/Down to scroll text
On an offworld asteroid, hostile
alien forces have invaded the
vital subterranean mining colony.
Workers are trapped, helpless
against the clouds of radioactive
dust swirling toward them!
Take control of the experimental
attack fighter. Return from each
mission with the "MISSION
ACCOMPLISHED" or count yourself a
failure.
Pick up special weapons, fuel and
shield recharges, but don't expect
much help. Fight gravity and
aliens while you solve the puzzles
and challenges of each stage.
 Sub-Terrania
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Exits the game demo, and
menus.
 * Exits Mission Report.
D-Pad:
 * Up/down highlights menu
options.
 * Left/right changes an
option.
A, B or C Button:
 * Goes to the Options or
Controls submenu from the Startup
menu.
 * Plays a SOUND or MUSIC
selection on the Options submenu.
 * Goes to the Training or
Configuration screen from the
Controls submenu.
TO RIDE THE RAILS:
 * Press the D-Pad up/down to
travel on the rails.
 * Press Forward Thrust
(default B-Button) at the end of a
rail to disconnect.
SETTING CONTROLS:
Selecting CONTROLS from the
Startup menu brings up its
submenu. To use it:
 * Press up/down to highlight
an option.
 * Press A, B or C to continue.
 Sub-Terrania
 Playing the Game
 
 Use Up/Down to scroll text
Hot alien forces have invaded the
vital subterranean mining colony.
The operation is blown sky high.
Workers are trapped in crevices
and chasms. Rescue them in an
experimental attack fighter.
Return to the combat base with
"MISSION ACCOMPLISHED," or count
yourself a failure.
Pick up special weapons, fuel and
shield recharges. Don't expect
much help.
Your one-of-a-kind fighter is
still in research stage.
Indispensable equipment is in
every area, but you have to find
it!
Before you enter a stage, Mission
Control will contact you.
You'll see the Mission Report
screen, which displays a stage
map, a readout of your mission
orders, verified data,
suppositions about the combat
situation, and strategy when
available.
Study the information carefully;
they are vital to survival! You
must begin and end the mission at
the combat base and fulfill all
mission orders to clear the area
and advance.
 Sub-Terrania
 Items
 
 Use Up/Down to scroll text
Equipment
Search for special weapons, tools
and parts that can make a
difference between being a space
hero and being blasted into space
dust.
 * Sub-Modules: You must pick
up six Sub Modules in order to
prepare your fighter for
subaquatic battle.
 * Deflector Shields: Transport
these heavy metal shields to
reflect the mining laser fire.
 * Unknown Weapons: Who knows
what you'll find in the recesses
of the planet.
Item Descriptions
You'll find mission support pods
and capsules scattered throughout
the areas.
Lower your ship onto these to take
on their vital supplies. A
heads-up readout tells you which
supply you've loaded.
PODS-SUPPLIES:
Life Capsules-Bonus Fighter
(Life).
Missile Capsules-10 Missiles.
Fuel Pods-Additional Fuel.
Shield Pods-Shield Recharge.
Laser Capsules-Weapon
Enhancements.
(These capsules cycle through red,
green and blue. You can take on
the color of the laser you already
have, to increase its power by 1,
or you can take on a different
color to change the laser's
attributes.)
 Sub-Terrania
 Hints and Tips
 
 Use Up/Down to scroll text
 * Use the Training Grid to
learn your controls. Your attack
fighter is hyper responsive to
every touch on the stick.
If you're going to overcompensate
on the turns or charge forward
with too much thrust, it's best to
do it in a safe place.
 * Gravity: not just a good
idea; it's the law. Instead of
constantly burning fuel, let
gravity do the work.
Free fall as much as you can,
kicking in with forward or back
thrust only as needed.
 * Don't loiter. Your fighter
consumes fuel even when idling its
jets. Let the miners climb aboard,
but be ready to blast off
instantly to escape attackers.
 * Ride the mining
rails--tracks set up to transport
valuable ore. Position the fighter
at either end of a rail, then
press the D-Pad up/down to travel.
Press Forward Thrust (default
B-Button) at the end of a rail to
disconnect.
 * You must return to base in
order to complete each mission.
Sub-Terranian mazes are confusing,
so study the map before each
patrol to check out the lay of the
land and the direction you need to
travel.
<a name="Sunsetrd.o">SUNSETRD.O</a>
 Sunset Riders
 Konami
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 BROWSE HELP FILES
 Sunset Riders
 Game Description
 
 Use Up/Down to scroll text
IT'S THE WILD WILD WEST!!!
The dusty badlands of the Wild
West are crawling with more than
just snakes, salamanders and
prairie dogs.
There's nasty vermin like the
lowdown bandito Paco Loco, the
bankrupt banker Simon Greedwell,
and that dapper English diablo Sir
Richard Rose. 
Each has a hefty price on his
head. And there can be no peace in
the valleys until the bounty
hunters hit the trail.
Billy, believed to be the fastest
gun in the West, and Cormano,
rifle marksman extraordinaire, are
ready to ride. Their reward for
success is cold, hard cash. 
Their reward for failure is a
cold, hard tombstone.
 Sunset Riders
 Controller Functions
 
 Use Up/Down to scroll text
THE CONTROLS
Start:
 * Press to start/pause
D-Pad:
 * Press to move in the desired
direction and to aim your fire.
 * Press up in front of a door
to enter a building.
 * Press down to crouch and to
pick up dynamite.
Button A:
 * Press to shoot. Press to
throw dynamite.
 * Press and hold for
continuous firing.
 * Press while holding D-Pad up
to shoot up.
 * Press while holding D-Pad
down to shoot down.
NOTE: You will stop every time
you shoot.
Button B:
 * Press to shoot.
 * Press and hold for
continuous firing.
 * Press while holding D-Pad
down to crouch and shoot.
NOTE: You can continue moving
while shooting.
Button C:
 * Press to jump.
 * Press while holding D-Pad up
to jump up to a higher place.
 * Press while holding D-Pad
down to jump back down.
 * Press while holding D-Pad
diagonally between right and down)
to slide.
 Sunset Riders
 Playing the Game
 
 Use Up/Down to scroll text
CHECK OUT THE TERRAIN,
TUMBLEWEED.
Reechforem Gulch
This once peaceful town served as
a rest stop on a gold miner's
trail. Then Simon Greedwell moved
in and the corrupt tightwad
cornered the market on underwear.
Now he and his blackhats are
forcing the townsfolk to shiver in
their sleep.
The Chatahoochie Choo-Choo
The Chatahoochie Line is a vital
link between the frontier and the
prosperous towns in the East. 
Unfortunately, that
south-of-the-border slimeball Paco
Loco has hijacked the 10:15 from
Tombstone which happens to be
carrying the Reechforem Gulch
payroll and the year's only
shipment of toilet paper.
T.P. City
The Indians of this village used
to enjoy friendly relations with
the settlers.
But a serious translation error
during the toast at a pot luck get
together caused hostilities to
erupt.
Chief Scalpen has led numerous
raids on surrounding towns and he
must be stopped.
Powder Keg Pines & The Rose
Mansion
Powder Keg Pines is a no man's
land nestled in a valley just west
of Reechforem Gulch.
British bad egg Sir Richard Rose
has been logging it illegally for
wood to make cheap tourist
souvenirs. 
He's holed up in the Rose mansion
on the other side of the woods.
DUELING BOUNTY HUNTERS:
THE VERSUS MODE
The Versus Mode allows you to
practice your draw and gun
fighting moves on each other. To
play, first make sure both
controllers are plugged in to the
Sega Genesis System. 
Then assign each player a bounty
hunter with a D-Pad, then press
the A, B, or C Button. Now just
aim and fire. 
Each hit you take reduces your
damage meter by one unit. When the
meter runs out, so do you. This is
a best out of three round
shoot-out. 
The loser has to sweep out the
bunk house and scrub down the out
house.
RULES OF THE RANGE
Once you're on the outlaws' trail,
it'll take only one bullet or one
hit from any other trap, enemy or
obstacle to put you six feet
under. 
When all of your lives are used
up, you can hang up your guns or
choose CONTINUE. If you want to
keep going, you'll resume the hunt
from the stage you were in last. 
The CONTINUE option can be used up
to five times.
There's bonus bounty money and
weapon power-ups all along the
trail. 
Some are concealed in leather
pouches, some are hidden behind
doors. When you get hit you lose
any weapon as well as some of your
bonus money.
 Sunset Riders
 Items
 
 Use Up/Down to scroll text
FINDERS KEEPERS:
ITEMS AND ICONS
Bullet:
 * Adds rapid firing to your
six shooter.
Dynamite:
 * Very effective, but don't
hold on to it too long.
Gun:
 * Gives you additional two
fisted firing.
Leather Pouch:
 * Shoot this to reveal its
contents. Could contain anything
from a gun to money to dynamite.
Coin:
 * Bonus reward money.
Star:
 * Allows you to enter the
bonus level at the end of the
stage. Don't forget to grab this
one!
<a name="Suphngon.o">SUPHNGON.O</a>
 Super Hang On
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 EQUIPMENT
 HINTS AND TIPS
 BROWSE HELP FILES
 Super Hang On
 Game Description
 
 Use Up/Down to scroll text
You're off to a series of the
world's most exhilarating
motorcycle races found. And the
best part is, you get to choose
the course and set your pace.
The bad part is, if you can't keep
up with the pack, the game's over.
There's the arcade version for the
masters and the circuit race.
You'll face seven rivals in all.
From Sega.
 Super Hang On
 Controller Functions
 
 Use Up/Down to scroll text
Directional (D-Button):
 * Guides motorcycle left and
right.
 * Moves selection arrow.
Start Button:
 * Starts play.
 * Selects options.
 * Pauses and resumes play once
racing has started.
Button A:
 * Brakes.
Button B:
 * Accelerates up to 280 km/h.
 * Cancels options.
Button C:
 * Turbo: together with Button
B accelerates over 300 km/h.
 * Selects options.
 Super Hang On
 Equipment
 
 Use Up/Down to scroll text
The Parts Screen allows you to
replace your worn parts with new,
high performance parts to race
more efficiently.
When you experience a fall on your
motorcycle the frame, brakes and
muffler receive considerable
damage.
Your engine will be damaged only
slightly. Collide with another
motorcycle and your frame and
muffler will be slightly damaged.
However, even if you make it
through the entire course without
any accidents, almost all of your
parts are subject to wear and
tear.
When your muffler is damaged, your
ability to accelerate is reduced.
Naturally, when your brakes are
damaged, your ability to stop is
quickly reduced.
The frame, engine, oil and tires,
if damaged severely will cause you
to quit the race.
In the event that your frame is
damaged severely and you do not
have enough money to buy a new
frame, you can still make an
appearance on the course.
As soon as you approach the
starting line, you will have to
quit; however, you will be awarded
a small amount of prize money.
So if you repeat this procedure
several times, you will eventually
have saved enough prize money to
buy a new frame and continue
racing.
FRAME:
If you replace your present frame
with a better one, you will be
able to turn more quickly.
 * Iron Cradle: An iron frame
that is wrapped around your engine
from top to bottom. They are
extremely heavy.
 * Double Cradle: The two arms
of an iron frame that is wrapped
around the front of your engine.
 * They are resistant to
twisting and have become more
reliable although they are heavy.
 * Aluminum Double Cradle: This
double cradle frame is made of
aluminum and so it is much
lighter. Plus, it also bends
easily.
 * Aluminum Space Frame: This
new type of frame is divided into
two halves; in front of and behind
the engine. It is extremely
expensive.
 * Titanium Space Frame:
Patterned after the aluminum
space, this frame is developed
from titanium alloy. Expensive but
light and durable.
 * Titanium Monocoque Frame:
Constructed from sheets of
titanium, this is the ultimate
frame to own.
ENGINE:
The engine is the soul of the
motorcycle. Be good to it and it
will be good to you.
 * OHC Normal: OHC stands for
overhead camshaft, and was
developed for use in high
revolution engines.
 * DOHC Normal: Two overhead
camshafts are used in this system.
The mechanism is more complicated
and so maintenance is more
difficult.
 * DOHC V-4: This type of
engine is often used in racing
motorcycles in the 500cc class.
 * The cylinders are arranged
in a V-pattern with two cylinders
in the front and back. Engine
width is reduced this way.
 * Turbo V-4: A turbo charger
was added to the DOHC V-4 engine.
When you begin to hit speeds over
280 km/h, the acceleration is
explosive.
 * Ceramic Turbo: This ceramic
turbo engine is light and wear
resistant. Even with current
advantages in technology, it is
not easy to make this engine.
 * Twin Turbo: An engine with
more power than any of the above.
This engine maxes out with two
turbos and a ceramic engine.
However, high performance does
have its costs. This baby is high
maintenance!
BRAKES:
The distance required to stop and
the effects of moisture on the
brakes will vary according to how
superior your brakes are.
 * Drum Brakes: Drum brakes use
an abrasive on a rotating drum to
drive the brakes. This system
heats up and is hard to cool down.
 * Disc Brakes: A disc brake
mechanism uses a round disc which
clamps on both sides of the wheel
to stop it from turning.
This system is heat resistant and
well suited for high speed racing.
 * Ventilated Disc Brakes: A
more improved version of disc
brakes. Holes are provided in the
discs so they cool down even
faster.
Steady braking is the result
although these brakes carry a
hefty price tag.
 * Double Disc Brakes: Just
like the name implies, two discs
are used in this brake system for
double the efficiency.
 * Anti-skid Brakes: This brake
system prevents tire lock and
sideways skidding which typically
accompanies sudden braking.
MUFFLER:
The muffler acts to efficiently
rid the engine of exhaust. The
better the muffler, the quicker
the acceleration.
 * Normal Muffler: Apart from
being inexpensive, this muffler
has no outstanding features.
 * Cool Muffler: This muffler
collects the exhaust gases into
one mass before discharging them.
 * Works Original: An original;
and practically a work of art.
 * Private Original: This is
made just for your machine--and
you can bet it costs a fortune.
OIL:
Oil helps the engine to run more
smoothly. Better oil will increase
acceleration and reduce wear.
 * Regular Oil: No big deal.
 * Manual Oil: Represents the
standard for all oils.
 * Top Oil: A special additive
was incorporated into this oil to
improve performance.
 * Private Original: Highly
heat resistant, it is perfectly
suited to high speed acceleration
and designed just for your
machine.
TIRES:
Tires wear out the fastest on a
motorcycle losing their lifesaving
road hugging grip.
 * Normal Tires: Mediocre
performance, replacing these tires
should be one of the first
investments you make.
 * Radial Tires: By reducing
engine power loss, these tires
grip the road firmly.
 * High Performance Tires: Top
class sport tires which have sheer
will to grip the road.
 * Slick Tires: Developed
expressly for racing, these tires
will never let go.
 * Original Slick Tires: Made
by special order, these tires are
a perfect fit for your motorcycle
and riding style since they're
designed expressly for you.
 Super Hang On
 Hints and Tips
 
 Use Up/Down to scroll text
To get the Option Screen: While on
the Title Screen, press and hold
all three buttons and press Start
twice. You can change the
difficulty, time, and even change
the language to Japanese!
<a name="Supmnco1.o">SUPMNCO1.O</a>
 Super Monaco GP
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
 Super Monaco GP
 Game Description
 
 Use Up/Down to scroll
 text
Super Monaco GP takes you to the
most challenging and beautiful
race courses the world has to
offer.
Compete against the top drivers in
the special Super Monaco format,
or try for the World Championship
and do battle over a 16-race
series. From Sega.
 Super Monaco GP
 Controller Functions
 
 Use Up/Down to scroll
 text.
D-Button:
 * Press left/right to steer.
 * Press up to shift down
 * Press down to shift up
Button A:
 * Apply brake.
Button B:
 * Accelerate.
Button C:
 * Enter the Pit.
Start:
 * Pause/resume game.
 Super Monaco GP
 Hints and Tips
 
 Use Up/Down to scroll
 text
SOME DRIVING TIPS
* Take as much free practice as
you think is necessary. The better
you know the course you're about
to race on, the better your chance
of finishing in a good position.
* A manual transmission is
faster than an automatic, but at
the same time, its operation is
more involved.
You must worry about downshifting
before turns, and anytime that
you're in heavy traffic. Make sure
you can handle an automatic before
you make the transition to manual.
* Learn to quickly analyze the
course layouts. There are warning
signs on the course to signal
turns, but it will help you if
you're ready for the next curve
even before the warning signs
appear.
* Pick a rival for every race in
the World Championship mode--it
will be more interesting. When
choosing a rival, however,
remember the names of the drivers
when possible.
Choose somebody who's not doing
much better than you. If you
finished 15th in your last race,
you don't need the pressure of
having a rival who's #1!
<a name="Supsf2le.o">SUPSF2LE.O</a>
 Super Street Fighter II
 Special Limited Edition
 Capcom
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTERS
 HINTS AND TIPS
 BROWSE HELP FILES
 Super Street Fighter II
 Special Limited Edition
 Game Description
 Use Up/Down to scroll text
For two years, they have reigned
supreme. Twelve of the most gifted
fighters from across the world
have battled each other in the
World Warrior tournament.
But the time has come for them to
step aside--now is the time of the
New Challengers!
Cammy, Dee Jay, T. Hawk and Fei
Long have earned the right to
enter the World Warrior
Tournament.
Each of them possesses a lethal
combination of martial arts skills
that they believe can destroy
Bison. But can they survive the
original Street Fighters and their
new abilities?
Only the true Street Fighters
among you will find out!
 Super Street Fighter II
 Special Limited Edition
 Controller Functions
 Use Up/Down to scroll text
Punch and Kick Buttons
Light Punch(jab): Button X.
Medium Punch (strong): Button Y.
Hard Punch (fierce): Button Z.
Light Kick (short): Button A.
Medium Kick (forward): Button B.
Hard Kick (roundhouse): Button C.
NOTE: If you use a 3-button
controller, you will need to press
the START button to switch between
punches and kicks.
D-Pad: Press up to jump, down to
crouch and left/right to move in
those directions.
Throws and Holds
Each fighter in Super Street
Fighter II has a number of
different throws and holds. These
throws and holds can only be done
when the two fighters are within
"Grabbing Range."
The Grabbing Range for each
character is different, but most
throws and holds are done when two
fighters are right next to each
other.
Throws allow you to grab an
opponent and toss them across the
room. Some fighters can even do
throws in mid-air.
Push forward against your opponent
and then push the Fierce Punch
button.
Holds allow you to grab an
opponent and then hit or bite them
again and again. To do a hold,
follow the same directions as for
a throw.
Practice with your favorite
character to discover which throws
or holds they have and how to use
them to your advantage.
 Super Street Fighter II
 Special Limited Edition
 Playing the Game
 Use Up/Down to scroll text
Super Battle: Choose this on the
main game selection screen and you
will be able to select one of the
following eight fighters: Ryu,
Blanka, Guile, Chun-Li, Vega,
Cammy, T. Hawk and Dee Jay.
The order of the computer
character will be selected
randomly from the other 8
characters.
Versus Battle: This battle
allows two players to go
head-to-head in a series of
matches.
After selecting the Versus Battle
option, each player chooses one of
the eight characters they wish to
use and presses any button to
continue to the next screen, where
you can select your Handicap and
Stage Select.
After all the choices have been
made, Player One can begin the
match by pressing the Start
button.
Group Battle: The Group Battle
mode allows two players to have
teams of up to eight Street
Fighter characters battle in a
series of one round matches.
Choose the Group Battle option on
the main screen and press the
Start button. When the rule screen
appears, press the D-Pad up or
down to select the tournament
rules you are going to use.
You are not able to pick the
countries in this limited edition
of Super Street Fighter II.
Point Match: In this mode, the
winner of the round will be given
8 points plus 1 for each second
left on the clock when his
opponent is knocked out.
In the case of a draw, the team
which has the most points will
have 4 points deducted from its
score. The matches will continue
until all matches have been played
or until a winner is apparent.
Elimination: In this mode each
player chooses up to eight
characters. Players do not need to
choose the same number of
characters.
If a player wins a match he can
continue to use the character
until he is defeated. The first
player to lose all his characters,
loses the match.
On the next screen players will
select the number of characters
they will use. Press the D-Pad up
or down to increase or decrease
the number of characters.
Press the D-Pad left or right to
switch between Manual and
Automatic character selection.
After you have finished, press the
Start button to proceed to the
next screen.
If you make a mistake and choose
the wrong option, press the A, B,
C, X, Y, or Z button during the
"Number of Characters" screen and
you will return to the main
"Battle Mode Select" screen.
After both players have chosen all
their characters, the Handicap and
Stage Select screen will
automatically appear.
Use the D-Pad to make your
selections just as in the Versus
Battle mode and press the Start
button to begin the tournament.
Once the battle is over and the
victory screen appears, press the
A, B, C, X, Y, or Z button to
bring up a menu which will allow
you to continue or quit the mode.
Tournament Battle: In this mode,
up to eight players can compete
for the Street Fighter
Championship. After you select
Tournament from the main screen,
the first player can select his
character.
After this has been done, the
second player can choose his
character. When everyone has
selected his character, highlight
END and press the Start button.
If you don't have eight people to
play with, the computer will
automatically select extra
characters for the tournament and
will also select the countries.
When the tournament begins, each
player will be assigned a
preliminary match. Before each
match, you will be able to select
the attack level of your
character, just as in the Versus
Mode.
After you have done this, press
Start and the match will begin.
Each match is only 1 round. If you
lose, you will fight the losers of
the other matches to decide your
final ranking.
If you win, you will advance to
the semi-finals and be one step
closer to the championship.
Challenge Modes: In this mode
you can only select from the eight
characters and the eight stages.
The Time Challenge tests your
speed and quickness as you try to
knock out a computer opponent in
the fastest time possible.
The Score Challenge tests your
skill at combinations as you try
to knock out a computer opponent
and score big points.
After you select Time Challenge or
Score Challenge, you will need to
choose your character and press
the Start button.
After you have selected your
character, choose the 2P character
for the computer to control and
press the Start button.
When the battle begins, you have
one round to knock out your
opponent as quickly as possible.
If you succeed in breaking the
Capcom records, you will earn the
right to enter your initials as
one of the greatest street
fighters in the world!
Once the battle is over and the
victory screen appears, press the
A, B, C, X, Y, or Z button to
bring up a menu which will allow
you to continue or quit the mode.
Option Mode: The Option Mode
allows you to change certain
aspects of the game. When the
title screen appears, push the
D-Pad up or down to move the
marker next to Option and press
the Start button.
When the next screen appears, push
the D-Pad up or down to highlight
the option you wish to change.
Difficulty: This option changes
the difficulty of the computer
opponent. Push the D-Pad left or
right to highlight the number of
stars.
The more stars you highlight, the
more difficult the opponents will
be to defeat.
Time Limit: This option allows
you to turn on or off the Time
Limit. Push the control pad left
or right to highlight either Yes
or No.
If you select Yes, the fighters
will have 99 seconds to knock each
other out. If you select No, the
fight will continue until one
player is knocked out.
Key Configuration: This option
allows you to change the button
configuration for your fighter's
punches and kicks.
Highlight this option and press
right on the D-Pad. Press up or
down to select the punch or kick
you wish to change and then press
the button you wish to use for
that punch or kick.
It will change automatically. Once
you have finished your changes,
press left on the D-Pad.
The key configuration screen can
also be activated before you begin
a match.
If you are playing a Super or
Challenge Battle, press and hold
the Start button during the
Character Selection screen. In all
other modes, press and hold the
Start button during the Handicap
screen.
NOTE: You cannot select Super
Mode. Only Normal is available in
the Super Battle games.
 Super Street Fighter II
 Special Limited Edition
 Characters
 Use Up/Down to scroll text
Cammy:
Front Kick: Using the D-Pad,
press toward, down and diagonally
down to the right in one
continuous motion and press any
kick button.
Make sure you press the button as
you reach the end of the D-Pad
motion.
Cannon Drill: Using the D-Pad,
press down, diagonally down to the
right and then toward in one
continuous motion and press any
kick button.
Make sure you press the kick
button as you reach the end of the
D-Pad motion.
Spinning Knuckle: Using the
D-Pad, press away, diagonally down
to the left and then toward in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
T. Hawk:
The Hawk: While in mid-air, press
all three punch buttons
simultaneously.
Thunderstrike: Using the D-Pad,
press toward, down, and diagonally
down to the right in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
The Storm Hammer: Press the
D-Pad in a 360 degree rotation and
press any punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Dee Jay:
Hyper Fist: Using the D-Pad,
press down for 2 seconds and then
press up and simultaneously press
repeatedly any punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Max Out: Using the D-Pad, press
away for 2 seconds and then press
toward and simultaneously press
any punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Double Dread Kick: Using the
D-Pad, press away for 2 seconds
and then press toward and
simultaneously press any kick
button.
Make sure you press the kick
button repeatedly as you reach the
end of the D-Pad motion.
Ryu:
Fireball: Using the D-Pad, press
down, diagonally down and to the
right and toward in one continuous
motion and press any punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Red (Stun) Fireball: Using the
D-Pad, press away, diagonally down
and to the left, down, diagonally
down and to the right and toward
in one continuous motion and press
any punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Dragon Punch: Using the D-Pad,
press toward, down and diagonally
down and to the right in one
continuous motion and press any
punch button.
Make sure you press the punch
button as you reach the end of the
D-Pad motion.
Hurricane Kick: Using the D-Pad,
press down, diagonally down and to
the left and away in one
continuous motion and press any
kick button.
Make sure you press the kick
button as you reach the end of the
D-Pad motion.
To do the Hurricane Kick in
mid-air, jump into the air and
then quickly do the move as
described above.
Blanka:
Electricity: Using the D-Pad,
press any punch button repeatedly.
Rolling Attack: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch button.
Vertical Rolling Attack: Using
the control pad, press down for 2
seconds and then press up and
simultaneously press any kick
button.
Beast Leap: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any kick button.
Guile:
Sonic Boom: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch button.
Flash Kick: Using the D-Pad,
press down and hold it for 2
seconds. Then simultaneously press
up and push any kick button
simultaneously.
Chun Li:
Lightning Kick: Using the D-Pad
press any kick button repeatedly.
Whirlwind Kick: Using the D-Pad,
press down and hold it for 1
second. Then simultaneously press
up and push any kick button.
To do a high Whirlwind Kick, press
down and hold it for 1 second.
Then press diagonally up and to
the right and push any kick
button.
Timing is critical when doing this
move!
Kioken (fireball): Using the
D-Pad, press away and hold it for
2 seconds. Then simultaneously
press toward and push any punch
button.
Vega:
Claw Dive: Using the D-Pad,
press down and hold it for 2
seconds. Then simultaneously press
up and push any kick button.
While in mid-air push the D-Pad
toward your opponent and press any
punch button.
Wall Leap: Using the D-Pad,
press down and hold it for 2
seconds. Then simultaneously press
up and push any kick button.
While in mid-air push the D-Pad up
and press any punch button.
Claw Roll: Using the D-Pad,
press away and hold it for 2
seconds. Then simultaneously press
toward and push any punch button.
Claw Thrust: Using the D-Pad,
press down for 2 seconds and then
press up and simultaneously press
any punch button.
Back Flip: Press all three punch
buttons simultaneously for a
double back flip. Press all three
kick buttons simultaneously for a
single back flip.
 Super Street Fighter II
 Special Limited Edition
 Hints and Tips
 Use Up/Down to scroll text
 * Try to use multi-hit combos
to finish off your opponent. They
are difficult to cancel, and take
off mega energy!
 * Try choosing a character
with long range attack moves (like
Ryu's fireball or Bison's
torpedo), that way you can
elminate close combat.
<a name="Sword_ve.o">SWORD_VE.O</a>
 Sword Of Vermilion
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 DATA SCREENS
 EQUIPMENT
 MAGIC
 BROWSE HELP FILES
 Sword Of Vermilion
 Game Description
 
 Use Up/Down to scroll text
When the evil King Tsarkon invaded
Excalabria, King Erik of
Excalabria ordered his bravest
knight to escape with the king's
infant son.
Blade raised the prince in Wyclif,
never telling him of his royal
heritage. Eighteen years passes,
and the young prince grew into a
strong, skillful warrior.
On the day of Blade's death, the
prince learned of his true
identity and vowed to fulfill his
destiny and avenge his father's
death. From Sega.
 Sword Of Vermilion
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Press to move the market on
the selection screens.
 * Press up, down, left or
right to move the prince in the
towns and villages.
 * In caves and in the
wilderness, press up or down to
move forward or backward. Press
left or right to turn the prince
to his left or right.
Start Button:
 * Press to start the game, or
to continue a saved game.
Button A:
 * Press to use magic for
healing during combat, or for
other special purposes.
Button B:
 * Press to erase a previous
selection.
Button C:
 * Press to see data screens.
 * Press to choose an item from
a selection screen.
 * Press to wield your sword in
battle.
 Sword Of Vermilion
 Data Screens
 
 Use Up/Down to scroll text
Data Screens
The Main Data screen allows you to
perform many important functions.
You'll need to refer to it often
during your quest. To see this
screen, press Button C anytime.
To get information from
townspeople or other folk you meet
in your travels, select "TALK."
To have a conversation with
someone, move the prince so that
he's standing next to that person
and facing him.
When you press Button C to
initiate the conversation, the
person automatically turns and
faces the prince.
Items can be used or abandoned by
selecting "ITEM" in the Main Data
screen. When you press Button C, a
window containing the words "Use"
and "Discard" appears.
 Then scan the list to find the
item you want to use/discard and
press Button C. To change your
mind, press Button B.
In your travels, on dead-end
paths, or after defeating an
enemy, a treasure chest may
appear. The chests are sometimes
empty, but often they contain
items, combat gear, or Kims.
To view the contents, select
"OPEN" on the Main Data screen.
Press Button C, and a description
of the contents appears.
You can also select "OPEN" to open
a door. Some of the doors are
locked, though, and require
special keys to open.
Select "MAGIC" to cast a spell, to
get a new Book of Spells ready to
use in your next combat situation,
or to put a bood down.
Press Button C, and a window
containing the words "Cast,"
"Ready," and "Discard" appears.
Find the Book or Spell and press
Button C.
To survive his dangerous ordeal,
the prince must have the best
Weapon, Armor, and Shield
available. Select "EQUIP" on the
Main Data screen to prepare the
prince for battle.
Then press Button C. A window
appears with the words "Put on,"
"Remove," and "Stop!"
When "Put on" is selected, a
subscreen appears with the words
"Weapon," "Shield," and "Armor."
Move the marker to the type of
item you want and press Button C.
The screen listing the gear you
own possess up.
To choose, move the marker to the
desired piece and press Button C.
To close the screen, press Button
B. The Weapon, Shield, and Armor
that are readied have a star next
to them.
There are many items hidden across
Vermilion. Some can't be found in
chests. To search a particular
area, select "SEEK" and press
Button C.
Most often, you'll come up empty,
but when SEEK does find something,
or when you want to claim the
contents of a treasure chest,
select "TAKE" on the Main Data
screen.
Press Button C and the result
appears in the Dialogue window. If
you successfully obtain the item,
you hear a magical chime.
If there's no sound, check your
lists carefully -- don't make the
mistake of leaving a valuable item
behind!
 Sword Of Vermilion
 Equipment
 
 Use Up/Down to scroll text
Equipment
ITEM PURPOSE 
PRICE(Kims)
Herbs Restore HP From
20
Medicine Restore HP From
120
Candle Give Light From
10
Lantern Give Light From
65
Poison Balm Cure Poison From
40
Gnome Stone Teleport From
300
Griffin Wing Teleport From
820
Banshee Powder Emergency From
2200
Agate Jewel Restore MP From
3200
Topaz Jewel Restore MP From
9100
Alarm Clock Wake-up call 
2000
Vase You'll find out 
????
Joke Book You'll find out 
????
Small Bomb You'll find out 
????
 Sword Of Vermilion
 Magic
 
 Use Up/Down to scroll text
NAME(MP) TYPE WHERE
SOLD
COMBAT MAGIC:
Ferros(1) 1st Fire Parma
Copperos(6) 2nd Fire Stow
Mercurios(7) 3rd Fire Helwig
Argentos(10) 4th Fire Swaffham
Hydro(1) 1st Water Keltwick
Hydrios(8) 2nd Water Swaffham
Volti(2) 1st Shock Deepdale, 
Stow
Voltio(12) 2nd Shock Malaga, 
Swaffham
Voltios(16) 3rd Shock Hastings
Aero(3) 1st Boomerang Stow, 
Keltwick
Aerios(9) 2nd Boomerang Malaga
Chrono(5) 1st Freeze Keltwick
Chronios(10) 2nd Freeze Hastings
Terrafissi(25) Earthquake 
Hastings
MOVEMENT MAGIC
Sangua(6) Restore HP Deepdale, 
Parma
Sanguia(12) Restore HP Malaga, 
Tadcaster
Sanguio(31) Restore HP Hastings
Toxios(6) Anti-poison Malaga, 
Keltwick
Extrios(5) Teleport Helwig
Aries(13) Teleport Malaga, 
Helwig
Luminos(5) Light Keltwick
Inaudios(8) Camouflage Helwig
<a name="Syndicat.o">SYNDICAT.O</a>
 Syndicate
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MISSIONS
 USING WEAPONS
 HINTS AND TIPS
 BROWSE HELP FILES
 Syndicate
 Game Description
 
 Use Up/Down to scroll text
For you, the future is now.
After the collapse of the New
World Order, crime Syndicates
swept in to fill the power vacuum.
They became the only effective
world government, unelected,
undemocratic, but controlling the
lives of the people through fear.
Their greatest weapon was the
CHIP. Inserted in the neck, the
CHIP altered the user's every
perception of the outside world.
Better than any drug, it gave hope
to millions by numbing their
senses to the misery and squalor
around them.
As a young Syndicate executive
you're looking to make your mark.
From a control platform high above
the teeming city streets you
observe as your cyborg agents,
controlled by the CHIP, spread the
shadow of your terror.
Equipped with the latest in
high-tech weaponry, their cyborg
bodies souped up with extra
powerful limbs, your finger rests
on the pulse of their every
reaction.
The CHIP controls API (Adrenaline,
Perception and Intelligence)
levels. With these, you set the
degree of an agent's operational
independence during missions.
There are over 50 named missions
for you to complete. A Syndicate
executive must be a master of
strategy, assessing a mission
environment and planning agent
moves.
An executive must also have the
reflexes of a steroid-addicted
sprinter and a remorseless lust
for power to commit acts of gross
violence but sleep soundly at
night.
Still think you've got what it
takes to make it in the Syndicate?
 Syndicate
 Controller Functions
 
 Use Up/Down to scroll text
Key Command Summary:
Menu Bar
 * Move through Menu Bar icons:
D-pad up/down.
 * Select menu bar option:
Press A.
 * Start mission (at any time):
Press Start.
World Map
 * Move to the next mission:
Press B.
 * Highlight territory info and
tax details: D-Pad right.
 * Change tax rate: D-Pad
up/down.
Team Menu
 * Highlight Cryo Chamber:
D-Pad left/right.
 * Highlight agent in Cryo
Chamber: D-Pad up/down.
 * Select agent from Cryo
Chamber: Press A.
 * Select team member 1-4:
Press B.
 * Cancel: Press C.
Equip Menu
 * Highlight equip menu: D-Pad
left/right.
 * Select equipment: D-Pad
up/down.
 * Select team member 1-4:
Press B.
 * Purchase equipment: Press A.
 * Cancel: Press C.
Modifications Menu
 * Highlight mods menu: D-Pad
left/right.
 * Select modification: D-Pad
up/down.
 * Select team member 1-4:
Press B.
 * Purchase modification: Press
A.
 * Cancel: Press C.
Research Menu
 * Highlight Research Menu:
D-Pad left/right.
 * Toggle between weapons/mods
research: D-Pad left/right.
 * Move through weapons/mods
research options: D-Pad up/down.
 * Select research option:
Press A.
 * After amount invested in
research: D-Pad up/down.
 * Deselect research area:
Press C.
During Game
 * Move agent(s): D-Pad
up/down/left/right.
 * Adjust API levels: Press and
hold A + D-Pad up/down/left/right.
 * Change active agent: Press
and hold B + D-Pad left/right.
 * Change weapon: Press and
hold B + D-Pad up/down.
 * Fire selected weapon: Press
C.
 * Enter Panic Mode: Press A +
B.
 * Enter Guard Mode: Press A +
C.
 * Enter Sleep Mode: Press B +
C.
 * Self Destruct: Press A + B +
C (version 2 and 3 chests only).
 * Toggle Group Mode on/off or
to exit vehicle: Press A + Start.
 * Drop weapon: Press B +
Start.
 * Pause/unpause mission: Press
Start (you can look around the
mission zone using the D-Pad while
the game is paused).
Quit mission: Press Start then A +
B + C + Start.
 Syndicate
 Playing the Game
 
 Use Up/Down to scroll text
Your Mission:
The aim of the game is to spread
the dark stain of your Syndicate
across the surface of the entire
globe.
The world map is divided into 50
territories.
From your home base in Europe you
invade adjacent territories and,
through the violent subterfuge of
your agents, wrestle them from
rival Syndicates.
But while you're busy expanding
your Syndicate's empire abroad,
rival agents are working in your
own back yard to de-stabilize your
Syndicate.
Ensure agents are briefed to weed
out traitors whose actions might
bring about your downfall.
Only by meeting all the
challenges, destroying all targets
and gaining control of all the
territories can your Syndicate
triumph.
Quickstart:
To play Syndicate immediately,
press Start at the Title Screen.
Now select the language in which
you wish to play the game.
D-pad left/right to choose between
English, French, or German and
then press Start. 
he Intro. sequence begins; to cut
this short press Start and the
Main Menu options are revealed. As
Start Game is flashing, press
Start again for the Map screen.
At the Map screen the only
territory with an available
mission is Western Europe and its
details are on display. You have
no choice but to accept this
mission.
The Mission Briefing icon in the
Menu Bar is already highlighted;
press A and the Briefing screen
appears.
On the Briefing screen there's a
written mission outline with
details of the target and tactics
required. When you've absorbed
this, press A and the Team
selection screen opens.
Alternatively, for a really quick
Quickstart don't bother to select
a team or specialized equipment.
Simply press Start and you're in
the Mission Zone with four agents
armed only with pistols.
D-Pad right to select the Cryo
Chamber. Next, D-Pad left to the
Menu Bar where Equip is
highlighted. Press A and the
equipment options are revealed.
D-Pad left/right to move between
the Menu Bar and the equipment
options. With the options
highlighted, D-Pad up/down through
the list and press A; the Weapon
Details window opens.
Press A and this new bit of kit is
added to the agent's equipment
inventory. If you're not
interested in buying, press C to
Cancel. The Weapon Details window
closes to reveal the equipment
list again.
Now press B to select the second
agent in the Cryo Chamber and
repeat the process to a maximum of
four agents.
Don't worry about Mods and
Research options at this
stage--you can get to grips with
them later.
But for now, once you're
adequately equipped press Start
and the action begins in the
Mission Zone.
Alternatively, D-Pad left to
highlight the Menu Bar and then
D-Pad down to the Start Mission
icon. Press A and you're in the
Mission Zone.
The Mission Zone screen has all
the information necessary to the
success of a mission. At the
bottom the agent Status Boxes have
API Level bars, health and
ammunition displays.
There is also a scanner with a
pulse that directs agents to their
goal, and below this is a
description of the mission target.
The Scanner displays all the
features of the Mission Zone.
The Status Box of the active agent
is highlighted. To change the
active agent, hold down B and then
D-Pad left/right.
You can also group the agents and
make them all active by pressing A
+ Start, then they will respond to
commands as a unit.
To move the active agent(s), press
the D-Pad up/down/left/right.
Increase walking speed by
increasing the level of adrenaline
with the API Level bars.
API Level bars let you adjust the
cyborgs' Adrenaline, Perception
and Intelligence levels.
To adjust these levels, hold down
A and then D-Pad left/right to
highlight the appropriate API
Level. D-Pad up/down to increase
or decrease each level as you see
fit.
You can quickly boost all your
agents' API Levels to maximum by
entering Panic Mode. To do this,
press A + B simultaneously.
On the far left of the API Level
indicators is the Health Bar. This
shows how much life is left in
each cyborg--when the white hits
the floor so does the target.
Each Status Box also has a weapon
icon. To fire the selected weapon,
press C. The white bar beside the
weapon icon is the ammunition
display.
If ammo's running low, you can
change weapons during the mission
by holding down B, and then
pressing the D-Pad up/down until
the desired weapon icon appears in
the Status Box.
The targeting icon appears
automatically whenever a target is
in range. The icon disappears once
the victim has been eliminated.
After a mission you're taken to
the Mission Debriefing screen.
If the mission has been
successful, press A for the Map
screen. At the World Map, choose
another territory and another
mission, but first, raise taxes on
the citizens to boost your
remaining budget.
If the mission was unsuccessful,
any agents killed and money spent
are gone for good. Following this
first mission you have no choice
but to try again, or give up
Syndicate and take up a safer
hobby like knitting.
NOTE: If you've a choice of
missions, you might want to come
back to any you fail later on,
when you've gained experience of
how to control and appropriately
equip your cyborg agents.
Training Mode:
Get to grips with controlling your
agents without sacrificing money
or lives. The Practice level has
an additional mission that has no
bearing on the rest of your
battles.
Once you've entered Practice Mode,
however, you've no choice but to
complete the mission. Afterwards,
win or lose, you return to the
Main Menu.
One Player/Two Player:
D-Pad left/right to choose between
one or two player Syndicate. The
two players must work together to
successfully complete a mission.
 Syndicate
 Missions
 
 Use Up/Down to scroll text
Choosing A Mission
At the Main Menu, highlight Start
Game and press Start to enter the
Syndicate global arena. The Map
screen is revealed.
At the World Map:
The World Map is divided into 50
different sized slice.
Color coded according to the
controlling Syndicate, these
slices bear not relation to
current conceptions of national
boundaries but are solely the
result of decades of
inter-Syndicate rivalry.
The highlighted territory is
flashing; and if there is a
mission currently available the
Start Mission icon in the Menu Bar
becomes active. Press B to go to
the next mission.
When a territory is highlighted,
its details appear in the
information box to the right of
the World Map. D-Pad left/right to
move the highlight between the
Menu Bar and the Information Box.
New Calendar
The day, date and year display in
the top right of the screen is
reckoned according to the New
Calendar (N.C.).
This was introduced as the global
standard when the information
revolution had progressed to such
a degree that calendar differences
threw up unnecessary barriers to
communication.
Territory Information:
Territory information includes:
Territory Name: Based on the
traditionally most dominant nation
in the territory.
Population: The higher the
population, the more difficult the
mission to conquer it. But the
greater the reward as you've more
people to tax!
Current Tax Rate: As you start
the game the Tax Rate for each is
unknown. Only after successfully
completing a mission is the
territory's Tax Rate revealed.
Raise the taxes too high and the
populace become annoyed--just
check the Status. That's when they
can become rebellious and need
some discipline, Syndicate style!
Status: Either Very Happy,
Happy, Content, Discontent,
Unhappy or Rebellious.
A number of factors influence
Status, including the length of
time you have ruled them and the
tax rates of surrounding
territories owned by your
Syndicate--if you're taxing their
neighbors less heavily, the
population feel justifiably
victimized.
Brief: Only when there's an
arrow in the Start Mission icon in
the Menu Bar is there a mission
available to capture a territory.
With the Mission Brief icon
highlighted, press A for the
Mission Brief screen.
Accepting a Mission: Having
assessed your chances of
completing the mission, press A
with the Team Selection icon
highlighted in the Menu Bar; the
Team Selection screen appears.
Preparing For A Mission
Team Selection:
You can prepare up to four agents
for a mission.
Remember that it's often easier to
control only a couple of agents
when the bullets, bombs and laser
bolts are flying, and dead agents
are just so much wasted Syndicate
moolah.
You select your agents from the
Cryo Chamber. At the beginning of
a Syndicate session you have eight
agents available with identical
attributes, the first four of
which are numbered.
The remaining Cryo Chambers
register as Empty, but can be
filled with captured enemy agents
as the game goes on.
At the top of the Cryo Chamber is
your remaining budget. Equipment
purchases and Modifications are
deducted from this, but give
agents more specific mission uses.
They also gain experience with
their weaponry as the game
progresses. In this way you should
develop an enviable selection of
cyborg killing talent for your
Syndicate.
Enemy agents captured using the
Persuadertron are added to the
Cryo Chamber.
Remember, any agents killed during
a mission are dead and gone
forever so make sure your pool of
mission personnel doesn't dry up,
or it's Game Over!
Choosing Team Members:
Press B and the first agent in the
Cryo Chamber is highlighted along
his/her weapons inventory and any
modifications.
You can now Equip and Modify this
agent to your heart's content
(budgetary restraints
notwithstanding). When you're
done, select the next agent in the
Cryo Chamber by pressing B.
Alternatively, press A to deselect
this agent from its slot; the
Status Box at the bottom of the
screen goes blank.
You can go on a mission with less
than four agents, or select
another from the Cryo Chamber for
the vacated slot. To do this,
D-Pad down to highlight a free
agent and press A.
If you're happy with your choice,
press A again and the slot number
appears beside the agents name. If
not, press C to cancel.
Now Equip and Modify this agent in
preparation for the mission.
Replacing Dead Agents:
When an agent is killed, you must
assign an inoperative agent to the
vacant slot.
To do this, highlight the Cryo
Chamber and D-Pad up/down through
the list of remaining agents.
Press A to display the agent's
details, and then press B to
toggle through the vacant slot
numbers.
Press A to deposit the inactive
agent in one of the vacant slots,
or press C to Cancel and choose
another agent.
Equipping Your Agents
When you've chosen a Team member,
D-Pad left to the Menu Bar where
the Equip icon is highlighted.
Press A to open the Equip screen.
Each agent is already supplied
with a single pistol, but they
need far more equipment than that
if they're to prevail against
enemy cyborgs, police droids and
guards yet still achieve their
objective.
At the beginning of the game you
have only four equipment options:
persuadertron, pistol, shotgun and
medikit. Research money is needed
to perfect more.
D-Pad right to select the
equipment list, and then D-Pad
up/down to highlight an item from
the list.
Press A and the equipment window
opens with details of the cost,
ammo and range of a particular
weapon. Simply pressing A adds
this equipment to an agent's
inventory.
If you decide not to buy, press C
to Cancel; the icon evaporates and
you can select another item from
the list.
After selecting equipment, the
window stays open. To equip your
whole team, just press B to move
onto the next agent.
Pressing A again adds the selected
piece of equipment to the agent's
inventory.
Budget:
Throughout the game the cost of
equipment is debited from this
figure, while profits from
taxation and weapon sales are
added.
This money can be used for further
tooling up your troop of cyborgs,
or put into Research in order to
perfect still more lethal weapons
and still more powerful
modifications.
When you've thrown all the cash
away on unsuccessful missions the
game doesn't end, but life becomes
very difficult.
Agents are sent into action
without extra equipment or further
modifications. At this point the
self-destruct option can come in
handy. But remember, when all you
agents are dead the game really is
over.
Modifying Your Agents
Now that your agent has equipment,
he/she needs the brain, muscle and
sinew necessary to use it.
To tune your cyborgs' physiques to
perfection, D-Pad left to the Menu
Bar where the Mods icon is
highlighted.
Press A and the Mods screen
appears with a list of currently
available modifications.
Choose between designer limbs,
eyes, heart, chest and brain to
produce the ultimate killing
machine.
D-Pad right to select the mods
list, and then D-Pad up/down to
highlight an item from the list.
Press A and the mods window opens
with version number, cost and a
written description of its
advantages. Simply pressing A adds
this modification to the cyborg's
body.
The modification name and version
number appear beneath the agent
icon and the Mods list re-opens.
If you decide not to buy, press C
to Cancel; the icon evaporates and
you can select another item from
the list.
Versions:
Each physical modification comes
in three versions. As the game
begins only Version 1 is available
and money needs to be invested on
Research before you can get your
hands on Versions 2 and 3.
The higher the version number, the
more current the technology and
the greater any advantages. But
they also carry a greater price
tag, so be prepared to pay through
the nose.
Legs: Move your agent at much
greater speed around the mission
Zone than conventional legs.
Arms: Allow an agent to carry a
larger amount of equipment
unhindered.
Eyes: Improve awareness of
oncoming hazards and better an
agent's accuracy when firing.
Chest: Modify a cyborg with a
metallic chest to help it survive
direct hits during opposition
attacks.
Versions 2 and 3 also contain a
massive explosive charge that is
triggered in Self-Destruct mode.
Heart: A bigger heart improves
overall physical strength and
durability.
Brain: Even the Version 1 brain
is better than that currently
installed within your agent's
noggin.
Vital for quick, correct decision
making under pressure. Also, the
higher the version brain
installed, the greater the effects
of the Persuadertron.
Research Screen
It's a foolish Syndicate executive
who thinks that they can prevail
with Version 1 modifications and
the meager weapons initially.
As the old saying goes, "no
bucks-no Buck Rogers." It's up to
you to channel funds into
Research, from where new designs
are added to the Equipment and
Modification lists.
To access the Research Screen, use
the D-Pad to select the Menu Bar.
The Research icon is highlighted;
press A to open the Research
screen.
Equipment Development:
Equipment is grouped in categories
according to its function. Think
about the demands of forthcoming
missions and the equipment your
agents are lacking before deciding
on the Research Option to be
developed.
Use the D-Pad left/right to
highlight Equip and then D-Pad
up/down to select an equipment
category.
The funding controls appear. Speed
up development by pressing the
D-Pad up; the line on the Research
Graph gets steeper.
Budget looking a little thin?
Reduce the speed of development
and save some funds by pressing
the D-Pad down; the line on the
Research Graph becomes
correspondingly shallower.
Modification Development:
D-Pad right to select the Research
Options. Use the D-Pad up/down to
highlight an option and then press
A.
Details of the maximum and minimum
investment are revealed, and the
name of the modification being
developed appears above the
Research Graph.
To adjust funding, D-Pad up/down.
The line on the Research Graph
becomes correspondingly steeper or
shallower.
Note: Version 2 modifications
need to be developed fully before
Version 3 updates become
available.
Development Graph
The Development Graph is an
at-a-glance indicator of the state
of development for any
Modification or piece of
Equipment.
Detailed on the vertical axis is
percentage Completion and on the
horizontal axis Days to
Completion.
The line shows this
completion/time ratio and becomes
shaded along its length to make
the time to completion even more
graphic.
Confirming Development
When all budgetary limitations
have been taken into account and
the desired cost/time threshold
reached, D-Pad left to activate
the Menu Bar where the Start
Mission icon is highlighted. Press
A and the action begins.
Alternatively, press Start and
you're propelled into the Mission
Zone where chaos reigns and every
shadow conceals an enemy.
In the Mission Zone
Once you've adequately kitted out
your cyborg servants, you're ready
for a mission. The Mission Zone
screen displays all the
information you need to lead your
Syndicate agents to their target.
Your agents' operational status is
displayed in the Status Boxes at
the bottom of the screen.
From here you're able to adjust
API Levels, check on an agent's
health, and keep track of how much
ammo is left in the selected
weapon.
API Levels:
With the three bars you control
injections of drugs which alter
your agents' adrenaline (A),
perception (P), and intelligence
(I) levels in real time.
Accurate control of API Levels is
essential if you're to progress to
the higher echelons of your
Syndicate.
Adrenaline--controls speed of
reactions.
Perception--improves precise
firing and alerts an agent to
danger earlier.
Intelligence--controls an agent's
reactions to a given situation.
An agent with high adrenaline and
low intelligence reacts quickly
but erratically--he may fire wide
or too soon.
Raising intelligence may prompt an
agent to get out of a risky
situation rather than risk his
life. This is especially true in
combination with higher
perception.
If you want your agent to walk
blindly into certain death, lower
intelligence and perception
together.
It's a good tactic to crank up API
Levels when leaving agents on
lookout within the Mission Zone.
They fire to defend themselves
while awaiting the next command.
Guard Mode
Press A + C to put your agents
into Guard Mode. You still control
the active agent, while those
remaining are grouped, with their
perception and intelligence levels
boosted but adrenaline retarded.
In this way the active agent can
continue to look for the mission
objective, without leaving your
remaining agents sitting ducks.
Sleep Mode
Press B + C to enter Sleep Mode.
While you still retain control of
the active agent, your other
cyborgs have their API Levels
lowered to facilitate a quick
recovery.
Adjusting API Levels
To adjust API Levels, press and
hold A. Move the white arrow over
the appropriate API level bar by
pressing the D-Pad left/right.
Still holding A, now D-Pad up/down
to raise or retard a particular
API level.
The green, blue and red bars show
dosage of the drug; the darker
segment of these bars indicates
the amount of drug used up.
When the dark segment achieves the
same extent as the normal color
bar, the effect of the drug begins
to diminish. The length of the
level indicator falls off
accordingly.
The center line moves to show drug
dependency; future injections need
to be greater to have the same
effect.
Retarding API Levels reduces
dependency; do this when an agent
is under no real threat.
The longer an agent's API Levels
are rested, the greater the
improved performance when injected
later.
NOTE: In Group Mode any API
Level adjustments to a single
agent affect them all, and in
Panic Mode API Levels are
maximized across the board.
Health Bar
This ain't where cyborgs go for a
little R 'n R! The Health Bar
indicates remaining life.
These cyborgs can take some
punishment, but when there's more
black than white on show it's time
to take evasive action.
The Health Bar can be restored
using a MediKit and is restored
over time when adrenaline levels
are reduced if you have chest
modification version 1 or higher.
Changing Active Agent
The active agent's Status Box is
highlighted. To change active
agent, hold down B and D-Pad
left/right; the highlight moves
accordingly.
Scanner
From your vantage point high above
the city you observe proceedings
and monitor the actions of your
agents.
To help you plot agent moves, warn
you of advancing enemy cyborgs and
locate the target, the control
airship is equipped with a Scanner
which reproduces an aerial view of
the Mission Zone.
Objects in the Mission Zone are
color coded as follows:
Civilians = white
Persuaded civilians = grey
Your agents = large white dots
Enemy agents = red dots
Guards = flashing green/brown dots
Police enforcer droids = flashing
blue/grey
Cars = white
Dropped weapons = red
Walls = light blue
Fences = green
Roads = grey
Water/pits = blue/grey
After the Mission
Mission Debriefing:
Press Start after each mission
and the Debriefing screen gives
you the mission statistics.
These include agents killed,
agents used, hit percentage--a
breakdown of everything that
happened during the mission.
If things went badly for your
Syndicate, here's where you find
out why. The Debriefing screen
also tells you when new equipment
and modifications are available.
At the bottom of the Debriefing
screen is the passcode. Write this
down and don't lose it!
You can type it in at the Passcode
screen at a later date and
continue your conquest. Current
research will not be saved.
We recommend you wait until the
completion of your research before
resetting the game. This way all
territories won, agents lost,
money spent and equipment
researched is preserved.
When you restart the game using
the passcode, agents are stripped
of their equipment and
modifications so that they can be
appropriately customized for the
next mission.
The value of the equipment and
modifications has been added to
your mission budget. The money
gained is also added to your
mission budget.
Leaving the Debriefing Screen
From the Debriefing Screen, press
A with the Map icon highlighted in
the Menu Bar; the World Map screen
appears.
Following successful missions, the
territory adjacent to that in
which you have triumphed flashes
to indicate that a Brief is
available. After unsuccessful
missions, no new territories are
flashing.
Raising Taxes: After winning a
mission you have earned the right
to levy outrageous rates of tax on
the helpless citizens. All the
cash raised is added to your
overall budget.
But you'd better watch for
population mood changes. If you're
hammering them with excessive tax
demands and they're anything less
than Content, the citizens can
turn rebellious.
You could end up fighting an extra
mission (and thereby spending
extra Syndicate funds) to bring
the territory back in line.
Lower taxes if necessary to
improve the mood and prevent rival
Syndicate insurgents taking
advantage.
D-Pad right to select the
territory Information Box. The tax
adjuster arrows are activated you
can now levy taxes as you see fit
by pressing the D-Pad up/down; the
tax figure changes in five percent
increments.
Choosing a New Mission: One of
the adjoining territories
controlled by rival Syndicates
have been de-stabilized by your
success.
This flashes to indicate that it's
ripe for a take-over. You can only
expand your Syndicate into these
areas, otherwise there is no arrow
on the Start Mission icon in the
Menu Bar.
To choose this territory press B,
and then check out the Mission
Briefing.
Selling Weapons: Trade in
unnecessary weaponry and boost
your budget using the Sell option.
At the Equip screen, highlight the
equipment list and the Sell option
is activated. D-Pad right and the
agent's equipment inventory is
listed.
D-Pad up/down through the list and
press A for the weapon details;
the selected weapon's icon flashes
in the agent's inventory. Press A
now to Sell. Your budget increases
accordingly.
Alternatively, press C to Cancel;
the weapon details are replaced by
the inventory list.
Failure: If your agents fail to
respond to your commands, or your
commands do not come quickly
enough, the mission fails.
The mission can also fail due to
assassination by enemy agents or
other various accidents. The
on-screen instruction to press
Start takes you to the Mission
Debriefing screen.
From here, access the World Map
and choose a different territory.
Note: If this is still the first
mission you've no choice but to
try again.
But then, if you're having so much
trouble with an easy mission you
probably aren't cut out for the
Syndicate anyway.
Game Over: If you're so inept
that all eight cyborgs supplied by
the Syndicate are killed, the game
is over.
 Syndicate
 Using Weapons
 
 Use Up/Down to scroll text
Using Weapons
Your agents are each equipped with
an auto-targeting device which
informs you when a target is in
range.
But as their Syndicate master,
it's up to you to pull the
trigger. Press C and the active
agent(s) spray bullets around the
Mission Zone with insane abandon.
To change the currently selected
weapon, hold B + D-Pad up/down
through the weapons inventory
until the desired weapon icon
appears in the Status Box and then
release B.
Press C to fire the new weapon.
It's a good idea to select a new
weapon well before you reach your
target, where things might be
hectic and swift, unnecessary
violence called for.
Grabbing Weapons
The weapons of agents killed in
action, whether enemies or your
own, can be retrieved.
Move an active agent over to the
smoking remains of an enemy agent
or police droid and your
man-machine bends down and quickly
conceals grabbed weapons in the
folds of his/her overcoat.
If the dead dude had multiple
firepower, you can keep retrieving
weapons until either all are
claimed or the agent can hold no
more.
Discarding Weapons
When all the ammo has been used a
weapon can become a burden.
To discard a weapon from the
agent's inventory, hold B and then
press Start.
 It's up to you to judge whether
your funds can cover such losses,
but you always have the option of
picking it up again later (if
someone else hasn't gotten there
first).
Moving Your Agents:
You can differentiate between your
agents in the Mission Zone by
their color: red, green, blue or
white.
Their movements are controlled
with the D-Pad, but only the
active agent responds to D-Pad
movements.
To change the active agent, press
and hold B then D-Pad left/right
until the Status Box of your
choice is highlighted. The view of
the Mission Zone zooms to the
location of the new active agent.
If your agent has entered a
building, a vehicle or disappeared
into a tunnel, follow the agent's
arrow to trace the route.
This also allows you to maneuver a
cyborg even when out of sight. You
can also follow their progress on
the Scanner.
Speed
To make your agents move more
quickly around the Mission Zone
you can increase the Adrenaline
level, or invest in higher version
legs.
But the load an agent is carrying
also has an effect, so you must
carefully judge the amount of
equipment taken on the
mission--too much could hinder
your progress.
Group Mode
Combine all your agents in real
time during the mission using
Group Mode.
Hold A and press Start to activate
Group Mode; all your agents'
Status Boxes are highlighted and
they respond to D-Pad movements in
unison.
They also try to select the same,
or as near to the same, weapon as
the active agent. In this way you
can have a gruesome twosome,
threatening threesome or
frightening foursome on patrol.
To de-activate the Group Mode,
hold A and press Start again. The
agent who was the last active
before entering Group Mode becomes
the only one under direct D-Pad
command.
Urban Update:
Here are some of the obstacles you
can expect to come across on the
teeming city streets during a
Syndicate mission.
Enemy Agents
Cyborgs controlled by rival
Syndicates have orange hair and
black overcoats.
Unlike police droids which wait
for arms to be revealed, enemy
agents don't stand on ceremony
when it comes to gunning down your
operatives.
If you're not careful they're
firing before you can even arm a
cyborg, so move quickly.
Police Enforcer Droids
As the streets of tomorrow are far
too dangerous for a flesh and
blood police force, enforcer
droids have been developed to do
the job.
These droids are silver in color
and have a red light on the top of
their chrome domes.
Hampered by archaic laws, police
enforcer droids cannot fire on
Syndicate agents until weapons are
already drawn and the streets
awash with innocent blood.
Although well constructed and well
armed, this helps make police
droids perfect for cyborg target
practice.
The Target
The unfortunate soul who is the
mission Target can be tracked to
his bolt hole by following the red
tracking pulse on the scanner. Use
the D-Pad to move your agents in
the direction of this pulse.
Vehicles
Use cars and trucks to move your
agents around the Mission Zone
more quickly.
Direct your agents toward the car
and they enter it automatically;
you can now direct the vehicle's
movements around the Mission Zone
using the D-Pad. To leave a
vehicle, press A + Start.
Buildings
You can trace the movements of an
agent when hidden from view inside
a building by following his/her
agent arrow on the Mission Zone
display.
Emergency Measures:
It's not all plain sailing in the
world of Syndicate. So you've a
fighting chance when things are at
their worst, here are a couple of
tactics which could save your
cyborgs' Flexiflesh skins.
Panic Mode
If things are looking bad and
enemy agents closing in, press A +
B simultaneously to enter Panic
mode.
Selected agents automatically
choose a weapon to fire, while API
Levels shoot up to maximum.
Self-Destruct
Okay, so your remaining agents are
out of ammo and rival Syndicate
scum are circling like vultures,
ready for the kill.
What to do now? If you've invested
in Chest Mod Version 2 or 3, press
A + B + C simultaneously and the
active agent blows himself to
smithereens, taking out everyone
and everything in the surrounding
area.
Your remaining agents (who have
been positioned well out of range,
of course) can then grab spare
weapons and continue the fight.
Similarly, Self-Destruct comes in
handy when your budget has been
swallowed up on unsuccessful
missions.
Even an unarmed agent can be a
lethal weapon if it successfully
evades detection and reaches the
target; press A + B + C
simultaneously and the mission is
completed.
Self-destruct earlier to relieve
enemy agents of the weaponry your
cyborgs desperately need.
Dead Agents
Dead agents forfeit all their
weaponry and modifications, and
are not available for further
missions-hence the importance of
capturing personnel for the Cryo
Chamber.
It's better to watch for hits and
respond by switching the active
agent to give enemy operatives
some well-deserved payback.
Escaping With Your Life
When all hope of victory is lost,
you can escape the Mission Zone by
pausing the game and then pressing
Start and buttons A + B + C
simultaneously.
Okay it's chicken, but he who
fights and runs away doesn't get
roasted by his Syndicate
overlords.
Equipment:
Firearms:
Pistol: Large caliber hand gun.
Medium range projectile weapon.
Very cheap gun that is easily
outclassed but useful as a backup
weapon.
Shotgun: Pump action shotgun
with a large spread of shells.
Does more damage than the hand
gun, but let down by its lack of
effective range.
At close range, however, this can
inflict real hurt.
Persuadertron: A short range
weapon that fires a small dose of
chemical which renders the target
totally open to suggestion.
When hit, victims momentarily turn
blue, lose all free will and
follow your agent around the
mission zone like sheep. Persuaded
people can pick up weapons which
they fire whenever instructed.
Civilians are always open to
persuasion, and you need to
persuade varying numbers of
civilians before the Persuadertron
has any effect on guards, police
droids or enemy agents.
Also, the effects of the
Persuadertron are multiplied
depending upon the version brain
installed in the cyborg using it.
It is recommended to always carry
one Persuadertron in your group.
Uzi SMG: 9mm automatic hand gun.
Fast rate of fire and medium
range. Plenty of ammunition and a
relatively low cost make this
weapon the mainstay of any
offensive force.
Long Range Rifle: Very long
range and extremely accurate high
velocity rifle. A single shot
weapon designed for picking off
individual targets at a distance.
Useful for assassination attempts
and long range support fire.
Support Weapons:
Flamer: Produces a stream of
ignited jelly that sticks to
targets and burns.
Very short range but devastating.
An effective anti-vehicle weapon
or for close crowd clearance.
Mini Gun: Motor driven
multi-barreled machine gun.
Devastating rate of fire and a
decent range make this an ideal
support weapon for any squad.
However, any unmodified agent
attempting to carry more than one
of these may encounter problems
with the huge weight involved.
Laser Gun: Small rifle that uses
laser light to form a beam of high
powered energy that cuts through
its targets and anyone or anything
foolish enough to get in the way.
Extremely powerful with a very
long range. Idea anti-vehicle
weapon and also effective for
sniping.
Gauss Gun: Portable launcher
with a supply of three rockets.
The rockets themselves are long
range high explosives, quite
capable of destroying tanks or
eliminating large groups of
people.
Special Equipment:
Time Bomb: High powered
explosive that comes complete with
timer and detonator. Explodes
after a set time period
devastating the surrounding area.
The time bomb can also be
triggered by firing at it. The
explosive is not quite powerful
enough to damage structures but
readily destroys people and
vehicles.
Choose the weapon icon from the
weapons inventory, drop the time
bomb and then leg it!
MediKit: A small pack that
contains everything required for
minor field surgery. It restores a
single agent's health but may only
be used once.
Energy Shield: Personal force
field generator. Completely covers
the individual with a protective
force wall that can withstand all
projectile weapons.
Due to the immense power drain,
this item has a very short life
span but does slowly recharge
after use.
 Syndicate
 Hints and Tips
 Use Up/Down to scroll text
 * A smart thing to do before
diving into the game is to choose
the Training Mode game.
Doing this will help you in
learning to use your weapons and
how to move your men as a team.
Even more helpful and fun is
hooking in a four player adapter
and having three of your friends
join in.
 * When all else fails,
activate the Destruct Mode to
clear out some of the garbage.
 * Power-up your agents with
cybernetic enhancements to make
them more formidable warriors.
<a name="S_hangon.o">S_HANGON.O</a>
 Super Hang On
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 EQUIPMENT
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="S_monaco.o">S_MONACO.O</a>
 Super Monaco GP
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Talespin.o">TALESPIN.O</a>
 Talespin
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 POWER UPS
 TRAVEL TIPS
 BROWSE HELP FILES
<a name="Taz2fin.o">TAZ2FIN.O</a>
 Taz in Escape From Mars
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Taz in Escape From Mars
 Game Description
 
 Use Up/Down to scroll text
Taz is back in a superstar-loaded
adventure. All the Warner Bros.
big shots are here-Wile E. Coyote,
Road Runner, Speedy Gonzales,
Marvin the Martian and K-9, and
Yosemite Sam.
Now Taz can tunnel through dirt,
spin up curved surfaces, ricochet
off walls and buzz-saw through
obstacles. He even goes bowling
for moles and a stampeding cow!
There are even a Mini-Taz and a
Jumbo-Taz. So get going and help
Taz escape from Mars!
 Taz in Escape From Mars
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Start the game.
D-Pad:
Up and Down: Makes Taz look up
and down.
Left, Right, and Down: Press this
with Button C to jump left, right,
or down.
The D-Pad also moves Taz in the
direction pressed.
Buttons A, B & C:
A: (ACTION) Pick up an item, set
it down. Also move levers and
operate machinery.
B: (SPIN) Makes Taz do his spin
attack.
C: (JUMP) Makes Taz jump.
Taz's Special Moves:
Taz Tornado:
Press SPIN and D-Pad left or right
for a ground tornado.
Press JUMP, SPIN, and D-Pad left
or right for a flying tornado.
Taz Boomerang:
To spin up a shaft, stand under
the shaft and press JUMP. Press
and hold the D-Pad in the
direction of one of the shaft
walls.
Immediately press and hold the
SPIN button until you reach the
top.
Taz Smash:
Spin into a Taz Tornado to bust
through brick walls.
Taz 360:
Stand back from a loop-de-loop and
press Button B to start a spin.
Press and hold the D-Pad in the
direction of the loop to spin 360
degrees around the loop-de-loop.
Do a Taz 360 around rock barriers
and the pipe maze. This move takes
a little practice, but once you
get the hang of it, it's easy!
Taz Drill:
Spin into a Taz Tornado and press
the D-Pad toward a dirt area to
drill underground.
Taz Turn-On:
Press Button A to throw switches
and levers that open or shut doors
and operate machinery.
Taz Whirly Copter:
Find a Whirly Copter and press
Button A to pick it up. Press and
hold Button B to spin up, up and
away.
Use the D-Pad to direct Taz's
flight. Release Button B to float
to a safe landing. Press Button A
again to set down the Whirly
Copter.
 Taz in Escape From Mars
 Playing the Game
 
 Use Up/Down to scroll text
Taz Action!
Hot-tempered Taz is Marvin the
Martian's favorite Rare Earth
Creature. Taz is kidnapped by
Marvin the Martian's spaceship,
zipped off to Mars, and caged in a
zoo!
But Taz isn't about to sit around
and be stared at by Instant
Martians. No way! He's OUTTA
THERE!
Use Taz's moves and special
attacks to make your escape. While
you're at it, spin into as many
space creatures as you can,
turning them into space dust.
That'll teach Marvin the Martian
to mess with the wrong Earthling!
Lives:
Taz starts with 3 lives. When his
health bar drains, he loses 1
life. If he loses them all, the
game ends.
Health Bar:
Some Health drains from the bar
whenever Taz is hit. Eat snacks to
restore Taz's Health. If the bar
empties, you lose 1 Life.
Snacks:
Taz must eat to stay healthy. But
watch out! Some junk food just
isn't worth the trouble!
 * First-aid kits restore some
of Taz's Health.
 * Gasoline fuels Taz's temper.
Let Taz swallow a can, then press
the ACTION button for a blast of
hot breath that melts metal!
 * With a mouthful of
ammunition from a box of rocks,
Taz can spurt a barrage of stones
when you press the ACTION button.
 * Bubbling beakers contain a
potent mixture that turns Taz into
Jumbo Taz. He's big, tough and
snarly. He's also too heavy to
spin! Some bubbling beakers will
shrink Taz to mini-size!
 * Bombs explode. If Taz eats
one, he'll explode too!
More Great Items:
 * Transporters zap Taz to
another part of the level.
 * Steer Taz through a shrink
ray and watch him melt down to
mini-size! He's small enough to
fit through low tunnels. Growth
rays expand Taz to his jumbo size.
 * Find a crate and you've made
it through the maze. Jump in to
escape to the next level!
 Taz in Escape From Mars
 Hints and Tips
 
 Use Up/Down to scroll text
 * Use the Taz tornado to smack
many of the enemies. They'll
disappear in a puff of Martian
smoke. Some foes are tougher to
beat than others. Don't give up!
 * Not all enemies can be
destroyed by a Taz Tornado. Some
can only be destroyed by fire or
rocks. Some can't be destroyed at
all!
 * Taz has a number of special
powers and transformations, but
they all last only a short time.
Make the most of them while you
have them!
 * As you play each game, try
to remember your way through the
mazes so you know where to find
the power-ups and exits.
 * Use your spin to move
quickly through some areas,
especially if you know the way.
 * When you see food or odd
items scattered around, try to
figure out how Taz can use them.
<a name="Tazmania.o">TAZMANIA.O</a>
 Taz-Mania
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE PLACES TO GO
 HINTS AND TIPS
 BROWSE HELP FILES
 Taz-Mania
 Game Description
 
 Use Up/Down to scroll
 text
Taz's Fast-Blast Snack Attack!
Watch Taz's dust! That spinning
superstar with the short fuse and
gigantic appetite!
Taz whirls across Tasmania,
hunting for the lost giant seabird
egg to make the world's largest
omelet!
Taz gobbles up everything! Snacks
like chili peppers really burn up
his enemies. The hungrier he is,
the wilder he gets.
Explosive Taz blasts through 17
levels of high-energy adventure.
He rides waterspouts, skids on ice
and whizzes through mine shafts in
a runaway cart!
Taz growls and fusses-and whirls
into a Taz Tornado. Signs saying
"Ouch!" and "Uh-oh!" mean big
trouble!
Villains from the Warner Bros. hit
TV series join the mischief,
including the Bush Rats, Francis
X, Bushlad, Bull Gator and others.
 Taz-Mania
 Controller Functions
 
 Use Up/Down to scroll
 text
Start Button:
 * Starts the game from the
Start screen.
 * Exits from one pre-game
screen to the next.
 * Pauses and resumes the game
during play.
D-Pad:
 * Moves the arrow on the Start
and Options screens.
 * Moves Taz LEFT and RIGHT. In
the Jungle, also makes him jump UP
toward land or DOWN toward the
river.
Button A(Action):
 * Changes the settings on the
Options screen.
 * Performs Taz's special
abilities.
 * Makes Taz pick something up.
Move Taz next to a creature or
item and press the Action
button.
Button B (Spin):
 * Changes the settings on the
Options screen.
 * Turns Taz into the whirling
Taz Tornado. This is useful for
getting rid of small attacking
critters. He stops spinning when
you release the button.
 * Makes Taz throw something
he's holding.
Button C (Jump):
 * Changes the settings on the
Options screen.
 * Makes Taz jump. Hold down
the button to jump higher.
 * Makes Taz jump down. Press
the D-Pad DOWN and press the
Jump button.
 * Lets Taz do a spinning jump.
Press the Jump button and then
the Spin button. This helps Taz
get to hard-to-reach places.
 * If Taz jumps and then lands
on an enemy, he may bonk it away.
 Taz-Mania
 Playing the Game
 
 Use Up/Down to scroll
 text
Taz starts the game with three
Tries and a full Health Bar. Every
time he gets hit, he loses some
health. Watch out!
Some enemies and obstacles are
worse than others, and Taz could
lose all his health at once.
It's a good thing he loves to eat,
because almost every time he
gobbles something, he gains health
and earns points.
If Taz loses all his health, he
loses a Try and starts the scene
over. When all his Tries are gone,
the game ends.
You can restart the level by
moving Taz to the RIGHT on the
Continue screen. If all your
Continues are gone, the game ends
for good.
Pointers
Milestones mark special spots in
a scene. When you lose a Try, Taz
will restart the scene from the
scene from the last Milestone he
passed. (If you're Continuing, Taz
will restart the scene from the
beginning.)
Arrows show which way Taz should
go.
Signposts mark the end of a
scene. Walk in front of one to go
on to the next scene.
Snacks
Chili Peppers heat Taz up! Eat
these and press the Action
button for hot breath that no
critter can handle. Taz will cool
down after breathing fire a few
times.
Frozen Fish, Roast Chicken, Fruit
Plates, and Water Jugs are just
what Taz needs. Gobble these to
gain health and points.
Stars make Taz invulnerable for
a short time. Nothing can hurt him
while he's flashing.
Photos of Taz give him either
one extra Try or one extra
continue (three extra Tries).
Bombs explode. If Taz eats one,
he'll explode too!
No Weed gives Taz a very bad
stomach ache when he eats it. But
it's the best thing to throw on
Weed-Ola in the jungle.
 Taz-Mania
 The Places to Go
 
 Use Up/Down to scroll
 text
The Badlands
What's so good about the Badlands?
Eating Chili Peppers and guzzling
water from Water Jugs. Also,
munching on Sand Spiders and
jumping on Rock Monsters.
Danger! Danger! Quicksand ahead.
Hitch a ride on the Rock Monsters
or jump and spin right out of the
gooey stuff when he gets stuck.
Yahoo!
Ride the Whirling Waterspouts like
bucking broncos. Go high, go low,
but don't fall off!
Jumping gets Taz across the hot
rocks. Use the Rock Monsters for
stepping stones. Get one to follow
Taz, then jump on its head to get
to a higher spot.
Spin! If there's nowhere to go,
take a chance. Jump and spin, and
see where it lands you. And don't
let Taz stand around when Bull
Gator and Axl come rolling
through!
The Factory
Somebody left a crate in the
garage. Great! Pick it up and use
it for a step.
Walk on the conveyor belts in the
opposite direction to the way
they're moving, so you don't get
smashed by pistons.
Time your jumps over the whirling
fans and the slamming doors on the
blast furnaces.
If you get stuck with no way out,
try jumping down by pressing the
Jump button plus the D-Pad
DOWN.
The factory's run by robots, but
some of the control points are
unguarded. Find the levers and use
the Action button to throw the
switch.
You'll get a kick-or maybe a
zap!-out of what happens next.
The factory's too dangerous to
take chances, so don't skip meals.
Figure out how to run between the
laser shots. Sometimes waiting for
a clear path is better than
dashing like crazy straight into
trouble!
The Jungle
It's wild! And full of wildlife.
The Bush Rats and Weed Buds aren't
too keen on Taz's invasion. Jump
on the critters to knock them off
rocky outcrops.
Or spin to whack them. Be careful
Taz doesn't go overboard too! Taz
has an extra ability on the river.
As the logs float by, he can ride
them downstream!
Press the D-Pad DOWN when
jumping to jump forward, toward
the river. Press it UP to jump
backward, toward land. Use the
river rocks for landing spots,
too.
But don't trust your footing on
any one spot for too long.
In Practice and Easy modes, Taz
will bound out of the river if he
falls in, as long as he's healthy
enough.
If he gets too weak, he goes
under. In Hard mode, any time Taz
falls in the water he's out of
luck.
Jumping spins will take you to the
top of the Rat Tree. Sometimes
you'll just have to go for it,
without knowing where you'll land.
Don't let Taz eat the bags of No
Weed. Throw them at Weed-Ola
instead. Or tromp on its head to
stamp out this snapping jungle
giant.
Iceland
Slick ice! And Taz keeps slipping
on it! Press the D-Pad in the
opposite direction to the way Taz
is walking to keep him from
sliding right off the edge of the
frozen chunks.
MMMmmmmm-frozen fish for supper!
The Penguins put up a squabble
when Taz goes after it, so give
them a dunking.
It's Arctic weather, so it only
takes a second for Taz to freeze
up into a Taz cube when he falls
into the icy water. Keep his
health up, and he'll be able to
break out and spin to safety.
Jump from floe to floating floe.
And look for the secret igloo full
of goodies near the end.
The Mine
Taz takes a wild ride on a
roller-coasting ore cart. The cart
is almost out of control, so
you've got to be quick to make it
through safely.
Press the D-Pad LEFT to slow
down, and RIGHT to speed up. Press
and hold the Action button to
lift the cart over obstacles, and
release it to set the cart down
again.
Look for the Up an Down arrows
that show you when to raise and
lower the cart.
Watch the lights right before
jumping over the deep pits. Yellow
lights mean "Slow down!" Green
lights mean "Speed up!" to get
across safely.
Once you're in the mine shafts,
use the elevators to zip around.
Grab the lever with the Action
button, and press the D-Pad UP
or DOWN to move.
Some elevators are on rubber
ropes. Jump to make them plunge
down faster and snap back higher.
Don't forget, though-in this old
mine, some elevators will be "Out
of Order!"
The Taztec Ruins
The ancient ruins are crumbling
away, and loaded with lively Bush
Rats. The temple is so broken
down, it's turned into a maze of
dead ends.
Be careful here.
The flaming Dragon Heads are still
active, and the bats can get so
pesky that you might be tricked
into twirling right off the
ledges. Find the Milestones as
soon as you can.
At the top of the temple, Taz
discovers the stone statues of his
ancestors. You must be getting
close!
The Giant Seabird Nest
You've found it-the long-lost
legendary giant seabird's nest and
its enormous egg! Now you've got
to figure out how to get rid of
Momma Bird. Good luck!
 Taz-Mania
 Hints and Tips
 Use Up/Down to scroll text
 * Hit the switches to turn off
the laser cannons and the conveyor
belts to get through Stage 2-2.
It's easier!
 * In Stage 4-2, defeat the
boss by jumping over his arrows
and hit him with your spinning
attack. Keep spinning at him from
one side to another until he gives
up!
<a name="Techclsh.o">TECHCLSH.O</a>
 TechnoClash
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPELLS
 HINTS AND TIPS
 BROWSE HELP FILES
 TechnoClash
 Game Description
 
 Use Up/Down to scroll text
PREPARE FOR TECHNOCLASH
From the Journal of Ronaan:
A daemon has arrived in the Inner
Realm via an interdimensional
portal. We call him the Engine
Man--half man, half machine.
The Engine Man's presence
foretells the coming of the
TechnoClash, the war between
technology and magick which has
been prophesied all these many
years.
It is only a matter of time before
armies of Engine Men follow this
one and set about destroying the
beauty of the Inner Realm with
their harsh metal, their vile oil,
the stench of their grinding
gears.
Abaris, my mentor, called me to
his side this day and honored me
with these words:
"It falls to you, Ronaan, as the
Wizard Prince of the Inner Realm.
The TechnoClash is at hand. You
must assemble your bodyguards and
chase the Engine Man.
Follow the Engine Man into his own
world, and there, destroy him and
all that are like him. I will
accompany you, and advise you, but
you alone have the power to save
the Inner Realm."
I have just learned that Abaris'
Life Staff has been stolen. Its
power must not fall into the hands
of Technology--our situation is
more dire than we thought.
At dawn we cross through the
one-way portal into the
unknown--the Outer Realm. Only
when we have discovered the source
of the Engine Men and destroyed
it, and recovered the powerful
Life Staff, can we return.
If we fail, the Inner Realm falls.
I pray I will find it within me to
do what I must do.
 TechnoClash
 Controller Functions
 
 Use Up/Down to scroll text
D-Pad:
 * Use this to move Ronaan in
any direction.
Button A:
 * Swing your staff.
 * A + Start: Toggle
Ronaan/Indar Views.
 * A + D-Pad: Scroll screen.
 * A + B: Heal.
 * A + C: Invulnerable.
Button B:
 * Cast Spell (Fire).
Button C:
 * Hold this button to Show
Spell Matrix. Then, use the D-Pad
to Highlight the Spell. Finally,
release Button C to Choose Spell.
 * C + B: Levitate.
 * C + A: Teleport.
MODE Button (6-button):
 * Heal.
Y Button (6-button):
 * Levitate.
X Button (6-button):
 * Teleport.
Z Button (6-button):
 * Invulnerable.
If you want to use your 6-button
controller, be sure to highlight
that option in the Main Menu.
NOTE: When more than one button
is pressed, they are listed in the
order they should be pressed.
Press and hold the first button,
then press the second button.
 TechnoClash
 Playing the Game
 
 Use Up/Down to scroll text
Scrolling The Screen:
Sometimes enemies wait just out of
sight, and their attacks seem to
come out of nowhere. Using the
Scroll feature you can see one
screen away from Ronaan.
You are able to use the Scroll
feature at any time during combat,
which makes it easier to defend
against enemies just out of view.
 * To Scroll the screen, hold A
and D-Pad in any direction. When
you release A, the screen centers
on Ronaan again.
Indar's View:
Indar is the Falcon of Second
Sight and Ronaan's constant
companion. Through Indar's eyes,
Ronaan can scour the terrain of
the current level to spot enemies,
portals, and other objectives.
Whatever action you are doing when
you look through Indar's view does
not stop. The Radar Window shows
the locations of enemies (gray
dots) relative to Indar's position
(marked by a red cross).
The Locator Arrow indicates the
position of the current Bodyguard
relative to Indar's position,
enabling Ronaan to quickly locate
his Bodyguard in the event they
become separated.
 * To bring up Indar's View
from the Game Screen, hold A and
press Start.
 * To bring up Indar's View
from the Options Menu, D-Pad
up/down to highlight GO TO INDAR
VIEW, then press A.
 * To move Indar, D-Pad in any
direction. He continues in that
direction until you D-Pad in
another direction.
 * To bring up the Options Menu
(pause) from Indar's view, press
Start. Press Start again to return
to Indar's View.
NOTE: When the Options Menu is
accessed from Indar's view, only
GO TO FIELD VIEW is available.
 * To return to Ronaan's view,
hold A and press Start again.
Ronaan's Staff:
Ronaan always carries his staff,
which can be used as a back-up
weapon when spells are running
low. When used at close-range, the
staff is a fairly powerful weapon.
The staff is especially useful for
fending off incoming projectiles.
Ronaan can swing the staff to
block most bullets and spells,
which sends them flying back at
the enemy.
 * To swing the staff, press A.
Be sure Ronaan is directly facing
his enemy when he swings.
Tokens:
Tokens appear on the ground as
Ronaan and his bodyguard destroy
enemies. Each token displays a
color and a letter that indicate
its type: spell, cardkey, or
bodyguard ammunition.
Spells and ammo can be found in
each level, and cardkeys only on
some levels. To pick up a token,
move Ronaan over it.
 * Blue = Combat Spell.
 * Purple = Non-Combat Spell.
 * Red = Chazz Ammo.
 * Green = Farrg Ammo.
The Life Meter:
The Life Meters on the right side
of the screen represent Ronaan and
his bodyguard's health. Life
meters are restored when a HEAL
spell is cast, or whenever you
return Ronaan to Camp.
When Ronaan's Life Meter hits
bottom, the "Game Over" message
appears. If you have Continues
remaining, the Continue Screen
appears.
Continues:
Ronaan begins with three lives, or
Continues. He can acquire
additional Continues in the form
of "beating heart" tokens found
throughout the game.
The number of Continues remaining
is always displayed at the top of
the Options Menu.
When Ronaan loses a life, the
Continue screen appears with YES
highlighted.
 * To continue the game, press
B with YES highlighted. Ronaan is
returned to the beginning of the
current level.
 * To return to the Main Menu,
use the D-Pad to highlight NO,
then press B.
NOTE: Be sure to write down the
password at the bottom of the
Continue Screen in case you need
to restore your game later.
The Options Menu:
When the Options Menu is active,
the game is paused. The Options
Menu can be accessed from the Game
Screen, as well as from Indar's
View.
 * To pause the game and call
up the Options Menu, press START.
 * NOTE: When the Options Menu
is accessed from Indar's View,
only GO TO FIELD VIEW is
available.
The Options Menu gives you a
status report on your remaining
Continues (lives), current level,
spells and ammo carried, and your
Bodyguard's current ATTITUDE.
At the bottom of the screen is
your current password, which can
be used to restore the current
game.
The Spell List
Most of the Options Menu screen is
devoted to the Spell List, which
tells you how many of each spell
Ronaan is carrying. You can also
use the list to select a Combat
Spell, or to cast a Non-Combat
spell.
 * To select a spell, use the
D-Pad to highlight the desired
spell, then press A. Non-Combat
Spells take effect immediately.
Combat Spells must be cast by
pressing B at the Game Screen.
Inventory
Inventory lists all the cardkeys
you've picked up on your current
level.
 * To view your inventory D-Pad
up/down to highlight INVENTORY,
then right/left to scroll through
items.
Bodyguard Attitude
You can instruct the bodyguard to
behave in one of three ways:
offensively, defensively (guard),
or passively (shadow).
OFFENSIVE: Bodyguard seeks out
and attacks the nearest enemy on
the screen.
GUARD: Bodyguard sticks right by
Ronaan at all times and battles
the attacker nearest to him.
SHADOW: Bodyguard sticks right
by Ronaan at all times, but does
not attack or defend against
enemies. Bodyguard cannot levitate
in this mode.
 * To set Bodyguard Attitude,
D-Pad up/down to highlight
BODYGUARD ATTITUDE, then
left/right to select OFFENSIVE,
GUARD, or SHADOW.
NOTE: When the bodyguard is
knocked unconscious and returned
to the Camp, his attitude defaults
to GUARD.
Bodyguards:
Bodyguards usually accompany
Ronaan in his travels and help him
fend off enemy attacks. Each
bodyguard has specific talents,
making him uniquely useful on
given levels.
FARRG: Farrg is a barbarian--not
too bright but very loyal. He's
faster than Chazz, on his feet and
with his weapon. He carries a
broad sword, which does more
damage than Chazz's staff.
Though he's a good fighter, Farrg
can't follow when you levitate.
He'll serve Ronaan well on the
early levels.
CHAZZ: Chazz isn't a barbarian,
though his manners aren't always
perfect. In close combat he uses a
staff, which is not quite as
powerful as Farrg's broad sword.
Chazz has some good spells which
do more damage than Farrg's
bullets. The best thing about
Chazz is that he can teleport to
Ronaan's location when he
levitates, making him the clear
choice for bodyguard on later
levels.
Bodyguard Ammo:
Each bodyguard uses special ammo
for his weapon of choice. When
Ronaan picks up a token for your
current bodyguard (C=Chazz,
F=Farrg), he gets more ammo.
A bodyguard can carry no more than
255 rounds.
NOTE: Only tokens for the current
bodyguard increase his ammo (C
tokens don't help Farrg, and
vice-versa).
The Camp (pause):
The Camp is where Ronaan goes to
regroup and get information from
his mentor, Abaris, and the
bodyguards. Whenever you return to
the Camp, Ronaan's Life Meter is
refreshed.
When you exit the Camp, you can
choose a new bodyguard if you
wish. There are two ways to return
to camp: by going back to the
place where the level started, or
by using the Teleport spell.
Generals:
Generals (bosses) await Ronaan at
the end of each level, when the
level's goal has been achieved.
Each level holds at least one
General, sometimes more.
Ronaan must destroy each General
in order to advance to the next
level. Generals are much stronger
than other enemies.
When Ronaan battles a General, the
General's Life Meter appears on
the left side of the screen. Like
Ronaan and the bodyguards' Life
Meters, the General's Life Meter
represents his health.
When the Life Meter hits bottom,
the General is destroyed. Generals
carry stolen shards of Abaris'
mighty Life Staff.
Life Staff Shards:
Each of the Generals carries a
shard of Abaris' Life Staff.
Shards appear as sparkling objects
when a General is destroyed.
Each Life Staff Shard Ronaan
recovers makes his Life Meter grow
larger, allowing him to survive
more damage.
 * To pick up a Life Staff
Shard, move Ronaan over it.
 TechnoClash
 Spells
 
 Use Up/Down to scroll text
Using Spells and Weapons
Ronaan uses a variety of spells
for both combat and non-combat
related purposes. During his
travels he'll pick up spell tokens
which give him additional "rounds"
(up to 99 each) of each spell.
Spellcasting
Spells can be selected and/or cast
from the Game Screen (during
play), or from the Options Menu
(with the game paused).
The following section contains
instructions for casting Combat
and Non-Combat spells.
Casting Spells from the Game
Screen
Combat Spells
Be sure Ronaan is facing the enemy
or object you intend to damage
before you cast a combat spell.
 * To bring up the spell
matrix, press and hold C (this
does NOT pause the action).
 * Use the D-Pad to highlight
the spell you wish to use, then
release C to select it.
The spell's letter appears in the
lower left section of the screen.
The number above the spell
indicates how many rounds you have
left.
In the case of the Basic Spell,
the number above the spell tells
you how many rapid-fire rounds
remain.
 * To cast the current combat
spell, press B.
Non-Combat Spells
Spell 3-button 
6-button
Heal A + B MODE
Levitate C + B Y
Teleport C + A X
Invulnerable A + C Z
For information on casting spells
from the Options Menu, see Playing
the Game.
A Wizard's Guide to Spells
Ronaan can acquire and cast
thirteen different combat and
non-combat spells. He begins the
game with a few rounds of each
spell, and he can pick up spell
tokens throughout the game by
walking over them.
Each token is good for a certain
number of rounds, indicated by the
number that appears onscreen when
the token is picked up, with a
limit of 99 rounds that Ronaan can
carry.
Combat Spells
There are nine combat spells, all
of varying effect and potency.
Select combat spells from the
spell matrix while in combat.
The Basic Spell: (B) Ronaan is
always equipped with the Basic
Spell. It is the weakest combat
spell, but its supply is
inexhaustible.
This spell serves as an automatic
back-up spell when the currently
selected spell runs out.
Additional B tokens Ronaan picks
up boosts the spell's power to
rapid-fire mode for a limited
number of shots (indicated by; the
number above the B spell).
In rapid-fire mode, the Basic
Spell continues to fire while B is
pressed (until there are no more
rounds). When no number appears,
the Basic Spell is in single-fire
mode (one spell is cast each time
you press B).
The Lightning Spell: (L) The
Lightning Spell's speed and range
make it one of the handier combat
spells. Though it's not terribly
effective against high-level
Generals, it does considerable
damage to some lower-level ones.
The Super Spell: (S) The Super
Spell is one of the most powerful
combat spells available. Though it
doesn't move fast, one shot can
strike multiple enemies if they're
standing close together. Use it
wisely.
The Angle Spell: (A) The Angle
Spell looks like a boomerang and
bounces off walls and other solid
objects. One drawback to the Angle
Spell is that it moves slowly.
The Angle Spell must be cast one
round at a time (i.e. a second
round cannot be cast until the
first has disappeared). It's main
advantage is that you can change
its trajectory in mid-flight.
 * To change the Angle Spell's
trajectory, D-Pad in the desired
direction immediately after
releasing the spell.
The Time Bomb Spell: (T) The
Time Bomb Spell is a highly
specialized demolition spell. No
other spell can destroy launch
tubes, wall guns, and mobile
launchers.
Once you release a Time Bomb, you
have three or four seconds to move
Ronaan a few feet away and avoid
the blast. This is the only spell
that can hurt Ronaan or the
bodyguard.
The Mondo Major Spell: (M) The
Mondo Major Spell blasts all the
enemies on the screen
simultaneously. It's a good idea
to save Mondo Major Spells until
you really need them, like when
Ronaan is taking hits from all
sides.
The Hold Spell:(H) The Hold
Spell freezes the enemy for a few
seconds, allowing you to attack
without fear of retaliation.
Most enemies under the Hold Spell
can be destroyed with a few blows
from Ronaan's staff, which saves
on combat spells.
NOTE: The Hold Spell is
ineffective against Generals and
some enemies.
The Wide Spell: (W) The Wide
Spell shoots three fireballs in a
wide trajectory. It is especially
useful against large groups of
enemies.
The Death Spell: (D) The Death
Spell moves slowly, but it
destroys many enemies in one or
two blows. As one of the stronger
combat spells, it is a good one to
save up for use against Generals.
Non-Combat Spells
There are four non-combat spells
available to Ronaan. Each provides
him (and frequently his bodyguard)
with some means of protection,
escape, or travel.
The Heal Spell: (cross) The Heal
Spell restores Ronaan's Life Meter
(as well as the bodyguard's). It
is especially useful for reviving
a bodyguard who has been knocked
unconscious.
When a wounded bodyguard is left
behind, he returns to The Camp and
loses his ammunition.
The Levitate Spell: (LV) The
Levitate Spell raises Ronaan off
the ground for several seconds,
allowing you to move him in any
direction using the D-Pad.
Use the Levitate Spell to cross
chasms and divides.
NOTE: Chazz can teleport to
Ronaan's location when he
levitates; Farrg cannot.
The Teleport Spell: (TE) When
you cast the Teleport Spell, a
teleport appears near Ronaan. The
teleport takes Ronaan back to the
camp.
Back at the camp, his Life Meter
(and that of the bodyguard) is
recharged. Upon leaving the camp,
Ronaan is returned to the
beginning area of the level with
his accomplishments intact.
The Invulnerable Spell: (I) The
Invulnerable Spell makes Ronaan
invulnerable to attack for several
seconds.
Ronaan blinks while he's
invulnerable and begins to flash
rapidly just before the
Invulnerable Spell wears off.
 TechnoClash
 Hints and Tips
 
 Use Up/Down to scroll text
A Guide to the Outer Realm:
Warning: The following section
reveals hints some experienced
gamers may not want to know!
The following excerpts from the
journal of Ronaan explain the
goals for each level, along with
some hints for completing them.
While you don't have to read this
section in order to play the game,
you may find it helpful.
Level 1-Las Vegas Casino
From the journal of Ronaan:
Having crossed through the portal,
I have arrived in a land of much
loud, bright, foul-smelling
technology. I am alone but for
Indar, my falcon.
But I can't continue alone; I must
find Abaris, Farrg, and Chazz.
Through Indar's eyes, I can see
that the way before me is thick
with enemies.
The Engine Man awaits me to the
east--if only I can survive long
enough to reach him! I'll save up
my Death Spells and send him to
meet his Creator, the Robot Lord.
Beyond the Engine Man is a
stairway. I can only hope it will
lead me to my friends.
Level 2-The Junkyard
From the journal of Ronaan:
The Engine Man is everywhere.
Our camp is in the center of a
vast wasteland littered with
ruined machines and other refuse.
Four gates surround us, and our
enemies spring from them like
water from some cursed fountain.
We must find the cardkeys which
will allow us to close each gate,
then destroy every enemy within.
Abaris warns me that we'll face
stronger foes when that task is
completed, and that more will
certainly await us underground.
Level 3-The Desert
From the journal of Ronaan:
The desert is a savage place,
filled with more mechanical
abominations than any place we've
yet seen.
Our goal is to open the door to
the underground elevator--only
then can we leave the desert.
Abaris says we must enter each
shack and touch each communication
stalk to call forth the main
elevator stalk.
Each shack also houses a launch
tube which spews forth deadly
engine creatures--I may be able to
slow their progress if I can find
a way to destroy the launch tubes.
Somewhere in the desert lies a
cardkey which will open the
underground elevator. It must be
inserted into the main elevator
stalk to facilitate our escape.
According to Abaris, the main
elevator is guarded by the
strongest Engine Man we've
encountered thus far.
Level 4-The Underground City
From the journal of Ronaan:
We have arrived in the Underground
City, and our search begins for
the laboratory from which the
Engine Man and his brothers have
come.
Using the cardkeys we find, we'll
search every building until we
find the lab. Will the Robot Lord
himself await us there?
I pray we're strong enough to find
him, wherever he is.
Level 5-Portal Cavern
From the journal of Ronaan:
The cavern is filled with guns
that fire on us ceaselessly. Time
Bomb spells may be the only thing
that will stop them.
There are three large generators
from which our enemies pour by the
dozens. Unlike the launch tubes
we've encountered before, these
seem to be invincible.
I won't waste my precious spells
on the generators. Abaris says I
must touch the two communications
stalks to disable Creator Stiles'
protective field.
The field protects us as well as
him-he is certainly the mightiest
enemy we have met on our journey.
I only hope I have enough spells
to vanquish him.
Level 6-'Tween Place
From the journal of Ronaan:
We are near the end of our
journey. Abaris calls this the
'Tween Place-not here, nor there.
It is a mind-boggling labyrinth of
portals.
I must stay focused if I'm to find
my way through; some portals take
me to places I've been before,
where all my slain foes are
resurrected and waiting to greet
me.
Our goal is to reach the Final
Cloud which is guarded by dozens
of deadly robotic spiders. They
protect a mysterious presence we
must confront before we can go on.
Level 7-Teg Temple
From the journal of Ronaan:
This is the Teg Temple, the place
where our final battle will take
place. A maze lies before us, even
more intricate than the one we've
just traversed.
We must seal the portal once and
for all, by moving the great stone
blocks into the holds, all the
while fighting the enemies that
flow from yet more indestructible
generators.
This is the test that will tell
whether the Inner Realm lives or
dies. Will I emerge victorious and
return to my home a hero, or a
failure doomed to live out my days
exiled to a world of machines?
<a name="Thempark.o">THEMPARK.O</a>
 Theme Park
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 OPEN FOR BUSINESS
 INFORMATION SCREENS
 BROWSE HELP FILES
 Theme Park
 Game Description
 
 Use Up/Down to scroll text
As is usual with this kind of
game, the aim of Theme Park is
global domination.
You must open a park on every one
of the available sites around the
world, and in the process
establish yourself as planet
Earth's premier Theme Park
operator.
Once a year you're given the
option to sell your current park.
You need to decide whether or not
it's worth accepting the money on
offer, or continue to build on the
park's success and hopefully get
an even higher asking price in
twelve months time.
There's a maximum size to which
you can grow your park, with no
more than 150 visitors allowed in
at any one time and a ceiling on
the number of rides which the park
can hold.
At this point you will not be able
to add any more features to the
park. Once you've achieved this
limit, it's well worth considering
selling up.
NOTE: As the park fills up with
people and facilities, the game
slows down so that you can more
easily keep an eye on all the
activity.
The money made from the sale of
each park is then used to finance
the purchase of another site, with
enough cash left over to develop
the next park.
Only when you've turned all the
dots on the World Map from a
neutral blue to gold have you
succeeded in your aim.
Now that might sound easy enough,
but if you think it's going to be
a walk in the park, you couldn't
be further from the truth.
Success in the Theme Park business
requires an awesome eye for
detail. You need to fine tune
every ride, shop and side-show for
maximum profit margin.
Don't forget to check on your
finances regularly at the Bank
Screen and listen to the Park
Advisor's advice throughout the
game, giving you hints on how to
make the most of Theme Park.
It's a roller-coaster ride of
financial highs and lows, but
whether you end up on top of the
heap or taking a leap, you can
bank on having a whole lot of fun!
 Theme Park
 Controller Functions
 
 Use Up/Down to scroll text
 * To open the Icons Menu,
press Start.
 * To highlight an icon, press
the D-Pad up, down, left, or
right.
 * To open the Purchaser
Screen, press A
 * To open the Quick Menu,
press B.
 * To repeat the last Quick
Menu, press C.
 * To move the cursor, press
the D-Pad up, down, left, or
right.
 * To place an item, press A.
 * To remove an item, press B.
 * To open or close the Park,
hold Start and press C.
 * To decrease game speed, hold
Start and press A.
 * To increase game speed, hold
Start and press B (up to 4 times).
 Theme Park
 Playing the Game
 
 Use Up/Down to scroll text
Enter Name Screen:
You must enter your name before
you can choose a location for your
park.
To enter your name, use the D-Pad
to move the cursor arrow around
the letters grid and press A to
select a letter; this appears in
the name bar below.
You can now repeat the process
until the entire name has been
entered. Press B to delete
incorrect letters.
Next, move the D-Pad down to the
three options below the name bar.
They are:
 * Start Level: Press A to
choose between Easy, Medium, and
Hard. This alters the amount of
money you begin the game with.
On Easy level, 200,000 is
deposited in your current account.
On the Medium level, 150,000 is
added to your coffers, while on
Hard level you've a mere 100,000
to play with.
 * Park Visitors: Choose a mood
from Happy, Normal, or Fussy by
pressing A. The fussier your
customers are, the harder it is to
part them from their cash.
This only affects your Theme
Park's visitors for the first four
years of operation, after which
it's all up to you.
 * Opponents Level: This
decides how aggressive your
opponents are. Press A to choose
between Easy, Medium, and Hard.
You can make life a lot simpler if
you hamper the opposition and make
them Easy.
When you're ready to leave the
Enter Name screen, either press
Start or D-Pad to highlight the
Tick icon and then press A. You
arrive at the World Map screen.
At the World Map screen you decide
where in the world to locate your
Theme Park.
All the available sites are marked
in blue, red dots mark locations
you currently can't afford and
gold dots show where you've
already established a successful
park.
If this is your first game, the
only available location is the
United Kingdom.
Beneath the map your name is
displayed, along with your bank
balance and the name of the
currently selected location.
Move the D-Pad up, down, left, or
right to highlight a location with
the cursor and then press A to
display the Site Details. The Site
Details include:
 * Cost: How big a bite of your
bank balance is this location
going to take?
 * Difficulty: Easy, Medium, or
Hard, based on the size of the
population able to access the
park, the stability of the
economy, and the climate.
Sites close to large European or
North American cities are an
easier proposition than those in
more remote locations, but they
are also more expensive.
So when choosing a location, make
certain you've enough cash left to
develop it and haven't blown the
lot beforehand.
The cheaper the site, the more you
need to spend to make it a
success.
 * Local Population: The number
of potential customers that your
Theme Park has to draw from in the
early stages.
 * Medium Population: A
medium-sized park attracts
visitors from further afield.
 * Long Population: When your
park has grown in size and
reputation, the number of
potential customers grows to the
figure found here.
 * Inflation Rate (0-100
percent): The lower the better,
because an inflation rate of 100
percent means that your overheads
will double annually.
 * Interest Rate (0-100
percent): The lower this rate, the
less interest you pay on your bank
loan.
 * Economy: Rich, Poor, or
Medium. This indicates how much
disposable income your customers
have to spend in the park; the
weaker the economy, the less cash
there is.
 * Tax Free Period Years: The
length of time you can run your
park without paying land tax.
 * Land Tax: The amount you pay
is calculated by applying this
rate to the area of land your park
occupies, so keep it compact and
pay less tax.
 * Weather: The more temperate
the conditions, the easier it is
to attract visitors.
 * Terrain: The type of land
you're building on.
 * Who: The name of the park's
owner.
To remove the Site Details and
look at another site, press A
again. When you find a site you're
happy with (and can afford), press
Start to buy the land and you're
instantly transported to the Park
Screen.
The Park Screen:
On the Park Screen your chosen
site is an area of land with a
wall around it and a main gate.
You've a lot of work to do before
it's the world's ultimate tourist
attraction.
Using the Icons Menu:
Press Start to access the Icons
Menu. This is the key to creating
your Theme Park.
The icons are for: paths, queues,
rides, shops, park features,
staff, main menu, query, park
status and the bank screen.
To select an icon, use the D-Pad
up, down, left, or right to
highlight it and then either press
A for the Purchaser screen (where
applicable), or press B for the
Quick Menu.
NOTE: After selecting an icon you
need to press Start again to
re-open the Icons Menu.
Laying Paths:
Before you can do anything else,
you must lay paths around the park
for visitors to walk along. This
is the only way customers can
access shops and rides.
Like everything else in Theme
Park, paths cost money, so in the
early stages when cash is tight
you need to be sensible and place
paths only where rides and shops
are going.
NOTE: You cannot lay a path where
natural obstacles such as rocks or
water block the way.
To lay a path, use the D-Pad to
highlight the Paths icon and press
A; the cursor becomes a trowel.
Now hold down A and scroll around
the park using the D-Pad.
To remove paths, highlight a
section of path with the trowel
and press B. You cannot delete the
original area of path from around
the main gate.
NOTE: Paths are the only item you
pay for immediately. You won't get
the cost of any ride, shop, or
staff purchases deducted from your
budget until a month has passed.
The Paths Menu:
To access the Paths Menu, use the
D-Pad to highlight the Paths icon
and press B. You can now choose
between concrete, one-way paths,
or sign-posts.
Move the D-Pad left/right to
highlight the desired icon and
then press A.
One-Way Paths:
To lay a one-way path, use the
D-Pad to highlight a path square
and then press A repeatedly until
the arrow is oriented in your
preferred direction.
Sign-Posts:
Select the sign-post icon from the
Paths Menu and the icon attaches
itself to the cursor.
To give the sign a sense of
direction, highlight the entrance
of the shop or ride to which you
want the sign to point with the
D-Pad and press A.
Now move the post to the desired
position on a path and place it by
pressing A again; whenever it's
placed, the sign points to the
chosen amenity.
Press A again to rotate the sign
and lead customers to a
destination via a different route,
so as to pass additional shops and
rides they might otherwise have
missed.
NOTE: Remember to re-select normal
paths from the Paths Menu after
selecting one-way or sign-posts.
Forming Queues:
The thrill-hungry public are
unable to sample the delights of a
ride unless they can form an
orderly queue for it.
Customers can still access a ride
which isn't connected to a path by
a queue, but they do so only one
at a time and the ride is not used
to maximum efficiency.
 * To form a queue, use the
D-Pad to highlight the Queue icon
and press A. Now connect the
entrance of your chosen ride to
the path.
Queues can be placed or removed
just as you would a path; hold
down A and D-Pad around the screen
to place a queue, highlight and
press B to remove a section of the
queue.
NOTE: A queue must always be
placed between a path and the
entrance to a ride.
Selecting Rides:
Only four of Theme Park's rides
are available at the start of the
game. There are two ways to
purchase rides: via the Rides
Purchaser screen or from the Rides
Menu.
NOTE: Just to make things
trickier, some sites may only
offer you three rides to begin
with.
 * To purchase rides, use the
D-Pad to highlight the Rides icon
and press A for the Rides
Purchaser and some in-depth
information about the attractions
currently available to you.
Alternatively, highlight the Rides
icon and press B for the Rides
Menu. use the D-Pad to highlight
an item from this menu and press A
to select a ride.
Each one has a price tag; if you
don't have enough cash for a
particular ride, the cursor turns
red.
Having made your decision, the
Rides Menu disappears, leaving the
chosen attraction attached to the
cursor.
 * To place a ride, use the
D-Pad to move to an area of the
park large enough to accommodate
it and then press A.
If there isn't enough room in the
area you've selected, an
electronic burp lets you know. Now
you have to place the ride's
Entrance and Exit.
 * To remove a ride, use the
D-Pad to position the cursor over
the ride's entrance and press B; a
requester box appears asking you
to confirm your decision.
Highlight the tick icon and press
A to remove the ride. If the ride
is less than a month old, its
purchase price isn't deducted from
your bank balance.
To return to the park screen
without deleting the ride,
highlight the X icon and press A.
Placing the Entrance and Exit:
Once a ride has been positioned,
the Entrance icon appears. Move
the D-Pad up, down, left, or right
to move the Entrance around the
ride, and then press A to lock it
in place.
NOTE: You can move the Entrance
again by choosing the appropriate
icon from the Ride Information
screen.
The Exit icon is a short flight of
steps. Place this as you did the
Entrance. Remember to link every
Exit to a path, or when your
attendees leave the ride they mill
around on the grass.
Buying Shops:
While it's the thrill rides that
draw in the crowds you need to
keep your visitors happy (and earn
extra bucks) by supplying
refreshments, and entice them into
going home with some Theme Park
souvenirs.
There are also various side-shows
available to you, which can be
nice little earners if properly
managed.
NOTE: Food and drink stands are
essential to the running of your
park, as people head for home if
they can't get a drink and a bite
to eat.
However, souvenir shops and
side-shows can turn you the
healthiest profit.
Visitors only buy souvenirs if
they're having a good time, so
place souvenir shops next to your
park's best rides and watch the
money roll in.
 * To purchase a shop, use the
D-Pad to highlight the Shop icon
and press A for the Shops
Purchaser screen and an in-depth
look at the available shops.
Alternatively, press B for the
Shops Menu. Use the D-Pad to
highlight a shop from the menu and
then press A to select it.
Each one has a price tag; if you
can't afford the chosen shop the
cursor turns red.
Having made your selection, the
Shops Menu disappears leaving you
to place the shop where it's
likely to attract the most
business.
Use the D-Pad to position the
shop, and then press A.
Park Features:
What with Most Pleasant Park among
the categories on which your Theme
Park is judged, it's a good idea
to beautify the place with trees
and fountains.
Plus, the park won't stay
beautiful for long without proper
toilet facilities and clear
signposts showing people where
they are.
 * To purchase park features,
use the D-Pad to highlight the
Park Features icon, and then press
A for the Features Purchaser
screen.
Alternatively, press B for the
Features Menu. highlight an item
from this menu using the D-Pad,
and then press A.
On the Park Screen use the D-Pad
to choose a location and press A
once for every tree you want to
plant.
If you're putting up a fence,
press and hold A, then use the
D-Pad to scroll through the park.
To remove any feature placed in
error, highlight the offending
item using the D-Pad and then
press B.
Toilet Training:
With all the food and drink you
(hope to) sell, visitors are going
to need somewhere they can off
load any excess.
Forget to place toilets around
your Theme Park and things are
going to either get very messy, or
visitors will head for home the
moment nature calls.
The only lavatory available from
the Park Features list at first is
an old, wooden outhouse; not the
nicest place in the world to park
your backside.
Customers are rather tentative
about using these, and a queue
forms outside while the occupant
gingerly places a protective layer
of lavatory paper between flesh
and toilet seat.
Woe betide the Theme Park owner
who forgets to have these toilets
cleaned.
It isn't long before an outhouse,
with its dodgy drainage and
doubtful flushing mechanism,
stinks to high Heaven.
And if placed upwind of the queasy
stomachs that often emerge from
the more thrilling of thrill
rides, it's a recipe for disaster.
First, one attendee loses his
lunch and then a chain chunder
rips through the crowd like
wildfire.
Before long your park's going to
be about as popular as a bottle of
barbecue sauce at the Three Little
Pig's house.
You can, of course, combat this by
keeping outhouses properly
maintained.
Send handymen to clean them
regularly, and should the worst
happen, and the vomit begin to
flow, make sure there are plenty
of staff to mop it up.
Inject some cash into research and
soon your customers are relaxing
on the luxurious, hi-tech Super
Toilet.
This self-cleaning lavatory is so
sophisticated it does everything
but sing like Noel Coward to the
occupant.
Far from throwing up, customers
are more likely to move in.
Hiring Staff:
There's no way you can offer the
levels of service and satisfaction
that your paying customers expect
without staff. You can hire
entertainers, handymen, mechanics,
and guards.
Each have specific duties, but
they're all there to help things
run smoothly.
 * To hire staff, use the D-Pad
to highlight the Staff icon, and
then press A for the Staff
Purchaser screen.
Otherwise, press B for the Staff
Menu. Highlight a staff category
from this menu using the D-Pad and
then press A.
On the Park Screen, use the D-Pad
to choose a location and press A
once for every member of staff you
want to hire.
NOTE: Remember that staff are an
ongoing expense; the figure next
to each category represents their
monthly wage.
Main Menu:
To return to the Main Menu at any
time during the game, simply
highlight this icon and press A.
NOTE: You cannot continue the game
within the first month of the park
opening.
Query Icon:
Access the Information screens by
activating the Query Icon. Use the
D-Pad to select the icon and press
A; the cursor becomes a question
mark and the Icons Menu closes.
Now D-Pad to any ride, shop,
member of staff or customer and
press A for the Info screen. An
arrow appears by any customer or
staff member to indicate that
they're being queried.
Now press Start to open the Icons
Menu. The Tune-Up Bar is active
and the name of the queried item
appears above it.
 * To open the information
screen, use the D-Pad to select
the Information icon in the
Tune-Up Bar and press A.
Park Status Icon:
The Park Status icon's smiley face
reflects the mood of the park
visitors. The bar next to the icon
is divided into two portions.
The upper portion shows the volume
of customers currently in the
park, while the thinner yellow bar
below displays the number of
people on the incoming bus.
Bank Icon:
This constantly displays your
current bank balance, but if
you're short on cash and want to
get a bank loan or you're
interested in the current state of
the Theme Park's finances, you can
highlight this icon and then press
A to access the Bank Screen.
 Theme Park
 Open For Business
 
 Use Up/Down to scroll text
Open For Business:
When your rides, shops, and other
amenities are ready and you want
to start making some money, open
the park and let the people flood
in.
Don't just open as soon as you've
laid the first path.
It might seem an attractive
proposition to start earning money
immediately, but you only end up
chasing after visitors and
hurriedly providing facilities for
them.
 * To open and close your Theme
Park, hold down Start and then
press C. Alternatively, move the
cursor over the park entrance and
then press A.
PEOPLE IN THE PARK
The people that swarm around your
Theme Park are divided into two
basic groups: staff and customers.
There's one vital difference
between the two-you pay the
former, while the latter pay you.
Staff:
Staff are divided into four
categories: entertainers,
handymen, mechanics and guards.
The more your staff are paid, the
more enthusiastically they work
for you, so the worst member of
staff is always the cheapest.
If you want your park to be the
best, don't be a cheapskate when
it comes to hiring staff.
 * To cycle through each member
of staff, press Start to open the
Icons Menu, highlight the Staff
icon, and press B.
Entertainers: These clowns are
paid to keep the customers
smiling. The more entertainers you
have, the more enjoyment customers
get from their visit-kids
especially love them.
Handymen: These are the guys who
keep the park tidy.
If you're after the most
attractive park award, they mow
the grass, and keep the place from
being labeled a health hazard by
picking up burger wrappers, cola
cups, and other assorted litter.
Crucially, handymen also keep the
toilets spick-and-span and fit for
human occupation.
NOTE: Handymen sometimes gather
together on one side of the park
for an impromptu chin-wag. Use the
pincer icon to relocate them
anywhere in the park.
Mechanics: When a ride
malfunctions, it's going to become
a danger unless there's a mechanic
to fix it.
They are responsible for
maintenance of all the rides, and
cordon off any sub-standard
attraction before setting to work
fixing it.
Fail to have enough mechanics and
your park soon gets a reputation
for unreliability, damaging
visitor numbers and gate receipts.
Mechanics can be difficult to
motivate into responding quickly
and are often at the center of any
industrial dispute, but they're
essential to the smooth running of
your Theme Park.
 * To repair a ride: Query a
mechanic and use the D-Pad to
highlight the Repair icon from the
Tune-Up Menu; press A and the
cursor becomes a wrench.
Now D-Pad to the broken ride and
press A; watch as a highly-skilled
mechanic rushes to repair it.
You can also Query the ride
itself, and then select the Wrench
icon from the Tune-Up Menu.
It's extremely important to look
after your rides.
If the worst happens and one
actually explodes, not only are
the people using it send into low
orbit (and after that, they're
likely to sue), but land damaged
by the exploding ride cannot be
built on again.
Guards: You may think everything
is going to be sweetness and light
in your Theme Park, but think
again.
If you're lucky enough to be so
successful that customers pour in,
you're going to need someone to
take care of crowd control and
redirecting lost visitors onto the
right path
If you're unlucky and attract the
wrong crowd, these are the guys
responsible for forcibly removing
troublemakers from the premises.
Customers:
The whole point of all this effort
is to attract as many customers to
your park as possible, and to make
sure that they're having such a
good time they don't notice how
much money they are spending.
Customers come in all shapes and
sizes, but you can alter the age
range of the people attracted to
your Theme Park. The bigger and
faster the thrill rides, the more
youngsters are going to appear.
If you make the rides too
death-defying, a rabble of thrill
hungry bikers could move in.
On the other hand, if the rides
are more sedate you begin to
notice white hair and walking
frames among the park's visitors.
Thugs: When you see a bike load
of heavies heading for the park,
prepare for a rough ride. They do
everything possible to ruin the
day for the rest of your
customers.
They pop balloons, steal food,
beat up entertainers and smash
rides. Leave them too long and
they get in touch with their pals
and before you know it, the park
is overrun.
The only way to rid the park of
this nuisance once it's arrived to
hire some guards to forcibly eject
the troublemakers.
However, it's no use just
stationing guards at the park
entrance as thugs can only be
thrown out once they have
committed an offense
Thugs are attracted to parks with
a bad reputation for cleanliness
and no guards, so to avoid
problems with them keep your park
up to scratch.
ADVANCED THEME PARK:
Once you've placed a few rides and
mastered the basics, it is time to
start thinking a little more
deeply about this classic game.
Use the Purchaser screens to
choose which rides, shops, and
staff to cough up for with more
consideration.
Purchaser Screens:
There are Purchasers Screens for
Rides, Shops, Staff, and Park
Features. Press START to bring up
the Icon Menu and then use the
D-Pad to highlight the relevant
icon.
Now press A to bring up the
Purchaser Screen.
To scroll through the available
rides, use the D-Pad to highlight
the scroll icons and press A.
The Ride Purchaser:
This tells you: Ride Name, Ride
Excitement and the following:
 * Reliability- the less
reliable the ride the more often
it's going to be shut down for
repairs.
 * Maximum Capacity- the more
potential users, the shorter the
period spent queuing and the
happier your customers are kept.
 * Cost- anything from 2,000 to
200,000. The cost of a ride is
deducted at the month end, so if
you change your mind and remove a
ride before a month is up, you
don't have to pay.
 * X-Icon- return to Park
Screen without picking the
selected ride.
 * Tick Icon- returns you to
the Park Screen with the chosen
ride attached to the pointer.
Shop and Side-Show Purchaser:
This contains much the same
information as the Ride Purchaser
and is operated in exactly the
same way. However, it has
different categories of
information:
 * Name of shop or side-show.
 * Type of goods- burgers from
the burger stand, fries from the
fries stand, novelties from the
novelty shop. Get the idea?
 * Stock Price- the cost to you
of the stock held by the shop.
 * Sale Price- the price at
which you sell stock to the
public. The difference between
these two is your profit margin.
If the highlighted shop is a
side-show, the Type of Goods
category is replaced by
Addictiveness, the Sale Price
category shows the Price per Game
and the Stock Price is replaced by
Cost of Prize.
 * Cost- what the shop or
side-show will cost you to open in
the first place.
Side-Shows:
If you're not careful you could
end up paying through the nose for
your side-shows. But in the finest
traditions of showmanship, you can
also cheat and turn them into nice
little earners.
To do this, reduce the probability
of a participant winning at the
Information screen.
This increases the amount of glue
keeping the coconuts in their shy,
and adds a few nails to the bottom
of the ducks in the duck shoot.
Staff Purchaser:
Along with a brief description,
the cost to hire is displayed
here. Seems cheap? Well, this is
also his monthly wage!
The Staff Purchaser screen gives
you: Name of Staff Category,
Number in Park, Enthusiasm, Cost
to Hire, and Monthly Wage.
Features Purchaser:
This only categorizes Park
Features according to the
different costs involved.
Tune-Up Bar:
Query a ride, shop, member of
staff, or customer to activate the
Tune-Up Bar. This appears at the
bottom of the Icons Menu, above
the name of the queried object.
The Ride Tune-Up Bar contains:
 * Rider Icon- adjust the
number of riders you can cram onto
a ride before it starts. Highlight
the icon using the D-Pad.
Then, press A to increase the
number of people on the ride, or
press B to decrease the numbers
when safety levels are being
exceeded.
You can't exceed the ride's
maximum capacity as set down on
the Rider Purchaser screen.
 * Timer- the stop watch icon
is filled in yellow. Highlight the
icon with the D-Pad and press B
repeatedly to reduce the length of
the ride; press A to increase the
length.
 * Information- This is the
only Tune-Up icon for shops and
the only one common to rides,
shops, and staff. Use the D-Pad to
select this icon and Press A.
This will bring you to the
relevant Information screen and
give you some vital facts about
the status of any park utility.
 * Wrench icon- indicates how
safe the ride is. The higher the
yellow bar, the more dangerous the
ride.
The state of repair of a ride is
also affected by the numbers using
it and the ride speed. To instruct
a mechanic to repair the ride,
highlight this icon and press A.
 * On/Off- turn a ride on or
off by highlighting this and
pressing A. The light turns from
yellow to black when a ride has
been stopped. The light is
replaced by a mechanic's head
during repair.
 * Ride Speed- pressing B
increases the revolutions per
minute of your rides. If things
become a little too exciting for
the ride users, retard the speed
by pressing A.
Changes to ride speed take
immediate effect on the Park
Screen.
Staff Tune-Up Bar:
 * Pincer Icon- with this icon
highlighted, press A and the
cursor becomes a set of pincers
with the queried staff member
attached.
You can now reposition them
anywhere in the park by pressing
A.
 * Information- Use the D-Pad
to select this icon and press A
for the relevant information
screen.
 * Repair icon- FOR MECHANICS
ONLY. Press A on this icon and
then D-Pad to highlight a ride in
need of some attention.
Press A again to send the queried
mechanic to work. A plume of smoke
indicates when a ride is on its
last legs.
If you don't respond quickly
enough, you could send some
innocent riders into orbit - there
ain't no smoke without fire!
User-Definable Rides:
These are rides which you get to
design for yourself, rather than
just placing in the Theme Park.
They include the Roller Coaster,
Monorail, Rubber Tubing and Race
Car rides. They are defined using
slightly different methods:
 * To create a rubber Tubing or
Race Car ride, use the D-Pad to
highlight the ride icon from the
Quick Menu and press A.
The menu screen closes and the
first section of the ride is
attached to the cursor. Now scroll
around the park and lay out the
ride as if you were laying a path.
Create hairpin bends or gentle
curves as you see fit until you
have a complete circuit.
Remove any rogue pieces of track
that are heading the wrong
direction by pressing B.
 * To create a Roller-Coaster
or Monorail, access the ride icon
as above. When placing the track,
however, the D-Pad scrolls along
by bigger increments.
This is because the individual
sections of track are much larger
than those of the Rubber Tubing
and Race Car rides.
To lay a complete loop, hold down
A and scroll in the direction you
require, dragging the track behind
you.
Press B to delete any offending
pieces of track. To add humps,
dips, and loops to your circuit,
press C to cycle through the menu
of available track.
Delete the existing piece of track
and then press A to add the
modification.
NOTE: The bigger the track and the
more humps, loops, and dips you
have the more it costs - but the
more exciting it is for your
customers.
The Ticket Booth:
The Entrance and Exit of
User-Definable rides differs from
conventional rides, resembling a
ticket booth.
To access the booth you must first
complete a circuit of the ride.
Now press START to re-open the
Icons Menu and D-Pad to the Ride
icon.
Press A and the Purchaser screen
opens. Press A again and instead
of the ride's icon, the ticket
booth becomes attached to the
cursor.
Place this adjoining any
horizontal length of tubing/track
by pressing A. If you attempt to
put the booth in the wrong place,
an electronic burp tells you to
try again.
NOTE: When connecting any
User-Definable ride to the paths
network, it's important to
remember that the entrance to the
ride is on the left and the exit
is on the right.
You don't want people walking into
one another as they try to get on
and off your new star attraction!
Ride Cost:
The cost of User-Definable rides
is calculated according to the
number of sections of track used
to complete the circuit; make sure
you have enough budget to cover
it.
Only when you open the ride to the
public is the final price fixed.
 Theme Park
 Information Screens
 
 Use Up/Down to scroll text
Information Screens
Select the Information icon from
the Tune-Up Menu with the D-Pad
and then press A; the relevant
Information Screen appears.
There are Information Screens for
all rides, shops, the various
toilets, staff, and customers.
Ride Information Screen:
The categories of information
available are:
 * Ride Cost: The amount you
have to cough up to buy the ride.
 * People Been On Ride: The
total number of park visitors
who've used the ride.
 * Excitement: A thrill or a
bore? Here's where you find out
the score.
 * Reliability: Assess how much
work you can get from a ride
before it needs repair.
 * Capacity: Increase this by
highlighting the scroll arrows and
pressing A.
 * Move Entrance Icon:
Reposition the entrance to a ride
by selecting this icon and
pressing A.
The view returns to the Park
Screen, where you can more
effectively place the ride's
entrance and exit.
 * Tick Icon: Press A here and
it's back to the Park Screen.
Shop Information Screen:
At the Shop Information screen you
can find out:
 * Type of goods sold: To be
frank, it should be pretty obvious
from the name of the shop.
 * Customers so far: Just how
popular are those burgers, fries,
novelties, etc.
 * Stock price: When you still
have some stock, the two figures
tell you the number of items and
what each cost you.
 * Sale price: Raise or lower
the cost to the consumer by
highlighting the raise or lower
icon and pressing A.
Food shops also have a unique
category which allows you to alter
food quality in the quest for
greater profits. Use the raise or
lower icons and press A to adjust
the following:
 * Big Time Burger: Increase
the amount of fat in the burgers
to reduce your costs.
As the burgers are less filling,
you might benefit from repeat
purchases, or customers might find
them so revolting they'll refuse
to buy another on principle.
 * Big Time Fries: Pour extra
salt onto fries to improve drink
sales.
 * Pokey Cola: More ice means
less cola in the carton, and lower
overheads.
 * Mr. Walley Ices: Increase
the amount of sugar in the ice
cream to get the kids coming back
for more.
 * Coffee shop: Hike up the
amount of caffeine in your coffee
to give drinkers energy and get
them moving around your Theme Park
more quickly.
 * X icon: Return to the Park
Screen without taking into account
any adjustments.
 * Tick icon: Return to the
Park Screen with adjustments
intact.
Side-show Information Screen:
Side-shows have separate
categories of information:
 * Addictiveness: Will the
players keep coming back for more?
Find out here.
 * Wins/players: The ratio of
prize winners from those who have
played.
 * Chance of win: Press A to
increase or decrease the chances
of a win.
 * Cost of prize: Combine with
the chance factor, and decide
between lots of little wins or a
few big wins. Press A to adjust
this figure.
 * Price per game: A really
addictive side-show can be a nice
little earner, especially if you
raise the price to an unacceptable
level.
Press A to adjust the price.
Staff Information Screen:
The categories of information
available here are:
 * Months employed: How long
has this dead-beat been on the
payroll?
 * Rides fixed: For the
mechanic only.
 * Time working.
 * People seen: For the
entertainer only.
 * People entertained: For the
entertainer only.
 * Monthly wage: Adjust this by
pressing A.
NOTE: You can't decrease wages
below the minimum amount.
 * You're Fired icon: Show
ineffectual workers the door, and
give them a helping boot through
it by selecting this icon and
pressing A.
 * X icon: Return to the Park
Screen, ignoring any adjustments
that you might have made.
 * Tick icon: Use this icon to
return to the Park Screen, where
all adjustments take immediate
effect.
Customer Information Screen:
At the top of the screen is the
(often unflattering) customer
name. The information available on
each customer is as follows:
 * Time spent in park: Hours,
minutes, or days? The longer, the
better.
 * Rides been on: If the
number's low, it's because the
rides are too full or difficult to
get to.
 * Boredom: This is key. If
there's one place on Earth you
expect to be wide-eyed with
excitement, it's a Theme Park. If
your customer's aren't, it's time
to act.
 * Money remaining: Customers
can arrive with up to $2,000
burning a hole in their pocket.
Don't let them leave with much of
it remaining.
 * Tick icon: Press A here to
return to the Park Screen.
NOTE: When you query a customer
and they still have plenty of cash
left, respond to their immediate
thoughts and milk them of every
penny.
Thought Bubbles:
A good Theme Park operator
responds to his customers'
needs-it's only good business.
Visitors to your park give signals
to show their level of
satisfaction or frustration.
If they're AOK, you'll see it in a
hand signal. One signal to pay
close attention to is a tapping
foot.
This is a clear sign that they're
not being entertained-and after
all, entertainment is what they've
come for.
Build some new rides, beef up the
ones you already have, but do
something before bad word of mouth
destroys attendance figures and
your park's reputation.
Negotiation Screens:
Occasionally throughout the game
either of the two Negotiation
Screens appear.
You must negotiate with staff to
settle industrial disputes, and
with suppliers to decide the cost
of stock.
These negotiations occur when the
Negotiation screen appears. The
more staff and shops you have, the
more regularly you need to enter
into negotiations for goods and
services.
Staff Negotiations:
You sit on the left, across the
table from the Staff Union
organizer. You both need to shake
hands over a new pay deal,
tentatively extending a hand as
you talk.
You need to come to an agreement
before the biscuits run out.
Otherwise the negotiations fail,
putting the success of your Theme
Park in jeopardy.
To raise your offer:
As the seconds tick rapidly away,
press the D-Pad left or right to
raise or lower your offer as you
see fit.
NOTE: Don't raise your offer too
quickly or by too much. The Union
man can smell fear on you like
cheap aftershave and won't drop
the workers' pay demands a single
penny.
Take it slow and don't lose your
head.
Make, Break, or Strike
If you're bargaining is
successful, an onscreen message
informs you how much the union
took you for, and the new monthly
wage figure for each category of
worker.
Press A to return to the Park
Screen. If you fail to make a
settlement, the Negotiations
Failed message appears.
The action returns to the Park
Screen where your staff leave en
masse via the main gate and picket
anyone attempting to enter.
It's not the best publicity for
your park, and when a ride
malfuntions or the litter mounts
up you're going to start losing
money hand over fist.
Far better to make a wage
settlement while you can.
Goods Negotiations:
Goods Negotiations are performed
in exactly the same way as Staff
Negotiations and the penalties for
failing to make a deal are just as
severe.
Unless both parties leave the
table happy before the biscuits
have all been dunked and munched,
there are no more goods delivered
to your Theme Park's shops!
NOTE: Every time you fail in your
negotiations, the asking price for
goods goes up by 10 percent.
Selling Up:
At the end of each financial year
you're given the opportunity to
sell your Theme Park.
If you're so proud of your current
enterprise that you don't want to
sell, or if you think that there's
more money to be milked from it,
use the D-Pad to select the X icon
and press A.
The action returns to the park. If
the price offered is adequate, use
the D-Pad to select the Tick icon
and press A.
The park is now auctioned, so
there's no turning back. The final
sale price will (hopefully)
increase drastically from the
minimum asking price before the
hammer falls.
NOTE: After the auction you're
given a password; write this down
and keep it safe, as it's the only
way of continuing your Theme Park
building program at a later date.
If you choose to accept the price,
but it isn't enough to finance a
new park, you're told as much.
Acknowledge this by pressing A and
the action returns to the current
park.
The Bank Screen:
Regular visits to the Bank screen,
however daunting, are essential to
the effective financial control of
the Theme Park.
Use the D-Pad to select the Bank
icon from the Icon Menu and press
A for the Bank Requester screen.
The graph shows your park's bank
balance, based on overheads
against income. Listed on the left
are the categories of financial
performance.
Use the D-Pad to highlight a
category and press A to add
information to the graph.
A colored dot corresponding to the
color of the line on the graph
appears beside each category on
display. Press A again to remove
information.
Beneath the graph are listed:
 * Available cash: The money
you have instantly available for
new rides, shops and staff.
 * Park Value: The market worth
of your Theme Park once the
current price of all the shares
has been evaluated.
When you begin Theme Park this
figure (not surprisingly) is zero.
 * Current Loan: Highlight the
scroll arrows with the D-Pad. You
can then increase or decrease the
size of your loan by pressing A.
 * Research/Month: You are able
to invest up to 2,500 each month
in researching new rides, shops
and park features.
When research on a new amenity has
been completed, a light bulb
flashes next to the date to let
you know. Increase and decrease
this figure as you did the loan.
NOTE: It is important to invest
money in research at the beginning
of the game in order to have more
rides, shops, and features to
access earlier in the game.
 * Ticket Price: The mainstay
of your park's profitability.
Adjust this up or down by
highlighting the appropriate
scroll icon and pressing A.
Year End Charts:
The Overall chart appears at the
end of every financial year,
allowing you to see how your park
has done during the year.
The top ten parks are ranked, but
you must achieve the overall
number 1 position to succeed in
building the world's ultimate
tourist attraction.
When you've seen enough, select
the Tick icon and press A for the
Year End Details screen.
Alternatively, select the Ratings
icon and press A for a look at the
Ratings Chart.
Ratings Chart:
On the Rating Chart your Theme
Park is compared with every other
in the following categories:
Richest, Exciting, Amenities,
Satisfaction, Biggest, Pleasant.
Study the position of your park in
all six to find out where it's
deficiencies lie and how you can
improve your Overall position.
Select the Chart icon and press A
to return to the Overall chart.
Select the Tick icon and press A
to go to the Year End Details
screen.
Year End Details Screen:
The Year End screen informs you of
your Theme Park's results over the
last two financial years in the
following categories:
Park Value, Bank Balance, Loan,
Maximum Loan, Takings, Expenses,
and Land Tax.
At the end of each financial year
you are given the option to buy
out your land from the country's
government.
If you choose to do so, you will
not have land tax deducted from
your balance after the tax free
years come to an end.
Use the D-Pad to select the Tick
icon, and press A to initiate
this. If the park value is
sufficient, you're given the
option of selling it off at
Auction.
Use the D-Pad to select the
Auction box and press A to
initiate this. When you've
finished at the Year End Details
screen, press A to return to the
Park Screen.
Bankruptcy:
When the value of all the shares
and stock in your park won't cover
the cost of loans, any interest
you owe, debts to the bank and the
20,000 pound leeway you're given,
you are legally declared bankrupt.
The park has to close, your life's
work collapses around you, and
there's only one honorable way
out. It's a long way down.
NOTE: You're given a year's notice
before you go bankrupt, but from
there it's a very difficult job to
turn your park's fortune's around.
<a name="Theooze.o">THEOOZE.O</a>
 The Ooze
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 The Ooze
 Game Description
 
 Use Up/Down to scroll text
THE OOZE IS BORN
Dr. Caine, research scientist, was
becoming very suspicious of
certain behind-the-scenes research
at The Corporation.
After the plant shut down one
evening, he decided to surf
through The Corporation's
databases. 
By hacking into one after another
of the classified documents, he
discovered the awful truth...
The Corporation had succeeded in
developing a hybrid plague, a
disease so dangerous and
fast-spreading, it could wipe out
humanity in just a few days! 
Only The Corporation held the
cure. They planned to unleash this
pestilence in water supplies
around the globe, infecting the
entire planet at a single blow. 
Then, they would extort billions
of dollars from world governments
to supply the cure!
 The Ooze
 Controller Functions
 
 Use Up/Down to scroll text
Start:
 * Pause/Resume play
Button A:
 * Punch
Button B
 * Spit
Button C:
 * No action
D-Pad:
 * Move the Ooze in all
directions, aim punches and spit
attacks
 The Ooze
 Playing the Game
 
 Use Up/Down to scroll text
GAINING AND LOSING OOZE
Everything depends on ooze. Caine
needs it to stay healthy. The more
ooze he has, the better he can
fight.
The Corporation is full of
tormented mutant creatures who
have been twisted and deformed by
toxic pollution. 
Biologic enemies like slugs, rats
and disembodied brains give up a
blob of ooze when defeated. 
Always collect these ooze
droppings. Each one increases
Caine's size. The bigger he is,
the more hits he can take without
shriveling away.
There's a downside to being big. 
Caine loses a spot of ooze
whenever he takes a hit.
He's always a moving target, so
the larger he is, the easier he is
to hit, and the more apt he is to
get ripped in half by tanks, flame
vents and other diabolical
devices.
When the Ooze takes a shot
directly to his head, he loses a
life. He can also lose a life if
he gets too small; then, he just
peters away. 
He starts with only 3 lives, so
losing a life is not good. In
addition, you have to start the
round over, or at a waypoint if
you've passed one.
When all the lives are used up,
the game ends and The Corporation
spreads its evil plague all over
the world!
OOZE MOVES
Spreading Ooze Around:
 * Move the Ooze by pressing
the D-Pad in the direction you
want to go.
 * Ooze's head leads, so if it
seems that the Ooze is bumping
into something instead of going
around it, use the D-Pad to turn
him, and then continue in the
direction.
Punching:
 * The punch is the Ooze's
basic attack. It is an extension
of his body. Punches can be
short-range or long-range attacks.
 * Tap the Punch button(default
Button A) + the D-Pad in the
direction of a foe for a quick,
powerful sock to the enemy's solar
plexus.
 * You can control a punch to
go around corners, protecting
Ooze's head from attack. 
Hold down the Punch button while
guiding the punch with the D-Pad.
The longer you hold down the Punch
button, the longer your reach will
be. 
Also, the more Ooze you have, the
further you can punch.
Spitting
 * Hitting your target with a
long-range spit wad does twice the
amount of damage as a punch. 
Spit a Hocker of Death by aiming
with the D-Pad and tapping the
Spit button(default Button B).
 * The Ooze loses a piece of
himself every time he spits. Keep
him healthy by picking up ooze
wads from defeated enemies.
 * If the Ooze is too small, he
won't be able to spit.
 * The Ooze can't spit while
being damaged by enemy attacks.
Flipping Levers
 * Flip levers by punching them
or flowing around them.
 * Levers open doors and turn
off destructive machines.
POWER-UPS
Extra Ooze
Ooze keeps you healthy. The more
ooze you have, the further the
Ooze can punch.
Speed
Go fast. The Ooze turns yellow
while he's speedy, orange when the
power is running out, and back to
green when it's over.
Industrial Strength Toxin
Defeat organic creatures just by
touching them. 
The Ooze turns red while the power
lasts, black when the power is
running out, and back to green
when it's over.
Extra Life
More chances to win.
DNA Helix
Collect all 50 helixes in The
Corporation and Caine will regain
his humanity.
Waypoint
Pass one of these, and you'll
restart here after losing a life,
instead of at the beginning of the
round.
THE CORPORATION
Toxic Dump
Practice your punch on mutant
snails while enjoying the screams
of pyro-thugs. Remember, the Ooze
seeks his own level.
Waste Plant
Toxic gas nozzles can waste you in
a second, so protect your head.
The Ooze doesn't mix well with
radioactive sludge. 
Play broken pipes to your
advantage!
Genetics Lab
Get here by crawling out of a
potty. This is where all those
bio-freak mutants are made. 
Time to flush 'em all. Don't snack
on the bombs!
Power Core
Run, er...ooze, through a gauntlet
of sentries and tricky switches to
conquer the Director's reactor. 
Sizzling electro-fields, shockbots
and ball lightning make you
spitting mad!
Plague Factory
This is where it all comes
together...or falls apart at the
seams!
 The Ooze
 Hints and Tips
 
 Use Up/Down to scroll text
 * The Ooze seeks his own
level. Don't go down the drain by
slipping off ramps, or letting the
Ooze get sucked down on incline. 
Especially don't let his head go
down the drain or it'll cost you a
life.
 * Learn to control your punch
and guide it around corners.
You'll definitely need this skill
in the later rounds.
 * Protect your head!
 * Explore everything.
Sometimes a discovery can make
life, such as it is, easier.
 * Find the bonus rounds, where
the Ooze can catch the lab's
mutant rabbits to get more ooze.
 * Keep your eyes open for road
signs signaling extremely
dangerous areas, such as pools of
poison or laser fields.
 * You don't have to collect
all the DNA helixes to win the
game, but it's more fun if you do.
 * Collect power-ups, including
Life caps, that can make your life
easier.
<a name="Thomtank.o">THOMTANK.O</a>
 Thomas the Tank Engine
 THQ
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Thomas the Tank Engine
 Game Description
 
 Use Up/Down to scroll
 text
Join Thomas and all his friends as
they bring loads of fun to the 4-7
year old set.
Little ones will be big on this
game filled with fun games and
activities hosted by their
favorite trainyard friends. From
THQ.
 Thomas the Tank Engine
 Controller Functions
 
 Use Up/Down to scroll
 text
Start Button: Pauses the game.
A Button: Uncouples a car from
your engine.
B Button: Makes your engine's
steam whistle blow.
C Button: Reminds you of your
task.
D-Pad: Move your engine in the
desired direction.
 Thomas the Tank Engine
 Playing the Game
 
 Use Up/Down to scroll
 text
After you press Start from the
Main Menu, you get to pick an
engine.
PICK AN ENGINE:
This screen features five black
and white drawings of Thomas'
engine friends and one colored
picture of Thomas himself.
Choose any of the black and white
pictures to go to the Coloring
Screen or choose the colored
Thomas to go to the next screen.
COLORING SCREEN:
After selecting an engine to
color, a large black and white
illustration of your engine
appears on the screen. At the
bottom is a palette of 11
different colors.
You can select a color in two
ways: either press the B Button to
cycle through the choices or move
the paintbrush over a color and
press the A Button.
Coloring is easy. Just place the
tip of the paintbrush in the white
area you want to paint and press
either the Start or A Buttons.
If you fill an area with a color
you don't like, just select
another color and fill the area
again.
On the right of the screen are
three icons. Click the top one to
exit this screen. The middle icon
is a picture with a sponge on it.
Click here to erase your current
coloring and start again with the
black and white drawing. The
bottom icon is of the coloring
screen.
Click here to scan the various
pages of black and white
illustrations. You can color all
the trains before moving on if
you'd like.
NAME THE ENGINEER:
After leaving the coloring screen,
you can enter your name because
you are the engineer! To enter
your name put the cursor over the
first letter of the name and press
the Start or A Button.
Press Up or Down to scroll through
a list of pre-made names.
PICK SKILL LEVEL:
After you have entered your name,
you get to choose the level of
difficulty by pressing the
Directional Button Up or Down.
Easy is geared for the youngest
players (4 years old). Medium is
for children 5-6 years old. The
Hard setting is for 7 and up.
MAIN MENU:
Here you get to choose from three
separate activities: Game Mode,
The Race and Explore. Choose the
activity you want and press Start.
GAME MODE:
Sir Topham Hatt will give you the
details of your assignment. Try to
remember which cars you must
collect because you'll lose points
if you have to use the reminder
button.
Sir Topham Hatt will comment on
your efficiency at the end of each
game.
EXPLORE MODE:
With "Explore" you can visit all
the hills, valleys and towns on
the Island by roaming through all
the maps of the game. You can
explore wherever you like.
THE RACE:
The race game sets your train
against the others in five
exciting challenges.
During the race you'll have to
adjust your speed to hit the
drifting Speed-up Balloons (large
green striped balloons), and avoid
the swaying Slow-down Balloons
(balloons with red stripes).
Steer your engine clear of patches
of dirt or engines blocking the
tracks by switching tracks with
the Directional Button.
 Thomas the Tank Engine
 Hints and Tips
 Use Up/Down to scroll text
 * Make up for lost time by
popping the big blue balloons.
You'll zip along faster for a
limited time.
 * Watch out for the
Conductors! They'll stop you in
your tracks, costing valuable
seconds. Other time deterrents are
trains crossing the track and dirt
on the track.
<a name="Thundfox.o">THUNDFOX.O</a>
 Thunder Fox
 Taito
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTER MOVES
 BROWSE HELP FILES
 Thunder Fox
 Game Description
 
 Use Up/Down to scroll text
1995. A wave of terror swept the
world. On land, from the air,
across seas, terrorists knew no
bounds.
But two brave men stood up to put
an end to this aggression. They
were the Thunder Fox team, Thunder
and Fox.
Thunder specializes in firearms.
He makes full use of a weapon's
capabilities as he collects them
during the game.
Fox specializes in hand-to-hand
combat. Though not as skilled in
the use of firearms as Thunder, he
is also able to use all firearms.
 Thunder Fox
 Controller Functions
 
 Use Up/Down to scroll text
Start: Starts game, pauses game,
ends pause.
Button A: Attack.
Button B: Jump.
Button C: Item (uses collected
items.)
D-Pad: Moves character or
cursor.
 Thunder Fox
 Playing the Game
 
 Use Up/Down to scroll text
Objective
Thunder Fox is composed of five
stages. Stages are cleared by
accomplishing the mission
indicated at the beginning of each
stage and defeating the boss in
that stage.
The game finished when terrorist
kingpin Ginarza Gettas is
defeated, sending the terrorist
organization into disarray.
Game Over
You will lose vitality (lives)
when you are hit by enemy fire or
when an enemy character runs into
you. When the Life meter indicator
reaches 0, one life is lost.
When the Timer reaches 0, one life
is lost. The game is over when all
lives are lost.
CAUTION: In stage 2, the timer
will keep running even after you
defeat the stage boss. If the
timer reaches 0 while you are
making the subsequent escape from
Stage 2, the game will be over if
more than one life remains.
Continue
The Continue mode screen will
appear when the game is over.
Choose Yes and press the Start
Button to resume play.
Play will resume from the
beginning of the stage where the
game was finished. The game can be
continued up to five times.
Items
Items appear when you have
defeated a certain number of enemy
characters and broken a certain
number of wooden boxes.
Move to the position of the item
and crouch (D-Pad down) to collect
items. There are two types of
items: firearm items and life
items.
Firearm items cannot be carried
over to the next stage.
Life Items
Life items restore Thunder and
Fox's vitality. Some items restore
full vitality and some restore
only half.
If a life item is collected when
the life meter is already full,
5,000 bonus points will be added
to your score.
Life items appear only from
specially marked wooden boxes.
Firearm Items
Only one type of firearm item may
be held at one time. When a
firearm is collected, the present
weapon will be discarded.
Each firearm has a limited number
of rounds. When all rounds have
been fired, the firearm will be
lost.
Rounds can be restored by
collecting an identical firearm.
However, the number of rounds
restored will be within the limit
of how many rounds can be carried.
If the firearm in hand has all
rounds remaining an another
identical firearm is collected,
5,000 bonus points will be added
to your score.
 * Machine Gun: Appears when
Captain B is defeated. Appears
when specially marked boxes are
broken. Rapid fire is possible.
Thunder can shoot up to 35 rounds;
Fox can shoot up to 25 rounds.
 * Flame Thrower: Appears when
an enemy character who is wielding
a flame thrower is defeated.
Appears when specially marked
boxes are broken.
A flame is shot, inflicting damage
on characters and objects that
come in contact with flame.
 * Bazooka: Appears only from
specially marked wooden boxes.
Shoots one round at a time only,
but each shot inflicts damage on
all enemies on screen.
Thunder can shoot up to two
rounds. Fox can shoot up to two
rounds.
 * Hand Grenade: Appears when
an enemy character wielding a hand
grenade is defeated. Follows a
trajectory and explodes on contact
with characters and objects.
When it lands without hitting any
object, it flashes off and on and
explodes after a certain length of
time.
Thunder can hold up to eight
grenades, Fox and hold up to six.
The Bosses:
Stage 1: Battle Helicopter: Can
only be damaged with firearms.
Stage 2: Engine: Lifts cover off
round body and begins a spinning
attack.
Stage 3: Gonza: Wields spear and
uses it to deflect machine gun
bullets.
Stage 4: Tank: Can only be
damaged with firearms.
Stage 5: Grassan: Wields machine
gun and missile launcher and
deflects machine gun bullets.
 Thunder Fox
 Character Moves
 
 Use Up/Down to scroll text
Thunder and Fox will perform
special actions when the D-Pad is
pressed in combination with other
buttons.
Back Flip:
This action is used to jump onto a
platform or inflict damage on
enemy characters other than
bosses.
During the flip, if Button B
remains pressed while the lever is
pulled down, Thunder and Fox
remain invulnerable until they
land.
Method 1: Press Jump Button
while D-Pad is pressed up.
Method 2: Press D-Pad up while
Jump Button is pressed.
Spinning Attack:
This action is used to jump off a
platform or inflict damage on
enemy characters other than
bosses.
Method 1: Press Jump Button
while D-Pad is pressed down.
Method 2: Press D-Pad down while
Jump Button is pressed.
Jump Kick:
This action inflicts damage on
enemy characters.
Method: Press Jump Button and
Attack Button simultaneously.
NOTE: Thunder and Fox are
invulnerable while they are
performing back flips and spinning
attacks.
<a name="Tinystar.o">TINYSTAR.O</a>
 Tiny Toon Adventures
 Acme All-Stars
 Konami
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SUBGAMES
 CHARACTERS
 BROWSE HELP FILES
 Tiny Toon Adventures
 Acme All-Stars
 Game Description
 Use Up/Down to scroll text
Get ready for the sports battle of
the century! Well, maybe battle
isn't quite the right word. Let's
try Zany Soccer Challenge or maybe
Wacky Hoop-a-thon.
You get both games in this game!
Yes, it's true! You can use your
favorite Tiny Toon Adventures
characters (14 in all) in two
riotous sporting events: soccer
and basketball.
Each character has his or her own
special looney moves. Make Buster
Bunny do the
Two-Eared-Sky-Force-Monster-Dunk,
or try a cool soccer move with
Hampton's Rolly-Polly-Belly-Bump.
 Tiny Toon Adventures
 Acme All-Stars
 Controller Functions
 Use Up/Down to scroll text
D-Pad:
 * Moves your character in
different directions.
Start:
 * Pauses or ends the game.
A Button:
 * In soccer, use to kick or
tackle on defense.
 * In soccer, the D-Pad + A
will execute a slide.
 * In soccer, use to shoot
while on offense.
 * For a diving head shot in
soccer, press the D-Pad + A after
a centering pass or when
intercepting an opponent's
airborne ball.
 * In basketball, press to
jump. Press A again during jump to
shoot.
 * In basketball defense, press
D-Pad + A to steal.
 * In basketball defense, use
to shoulder block.
B Button:
 * Use to pass on offense.
 * In basketball offense, press
A to jump and then B to pass
(while in midair) for a jump pass.
 * On defense, it changes the
character you control.
C Button:
 * Use to perform a special
move. Press again to cancel the
Special Technique (does not apply
to Calamity Coyote).
With some characters you need to
press A or B after the special
technique to use the technique to
its full advantage.
 Tiny Toon Adventures
 Acme All-Stars
 Playing the Game
 Use Up/Down to scroll text
When the Title screen appears,
press the Start button to select
the play mode. Press the D-Pad up
or down to select Soccer,
Basketball, Story or Options.
Press left and right to select
Subgame. After highlighting your
selection, press either the A or C
button. Press the B Button to
cancel the selection.
Soccer:
The soccer team consists of three
players and one goalkeeper (GK).
You can set the game time in the
Options mode between two and five
minutes per half.
If the game ends in a tie during
regular play, the teams shoot
penalty kicks (PK). You will
continue with the PKs until one
person is the victor.
Basketball:
The basketball team consists of
three players. You can set the
game time in the Options mode
between two to five minutes per
quarter.
Both the ball and players can be
called for going out of bounds.
The 24-second shot clock rule also
applies. No fouls, however, are
called.
If there's no winner when time
runs out, the game will be
extended until one team is the
victor.
Story Mode:
Each of the games and subgames
follows its own exciting story
line.
Acme Looniversity is holding
soccer and basketball tournaments
to select members for an All-Star
team. Buster has gathered his
friends and headed for the
stadium.
Naturally, arch enemy Montana Max
is also slotted to play.
Team Member Selection:
Select your team for soccer and
basketball from 12 Tiny Toon
Adventures characters.
Select your team members by moving
the D-Pad left and right. Move the
button up and down to select their
playing positions and then press
the A or C Button.
Press the B Button to cancel your
selection.
To select team members when there
are three or four players, then 1P
and 3P are the team captains.
These players will pick the team
members in 1P/2P VS 3P, or 1P/2P
VS 3P/4P games.
When playing against the computer,
select your team before selecting
the computer team.
Also, select team members before
soccer and basketball games in the
Story mode. Although the selection
process is the same as above, you
are limited to the four characters
Buster, Babs, Plucky and Hamton.
In this mode, the computer team is
pre-selected.
Fields of Daydreams:
After you have selected soccer or
basketball team members, select
the game venue by pressing the
D-Button on 1P's D-Pad up and down
and then pressing the A or C
Button.
 * Stadium: A regular stadium
with no particular traps or
devices.
 * Western: If you get too
close to the horse in the corner
of the field, you'll get kicked.
Also, barrels will roll out at you
in this stage.
 * Forest: Thorny bushes may
cause you to trip and fall down.
 * Downtown: Don't slip on
spilled oil!
 * Montana Max Playroom: Hit
the toy train or car, you'll go
flying! Also, a scoring wheel
determines how many points are
awarded for each basket.
Special Techniques & Aces:
Each character has a Special
Technique and a surefire power
shot--an "Ace", but you must gain
the Ace Power to use them.
As you use these techniques and
shots, your Ace Power decreases.
When the red portion of the power
gauge is almost full and your
character begins sweating, you
won't be able to use the Special
Techniques and Aces.
When your Ace Power is completely
gone, your character passes out.
Ace Power will be restored after a
while, although each character's
recovery speed is different.
When the power gauge for Special
Techniques and Ace Power is full
and the character stops sweating,
press the C button to activate
his/her special technique.
Press the A Button to deliver the
Ace shot that may knock down a
goalie or sink a shot from across
the court. Experiment to discover
all the cool moves! (Excludes some
characters.)
 Tiny Toon Adventures
 Acme All-Stars
 Subgames
 Use Up/Down to scroll text
Subgame Operations:
Up to four players can join in a
subgame at the same time.
Non-player participants are
controlled by the CPU so that each
event has four characters
involved.
The adapter is required when three
or four players participate.
Subgame 1: Obstacle Course
Race three times through a course
filled with obstacles and other
items to see who finishes first.
Operations:
Move the character using the D-Pad
while repeatedly pressing the A or
C Buttons. The faster you press,
the faster you run.
Items:
Items fall at fixed positions
throughout the course to make
characters accelerate, decelerate,
change position with another
character or become indestructible
against enemies.
Since items are always changing
their appearance, you'll know
their effects only when you
actually get them.
Penalties:
When slow-running characters find
themselves near the end of the
screen, they are automatically
returned to near the center of the
screen for a one second penalty.
Subgame 2: Bowling
Bowl five frames for the highest
score.
Operations:
Select bowling position and speed.
When your character appears, press
the D-Pad up and down to change
the position, and left and right
to change the speed, then press
Button A or C.
Adjusting the angle:
When the angle gauge begins to
move, press Button A or C to
lock-in the bowling angle.
Fine-tuned angle adjustments:
For more precise angles, press the
D-Pad up and down while the
character is in stride.
Ball curve:
To change the ball's curve, press
the D-Pad up or down while the
ball is rolling. The more you
increase your speed, the more
difficult it becomes to make fine
angle adjustments and curve the
ball.
You can also deliver a super
powerful Hurricane Ball by setting
the maximum speed and bowling in a
straight line.
Subgame 3: Montana Max
Bop-a-thon
Use a rubber mallet to bop the
Montana Max images that pop up
from holes to gain points within
the time limit. Don't get caught
in the blast of falling bombs or
you'll be blown away.
Operations:
Use the D-Pad to move and press
Button A or C to pound down the
enemy.
Points:
Montana: 100 pts.
Elmyra: 300 pts.
Dizzy: 100 pts.
 Tiny Toon Adventures
 Acme All-Stars
 Characters
 Use Up/Down to scroll text
Characters
Buster Bunny: Buster Bunny is
the main character of Tiny Toon
Adventures. A super-active bunny,
he loves practical jokes.
He is excellent at sports and a
better than average player. Buster
is especially skilled at running
fast and jumping.
His Special Technique (S.T.) is
the dash; he dashes at a super
high speed.
Soccer Ace: Sonic Shot.
Basketball Ace: Ear Dunk Shot.
Babs Bunny: Babs is Buster
Bunny's female friend who just
can't stand staying still. As a
player, she is roughly as strong
as Buster.
Whether a player or not, she's a
cheerleader during half time. Her
S.T. is the dash, she dashes at
super high speed.
Soccer and Basketball Ace:
Stardust Shot.
Plucky Duck: Plucky is always
poking his beak into something and
getting into trouble.
Overconfident about his own
strength, he's actually a player
of average ability.
His S.T. is flying. He flies for
short periods of time and drops
sixteen-ton weights from the sky.
Any character hit by one is
temporarily immobilized.
Soccer and Basketball Ace: Press
Shot. When he's crushed by one of
his own falling weights, the ball
goes flying from Plucky's mouth.
Hamton: Hamton is a very cute
pig, although he's a bit of a
coward and a worrier. Naturally,
he eats any food, except pork.
He's not too good at sports and he
moves a little slowly, but with
his strength, he'd make a good
goalkeeper.
His S.T. is the Curled Hamton. He
leaps forward with the ball tucked
in a curled position.
Soccer and Basketball Ace: Rolly
Polly Belly Bump. He flies toward
the goal with the ball tucked in a
curled position. (Can be
controlled using the D-Pad.)
Montana Max: Montana Max is
Buster Bunny's enemy. A real
bully, he comes from a wealthy
family. He's quite powerful, but
overconfident. He is also a major
ball-hog.
His S.T. is the Montana Max power.
He calls a car from off-screen and
runs down anyone who gets in his
way.
Soccer and Basketball Ace; Rich
Man's Shot. A jet fighter appears
in the Montana Max Playroom stage.
The plane releases weights instead
of firing shots.
Elmyra: Kind, gentle, Elmyra
loves animals. She is always
trying to do something for others,
but for some reason, the situation
always ends up worse.
Of normal abilities, Elmyra
responds super quickly to the
ball. At half time, she is a
cheerleader.
Her S.T. is clinging. She will
cling to whoever draws near,
causing them to pass out.
Soccer and Basketball Ace: Lovey
Dovey Shot. She clings to the
enemy, forcing him to shoot the
ball.
Shirley the Loon: Shirley is a
female duck with a strange psychic
power-she can control the ball by
ESP. She's also a cheerleader at
half time.
Her S.T. is floating; she moves
while floating in the air.
Soccer and Basketball Ace: Psychic
Volley. Shirley is really using
her brain to score!
Furrball: Furrball's a
flea-infested hobo kitten, but
he's an excellent player who
really goes for the ball and plays
a physically tough game.
His S.T. is ball-riding; he moves
while balanced on a ball.
Soccer Ace: Ball-riding Shot.
Basketball Ace: Rotating Jump
Shot.
Fifi: This female skunk is
always falling for somebody, but
when she does, she sprays an
intense odor.
She's especially good at long
shots. At half time, Fifi's a
cheerleader.
Her S.T. is Eau de Score; she
releases skunk odor only when she
has the ball.
Soccer and Basketball Ace: Sweet
Shot. She shoots while wrapped in
an aura of skunk odor.
Dizzy Devil: Dizzy dreams about
food, loves a good party and ends
up breaking everything in sight.
He's an excellent attacker with
tons of stamina.
Goalkeeping is his main thing. His
S.T. is the Spin Attack; he spins
as he sends enemies flying, but he
can't easily move in the direction
he wants.
Soccer and Basketball Ace: Spin
Shot. This delivers a powerful
shot while spinning.
Calamity Coyote: A genius with
machines, this bungling coyote is
unbelievable. Because he's so
clumsy, he's not very good at
handling the ball. His best play
is the long shot.
His S.T. is the Robot, which
operates a robot. Press Button B
to jump and A to bring out the
mini-robot.
Soccer and Basketball Ace: Robot
Shot.
Little Beeper: A born sportsman,
Little Beeper is a speed freak and
an average player. He's a great
jumper, of course, and when he
runs, he leaves the rest of the
field behind.
His S.T. is the dash.
Soccer and Basketball Ace:
Illusion Shot.
<a name="Tinytoon.o">TINYTOON.O</a>
 Tiny Toon Adventures
 Konami
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 HINTS AND TIPS
 BROWSE HELP FILES
 Tiny Toon Adventures
 Game Description
 
 Use Up/Down to scroll text
Hit it big when you join Buster
Bunny on A 33 stage hunt for
treasure. So loaded with hare
raising animation, it's like
playing in a Tiny Toon cartoon!
You can be sure this adventure is
packed with tricks, traps and
hidden bonus areas. From Konami.
 Tiny Toon Adventures
 Controller Functions
 
 Use Up/Down to scroll text
Directional Pad (D-Button):
Press to control Buster's
movement.
 * Left/right to move
left/right; hold down to run in
that direction.
 * Up to look up.
 * Down to crouch.
 * Diagonal Down to crawl.
Start Button:
Press start play; during the game
press to pause.
A Button: Use a special helper.
B Button: Slide while running
fast.
C Button: Jump; swim when
underwater.
The Super Jump: This feature
allows Buster to climb walls by
jumping from wall to wall. Here is
how it works:
1. With Buster facing a wall,
press the D Button toward the
wall, then press the jump button.
(Keep the D Button pressed toward
the wall!)
2. When Buster's feet touch the
wall, he'll brace himself for
another jump. Press the jump
button again with the D Button
pressed toward the wall.
3. Once Buster pushes off the
wall, you can press the D Button
in the direction you want to leap.
 Tiny Toon Adventures
 Playing the Game
 
 Use Up/Down to scroll text
The object of the game is for
Buster to find the treasure and
rescue his friends. You have to
find the hidden exits to advance
through the stages.
You can defeat enemies in 3 ways:
 * Jump on them--this works in
almost every case, unless the
enemy has a high-voltage helmet or
some other device on his head.
 * Slide into them--only after
Buster gets going at high speeds.
 * Use a special helper--you
can get Little Beeper, Concord or
Sneezy to assist you if you find a
special power-up or collect enough
carrots.
There are some enemy characters
that can't be defeated. Just avoid
them or find a way to get past
them.
Some items can be moved (rocks,
switches, barrels, etc.) so try
moving them.
Touch Gogo Dodo to have him open
an exit for you.
BOSS STAGES:
After you clear several stages,
you will come to a special boss
stage.
You will encounter Dr. Gene
Splicer, who is controlling your
friends with his special helmet.
He is the guy you have to beat,
because he has the remote control.
 * Attack Dr. Splicer and
defeat him to free your friends.
 * Don't hit your friends--you
can be hurt by the helmet's
thorns.
 * Once you defeat Dr. Splicer,
you clear the stage and can
continue.
 Tiny Toon Adventures
 Items
 
 Use Up/Down to scroll text
Here is the low down on the
special items Buster can find
along the way:
Carrots: The number of carrots
collected can earn additional
bonuses. If you collect 50
carrots, you earn a special helper
bonus. You earn points for all
unused carrots.
Heart: One energy unit is
restored.
Bell: The energy meter is
increased by one heart (up to a
maximum of five hearts).
Crystal: Provides invincibility
for a limited time.
Buster Bunny marker: Adds one
life. Special Helper Markers: Adds
one use of Buster's friends:
Little Beeper zips across the
screen so fast that he wipes out
the bad guys!
Concord Condor flies across the
screen and drops a big weight onto
the ground. This shakes up the
screen and makes all the enemies
go away.
Sneezer floats in on a bunch of
balloons, unleashing a sneeze that
blows away all the foes. The power
of his sneeze also sends him
sailing away in the other
direction!
 Tiny Toon Adventures
 Hints and Tips
 Use Up/Down to scroll text
 * Be prepared to jump like
crazy! You'll defeat more enemies.
 * Remember, some enemies can't
be defeated, so get ready to run.
<a name="Tomjerry.o">TOMJERRY.O</a>
 Tom and Jerry 
 Hi Tech Entertainment
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 STATUS AREA
 PICK-UPS
 DOUBLE TROUBLE
 BROWSE HELP FILES
<a name="Tomybase.o">TOMYBASE.O</a>
 Tommy Lasorda Baseball
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Tommy Lasorda Baseball
 Game Description
 
 Use Up/Down to scroll text
Now professional baseball is here
to be enjoyed anytime of the
year--and YOU are the star player!
twenty-four different teams in
four leagues to pick from. Try
your physical prowess against the
mighty computer or go up against a
friend in an "exhibition game."
Give it all you've got and try and
make it to the World Series!
 Tommy Lasorda Baseball
 Controller Functions
 
 Use Up/Down to scroll text
Choosing Your Lineup
Before starting to play, you can
select your batting lineup. Push
the Start Button until you reach
the frame with the three boxes
with the batters' names. You can
check players' statistics by using
the D-Button. In the bottom box
you will see all the personal data
on the player you've selected.
When you press Button B, the name
highlighted will turn yellow.
 * Batting order: Scan the list
of names until you find a batter
you want and push Button B. The
name will turn yellow. Move the
D-Button back into the "order" box
and find the batter you want to
exchange. Push Button B a second
time to switch the names.
 * Data on Pitchers: For the
pitcher, seven bits of information
are displayed. In the order they
appear they mean:
 1) the pitcher's name
 2) His earned run average
(ERA)
 3) Right (R) or Left (L)
handed
 4) The amount of break he can
pitch from A to D. A being the
greatest curve.
 5) His stamina (how many total
pitches he can throw), coupled
with the number of pitches he can
throw before beginning to tire.
 6) His throwing speed
 7) The general distance a hit
ball will travel from A to D, with
D being the greatest distance hit.
 * Data on Batters:
There are also seven pieces of
information on the other players:
 1) The batter's name
 2) His batting average
 3) The number of home runs hit
 4) Right (R) or Left (L)
handed
 5) Catching ability (A is
best, and D is worst)
 6) Throwing speed (A is best,
and D is worst)
 7) Running speed (A is best,
and D is worst)
SUBSTITUTING PLAYERS:
To substitute a defense player,
press the Start Button before the
pitcher delivers the next pitch.
On your screen will appear a
"CHANGE MEMBER SELECT POSITION"
subscreen. By using the D-Button
you can scan the list to the
position you would like to
substitute.
When you reach this position,
press the Start Button again and
you will see a list of the players
capable of filling that position.
Push Start again to make your
selection. You can put in a relief
pitcher in the same way. If you
decide not to make any
substitutions, press Button C to
return to the game.
PUTTING IN A PINCH HITTER:
Before the pitcher goes into his
windup, press the Start Button.
When the window appears, the name
of the current batter will appear
in yellow.
Push Start and a list of batters
will follow. When you find a
batter you like, highlight him and
press Start again. The new batter
will now appear in the batter's
box.
PUTTING IN A PINCH RUNNER:
When you have runners on base,
press the Start Button before the
pitcher begins his windup. When
the window appears, use the
D-Button to select the Runner 1B
position. This is the player on
1st. To change the runner, press
Start again and select a
substitute. Push Start again to
put this new runner on the base.
 Tommy Lasorda Baseball
 Playing the Game
 
 Use Up/Down to scroll text
BATTING:
 * In the batter's box: You
can move your batter around by
using the D-Button.
 * Hitting: You swing the bat
by pushing Button C. Push it all
the way down and you get a
complete swing. If you're unsure
of the pitch and only give a
little tap to Button C, your
batter will hesitate and you only
get a check swing.
 * Bunting: You can bunt by
pushing Button A. To control the
direction of the bunted ball use
the D-Button.
Remember that a bunted ball that
veers foul or an attempt to bunt
on a third strike are both counted
as strikes.
RUNNING:
 * To lead off a runner: Push
the D-Button in the direction of
the base to be run to while
pushing Button B.
 * To return a runner to base:
Even while the runner is running,
you can make him return to base by
pushing the D-Button in the
direction of his return and push
Button C.
NOTE: Once a runner has reached
the next base, he cannot return.
 * Stealing a base: If you have
a runner on base, you can try to
steal the next one. Have the
runner lead off and, just as the
pitcher is beginning his windup,
press the D-Button in the
direction of the base to be stolen
and press Button B.
IN THE FIELD:
 * Pitching: By pushing the
D-Button to left or right, you can
move the pitcher's position on the
mound.
Push Button C to deliver his
pitch. By pushing the D-Button
directly after the release, you
can direct the pitch. Push the
D-Button to the left for a slider,
to the right for a curve and up
for a change-up.
 * Checking a runner: If a
runner is taking a big lead, you
can attempt to throw him out. By
hitting Button B, your viewing
screen will change to an overhead
view to allow you to see the
situation from above. Quickly hit
the D-Button in the direction of
the base to be thrown to, and hit
Button C.
FIELDING:
 * Catching: To catch a fly
ball position your fielder
directly under the falling ball.
Be careful during strong winds, as
the ball is capable of drifting
quite far. Look at the subscreen
that appears and position your
fielder in the center of the
yellow dot for best results.
 * Throwing: Once you have
caught the ball, punch the
D-Button in the direction of the
base to be thrown to. Then push
Button C to make the throw.
 * Tag Play: If there's a
runner stuck between bases, the
fielder with the ball can run him
down and tag him out. To do this,
push the D-Button in the direction
of the runner and press Button B.
The fielder will run after him.
 * Repositioning the Fielders:
If you'd like to move your
fielders around, all you have to
do is push Button A and then the
D-Button in the direction to be
moved. All fielders move at once.
 Tommy Lasorda Baseball
 Hints and Tips
 
 Use Up/Down to scroll text
Your fielding skills must be
sharp, because the computer is
awesome with a bat. Be
particularly careful with
grounders, as you have to be ready
to release the ball for an out as
soon as you pick it up. If it's a
slow hit ball, run up on it to
save the extra seconds.
 * When pitching, be sure not
to give it to him too easily, or
it'll surely be knocked out of the
park!
 * Try to develop a good curve
ball, particularly when you're
against an opposite-handed batter!
 * When batting, it's best not
to watch the pitcher, but to watch
the small space just in front of
the batting zone and wait for the
pitch to enter. Be careful of
change-ups!
 * When there's a ball hit deep
into the outfield, you better run
QUICK, or they're likely to get an
inside-the-park home run.
 * It helps sometimes to put a
fast runner on base when you need
it, because if you time it right,
he'll definitely steal the next
base.
 * If your opponent is getting
a lot of hits, it may be that your
pitcher is tiring. Change him!
 * Keep your eye on the runner
at first; it's hard to notice when
he takes off on a steal.
 * Pay attention to your team.
Adjusting the line-up is the most
important part of the game. You
want to have a good runner up
first. In fourth position, you
want to have someone with Home Run
potential and a high batting
average. In addition mix left and
right handed batters.
 * A throw to the cutoff man
from the outfield for a relay home
is usually quicker than trying to
throw it all the way to home
plate.
 * When a right-handed pitcher
is pitching against a left-handed
batter, move the pitcher all the
way to the left, hold the
Directional Pad to the left and
throw the ball. As the ball
reaches about half-way to home
plate, press the Directional Pad
right for an almost unhittable
slider.
 * You can steal every time if
you have an "A" runner on first,
get him to lead as far as possible
and run right when the pitcher
throws the ball.
*** PLAYOFF PASSWORD ***
VaVi opqm lFhb YkaY GoEE kA
*** BEST TEAMS ***
U.S. West - Oakland
U.S. East - Boston
World East - New York, St. Louis
World West - San Francisco
<a name="Toystory.o">TOYSTORY.O</a>
 Toy Story
 Disney
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTERS
 BROWSE HELP FILES
 Toy Story
 Game Description
 
 Use Up/Down to scroll text
Heroes are made, not born.
Welcome to Toy Story, a world
where toys come to life when
people are not present.
It's an imaginative animated
fantasy where a unique assortment
of toys take on a life of their
own and become involved in a
series of comic misadventures.
 Toy Story
 Controller Functions
 
 Use Up/Down to scroll text
You can't be a hero if you don't
know how to move. The general
controls for Woody are listed
below and all special moves or
maneuvers are listed in the
following chapters.
D-Pad:
Use this button to move Woody
around. Press Left or Right to
make him walk in those directions.
Since Woody is such a tall toy,
you may need to press Down from
time to time so he can duck under
low hazards.
You can also press Up (diagonally)
on the D-Pad while Woody is using
his pull-string to aim it higher.
Buttons A or C:
Press either of these buttons to
make Woody jump. When Woody is
moving hand-over-hand (from an
overhead pipe or beam), press
either button to make him release
is grasp.
Button B:
Press this button to help Woody
use his pull-string as a lasso!
Woody can temporarily tie-up the
other toys while he's trying to
make it past them.
He can also use his pull string to
swing across pitfalls by grabbing
hooks.
NOTE: Sometimes he'll need to
perform this maneuver a number of
times in a row, so you better
practice the move until you can
almost do it with your eyes
closed!
Start:
Press this button to pause the
action of the game. Press it again
to resume play.
 Toy Story
 Playing the Game
 
 Use Up/Down to scroll text
The Game Screens:
Stars: These indicate the number
of health points Woody has left.
Every time Woody takes damage from
a hit, he loses one star.
When he falls off the screen or
loses all of his stars, he loses
one life.
Hats: These indicate how many
lives Woody has left in the game.
When the last hat is lost, the
game is over.
Control Options: This screen
alters the game to your liking.
You can change the D-Pad
configuration, number of tries per
game, and storyline option.
It's always helpful to start the
game with more tries at first so
you can get a good feel for the
handling of the character and the
settings.
Bonus Items:
Not only can you have the
adventure of a lifetime while
playing the video game, but you
can collect cool items while
you're at it!
The stuff listed below is spread
throughout the game (some pretty
easy to find, others...).
 * Tin Stars: Collect these to
earn extra health points, extra
lives and continues for Woody.
 * Gold Stars: Collect these to
earn instant health points.
 * Cowboy Hats: Collect these
to receive an additional life.
 * Continue Flags: You will
automatically restart at the point
in the level where you reached
this marker.
Some levels have more than one
Continue Flag. In this case you
will continue at the last flag you
reached before you lost that
level.
 Toy Story
 Characters
 
 Use Up/Down to scroll text
They broke the mold after they
built these guys...
Woody: Mild-mannered, yet a
natural leader among toys, Woody
has been Andy's favorite toy as
long as anyone can remember.
Losing his well-earned position as
the #1 toy to Buzz Lightyear has
unhinged Woody a bit.
Since his plan to get rid of Buzz
backfired, Woody has taken it upon
himself to rescue Buzz from the
perils of the world outside of
Andy's room.
He may just prove he's the best
toy after all...
Hamm: This little piggy can be
found near the most interesting
and useful of objects. Hamm can be
found in Andy's room, usually near
an item that Woody needs to get
his hands on.
What did you expect from a piggy
bank.
Rocky Gibraltar: This toy is
based on a former heavy-weight
wrestler who was known for his
massive strength in the ring.
Rocky comes in handy when Woody
needs to have something heavy
moved.
Mr. Potato Head: The master of
facial expressions is the number
one critic of anyone in charge.
Mr. Potato Head gets in the way
from time to time and always seems
to be trying to save face.
Etch-A-Sketch: This silent but
helpful character has important
information for Woody. Etch comes
up from time to time to offer
assistance to Woody (when he seems
lost).
Buzz Lightyear: As Space Rangers
go, Buzz Lightyear is the top
model! The fact that he is a
child's toy may hamper his
intergalactic travel plans, but he
must first figure this out for
himself.
Buzz is a spaceman's
spaceman-ready to take on a
universe of trouble with a smile
on his face and a gleam in his
eye!
Whether proving his prowess as a
flyer or dashing to another heroic
space rescue, Buzz has enough
daring for a platoon of toys.
Who knows, he may just hit if off
with Woody.
R.C. Car: This speed demon shows
up everywhere, usually just under
foot. Woody uses R.C. at first to
knock Buzz off of the dresser, but
later needs R.C. to catch up to
Andy and his family with Buzz in
tow.
Green Army Men: For a platoon of
green troopers, these guys sure
know how to see red-Code Red!
Woody has them perform recon duty
at Andy's birthday party and
learns all about his new
competitor for Andy's attention.
You never know when these
resourceful men in green will show
up...
Scud: Not a toy, but that nasty
Sid's rotten little dog. Well,
little by human standards, but
gigantic from a toy's point of
view.
At Sid's house, the worst fear of
any toy is being turned into a
chew toy. Scud will do his best to
make any toy's worst nightmare
come true.
Rex: Take the most ferocious
dinosaur the world has ever known
and give him a score of anxieties
and you have Rex.
This carnivore wouldn't hurt a
fly. He's busy working on his roar
(he really doesn't want to sound
annoying), and he can always be
counted on to give Woody a hand.
He also makes one dandy steed for
the rough-riding cowboy...
Squeeze Toy Aliens: Inhabitants
of the arcade Claw Machine, these
dizzy little guys have a one track
mind-to escape to the world
beyond, courtesy of THE CLAW.
Woody has to collect the stray
Squeeze Toy Aliens as he searches
the inner workings of the arcade
machine for a way out.
Mutant Toys: Andy's neighbor Sid
has a nasty habit of creating
warped toys from various parts and
pieces of several toys.
These "Mutant Toys," although
scary-looking, really mean well.
They just had a rotten role model.
You'll meet many other characters
in your search to help Woody
rescue Buzz. Some may be more
familiar than you think!
You 
<a name="Traysia.o">TRAYSIA.O</a>
 Traysia
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ITEMS
 BROWSE HELP FILES
 Traysia
 Game Description
 
 Use Up/Down to scroll text
PROLOGUE
A young man and his uncle left
their town in a caravan for a long
journey. Everything the young man
saw and heard was new and
exciting to him.
They trekked through many
mountains and forests, and one day
they came to a little kingdom. The
kingdom was a well-known stopping
place for travelers, and it was
called the Kingdom of Salon.
His uncle stopped the caravan and
told the young man, "Roy, this is
as far as you can accompany me.
The places we are going do not let
anybody in but the merchants. Go
to the Kingdom of Salon.
Trust your won strength and create
your own life. I will see you
again in Johanna and expect you to
be a strong, grown-up man then."
The young Roy bid his uncle and
the caravan farewell as he stood
alone on a hill overlooking a gate
of the Kingdom of Salon.
He proceeded toward the gate with
light footsteps in anticipation of
an adventure awaiting him.
Now a long, exciting journey
begins for the eighteen-year-old
hero.
 Traysia
 Controller Functions
 
 Use Up/Down to scroll text
TAKE CONTROL
Start Button:
 * Press to start game.
D-Pad:
 * Press to move your character
in four directions.
A Button:
 * Press to talk to character,
to open a chest and to select an
icon.
B Button:
 * Press to cancel.
C Button:
 * Press to get the Icon Menu
when you are on the general
screen.
 Traysia
 Playing the Game
 
 Use Up/Down to scroll text
SCREEN INDICATORS
When you are moving through a town
or field, the screen indicator is
the same as the screen shown
below. The following are
instructions for the indicators.
 1. The Game Screen
 2. The Message Screen, which
contains dialogue between
characters.
 3. The Icon Screen, where a
character selects an appropriate
icon for
 his/her action. Each
character has its own indicator
screen.
If you don't see the icon you want
in the screen, press the C Button
and the Icon Menu will change.
There are 10 icons for this game.
CHARACTERS
When a character selects an Icon
by pressing the A Button,
characteristics relating to the
Status of the character will
appear.
 1. L(LEVEL) The overall
strength of the character.
 2. ST(STRENGTH) The strength
of the character without Items.
 3. AG(AGILITY) The speed of
the character without Items.
 4. DF(DEFENSE) The defense
power of the character without
Items.
 5. IQ(INTELLIGENCE QUOTIENT)
The magic power of the character
without
 
Items.
 6. AP(ATTACK POINTS) The
attack power of the character with
an Item
 plus No. 2.
 7. SP(SPEED POINTS) The
Speed points of the character with
an Item
 plus No. 3.
 8. DP(DEFENSE POINTS) The
defense points of the character
with an Item
 plus No.
4.
 9. IP(INTELLIGENCE POINTS)
The magic power of the Item plus
No. 5.
 10. HP(HIT POINTS) The hit
points of the character.
 11. MP(MAGIC POINTS) The
magic points of the character.
 12. EP(EXPERIENCE POINTS) The
experience points of the
character.
TOWN SCENARIO
Roy and the other characters can
rest for awhile in the town.
You must regain the Hit Points and
Magic Points to upgrade your
weapons, as well as to gather the
information.
Field Screen
At the first town, you meet your
companions for your adventure. It
is dangerous to go out of the town
by yourself.
First talk to the people of the
town and gather the information.
Select a character to talk to by
moving the D-Pad(up, down, right
and left) and press the A Button
to converse.
Shops in a Town
At first, Roy does not have much
in the way of weapons, protective
gear or money.
As he gains his companions, he
also gains more money, and he is
able to shop at the weapon and
protective gear shops. There are
many more Shops in the town.
You can Save a level as well as
regain HP and MP by staying at an
inn. You can also regain HP and MP
by staying at a hospital in the
town.
Fight
Enemies will attack you without
notice when you are in a field or
dungeon. You have a choice of
fight, magic, defense, or
get-away. Which would you like to
choose?
Each character must select an Icon
to fight. Move a cursor to an
opponent you selected by using the
D-Pad and press the A Button.
You may need more than one turn to
get close enough to attack the
opponent.
When you select Magic, choose one
out of four directions(up, down,
right and left) in which you wish
to attack.
You must be on the same line as
your enemy, otherwise the Magic
does not work.
For your defensive move, you can
choose to escape by running around
the screen or stay put.
Either way, you gain your
Defensive Power, which makes your
character hard to damage.
Even if you select an Icon to
escape, you may not be able to
succeed every time; but, if one of
your characters succeeds in
escaping, the rest of the
characters can also escape.
Press the B Button to cancel all
your commands.
HP:
During the fight, when characters
other than the hero are attacked
and their HP become '0', they
disappear from the Fight Screen.
When they return to the general
screen, their HP shows '1'. When
the Hero's HP becomes '0', the
game is over.
 Traysia
 Items
 
 Use Up/Down to scroll text
WEAPONS AND DEFENSE GEAR
There are many Weapons and Defense
Gear for the fight screen in this
game.
Some of them can be bought at a
shop in a town and the others can
be obtained by fighting with
monsters. The following are some
of them:
Weapons
There are five different kinds of
Weapons: Swords, Axes, Maces, Bows
and Arrows, and Staffs. Not all
characters can use all the
weapons.
Roy and Magellan can use Swords,
Banegie can use Axes and Maces,
Bellenue can use Bows and Arrows,
and Floyd can use Staffs.
Other weapons are: KNIFE 
 LONG SWORD RIVER SWORD
 DAGGER 
 BROAD SWORD SHAMSHA
 SHORT SWORD 
 GREAT SWORD
Defense Gear
The Defense Gear, such as Armor
and Shields, will protect you and
your characters from the enemy
attacks.
Generally, the Shields have more
Defense Power than the Armor. At
the shop, the more you pay for the
Shield or Armor, the better
Defense Power you get.
ARMOR SHIELDS
Leather Clothes Target
Fur Shield
New Clothes Leather Shield
Leather Armor Bronze Shield
Scale Mail
Magic
All the characters except Magellan
can use Magic. Not all the
characters can use all types of
Magic. When you increase your
level.
Fire Magic
Hound: A ball of fire is aimed at
an enemy.
Houdes: A bigger ball of fire is
aimed at an enemy.
Hou Kahn: The biggest ice block
is shot at any enemy.
Electric Light Magic
Fulgul: Electric light is shot at
an enemy.
Faul Khan: An electric flash
stronger than Fulgul is shot at an
enemy.
Ice Magic
Fonce: A piece of ice is hurled
at an enemy.
Folga: A bigger chunk of ice is
shot at any enemy.
Fon Folge: The biggest ice block
is shot at any enemy.
Thunder and Lightning Magic
Indra: Creates thunder and
lightning, and drops it over an
enemy.
Indras: Two sets of thunder and
lightning are dropped over an
enemy.
III Oun: Four sets of thunder
and lightning are dropped over an
enemy.
Magic to Regain Your Power
Dahlet: Magic to regain HP.
Dahlex: Magic to regain more HP
then Dahlet.
Dahgista: Magic to regain more
HP then Dahlex.
Dahgis Dahgista: Magic that
restores the most HP.
SPECIAL ITEMS
The special items add power to
your Status, such as Muscle Power
or Agility. You do not know how
much power you will gain until you
actually get the item.
You can buy some items at a shop,
other items you must acquire by
knocking down a monster.
Other items are: Silver Tulip 
 Leather Hat
 Gold 
 Hair Decoration
 White Gold
Staff Feather Hat
EVENT ITEMS
These items are important to
advance in the game. They are not
available at shops, but you can
receive these as a gift, or find
them in a treasure chest.
These items are: Swordman's Key
 Magician's Key
 Traveler's Key
 Merchant's Key
 White Gold Key
 Lumber
 Golden Cross
<a name="Tripspc1.o">TRIPSPC1.O</a>
 Triple Play '96
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 PLAY BALL
 HINTS AND TIPS
 BROWSE HELP FILES
 Triple Play '96
 Game Description
 
 Use Up/Down to scroll text
BATTER UP!!!
Welcome to Triple Play '96, the
game that captures the excitement
of a homer over the center field
fence, the strategy of a hit and
run play, and the atmosphere of a
warm summer afternoon at the
ballpark.
And Triple Play '96 doesn't just
deliver realistic graphics and
sound-with multiplayer support and
more control options than ever
before, it's in a league of its
own.
NOTE: THIS SPECIAL PROMOTION OF
TRIPLE PLAY 96 ONLY ALLOWS THESE
OPTIONS- EXHIBITION, ALL-STARS,
AND GENERAL MANAGER. YOU ARE ONLY
ALLOWED TO PLAY THE FIRST THREE
INNINGS.
 Triple Play '96
 Controller Functions
 
 Use Up/Down to scroll text
GENERAL CONTROLS
MENUS
Start:
 * Continue/Exit menu
D-Pad Up/Down:
 * Highlight item
D-Pad Left/Right:
 * Change highlighted item
Button A or C:
 * Select item
Button B:
 * Return to previous menu
GAMEPLAY
Start:
 * Pause game
Start + B:
 * Switch to Manager mode
ON THE MOUND
Button A:
 * Fastball
Button B + D-Pad to select base:
 * Try to pick off baserunner
Button B + D-Pad:
 * Pitchout/throw home
Button C:
 * Changeup
NOTE: To select a pitch before 
 windup, D-Pad up, down, 
 left, or right to bring up
 pitch menus. Then press A,
 B, or C to select 
 appropriate pitch from
 menus.
IN THE FIELD
Fielding the Ball
D-Pad:
 * Move slowly toward ball
D-Pad toward ball:
 * Move toward ball at normal 
 speed
Button A:
 * Aggressive catch/dive
Button B:
 * Switch to player nearest
 ball
Button C:
 * Conservative catch/speed
 burst
Throwing the Ball
D-Pad:
 * Hold ball
Hold D-Pad toward base:
 * Select base to throw to
Button A:
 * Aggressive throw
Button B:
 * Switch to player with ball
Bold B + D-Pad:
 * Run with ball
Button C:
 * Conservative throw
AT THE PLATE
Before the Pitch
D-Pad left/right:
 * Select stance(open, normal,
 or closed)
Button A or C:
 * Warm up swing
Button B:
 * Switch to baserunner
Hitting the Ball
D-Pad:
 * Take pitch
Button A:
 * Aggressive power swing
Button B:
 * Bunt
Button C:
 * Controlled swing
Press D-Pad while swinging:
 * Aim hit
ON THE BASEPATHS
On Base/Leading Off
Button A or C:
 * Go back to base(tag up)
Button B:
 * Switch to another player
D-Pad in direction of base you
want to move toward:
 * Run forward/back or change
 lead-off distance before
 pitch
Between Bases
D-Pad in direction of base:
 * Run forward/back
Hold A:
 * Head-first slide(if close to
 base)
Button B:
 * Switch to another player
Hold C:
 * Feet-first slide(if close to
 base)
 Triple Play '96
 Playing the Game
 
 Use Up/Down to scroll text
SETTING UP THE GAME
Game Setup Menu
From this menu, you can select the
type of game you want to play or
go to the General Manager screen.
Exhibition:
 * Play an Exhibition game
 between any two teams.
All-stars Game:
 * Play an exhibition game
 between the American and
 National All-stars.
General Manager:
 * Go to General Manager screen
 to set team options.
GENERAL MANAGER SCREEN
This screen lets you act as
general manager for all the teams
in Triple Play 96-from changing
team names and reviewing injuries
and stats to creating, signing,
releasing, and trading players.
To select a team:
 * D-Pad up to move
 the baseball
 highlight to the
 team name.
 * D-Pad left/right
 to select a team
Change Name
Go to the Change Team Name screen
to change the name of the selected
team.
 * To delete a letter, press A.
 * To add a letter, D-Pad to
 highlight a letter, and
 press C to add the
 highlighted letter.
 * To save the changes and
 return to the General 
 Manager screen, press
 Start.(To exit without
 saving changes, press B).
Review Injuries
Go to the Review Injuries screen
to view a list of injured players
for the selected team.
Player Statistics
Check out stats for the players on
the selected team.
 * To scroll through the list
 of players, D-Pad up/down.
 * To scroll through the stat
 columns, D-Pad left/right.
 * To toggle between historic
 and season/series stats,
 press C.
Custom Players
Go to the Custom Players screen to
view players or create a player
from scratch. Each player you
create(up to 50 players can be
created) is added to the Minor
League pool and may be signed by
any team.
 * To scroll through the list
 of player slots, D-Pad
 up/down.
 * To create a player,
 highlight a slot that reads
 <EMPTY> and press C. The
 Create Player screen appears:
NAME: Press C to go to Enter
Player Name screen and create a
player name in the same manner as
CHANGE NAME above.
EXPERIENCE: D-Pad left/right to
select ROOKIE or VETERAN. VETERAN
players are older, but have
slightly better attributes.
POSITION: D-Pad left/right to
cycle through the possible
defensive positions to select the
player's natural position.
The player suffers defensively the
further he plays from his position
-i.e., a shortstop can play second
base well but won't make a good
catcher.
BATTING STYLE: Toggle between
SLUGGER(long ball hitter) or
CONTROL(less power but better
average).
BATS: Select LEFT, RIGHT, or
SWITCH hitting style.
THROWING ARM: Select LEFT or RIGHT
throwing arm.
SKIN TONE: Select LIGHT or DARK
skin tone.
JERSEY NUMBER: D-Pad left/right to
select a number from 0-99 to
identify the player.
 * To get a scouting report on
 a created player, highlight
 the player and press A. 
 The Scouting Report screen 
 gives you a summary of the 
 player's abilities generated
 from the player's attributes.
 * To modify a created player,
 highlight a player and press
 C.
 The Modify Player screen
 appears. This screen works
 like the Create Player screen.
NOTE: You cannot modify or get a
 scouting report on the
 default MLBPA players.
Sign Player
Sign a player from the Minor
League pool(composed of new
players you've created and any
players released by other teams).
You must have a free roster spot
to sign a player.
 * To sign a player: From the
 Sign Player screen, D-Pad
 up/down to highlight a
 player, then press A or C.
 * To view more players,
 highlight NEXT PAGE or
 PREVIOUS PAGE and press A
 or C.
 * To view more stats, D-Pad
 left/right.
Release Player
Release a player from the team's
roster to the Minor League pool.
 * To release a player: From
 the Release Player screen,
 D-Pad up/down to highlight
 a player, then press A or C.
Trade Players
Make a one-for-one player trade
between any two teams.
 1. To trade the two listed
 players, press Start
 (B to exit and cancel the
 trade). You are prompted
 to accept or cancel the
 trade.
 2. Highlight NO(cancel) or
 YES(accept trade) and
 press C. You return to
 the Trade Players screen.
Team Schedule
Go to Team Schedule screen to
check out your team's schedule.
This option is not available in
Exhibition or All-stars play.
 * To scroll through the
 schedule by day, D-Pad
 left/right.
PLAYER STATISTICS
Player stats are divided into nine
categories in Triple Play 96:
POWER SUMMARY: The player's
batting average, homers, and
slugging percentage.
RUN GENERATION: At bats, runs, and
runs batted in.
BASE RUNNING: Stolen bases, caught
stealing, and stolen base
percentage.
BATTING: On-base percentage, bases
on balls, and strikeouts.
BASE HITS: Number of singles(1Bh),
doubles(2Bh), and triples(3Bh).
FIELDING: Put-outs, assists, and
errors.
POSITIONS: The player's defensive
position in the current
game(Gpos), ideal defensive
position (Ipos), and fielding
percentage.
PITCHER SUMMARY: Applicable only
to pitchers, these three columns
list the pitcher's earned run
average, innings pitched, and
strikeouts(K).
WIN LOSS: Applicable only to
pitchers, these columns list the
pitcher's wins, losses, and
winning percentage.
STARTING AN EXHIBITION GAME
NOTE: Only the first three
 innings are played.
Quick Start:
 * From the Game Setup menu,
 press Start. You move to
 the start of an Exhibition
 game between two
 computer-selected teams.
 (You control the home team).
Normal Start:
 * Highlight EXHIBITION from
 the Game Setup menu and
 press C. The Select Teams
 screen appears.
EXHIBITION SELECT TEAMS SCREEN
 * To select a rating category
 to sort teams by, D-Pad
 up/down. 
 When a category is
 selected, teams are sorted
 by their ranking in that
 statistic rather than
 alphabetically.
 * To accept the selected teams
 and continue, press Start.
 (To cancel and go back,
 press B). 
 The Select Settings screen
 appears.
Exhibition Select Teams Screen
 * To select a rating category
 to sort teams by, D-Pad
 up/down. 
 When a category is selected,
 teams are sorted by their
 ranking in that statistic
 rather than alphabetically.
 * To accept the selected teams
 and continue, press Start. 
 (To cancel and go back,
 press B). The Select Settings
 screen appears.
Exhibition Select Settings Screen
From this screen, you can choose
the length, home field, view, and
DH options for the current game.
Default settings are listed in
bold.
FIELD:
 * By default, the field of
 the home team is selected,
 but you can select any of
 the 28 unique stadiums
 included in Triple Play '96.
BATTER VIEW:
 * Toggle between ZOOM(where 
 the camera zooms in behind
 the batter for every pitch)
 and NORMAL(where the camera
 angle above and behind home
 plate remains constant).
DH RULE
Set designated hitter rule(where
the pitcher doesn't bat) to
NORMAL, ON, or OFF. When set to
NORMAL, the DH rule is on in
American home games and off in
National home games.
 * To accept the selections
 and continue, press Start.
 (To cancel and go back, 
 press B). The Choose
 Controller screen appears.
Choose Controller Screen
An icon for each of the
Controllers that can be plugged
into the system appears on this
screen. Up to four players may
play if a 4 Way Play adapter is
attached.
 * To select the team that you
 control, D-Pad left/right to
 position the controller
 symbol under either team or
 in the middle to select 
 computer control.
If more than one player controls a
team, you can select the fielding
positions that each player
controls:
 1. From the Choose Controller
 screen, press C. The
 Position Select screen
 appears.
 * To highlight a position,
 D-Pad up/down.
 * To cycle the control options
 (no mark, star, or X) for
 the highlighted position,
 press A. 
 Control options are 
 color-coded by controller.
 2. To accept the settings
 and continue, press Start.
 (To cancel and go back,
 press B). The Pregame menu
 appears.
 This way, you won't both
 be trying to take control
 of a fielder during a play.
PREGAME MENU
PLAY BALL: To begin the game,
highlight this option and press
C(or simplify press Start).
CONTROLLERS: Return to the Choose
Controller screen.
STARTING LINEUP: Go to the Team
Roster screen to set your lineup.
The starting position players,
pitcher, and(if applicable) DH
appear on this screen.
 * To toggle between historic
 and series statistics,
 press C.
 * To scroll through player
 stats, D-Pad left/right.
To Make a Substitution:
 1. D-Pad up/down to highlight
 a position, then press A.
 2. Press A again.
 3. Highlight a bench player
 from the list that appears,
 then press A to insert that
 player into the lineup
 (C to cancel).
To Exchange Two Players'
Defensive Positions:
 1. Highlight a position,
 press A, then press B.
 2. Highlight a second player,
 then press A to switch the
 two players(C to cancel).
To Exchange the Batting Order
of 2 Players:
 1. Highlight a position, press
 A, then press C.
 2. Highlight a second player,
 then press A to switch the
 batting order of the two
 players(C to cancel).
 * To accept the changes and
 continue, press Start.
 (To cancel and go back,
 press B).
NOTE: To change the batting
 position of the DH,
 change the pitcher's
 batting position.
GAME OPTIONS
Go to Select Settings screen to
set game options.
QUIT GAME
 * To exit the game, highlight
 this option and press C.
 * At the QUIT? prompt, D-Pad
 up/down to highlight NO
 (return to Pregame menu) or
 YES(quit game).
 * Press C to activate the
 desired option.
 Triple Play '96
 Play Ball
 
 Use Up/Down to scroll text
PLAY BALL!!!
You control the player over the
star. Depending on which
controller you're using, the star
has a different color:
Player 1: Yellow Star
Player 2: Red Star
Player 3: Blue Star
Player 4: Purple Star
Start of Inning: An updated line
score appears, followed by an
overlay of the first three hitters
due up, and then statistics for
the first batter(today's
hits/plate appearances, batting
average, RBI, HR, and slugging
percentage).
 * Press A, B, or C to clear
 each overlay and continue.
NOTE: Player stats toggle
 between historic and
 series statistics,
 depending on which stat
 type is selected in the
 Team Roster screen.
New Batter: An updated line score
overlay is followed by current
stats for the hitter.
 * Press A, B, or C to clear
 each overlay.
End of Game: After a victory
celebration by the winning team,
the game score appears, followed
by the pitching line and player of
the game.
 * D-Pad up/down to scroll
 through the screen; press
 Start to continue. The
 Endgame menu appears.
 * Press Start to continue,
 or highlight the appropriate
 option and press C to go to 
 the Game Statistics,
 Controllers, Roster, or
 General Manager screens.
DEFENSE
On the Mound
Short of doctoring the baseball,
Triple Play 96 gives you every
option available to a major league
pitcher. If you just want to throw
fastballs and change-ups, you can
press a button before the pitch. 
If you want something more
elaborate(a brushback pitch,
perhaps?), you can select from 12
options using the pitch selection
menus.
Button A:
 * Throw a baseball
Button B + D-Pad to select base:
 * Try to pick off baserunner
B + D-Pad down:
 * Pitchout/throw home
Button C:
 * Throw a change-up
To select a Pitch before the
windup:
 1. When the batter has stepped
 into the box and is ready, 
 press and hold the D-Pad up,
 down, left, or right to bring
 up one of the four available
 pitch selection menus.
 2. Press A, B, or C to select
 the appropriate pitch from
 the menu. The pitcher
 begins his windup.
To select Pitch Location
During Windup:
 * D-Pad in the direction you
 want to pitch.
IN THE FIELD
Sure, you can sit back and let
your fielders mosey after the
ball, but if you want the best
defense, you need to take control.
Fielding the Ball
D-Pad:
 * Move toward ball slowly
D-Pad toward ball:
 * Move toward ball at normal
 speed
D-Pad + B:
 * Run with ball in any 
 direction
Button A:
 * Aggressive catch/dive
Button B:
 * Switch to player nearest
 ball
Button C:
 * Conservative catch/Speed
 burst
When a fly ball is hit, a cross
appears where the ball will land.
If you don't press the D-Pad, the
fielder will move slowly toward
the ball. 
If you press the D-Pad in the
direction of the cross, the player
runs at normal speed.
Throwing the Ball
D-Pad:
 * Hold ball
D-Pad toward base:
 * Select base to throw to
Button A:
 * Aggressive throw
Button B:
 * Switch to player with ball
Button B + D-Pad:
 * Run with the ball
Button C:
 * Conservative throw
OFFENSE
At the Plate
D-Pad left/right:
 * Select stance before pitch
 (Open, Normal, or Closed)
Button A or C:
 * Warm up swing
Button B:
 * Switch to baserunner
Open Stance: "Open up" front foot
toward the foul line to try to
pull the ball.
Normal Stance: Align front foot
toward the pitcher's mound to hit
the ball where it's pitched-you'll
tend to hit an outside pitch to
the opposite field and pull an
inside pitch. 
This is the best stance for most
circumstances.
Closed Stance: "Close off" stance
by turning front foot toward the
plate to try to hit the ball to
the opposite field.
This stance is useful for a
right-handed hitter trying to
advance a runner.
Hitting the Ball
D-Pad:
 * Take pitch
Button A:
 * Aggressive power swing
Button B:
 * Bunt
Button C:
 * Controlled swing
To aim hit during swing:
 * D-Pad in the direction
 you want the ball to go
The direction of the ball is
determined by four factors:
Batting stance: open stance tends
to pull the ball; closed stance
tends to push the ball to the
opposite field.
Pitch location: an inside pitch
causes the ball to be pulled; an
outside pitch tends to go to the
opposite field.
D-Pad AIM: the direction the
batter aims toward using the
D-Pad. This has less of an effect
than the batter's stance.
Swing timing: an early swing pulls
the ball; a late swing directs the
ball to opposite field.
ON THE BASEPATHS
On Base/Leading Off
Button A or C:
 * Go back to base(tag up)
Button B:
 * Switch to another player
D-Pad in direction of base you
want to run to:
 * Run forward/back
Between Bases
Hold A:
 * Head-first slide
Button B:
 * Switch to another player
Hold C:
 * Feet-first slide
D-Pad in direction of base:
 * Run forward/back
After the ball is hit, you control
the batter. To switch to the lead
baserunner(if other than the
batter), press B.
Players slide only if they're near
a base and there is a possible
play.
Any baserunners not visible on the
main game screen are displayed in
windows in the corner of the
screen before the ball is pitched.
When the ball is in play, a
representation of the field
appears in the lower right of the
screen:
Red square: Fielder
White dot: Ball
Yellow square: Offensive player
After a home run, the runners
automatically circle the bases.
TIME-OUT
You can call a time-out at any
time by pressing Start. The
Time-Out menu lets you view
instant replays or access various
options menus.
Resume game
Highlight this option and press
C(or simply press Start) to return
to the game.
Instant Replay
Go to Instant Replay screen:
Start:
 * Return to Time-Out menu
D-Pad:
 * Move camera focus
Hold A:
 * Rewind
Button B:
 * Frame advance
Button C:
 * Play forward
When you press the D-Pad, the
camera focus box appears. When the
focus is over a player, it turns
into a cross, and the camera
follows the player as he moves.
Roster
Go to Team Roster screen to
substitute players. The starting
position players, pitcher, and(if
applicable) DH appear on this
screen.
 * To toggle between historic
 and series statistics,
 press C. The stat type 
 displayed here is also 
 displayed during gameplay
 stat overlays.
 * To scroll through player
 stats, D-Pad left/right.
To Substitute for a Player:
 1. D-Pad up/down to highlight
 a position, and then press
 A twice.
 2. Highlight a bench player
 from the list that appears,
 and then press A to insert
 that player into the lineup
 (C to cancel).
 * To accept the changes and
 continue, press Start
 (to cancel, press B).
OPTIONS SELECT SETTINGS SCREEN
From this menu, you can select
display and sound options.
 * To accept your selections
 and return to the Time-Out
 menu, press Start(to cancel
 and go back, press B).
Batter View
Toggle between ZOOM and NORMAL
batter view.
Pitcher Menu
Toggle display of pitch selection
menus ON/OFF. When OFF, you select
pitches normally, but the menus
aren't displayed(perfect for a
multiplayer game where you don't
want to tip off your pitches).
Radar Gun
SHOW or HIDE radar gun pitch MPH
display.
Music
Toggle music in the menu screens
ON/OFF.
Organ
Toggle ballpark organ ditties
ON/OFF.
Sound
Toggle sound effects ON/OFF.
Length, DH Rule, and Field
These options, all of which are
set from the pregame Select
Settings screen, are dimmed and
unavailable after the game starts.
ALL-STARS GAME
The All-stars exhibition game
gives you a chance to pit the
stars of the two leagues against
each other. The teams are based on
last year's star performers.
To start an All-Stars Game:
 * Highlight ALL-STARS GAME
 from the Game Setup menu
 and press C. The Select
 Settings screen appears.
 * Proceed through the Select
 Settings, Choose Controller,
 and Pregame screens as you
 would any other game.
 Remember, you're playing for
 the pride of your favorite 
 league, so play like an
 All-Star!
 Triple Play '96
 Hints and Tips
 
 Use Up/Down to scroll text
HINTS AND TIPS!!!
 * When two or more human
 players control a team,
 try dividing up the
 defensive positions.
 For instance, have one
 player control the pitcher
 and outfielders while
 another controls the catcher
 and infielders.
 * Keep an eye on any
 baserunners before the pitch.
 If a runner is getting a big
 lead, press B + D-Pad in the
 direction of the base for a
 pickoff attempt.
 * The pitcher's "specialty" 
 pitches have one or more 
 exclamation points after 
 them. The more exclamation
 points, the better he
 throws the pitch.
 * As the pitcher's Fatigue 
 Bar goes down, so does his
 performance. 
 Keep an eye on the bar 
 throughout the game, and be
 ready to bring in a new 
 pitcher when the bar gets
 below half full. 
 If the bar turns red, your
 pitcher is injured-replace 
 his immediately!
 * Here's the easy way to get 
 to the ball: Press B until
 the fielder who has the best
 chance of catching the ball 
 is highlighted with a star. 
 Then hold down C-this makes 
 him run faster toward the 
 ball, and also makes him 
 automatically throw to the 
 default base.
 * When you press A, you have
 a better chance of reaching 
 a difficult ball, but also 
 a greater chance of making 
 a costly error.
 * If you're not sure which 
 base to throw to, press A or
 C without pressing the D-Pad.
 The ball is thrown to the 
 cutoff man or the base without
 the closest runner. 
 When there are no runners in 
 motion, the ball is thrown to
 the pitcher.
 * Make a conservative throw 
 whenever possible-aggressive 
 throws that get by a baseman
 can really hurt you.
 * Your Stance and Aim work
 together-i.e., with an Open
 stance, aiming to pull the
 ball will result in an
 exaggerated pull(and perhaps
 a foul ball).
 * You don't have to Manage
 full time. You can
 quickly switch between
 Manager and Player mode
 to set the outfield and
 then throw a pitch, call
 for a hit and run and
 then swing at the
 pitch, etc.
 * Computer-controlled players
 follow the orders of the
 Manager to the best of
 their abilities, but
 human-controlled players
 aren't affected by
 your commands.
<a name="Ultimqix.o">ULTIMQIX.O</a>
 Ultimate Qix
 Taito
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Ultimate Qix
 Controller Functions
 
 Use Up/Down to scroll text
Directional Button:
 * Move the player vessels and
make selections on the Option
screen.
Start Button:
 * Press to start the game.
A Button:
 * Field cut.
B Button:
 * Shot (when obtaining items).
C Button:
 * Field cut (high speed field
cut in C-mode only).
 Ultimate Qix
 Playing the Game
 
 Use Up/Down to scroll text
Methods of moving spaceship:
1. Direction Button only - It's
only possible to move on the green
lines. While on the green lines
you cannot be attacked by any
enemies other than Sparks.
2. A Button and Direction Button
- If you press the A Button, you
can move outside the green lines
and draw orange lines as you cut
the field.
As long as they are producing
orange lines, the player
spaceships are defenseless.
3. Field cut - If a prescribed
area is surrounded with orange
lines, that area is removed and a
lower field appears.
The orange line changes to a green
line and the inside green lines
change to white lines. It is not
possible to move inside the field.
The field is cut on the side where
the boss is not located. It is not
possible to draw a line directly
over an orange line that has
already been drawn.
There are three different play
modes you can pick on the Options
screen.
A-Mode:
 * Player vessels can return to
or erase orange lines they have
drawn.
 * If an enemy touches an
orange line, a fast force travels
along the line, threatening the
player's ship. 
 * The contents of the item
blocks are random.
 * When the timer expires,
Balboa appears and attacks the
ship.
 * If a player stops while
drawing an orange line, Balboa
appears and attacks the ship.
B-Mode:
 * The player's spaceships
cannot erase orange lines
previously drawn.
 * If an enemy touches an
orange line, the player's
spaceship is immediately
eliminated.
 * The content of the item
blocks is fixed and does not
change for each play.
 * When a fixed time has
elapsed, Blue Sparks appear and
move along the green lines while
multiplying.
 * If a player stops while
drawing an orange line, a Red
Spark appears and attacks the
player's spaceship at high speed
along the line.
C-Mode:
 * The player's spaceships
cannot erase orange lines
previously drawn.
 * If an enemy touches an
orange line, the player's
spaceship is immediately
eliminated.
 * No items appear.
 * When a certain amount of
time has elapsed, the Blue Sparks
appear and attack the player's
spaceships at high speed along the
lines.
 * If a player stops while
drawing an orange line, Red Spark
appears and attacks the player's
spaceship.
 Ultimate Qix
 Hints and Tips
 Use Up/Down to scroll text
 * Try to stay on the green
lines. Only Sparks can attack you.
 * Keep moving or a Red Spark
will attack you.
<a name="Ultqix.o">ULTQIX.O</a>
 Ultimate Qix
 Taito
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Unnecess.o">UNNECESS.O</a>
 Unnecessary Roughness '95
 Accolade
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Unnecessary Roughness '95
 Game Description
 
 Use Up/Down to scroll text
Grab your controller and get
ready-it's football time! But
don't sit back in your chair,
because you'll be in the middle of
the action!
Unnecessary Roughness '95 is a
hard-hitting action simulation of
professional football.
The National Football League
Player's Association(NFLPA)
license means that Unnecessary
Roughness '95 uses your favorite
NFL players in its simulation.
Over 150 NFLPA stars are shown
with digitized pictures and
background information!
You can choose the football teams,
and play single games or an entire
season of pro football.
You can play any or all games you
want during the season, and
Unnecessary Roughness '95 plays
out the remainder of the schedule
for you.
Best of all, you can play
Unnecessary Roughness '95 with not
only 1 or 2 players, but with 3 or
4 using a multi-player adapter.
When you get into play, you
control the play calling and the
action, with all the excitement of
3-D modeled players using
animation based on actual player
videos.
Unnecessary Roughness '95 is based
on the actual rules of
professional football, and these
instructions assume that you are
at least familiar with the basic
rules of the game.
 Unnecessary Roughness '95
 Controller Functions
 
 Use Up/Down to scroll text
CONTROLS
During Play
Start: Pauses/unpauses the game.
D-Pad: Moves active player in the
direction you press.
A Button: Selects options; on the
Play Calling screen, selects the
left option.
B Button: Advances to the
indicated screen(where listed on
screen); On the Play Calling
screen, selects the middle option.
C Button: Exit current screen;
On the Play Calling screen,
selects the right option.
Menu Screens
Start: Advances to the next
screen.
D-Pad: Moves between options or
scrolls information(look for
arrows on screen to indicate D-Pad
directions available).
A Button: Selects options; on the
Play Calling screen, selects the
left option.
B Button: Advances to the
indicated screen(where listed on
screen); On the Play Calling
screen, selects the middle option.
C Button: Exit current screen; On
the Play Calling screen, selects
the right option.
 Unnecessary Roughness '95
 Playing the Game
 
 Use Up/Down to scroll text
MAIN MENU
This is the Main Menu screen,
where you set all the basic game
choices. Press D-Pad Up, Down,
Left, Right to move the pointer to
the item you want to change, then
press the A-Button to cycle
through the choices.
Press the B Button to go to the
Change Teams screen; press Start
to go to the Start option. The
menu items available:
GAME
Choose Exhibition, Resume
Season, 2 Minute, or New Season.
Exhibition lets you play one
game. Resume Season allows you
to resume season in progress.
2 Minute lets you get in a very
quick round of football; the home
team is down by 4 points with
between 1 and 2 minutes left to
play. The home team has to take a
kickoff and drive the length of
the field to win.
New Season lets you play an
entire season(or just games you
want while Unnecessary Roughness
'95 plays the rest of the schedule
for you).
QUARTERS
Select the length of the quarters
played in your games. Choose 5,
10, or 15 minute quarters.(This
time setting is not used if you're
playing a 2 Minute game.)
DIFFICULTY
Sets the difficulty level of the
computer-controlled opposition.
The easiest setting is Rookie.
On the Rookie setting, the
computer plays less aggressively,
there are no fumbles, no yards
lost for penalties, and pass
receivers automatically run to
catch passes.
Veteran gives you a hard
contest; fumbles can occur and
penalty yards are assessed. The
All-Pro setting is the toughest
possible opposition, and you have
to run the pass receiver under the
ball to catch it.
CHANGE TEAMS
Choose this item to go to the
Change Teams screen, where you can
select the Home and Away teams.
The 28 teams are listed by their
city names, divided by their
division in the National and
American conferences.
MATCHUP SCREEN
This screen shows how the two
teams match up and displays
pictures and bios of star players.
Press the A Button to cycle
through the star player's bios.
The lower section of the screen
rates the teams in five areas on a
scale of 1 football(weak) to 5
footballs(strong).
THE PLAYING FIELD
The Playing Field shows you all
the bonecrunching action in an
overhead view. The Offense of the
screen and the active player has a
yellow ring below him.
The Defense is shown at the top
and the active player has a red
ring.
KICKING
A kicking meter is used for
kicking off, field goals, extra
points, or punts. The meter is
divided into three sections:
top(yellow), middle(blue) and
bottom(red).
To kick, you'll need to press the
A Button three times:
1. Press the A Button to start
the bar moving.
2. When the bar reaches the blue
section press the A Button a
second time. The power of your
kick is determined by the position
of the bar in the blue section
when you press the button.
The bottom line indicates 0% power
and the top line indicates 100%.
Higher in the yellow section,
you'll get more power but less
accuracy.
Note: The more powerful the
kick, the harder it will be to
control.
3. Choose the direction of the
kick by pressing the A Button a
third time as the bar descends
into the red zone. The white line
in the middle indicates a Straight
Kick.
If you kick above this line, the
kick veers to the right; if you
kick below the line, the kick
veers left.
PLAY CALLING
The Play Calling screen appears
before every down. This is where
you get to use your football
strategy to take apart your
opponent's game plan.
The middle of the screen shows the
down and distance remaining,
yardline, time remaining in the
quarter, play clock, score by
quarter and time outs remaining
for both teams.
Both the offense and the defense
must choose a formation and then
an offensive play or a defensive
scheme to be run at the next snap
of the ball.
There are eight offensive and six
defensive formations, each contain
six plays or schemes.
Here's how you choose a formation
and play:
1. Press D-Pad up or down to
scroll through the formations(the
current one is highlighted).
2. Press D-Pad left or right to
cycle through the available plays.
3. To select a play, press the
A(left play), B(center play), or
C(right play) Button.
Once you select a play, the play
boxes darken. At this point you
can press the C Button and select
a new formation or play(you must
do this BEFORE returning to the
field).
If you are on offense, make sure
you have enough time remaining on
the play clock!
ROSTER SCREEN
The Roster screen displays
information about each player. To
review player attributes:
1. Press D Button up or down to
cycle through the roster.
2. Press Start to exit.
In addition to listing
Position(Pos) and Number(#), the
player's abilities are rated in
the following categories:
Skl: Skill at catching and
intercepting passes. Also shows
the accuracy of quarterbacks,
punters, and kickers.
Spd: Top running speed.
Str: Strength at blocking,
tackling, and breaking tackles.
Also shows how far quarterbacks,
punters, and kickers can
accurately throw or kick the ball.
Agl: Agility in accelerating,
stopping, turning and juking.
The abbreviations used for player
positions are:
QB = Quarterback
K = Kicker
TE = Tight End
P = Punter
W = Wide Receiver
FB = Full Back
RB = Running Back
C = Center
G = Offensive Guard
T = Offensive Tackle
DL = Defensive Line
LB = Line Backer
CB = Corner Back
S = Safety
PLAY CONTROLS
When both teams reach the line of
scrimmage, you'll notice a small
yellow ring near the quarterback's
feet, and a small red ring near a
linebacker's feet.
This ring indicates that these two
positions are controlled by the
players. To select a different
offensive or defensive player,
press C Button until the player
you want is highlighted.
BEFORE THE SNAP
Offense
A = Execute pass play
B = Execute running play
C = Change players
Defense
A = Switch to player closest to
ball
C = Cycle through players
D = Maneuver player
AFTER THE SNAP/BEFORE PASS
Offense
A = Go into pass mode
C = Burst of speed
D = Move player
Defense
A = Switch to player closest to
ball
B = Diving tackle
C = Burst of speed
D = Move player
PASSING
Offense
A = Pass to left receiver
B = Pass to center receiver
C = Pass to right receiver
D = Move quarterback
Defense
A = Switch to player closest to
ball
B = Diving tackle
C = Burst of speed
D = Move player
AFTER PASS OR HAND-OFF
Offense
A = Power move
B = Dive for yardage
C = Burst of speed
D = Move player
Defense
A = Switch to player closest to
ball
B = Diving tackle
C = Burst of speed
D = Move player
STATISTICS
This screen displays the
statistics generated by both teams
during the game. The Statistics
screen appears at half-time and
after the game.
Use the D-Pad to scroll up and
down to see more statistics. Press
the C Button or Start to exit the
screen.
WEEKLY SCHEDULE
On the Weekly Schedule screen,
press the D-Pad up or down to move
to other games for that week;
press the D-Pad left or right to
move to other weeks in the
schedule.
Press the Start button to bring up
the Play Menu.
 * D-Pad: Indicates team
 * A: See standings
 * B: See team roster
 * C: Return to main menu
Start: Exits to Play Menu
PLAY MENU
 * D-Pad: No effect
 * A: Play game and return to
Weekly Schedule
 * B: Advance to next week
without playing game
 * C: Exit to Weekly Schedule
 * Start: Play game and advance
to next week
The Play Menu lets you choose how
to proceed. You can play the
currently highlighted game and
advance to the next week by
pressing Start.
Whenever you advance to the next
week, all unplayed games are
played by the computer. You can
play games in any order you wish;
you can even play games from other
weeks before any week is
completed.
The scores of games turn from
black to blue to indicate that all
of that week's regular season
games have been played.
Note: You cannot advance to the
playoffs until all of the season
games have been played.
STANDINGS
The Standings screen shows each
Division's team records up to the
current week. Their wins, losses,
ties, and current winning
percentage is shown.
Use the D-Pad to show other
Conferences and Divisions. Press
the C Button or Start to exit to
the Weekly Schedule.
CHAMPIONSHIP TREE
Once you finish the regular
season games and get to the
playoffs, the Standings screen
changes to the Championship
Tree(when you press the A Button
in the Weekly Schedule screen, you
now go to the Championship Tree).
The logos on the left side of the
Championship Tree represent the
American Conference playoff teams;
the logos on the right side
represent the National Conference
playoff teams, and the final row
on either side shows the
conference playoff teams.
The center row shows the World
Championship teams, and the center
box at the top shows this season's
World Champions. Press the C
Button or Start to exit to the
Weekly Schedule screen.
Move D-Pad to scroll the
championship tree.
Press C or Start to exit Schedule
screen.
FORMATIONS
OFFENSIVE
Run & Shoot: The ultimate "pass
first" formation, with the
quarterback deep behind the center
and four wide receivers.
These four wide receivers can
flood an unprepared defensive
backfield, often leaving at least
one receiver wide open.
There's no tight end to pass
block, and there's only one
running back in the backfield to
run or help block.
This is no problem if your
quarterback is good at dodging
tackles, but you'd better be
careful if you have a lead footed
QB.
In either case, getting the pass
off quickly if the best way to
avoid an avalanche of tackles.
All the running plays from this
formation are effectively draw
plays. These runs develop slowly
because the runner starts so deep
in the backfield.
The draw depends on fooling the
defense into having the
linebackers hang back in a deep
zone or blitzing to the outside to
open up the middle.
Shotgun: This formation is
dedicated to passing, with three
wide receivers and no tight end.
If the defense is not in one of
the "nickel" sets with extra
defensive backs, one of the quick
wide receivers will have a speed
advantage against a slower
linebacker.
The Shotgun does have two running
backs for pass blocking or for
surprise running plays. Use one of
the quick sprints to the outside
if you suspect that the defense is
going to blitz up the middle or
fall back into a deep zone.
When the running backs stay in to
block, the Shotgun formation can
give the quarterback the maximum
amount of time to pass, because he
starts deep behind the center.
Use this time to find the receiver
who is matched up against a slower
defender and let him get open
deep.
Wing: This spread formation
includes the standard allotment of
two wide receivers, one tight end,
and two running backs, but it
splits one running back wide of
the offensive line so he can
quickly get into the burden of
running the ball and pass blocking
on a single running back.
The Wing formation is best for
quick strikes to the running back
or wide receiver. With only one
back in a pass block, the
quarterback may not have enough
time to let receivers get open
deep.
Pro Set: This standard formation
includes two wide receivers and
one tight end on the line along
with two running backs split
behind the quarterback.
The Pro Set is the most flexible
offensive formation, with an equal
ability to pass or run. With the
backs split, most running plays
are to the outside.
On passing plays, all the
receivers and backs are potential
targets for the quarterback.
Surprise is the essence of the Pro
Set. Since this offense doesn't
overload any part of the field,
the defense must try to defend
everywhere equally.
Plays from the Pro Set are most
effective when the quarterback or
the rusher can quickly spot the
openings in the defense and
exploit them.
I-Set: This close set formation
includes two wide receivers and
one tight end on the line along
with two running backs in line
behind the quarterback.
This formation emphasizes straight
ahead runs and dump-offs to the
running backs, along with long
passes to the wide receivers. The
tight end normally stays on the
line and helps block.
Because the lead running back is
lined up close to the quarterback,
he can hit a hole in the line very
quickly.
However, because the running backs
are set in the middle of the
field, they are slow to get into
pass routes.
Because it puts few receivers in
the defensive backfield quickly, I
formation passing plays often take
longer to develop than passing
plays from other formations.
Double Tight End: This packed
formation includes only one wide
receiver, with two tight ends and
two running backs split behind the
quarterback.
This formation concentrates on
power blocking and short passes to
receivers cutting over the middle
or to the outside.
Most of the pass patterns from the
Double Tight End formation are
short timing routes. Most runs are
to the outside. This is a good
short yardage formation because it
has a lot of blockers to control
the line, and good short yardage
passing routes.
Goal Line: The ultimate short
yardage formation. It includes one
wide receiver close to the line,
two tight ends who are practically
part of the offensive line, and
two running backs split behind the
quarterback.
This formation concentrates on
putting as many men on the line of
scrimmage as possible.
The Goal Line set is a powerful
formation for running up the
middle or on a full house sweep.
Occasionally, the quarterback and
a receiver can hook up on a short
timing pattern, just beyond the
line of scrimmage.
Field Goal: This formation is,
of course, used to kick field
goals. Note that the fake field
goal play is very difficult,
because the defense is rushing
full tilt into the backfield, and
there are few receivers downfield.
PAT: Use this formation to get
the point after touchdown. Use
other formations to go for the 2
point conversion.
Punt: Use this formation when
you want to punt. The fake punt is
very difficult, because the
defense is pouring in and there's
very little time to react.
DEFENSIVE
These are listed with number of
linemen, linebackers, then
defensive backs. Thus a 3-4-4 has
three defensive linesmen, four
linebackers, and four defensive
backs.
In general, the more linesmen and
linebackers you have, the better
you are against the rush. The more
defensive backs and linebackers
you have, the better you are
against the pass.
Use the blitzing patterns when you
want to put more pressure on the
quarterback, but if he can get the
ball off fast you may leave
yourself open to long yardage.
5-2-4: This is a formation
dedicated to stopping the run,
with five big offensive linesmen
and only two linebackers.
4-3-4: This formation is also
good against the run, but offers
somewhat more protection against
the pass.
4-2-5: Use this formation
against a passing situation, as
you have more coverage of the
receivers.
3-3-5: This formation is
specifically designed to stop the
long pass plays, with 5 defensive
backs covering the pass receivers.
Goal Line: Use this defense to
attempt to block a punt, field
goal, or point after touchdown.
Use the other defenses when you
suspect your opponent will try a
fake punt or a field goal.
If the offense is punting, a
return man is automatically
dropped back no matter which
defense you choose. Of course, the
Goal Line defense is also what you
use when you're trying to stop a
short-yardage goal.
 Unnecessary Roughness '95
 Hints and Tips
 
 Use Up/Down to scroll text
 * Make fast choices on the
Play Calling Screen to fool your
opponent in a two or more player
game.
 * The key is remembering where
the plays are located; if you can
do that, you can choose the play
you want so fast the other guy
will never see your choices.
 * Best of all, if you get
really good at this, you can fake
out your opponent into choosing
the wrong defense, then quickly go
back and change your offense
before the play begins.
 * Match up your star players
with the right plays. If you've
got an incredible full back, look
for plays with FB in the title.
 * Match the moves you choose
to your star player's
capabilities. If your fullback is
exceptionally strong, the A
Button(power move) will work even
better than normal.
 * If your wide receiver has a
high speed, use the C Button to
dash even faster.
 * Be careful when passing.
Running plays are safer although
you'll gain less yardage.
 * If you need to pick up a
first down quick, and you're
having trouble completing a pass,
here's a pass play for you. At the
play calling screen, choose the
Double TE.
From there, choose the TE Fly
(Button C). After choosing the
play, make sure you throw it to
the C receiver. This pass hardly
ever fails!
<a name="Urbanstr.o">URBANSTR.O</a>
 Urban Strike
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE WATCHCOM
 HINTS AND TIPS
 BROWSE HELP FILES
 Urban Strike
 Game Description
 
 Use Up/Down to scroll text
In the world of video games, war
can sometimes make for a killer of
a time-which is exactly the case
with Electronic Arts' new exercise
in air-to-surface mega-mayhem,
Urban Strike.
You're the commander once again,
and this time, it's personal. Your
good friend Agent Ego was killed
while investigating R.H. Malone's
funny business!
Now, you must stop Malone's
maniacal schemes and beat him down
while you're at it.
Every mission has a variety of
requirements that you must fulfill
before going on to the next one
which might make your head spin.
As you complete missions, the
story line unfolds.
So, pick your co-pilot and get
ready for showtime!
 Urban Strike
 Controller Functions
 
 Use Up/Down to scroll text
Weapons:
In Mohican
 * Fire Hellfire
Missile--Button A.
 * Fire Hydra Rocket--Button B.
 * Fire Chain Gun--Button C.
In Blackhawke
 * Fire Chain Gun--Button A or
C.
 * Fire Hydra Rocket--Button B.
In Ground Assault Vehicle (GAV)
 * Fire Hydra Rocket--Button B.
 * Fire Chain Gun--Button C.
On Foot
 * Fire Hydra Rocket--Button B.
 * Fire MX9--Button C.
Flying:
 * Forward--D-Pad up.
 * Reverse--D-Pad down.
 * Rotate Right--D-Pad right.
 * Rotate Left--D-Pad left.
 * Jink--Press and hold A +
D-Pad left/right.
Six-Button Controller Only:
 * Jink--Press and hold X +
D-pad left/right.
 * Drop Cargo--Button Y.
 * Launch Smart Bomb--Button Y.
 * To take off from a helipad,
press the D-Pad in any direction.
Your Mohican also takes off
automatically after you drop off
passengers.
 * To land on a helipad, hover
near it to automatically touch
down. Note that you can land only
on friendly or captured and
secured helipads.
Ground Travel:
On Foot
 * Forward--D-Pad up.
 * Turn Around--D-Pad down.
 * Turn Left--D-Pad left.
 * Turn Right--D-Pad right.
 * Rotate in Place--Press and
hold A + D-Pad left/right.
Six-Button Controller Only:
 * Rotate in place--Press and
hold X + D-Pad left/right.
In Ground Assault Vehicle (GAV):
 * Forward--D-Pad up.
 * Reverse--D-Pad down.
 * Turn Right--D-Pad right.
 * Turn Left--D-Pad left.
 * Rotate Turret--Press and
hold A + D-Pad left/right.
Six-Button Controller Only:
 * Rotate turret--Press and
hold X + D-Pad left/right.
Pausing:
 * Pause Game--Start.
 Urban Strike
 Playing the Game
 
 Use Up/Down to scroll text
Choose Your Campaign:
If this is your first campaign, or
if you don't have a password, you
must start with Campaign 1.
 * Press Start when you're
ready to begin a campaign.
Choose Your Copilot:
Your Strike C.O.R.E. copilot is
responsible for aiming your guns
and operating the winch that pulls
up equipment and people from the
ground.
1. Press B to go to the Copilot
Selection Screen from the Main
menu.
2. Press the D-Pad left/right to
page through copilots' dossiers.
3. When you find the copilot you
want, press Start to return to the
Main menu.
You have the option to use your
controls either With Momentum or
No Momentum. With Momentum is the
default control setting.
Your helicopter carries
momentum--that is, its forward
motion is so fast it cannot stop
"on a dime" at the instant you let
up on the controls--and you have
to compensate for it while flying.
When you use No Momentum controls,
the Mohican stops immediately when
you let up on the D-Pad.
Home Base and Landing Zones:
You begin each campaign at Home
Base. Your Mohican doesn't burn
fuel while in its immediate
vicinity.
When you have completed all the
missions in a campaign, return to
Home Base to end the campaign.
Note: Home Base is not the same
as Landing Zones. You cannot drop
off passengers at Home Base.
And you cannot return to Home Base
in any vehicle other than your
Mohican.
Copilots:
Different copilots have different
skill levels; skill ratings
accompany copilot descriptions.
Copilot skills are:
Winch Control: This determines
the area in which a copilot can
pick something or someone up using
the winch.
The best winch operators have a
wider "grab" radius with the hook
and ladder.
Range Aim: Range Aim is the
distance at which a gunner can
effectively aim at a target. Top
gunners have a longer Range Aim.
Rate: Rate is the rate of fire a
copilot can achieve in his role as
your gunner.
Better gunners can shoot the chain
guns faster when you press and
hold the C Button down.
Vital Statistics:
Lives:
You only get three lives per
campaign. This applies to both air
and ground missions.
If you lose your third life before
you accomplish the final missions
of a campaign, you have to restart
that campaign and finish it before
you can advance to the next
campaign.
FUEL:
You begin each campaign with 100
units of fuel. You can find more
fuel scattered around campaign
operations areas, sometimes out in
the open, sometimes concealed in
structures or vehicles.
When your fuel level reaches 14, a
message appears warning that
you're low on fuel. When you run
out completely, you crash.
If you crash from lack of fuel,
your fuel level is restored to a
full 100 units if you begin
another life.
If you crash because your armor
has been destroyed, your Fuel is
restored to its pre-crash level if
you begin another life.
However, if you had less than 25
units of fuel when you crashed,
you will start with 25 units of
fuel if you begin another life.
You do not use up fuel on ground
missions.
Armor:
Armor is your protection against
attack. Your Mohican has 1000
armor points; the Blackhawke has
2000 armor points; and your flak
jacket gives you 200 armor points
when you're on foot.
Your armor is reduced when you are
hit by weapon fire. It is also
reduced by 15 points every time
your helicopter runs into a
structure.
An armor repair toolbox can
sometimes be picked up during
missions. It is usually concealed
inside a structure or a vehicle.
Picking up an armor repair toolbox
can never increase your armor
above the maximum.
If you crash or run out of fuel,
but you come back for another
chance, your armor is
automatically restored to maximum.
You can pick up more rockets and
ammo during a campaign, but you
can never have more rockets or
ammo than you begin with.
If you crash but come back for
another life, your weapons and
ammo remain the same as they were
before you went down.
Passengers:
Some missions require you to pick
up passengers (captives,
infiltrators, civilians trapped in
battle zones, etc.) and take them
to safe landing zones.
To pick up passengers, hover above
them; your copilot will
automatically lower the winch to
pick them up.
The Mohican holds a maximum load
of 6 passengers; the Blackhawke
holds a maximum of 20 passengers.
Every time you drop off a
passenger at a landing zone, your
mechanics have time to partially
repair your armor.
Armor repair ranges from 100 to
150 points per passenger. You
can't take off again until all
your passengers exit.
If you crash before you are able
to unload passengers, but you have
another life left, your passengers
are still with you when your new
life begins.
Dropping Objects:
You will sometimes need to drop
objects you've picked up with the
Mohican's or Blackhawke's winch.
Some objects are lowered
automatically when you position
yourself over a target area. You
have to drop other equipment
manually.
 * To drop cargo using a 3
button controller, press A.
 * To drop cargo using a 6
button controller, press Y.
 * HINT: After picking up
cargo, proceed toward your
destination as quickly as
possible.
Jinking:
When you "jink," you move your
helicopter horizontally left or
right, which can help increase
your weapon's accuracy.
 * To jink with a 3 button
controller, press and hold A and
D-Pad left/right to steer.
 * To jink with a 6 button
controller, press and hold X and
D-Pad left/right to steer.
Extra Lives:
Boxes marked with a red cross
contain Extra Lives. There are a
few hidden throughout the
campaigns. Extra Lives do not
carry over into subsequent
campaigns.
 Urban Strike
 The WATCHCOM
 
 Use Up/Down to scroll text
WATCHCOM Information Console:
To pause the game and view the
WATCHCOM Information Console,
press Start.
The following critical information
appears on the Information Console
at all times:
Score: Your current score.
Armor: Protection against attack.
Fuel: Fuel remaining.
Load: Number of passengers
aboard.
Lives: Number of lives remaining.
Time: The amount of time
remaining on a timed mission.
Guns: Rounds remaining in the
chain gun.
MR9: Rounds remaining in assault
rifle (ground missions only).
Msl: Hydra missiles remaining.
Hel: Hellfire missiles remaining.
Most critical information
categories are color coded. When
your Ammo, Armor, and Fuel are
near maximum, they appear in
green; when they are in the medium
range, they're yellow; when they
are almost gone, they're red.
From the WATCHCOM console, you can
access these special information
screens: The Map Screen, Mission
Screen, and Status Screen.
 * To call up the Map Screen,
press A.
 * To call up the Mission Data
Log, press B.
 * To call up Campaign Status,
press C.
The Map Screen:
The Map Screen displays the entire
operations area of a campaign as
well as important structures and
objects.
Refer to the Map Screen to
reconnoiter operations areas,
locate objectives and targets, and
locate your own position on the
Map.
Note that the Map Screen will
display areas where you cannot go.
These areas are outside your area
of operations.
The Selection Display:
To locate objects, targets, and
missions on the Map Screen, Press
the D-Pad left/right.
Objects such as Ammo Crates, Armor
Repair, and Fuel Drums show up as
flashing dots unless they are
concealed. Objects such as ammo
crates and fuel drums flash as red
or white dots unless they're
concealed.
Note that missions are numbered;
it is advisable (and easier) to
complete missions in order.
Mission targets and objectives
flash on and off in order, that
is, targets for Mission 1 flash
when a campaign begins, but
targets for Mission 2 may not
begin to flash until Mission 1 has
been completed.
Randomly placed question marks
flash around the map instead.
Mission Data Log (Mission
Screen):
Check your Mission Data Log for
detailed info about current
targets and objectives.
 * To page through data log
screens, press the D-Pad
left/right.
Every important item on the Map
has a corresponding file in the
Mission Data Log. These
description screens show a picture
of each item, its name, and
pertinent information about it.
Every mission in a campaign is
also listed in order on the
Mission Data Log.
Campaign Status Screen:
Campaign Status gives you an
up-to-the-minute report on your
progress in the campaign.
Each mission is listed in order;
missions that have been completed
appear in green, and missions
still to be completed appear in
red.
When all the missions appear in
green, the campaign is
over--return to Home Base.
Special Status Checks:
Occasionally, the following
special Status Check request will
appear at the bottom of the screen
during a campaign:
Intelligence Info, Check Status:
It is important to the success of
your campaign that you check this
information immediately.
 * Press Start to check the
intelligence report; these reports
are available for only a few
seconds. Press Start again to
leave the intelligence report.
Mission Failure:
If you commit an important error
during a mission, or if you do not
complete a mission before an enemy
performs an act of terror you were
assigned to prevent, a "Return to
Base!" message appears at the
bottom of the screen.
If you return to your base, you
are briefed about what you did
wrong and the campaign
automatically restarts.
Points and Scoring:
You are awarded points on several
bases: Enemies killed, weapons
destroyed, equipment recovered,
and missions completed.
Keep in mind that points can also
be deducted for killing innocent
civilians.
Your points are tabulated at the
end of each campaign on the Win
Screen. Points are a measure of
your success.
You don't need a minimum number of
points to win the game; you win
the game by completing every
mission in every campaign.
Campaign Briefing:
Read Campaign Briefings carefully
and thoroughly. Try to complete
the missions in order.
If you perform any mission
incorrectly, the Return to Base
message will appear, and you will
have to begin that campaign over
from the beginning.
Note on Danger Zones: Some
targets are protected by Danger
Zones maintained by radar units or
power stations.
The early warnings provided by
alert zones increases your
enemies' weapons' firing rates,
power of weapons, and armor
strength.
Your enemies' firing rate and
power points in a Danger Zone will
return to normal when it's early
warning system is knocked out.
The message bar at the bottom of
the screen will warn you when you
are in a Danger Zone.
Note on Landing Zones: In the
course of some campaigns you are
called upon to clear and secure
enemy landing zones (Lzs).
Some Lzs become secure at the
successful completion of an
earlier mission. Enemy landing
zones are red; once they have been
secured, they become green.
 Urban Strike
 Hints and Tips
 Use Up/Down to scroll text
 * Loading the telescope
mirrors on to the barge can be a
difficult task. Make sure you
follow the crewman's directions
and go slowly.
 * Don't attempt to fight the
enemy stealth ships head-on. Keep
circling around while drenching
them with missiles.
 * While completing the first
mission, watch your backs for
hoverplanes. They'll sneak up and
surround you.
<a name="Valis.o">VALIS.O</a>
 Valis: The Fantasm Soldier
 Renovation
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ATTACK ITEMS
 MAGIC
 HINTS AND TIPS
 BROWSE HELP FILES
 Valis: The Fantasm Soldier
 Game Description
 
 Use Up/Down to scroll text
THE LEGEND OF A FANTASM SOLDIER
What would you think if your best
friend went on a date with the
King of the Dark World; and, she
did it just because she thought he
was cute?
You'd think that she'd been duped,
set up; and you might be right.
The universe is a system of worlds
chiefly represented by the human
world, The Dream World of Queen
Valia, and the Dark World of King
Rogles.
The hideous Dark World of Rogles
and his 5 Dark Lords is poised to
beat all other worlds into
submission. The universe is in
danger of becoming completely
Dark.
They have already taken the force
of Yang from Queen Valia, and have
sealed it into a fantasm jewel.
Now, the only one who can help is
the one with a heart perfectly
balanced with Yin and Yang, the
one you control- Yuko, a student
from the human world, chosen to
wield the sword of Valis against
the encroaching Darkness.
As she becomes the greatest
warrior in the universe, she never
suspects in her wildest thoughts
that her greatest battle will not
be against one of the five Dark
Lords, but against the one she
called her closest friend, the one
she warned "don't go out with him,
he's the Dark...", and before she
could finish, her friend ran
off...into Darkness.
 Valis: The Fantasm Soldier
 Controller Functions
 
 Use Up/Down to scroll text
D Button:
 * Pressing the D Button to the
right or left makes Yuko change
her direction.
 * Press the D Button down and
she crouches to avoid enemy
attacks.
 * Pressing the D Button + the
A,B, or C buttons makes Yuko
slide, use magic or jump up or
down, respectively.
B BUTTON:
 * During the attack, Yuko
cannot change her position or turn
around.
D BUTTON DOWN
 * Press the D Button down + B
Button to attack while crouching.
C BUTTON
 * Using the D Button for
direction, press the C Button to
jump. Combining the D Button, B
Button and C button, Yuko can
attack while jumping.
C BUTTON AND D BUTTON UP
 * Press the C Button and the D
Button UP to make Yuko jump
higher.
C BUTTON AND D BUTTON DOWN
 * Press the C Button and the D
Button DOWN together, to make Yuko
jump down.
A BUTTON
 * Yuko can slide when the
other side is the same height or
lower.
START BUTTON
 * Yuko acquires magic in many
places during her quest. Press the
Start Button to open a magic
window.
Move the cursor up or down to
select a magic power. During game,
press UP and B Button to execute.
 Valis: The Fantasm Soldier
 Playing the Game
 
 Use Up/Down to scroll text
HIT POINTS
This indicates the remaining
amount of power. When the HP
becomes 0, it consumes one player.
 The HP bar can be found in the
top left corner of your screen
during regular game play.
MAGIC POINTS
This indicates the strength of
her magic points. As she uses
magic, the MP will go down. The
MP bar is found under the HP bar
during regular game play
WEAPON POWER
This indicates her weapon power.
 The Weapon power bar can be found
in the upper right corner of your
screen during regular game play.
REPEATS
On the continue screen, after the
game is over, if you press the
Start Button within 10 seconds,
you can start the game from the
same screen you just ended on and
repeat unlimited times.
ITEMS
You cannot win the game without
these Items! Know the effects to
enhance your game.
ITEM BOX
Break the item box and many items
will come out.
S MAGIC
Recovers the MP gauge by 6
points.
Healing
Recovers the HP gauge by 6
points.
B MAGIC
Recovers the MP gauge by 12
points.
RECOVER
Recovers the HP gauge by 12
points.
1 UP
Gains extra player.
 Valis: The Fantasm Soldier
 Attack Items
 
 Use Up/Down to scroll text
Increase the level of your
weapons. Get them all, and defeat
the powerful Rogles!
BULLETS
Bullets shoot out from the tip of
the sword. Its attacking and
piercing power may vary; but, its
good for a continuous shooting
spree.
LASERS
A laser shoots out from the tip of
the sword. Its piercing power is
great, but it does not shoot
continuously. At level 3, it
can shoot in five directions at
once.
CUTTERS
Cutters shoot out from the sword. 
This does not have a piercing
power, but it is effective when it
hits an enemy. It can continue
shooting, and can shoot upwards at
level 3.
GRENADES
The sword shoots out grenades. 
The shooting range is short, but
it can continue shooting, and its
destructive power is great. At
each level, it shoots more
grenades.
 Valis: The Fantasm Soldier
 Magic
 
 Use Up/Down to scroll text
Every time you knock down a boss
character, you gain its magic!
EARTHQUAKE(GYEDA)
MP consumption = 6
Get this magic by destroying
Gyeda, the Lord of Earth. This is
very effective for the enemies on
the ceiling and the ground, but
there is no effect on enemies in
the air.
It consumes the least power, but
the attacking power is weak.
ICE FEATHER(GEEVA)
MP consumption = 8
When you destroy Geeva, the Lord
of Water, you acquire this ice
magic. It shoots out two ice balls
and, when the balls break, they
scatter many ice feathers.
Enemies get damaged by being hit
by the ice feathers.
FLAME RING(VENON)
MP consumption = 10
When you destroy Venon, the Lord
of Fire, you acquire this fire
magic.
For several seconds, a ball of
fire circles around you, and those
who come in contact with the
flames are injured. It can also
protect Yuko from enemy bullets.
TORNADO(IZARD)
MP consumption = 12
When you destroy Izard, the Lord
of Wind, you acquire this wind
magic. It creates two tornadoes on
the left and right sides of Yuko.
Their movement is only parallel to
Yuko. It does not affect the
enemies above and below her.
GIGA THUNDER(VOLDES)
MP consumption = 14
When you destroy Voldes, the Lord
of Thunder and Lightning, you
acquire this thunder and lightning
magic.
Several lightning bolts shoot down
from the sky, and damage all the
enemies on the screen. At the same
time, all the enemy bullets are
destroyed.
DEATH FLASH(REIKO)
MP consumption = 18
You get this magic by knocking
down Reiko. The screen flashes
with white light, and destroys all
but the boss character on the
screen.
The destruction power is great,
but it consumes high MP. It is a
great magic, when you use it
wisely.
 Valis: The Fantasm Soldier
 Hints and Tips
 
 Use Up/Down to scroll text
Act 1
This is the only human world you
see in this game, when Yuko is
wearing a school uniform. It is
important to master Yuko's basic
movements.
The boss character here is Gyeda,
one of Rogles' five Dark Lords.
The Lords of the Dark World have
invaded the human world, and
Yuko's fight begins.
The hole is a passage to the Dream
World. Destroy Gyeda and meet with
Valia.
When they attack you with spears,
leave enough distance between you
and the spears.
They shoot while jumping.
GYEDA stomps on the ground to
create an earthquake. Avoid damage
by jumping.
Act 2
First stage in the Dream World is
the World of GEEVA, the Ice World.
Jump high when you get to a slope
and shift the screen. Items may be
hidden.
Enemy characters may appear from
anywhere. Be careful!
GEEVA approaches from above. Jump
to avoid her!
She moves fast while shooting fire
balls. Be alert and fight back!
GEEVA attacks you with ice
feathers. You can avoid them with
your sword or with magic. When she
moves up and down while kicking,
avoid her by sliding.
Act 3
In this stage, you are surrounded
by lava and flames. You need to
use High Jump and Sliding. It gets
to be very complicated, so don't
get lost!
Jump very carefully! If you fall
into the lava, you get damaged.
If you don't have much space for
jumping, try sliding!
A ball of flame flies around you.
Stay alert.
Air waves created by a sword can
be destroyed by your sword.
The boss character of this stage
is VENON, the Lord of Fire. When
he jump-kicks, avoid damage by
sliding. You can avoid his wave of
flames with your sword.
This stage is very rocky. Avoid
slipping and jumping on the slope.
The enemy movements are very
quick, so avoid damages by leaving
enough distance between you and
your enemies.
There are many strong enemy
characters, so avoid damage by
leaving enough distance between
you and your enemies.
Landing space is limited, so be
careful when you jump. If you
slip, a life is consumed.
Prehistoric birds fly above and
around you, and they can dive fast
to attack.
While VENON is jumping, he shoots
out bubbles. You can burst the
bubbles with your sword.
He attacks you with his tornadoes.
Since you cannot destroy the
tornadoes with your sword, avoid
them by jumping.
Your timing is very crucial here.
He may put up a barrier in the
air, but you can destroy it with
your sword.
<a name="Vectrman.o">VECTRMAN.O</a>
 Vectorman
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ENEMIES
 HINTS AND TIPS
 BROWSE HELP FILES
 Vectorman
 Game Description
 
 Use Up/Down to scroll text
VECTORMAN!
The future of the human race looks
hopeless when maintenance drones
accidentally replace the orbot
leader's head with a salvaged
atomic bomb. 
All the orbots on Earth are
immediately ordered, via
television receivers, to stop
cleaning up the planet and to
start manufacturing weapons for an
impending ambush of the returning
humans. 
Only one orbot, a sludge barge
pilot who was out of
communications range, is
unaffected by the evil takeover. 
You are that pilot: Vectorman! 
The only hope of the entire human
race is for you to destroy the
villainous WarHead: you must seek
him out by following a trail of
television receivers around the
Earth, and then confront him in a
battle that will decide the fate
of humanity, and of the planet
Earth itself!
 Vectorman
 Controller Functions
 
 Use Up/Down to scroll text
VECTORMAN
(Our hero in humanoid form)
D-Pad:
 * Move Vectorman
Buttons A & B:
 * Shoot
Button C:
 * Jump
Start:
 * Pause
Special Moves:
 * You can shoot while
running.
 * Hit the jump button in the
air to boot-blast even higher than
a regular jump.
 * If you have the rapid-fire
gun, hold the shoot button down to
let loose a stream of bullets.
MORPHS
Drill:
 * D-Pad Left: Slide Left
 * D-Pad Right: Slide Right
Some floors can be drilled
through. Just move on top of them
as the drill and they'll explode!
BOMB
 * D-Pad Left: Roll Left
 * D-Pad Right: Roll Right
 * Shoot Buttons: Trigger
When the form times out or you
trigger the bomb, our hero
detonates in a huge explosion
(don't worry-he gets better). Some
walls, floors, and ceilings can be
knocked out of its way.
DUNE BUGGY
 * D-Pad Left: Drive Left
 * D-Pad Right: Drive Right
Drive around the level as the dune
buggy, bursting through walls.
JET
 * D-Pad Left: Fly Left
 * D-Pad Right: Fly Right
 * D-Pad Up: Fly Up
 * D-Pad Down: Fly Down
When Vectorman is a jet, he can
fly anywhere, and contact with
enemy orbots destroys them! Use
the jet morph to access secret
areas that are inaccessible any
other way.
MISSILE
 * D-Pad Left: Fly Left
 * D-Pad Right: Fly Right
When Vectorman is a missile, he
can smash through ceilings and
reach new areas of a level.
FISH
 * D-Pad Left: Swim Left
 * D-Pad Right: Swim Right
 * D-Pad Up: Swim Up
 * D-Pad Down: Swim Down
The fish morph allows our hero to
swim quickly under water and to
kill enemy orbots by ramming them.
PARACHUTE
 * D-Pad Left: Float Left
 * D-Pad Right: Float Right
Vectorman can slowly drift to
Earth as this power-up, allowing
much more maneuverability in the
air.
DANCIN' FOOL
 * D-Pad Left: Dance Left
 * D-Pad Right: Dance Right
 * D-Pad Up: Dance Up
 * D-Pad Down: Dance Down
 * Buttons A & B: Shoot
When confronting WarHead in the
Disco, Vectorman becomes a dancin'
fool. Bounce off the enemy tops
and shoot the evil villain through
the spinning door. Watch out for
the electrical charges that
WarHead fires at you!
TRAIN
 * D-Pad Up: Move Up
 * D-Pad Down: Move Down
 * Buttons A & B: Shoot
 * Button C: Jump
When battling WarHead on the
levitating tracks, our hero morphs
into a train. Try to shoot
WarHead's grasping hands, but
don't let them grab you.
CRICKET
 * D-Pad Left: Hop Left
 * D-Pad Right: Hop Right
 * D-Pad Up: Hop Up
 * D-Pad Down: Hop Down
 * Buttons A & B: Shoot
Vectorman takes on WarHead in the
form of cricket on the rolling
mat, hop around, trying to line up
a shot at the villain's huge
hands, but don't let the hand
touch you.
 Vectorman
 Playing the Game
 
 Use Up/Down to scroll text
STATUS AREAS
Vectorman's vital statistics are
shown at the bottom of the screen
at all times during gameplay.
Current Weapon: Vectorman can
use six different weapons
throughout the game. This icon
shows which weapon is currently
active. 
It flashes when there is only a
little ammunition left.
Lives: The dancing Vectorman
icons show how many lives are held
in reserve.
Health: Vectorman can take
several hits before he loses a
life. The total filled-in balls
represent the number of hits he
can take. 
The empty balls represent the
number of times he's been hit.
Empty balls can be filled in by
grabbing a health goody. 
The total number of health points
can be increased by grabbing a max
health goody.
Time Remaining: Vectorman has a
limited amount of time to finish
each level. This indicator shows
how much time is left.
Multiplier: By picking up
goodies, Vectorman can have a 2x,
3x, 5x, or even 10x multiplier. 
Each sore earned while a
multiplier is showing is
multiplied by that number. 
Also, each health goody you get
fills in 2, 3, 5, or 10 health
balls, and each 1Up goody you get
gives you that number of lives. 
Multipliers only last a short
time.
Score: You accumulate score by
picking up photons and by
destroying enemy orbots. 
When you reach a certain score,
you earn an extra life. The score
needed depends on difficulty
level.
POWER-UPS
Multipliers: When Vectorman
picks up a multiplier, all scores
earned, health goodies, and 1Ups
are multiplied by 2, 3, 5, or 10.
2x and 3x multipliers can only be
found in televisions. 
Multipliers last only a short
time.
Health Point: A Health Point
fills in a ball on the health
indicator, up to the maximum
number of health balls.
Full Health: A Full Health goody
fills in all the balls on the
health indicator.
Max Health: A Max Health goody
increases the number of health
points that Vectorman has. It can
only be found in a television.
1Up: A 1Up gives Vectorman an
extra life.
WEAPONS
Rapid Fire: The rapid fire gun
shoots a stream of bullets that
ricochets off walls. Hold down the
shoot button to repeatedly fire
bullets.
Wave: The wave gun fires a cone
of energy. It's useful for
destroying enemies that aren't in
a direct line of eight and it even
goes through walls.
Bolo: The bolo gun shoots a big
rotating energy ball that travels
through enemy orbots.
Orb: The orb can only be used
once each time you pick up an orb
icon, but it destroys all the
nearby orbots in a huge explosion.
Nucleus Shield: The nucleus
shield rotates around Vectorman,
protecting him from harm. After a
short period of time, the shield
goes away automatically, leaving
our hero with the standard ball
gun.
MORPHS
Drill: The drill is useful for
breaking through floors.
Bomb: When the bomb detonates,
floors, walls, and ceilings can be
destroyed by the explosion.
Jet: As the jet, Vectorman can
fly much higher than he could ever
jump.
Fish: As the fish, Vectorman can
swim through water much faster
than he can run.
Missile: The missile form can
break through ceilings.
Parachute: The 'chute form makes
Vectorman drift slowly down, so he
has much more maneuverability than
normal.
Dune Buggy: Vectorman can use
the Dune Buggy form as a battering
ram to burst through walls.
Milestone: The milestone goody
enables Vectorman to restart the
level wherever the milestone was
touched.
Extra Time: Picking up the Extra
Time icon adds two minutes to the
level timer.
Television Receiver: Destroying
a television earns Vectorman one
of the goodies described above.
Photon: Photons are pulsating
energy sources that are spread out
through all the levels. Picking up
photons earns points.
Satellite Dish: Destroying a
satellite dish earns access to the
Bonus Round, where Vectorman can
rack up extra points. 
Satellite dishes are all protected
by an impenetrable energy shield
by destroying the Satellite Shield
Generator.
Satellite Shield Generator:
Destroying the Shield Generator
turns off the shield protecting
the satellite. 
In most levels, the Generator is
hidden in a secret place, so
search the level carefully.
 Vectorman
 Enemies
 
 Use Up/Down to scroll text
TURRET
Turret watches for intruders from
vantage points on walls, floors or
even on ceilings.
BEEDLE
Such a small orbot may seem
harmless but in swarms Beedle is
relentless.
DOORMAN
Doorman uses a sturdy shield to
guard its territory. There aren't
very many ways to push your way
past. Maybe if you sneak up from
behind...
HOWITZER
Howitzer is four barrels of
grenade-launching mobile
artillery.
JAWS
A fire extinguisher, a bear trap
and some clever engineering make
Jaws a lethal contraption. A quick
blast from that nozzle and it's
airborne.
LEGS
Legs is a sentry guarding its
territory with a powerful kick!
MARGE
Marge is part Doorman, part Legs
and all attitude. It'll seem
docile until you get too close.
SLUDGE PILOT
An angry Sludge Pilot is a
formidable foe. It shakes the
ground and can blast you with
powerful arm cannons.
ANGLER
Angler usually swims in schools.
So where you see one...
SUBMARINE
Packs of Submarine orbots patrol
the seas. They'll sneak up from
the depths, so keep your eyes
peeled.
MECHA JELLYFISH
Just when you thought it was safe
to go swimming, Mecha Jellyfish
reminds you it's not.
 Vectorman
 Hints and Tips
 
 Use Up/Down to scroll text
 * Max Health Power-Ups are the
most valuable items in the game.
They increase Vectorman's supply
of health points, allowing our
hero to take more punishment.
 * Shooting downward in the air
slows Vectorman's descent and can
allow access to new areas.
 * Hitting the jump button
while in a jump launches a boot
blast, which not only extends a
jump but also can destroy enemy
orbots.
 * Fight enemies on slopes by
crouching under their shots and
shooting up at them.
 * Some walls that appear solid
are actually secret doors.
 * There are many secret areas,
point bonuses, bonus games, and
special codes that make it easier
to get a high score and finish the
game. So exploration and
experimentation are very
important!
 * Marge and Doorman are
equipped with super-resistant face
masks that cannot be damaged. But
both these orbots also have a weak
spot.
<a name="Vrtroopr.o">VRTROOPR.O</a>
 VR Troopers
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL MOVES
 BROWSE HELP FILES
 VR Troopers
 Game Description
 
 Use Up/Down to scroll text
VR COMBAT INTENSITY!
The evil Grimlord has zapped the
VR Troopers into a vile virtual
reality video game. It's up to
Kaitlin Star, Ryan Steel and JB
Reese to fight their way out!
Use each Trooper's special
fighting moves to defeat the
mighty Tankotron, Decimator,
Darkheart, Magician and Kongbot. 
Work over the stealthy Skugs in
the Battle Grid. Then meet
Kamelion in a fiery showdown to
overthrow the cynical Grimlord!
Throw atomic shurikens, attack
with your laser lance and wreak
havoc with turbine kicks! Execute
more than 50 moves in all!
Blast your way through the Story
Game, or test your combat skills
against the CPU. Ready for
high-impact 2-player action? 
Choose the Vs. Battle, and mix it
up as your favorite VR Trooper, or
as one of Grimlord's warriors.
 VR Troopers
 Controller Functions
 
 Use Up/Down to scroll text
TAKE CONTROL!
D-Pad:
 * Move the VR Trooper
Button A:
 * Makes fighter throw
opponent
Button B:
 * Makes fighter punch
Button C:
 * Makes fighter kick
Start:
 * Pause/resume game
 VR Troopers
 Playing the Game
 
 Use Up/Down to scroll text
STORY GAME
Follow the story of the Troopers
as they attempt to defeat
Grimlord's goons and escape from
his twisted video game.
The Story Game begins at the
Fighter Select Screen. Press
Left/Right on the D-Pad to fight
as JB Reese, Ryan Steel or Kaitlin
Star.
The VR Trooper you select will
take on the enemy at the bottom of
the screen in a sudden death,
best-of-three or best-of-five
match. 
Each time you defeat an enemy,
you'll earn points, and a chance
to face more enemies. You'll also
get some counsel from Professor
Hart, Jeb and Grimlord himself.
To escape the virtual world,
defeat all five of Grimlord's
robots, and the three clones of
JB, Ryan and Kaitlin Star. 
Then you'll have to prevail
against fiery Kamelion in a heated
showdown.
BATTLE GRID BONUS ROUND
Each time you defeat an enemy in a
match, you'll earn a chance to
rack up bonus points by battling
Skugs in the Battle Grid. 
The more Skugs you defeat before
time runs out, the more points you
get!
Each enemy you defeat increases
your time in the Battle Grid. But
be warned, if you get killed by
the Skugs your quest to defeat
Grimlord is over.
CONTINUES
If you lose to Grimlord, don't
give up. You get 3 Continues to
fulfill your quest. 
Press Start at the Continue Screen
before the 10-second clock runs
out for a chance to get revenge
against the enemy that beat you.
RACK UP POINTS
After each match in the Story
Game- and after each venture into
the Battle Grid- you'll see your
points total for the round and for
the game.
GO FOR THE HIGH SCORE!
The top ten scores are posted on
the High Score Screen. If you make
a high score, select the first of
your three initials by pressing
Up/Down on the D-Pad. 
Then press Right on the D-Pad and
use the same routine to select
your second and third initials.
When you're through entering your
initials, press Start.
VS. BATTLE
When you select Vs. Battle on the
Main Menu screen, you'll advance
to the Fighter Select Screen. 
This is your chance to fight as
your favorite VR Trooper, or as
one of their monstrous enemies.
Press the D-Pad Left/Right on the
Fighter Select Screen to choose
your fighter for each battle. 
When both Player 1 and Player 2
have selected a fighter, Player 1
presses Start to advance tot he
Combat Screen.
FIGHT RECORDS
After each match in Vs. Battle
mode, the Fight Records Screen
displays the fight results for
Player 1 and Player 2. 
The results include wins, losses
and number of rounds won.
CHOOSE YOUR LEVEL
After you've selected your
fighter, press the D-Pad
Left/Right to choose one of these
settings for your match:
 * Ziktor Skyline
 * V.R. Skyjet
 * The Forest
 * The Swamp
 * The Scraplord
 * Grimlord's Lair
CPU DUEL
CPU Duel is similar to the Vs.
Battle, except instead of fighting
against a friend you're competing
against the CPU. 
Choose your fighter, choose your
level and keep track of your
results on the Fight Records
Screen.
 VR Troopers
 Special Moves
 
 Use Up/Down to scroll text
JB Reese
Laser Lance = Press Forward and
punch
Dive and Roll = Tap back twice and
punch and kick
Turbine Kick = Press up, down,
then kick
Kaitlin Star
Power Ring = Press forward and
punch
Punch and Kick = Punch and kick
Use Pistol = Press back and punch
Ryan Steel
Atomic Shuriken = Press forward
and punch
Lazer Rush = Tap back twice and
punch and kick
Overdrive = Hold down A, B and C
Buttons for 2 seconds
Tankotron
Blast = Press forward and punch
Hard Shell = Hold down the A, B,
and C Buttons for 2 seconds
Mine = Press back and punch
Decimator
Power Slice = Press forward and
punch
Switchback = Tap back twice and
punch
Stomp = Press up, down and kick
Kongbot
Bark Blast = Tap back twice and
punch
Charge = Press down and punch and
kick
Spin = Press the D-Pad 360 degrees
and punch
Darkheart
Blast = Press forward and punch
Cloak = Press down and punch and
kick
Shield = Hold down the A, B, and C
Buttons for 2 seconds
The Magician
Magic Globe = Tap back twice and
punch
In Hat = Tap down three times and
punch
Switcheroo = Charge back and punch
and kick
<a name="Wackywld.o">WACKYWLD.O</a>
 Wacky Worlds
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 MAKING MUSIC
 HINTS AND TIPS
 BROWSE HELP FILES
 Wacky Worlds
 Game Description
 
 Use Up/Down to scroll text
Here you are with Sonic on his
rocket ship. Six exciting WACKY
WORLDS are floating in outer
space. They're all different, with
plenty of fun just waiting for
you.
Roll the Mega Mouse to move Sonic
over any planet. Then press a
button to send him scooting off to
your destination.
The six WACKY WORLDS are:
Sci-Fi Planet
Fairytale Kingdom
Monster Movie
Safari Island
The Toy House
Under the Sea
Where would you like to go first?
Sci-Fi Planet: Jive with Toe-Jam
& Earl on a funky far-off planet.
Fill the sky with moons and
asteroids and set a spaceship
zipping by.
This is a great place for a lunar
base, with weird and wacky "goons
from space"!
Fairytale Kingdom: Build a
lollipop world of pumpkin houses,
castle towers and flapping flags.
Grow a giant beanstalk with
fairies flitting through the
leaves. The princess lives here
happily, until the dragon kidnaps
her!
But all is well when the knight
comes to save her. They all live
happily ever after, including the
unicorn!
Monster Movie: Ghosts, skeletons
and bats are just a few of the
gruesome ghouls in this WACKY
WORLD.
Make spooky music and Frankenstein
will do Monster Moves under a full
moon. Build a haunted castle full
of glowing eyes. Whooo's there?
Safari Island: Play with Tarzan,
Jane and their pets. Parrots!
Elephants! Crocodiles! Lions!
Make jungle music for the witch
doctors dancing in the palm trees!
Look out--here comes Tails!
The Toy House: Build a doll
house and fill it with furniture.
Hang pictures and light a cozy
fire. Mama will be delighted!
Baby's just learning to crawl.
Better give him plenty of toys.
Can you find the letters to spell
your name?
Under the Sea: Get in the swim
with sharks, jellyfish and
seahorses. The diver bobs like a
bubble, while the mermaid guards
the sunken treasure.
Clam shells open shyly to show
their shimmering pearls. All to
the beautiful sounds of undersea
music!
 Wacky Worlds
 Controller Functions
 
 Use Up/Down to scroll text
It's easy to make things happen in
WACKY WORLDS. Use the Mega Mouse
for everything you want to do.
To move something around the
screen, roll the Mega Mouse. You
can...
 * Fly Sonic from one planet to
another.
 * Move the GLOVE on any
picture.
 * Move the GLOVE on any tray.
 * Scroll the background and
entire picture left and right.
To perform an action, press BUTTON
A, B, or C. You can...
 * Pick up a sticker, or put it
down.
 * Open a tray and use
something in it.
 * Turn pages in the sticker
books.
 * Choose a color and paint
with it.
 * Animate some stickers.
 * Make your own music, and add
it to your pictures.
 * Erase just one sticker, or
everything on a picture.
 * Do lots more!
 Wacky Worlds
 Playing the Game
 
 Use Up/Down to scroll text
Exploring:
1. Every world has something fun
going on. An astronaut floats in
space. Rainbow-colored fish flit
through seaweed. A ghost haunts a
spooky castle!
When you first go to a world, the
Grabby Glove is ready to help you.
Roll the mouse to move the Glove
around.
2. Move the Glove over any
sticker and press a button. The
Glove grabs the sticker (and the
sticker may start wiggling!).
3. Now roll the mouse to move
the sticker anywhere on the
picture, and press a button to
"stick" it down.
If you move stickers over each
other, the last sticker you
grabbed will be on top.
4. Don't forget to check out the
whole picture. Move the Glove all
the way to one side.
The picture will scroll by itself
to show you more places. Some
worlds have stuff hidden on the
sides. See what you can find.
After you explore one side, move
the Glove all the way over to the
other side. What's waiting over
there?
Getting Stickers:
1. You can fill up a Wacky World
with stickers. Move the Glove to
the very top of the screen and
press a button.
The top tray will slide open. (The
tray will also open if you leave
the Glove over the handle for a
few seconds, or move the Glove
fast to "bump" it into the top of
the screen.)
2. The tray is full of sticker
books, and one of them is open.
Look at all those stickers! Move
the Glove over any sticker and
press a button to pick it up.
The tray will close by itself.
3. Press any button again to set
the sticker in the scene. You can
put it anywhere you want. On the
ground. In the sky. Even over
another piece!
Looking Through Sticker Books:
1. Let's look at that top tray
again. Remember, it's full of
sticker books. You can look
through the pages.
Move the Glove to the folded
corner at the bottom of either
page. (The Glove points its finger
when it's ready to turn a page.)
Press a button to turn the page.
Wow! This book is chock full of
stickers! Keep turning the pages
to see them all.
2. Let's look in a different
book. Move the Glove over a closed
book and press a button. That book
will open, revealing different
stickers.
3. There are six books in all,
one for each Wacky World. You can
take stickers from any book and
put them in your scene. Now that's
really wacky!
Adding Letters and Words: It's
fun to sign your pictures, give
them titles and add silly or
special words.
Look in The Toy House sticker book
for letters, and use them in any
picture. How many funny words can
you think of for the characters to
say?
Making Pictures Move:
1. Some stickers dance. Some
bow. Some blink. And some even fly
away! The Magic Glove you need to
make them move is in the bottom
tray.
To open the tray, move to the
bottom of the screen and press a
button. (You can also rest the
Glove over the handle, or "bump"
into the bottom of the screen to
open the tray.)
2. Find the Gloves in the tray.
The Magic Glove is sparkling blue.
Move to it and press a button. Now
that's your Glove.
3. Move the Glove back to the
picture. (The tray will close by
itself.) Put the Glove over a
sticker and press a button. Watch
what the sticker does!
Pressing the button again makes
the sticker stop moving. (Some
stickers can't move. They make a
funny noise instead.)
4. Get all your stickers moving
at once. Isn't that a lively
scene?
Coloring:
1. What are your favorite
colors? Red? Blue? Purple and
green? If a sticker isn't the
color you want, you can change it!
First, open the bottom tray and
pick the Coloring Glove that's
squirting paint.
2. Move the Glove over a sticker
and press a button.
3. Now you're on the painting
table. To pick a color, move the
Glove over it and press a button.
Then move the Glove to the
sticker, and press a button again.
There goes the paint, right where
you want it.
The square paints are solid
colors. The paint drops on the
palette are made up of shaded
colors that will show up together.
You can paint with any square or
paint drop you want.
4. Finished? Then move the Glove
back to the picture and the newly
painted sticker will follow. Isn't
coloring fun?
Erasing:
1. Maybe there's a sticker that
you don't want. If there is, you
can erase it. Open the bottom tray
and pick the dark Eraser Glove
with the exploding finger.
2. Move the Glove over the
sticker, and press a button.
Blammo! So long, sticker.
3. What if you want to erase ALL
the stickers? Open the bottom
drawer and pick the BOMB. Watch
what happens!
4. Change your mind? Then pick
the Bomb again, and all the
stickers that exploded will be put
back in the picture.
You have to do this right away,
while the Bomb is covered with a
bandage. Otherwise, the stickers
are gone for good.
Starting Over:
1. What if you want to start
your picture over? There's a way
to do that. Go to the scene and
open the bottom tray.
2. Pick the WORLD TIED UP IN
RIBBON. Your picture will go back
to the way it was when you got
your Wacky Worlds game.
3. If you change your mind, pick
the World Tied Up In Ribbon again,
right away. All the stickers you
had before will be put back.
Remember, you have to do this
right away, while the World Tied
Up In Ribbon is covered with a
bandage. Otherwise, the stickers
are gone for good.
Stopping and Starting:
Here's a way to give your stickers
a rest. Open the bottom tray and
find the Traffic Signal.
 * Pick STOP to freeze all the
moving stickers.
 * Pick GO to get them moving
again.
Going to a Different Wacky
World:
Sonic will take you to another
Wacky World anytime you want. Open
the bottom tray and pick Sonic on
his rocket ship.
You'll zip into outer space. Now
it's time to start having fun in a
totally exciting and different
Wacky World!
 Wacky Worlds
 Making Music
 
 Use Up/Down to scroll text
Making Music:
1. Wacky Worlds has lots of
music. Can you hear it playing
right now? Each world has its own
tunes. And guess what? You can mix
them up.
For even more fun, you can make up
new sounds. That's right. Wacky
Worlds lets YOU make the music.
Open the bottom tray and pick the
Boom Box to get started.
2. Now you're in the Music
Machine. It's loaded with things
to do! Every part in the Machine
does something special. To pick
any one, move the Glove over it
and press a button.
Song Stickers:
 * Song stickers hold bits of
music. When all the song stickers
play in order, one after the
other, you hear a wonderful, wild
or wacky tune.
 * Pick any song sticker with
the Glove and move it to a
different place in the music
stack. Try mixing them all up.
That sounds great!
Play Song Switch:
 * Pick PLAY ALL to listen to
all the song stickers in order,
one after the other.
 * Pick Stop to turn the music
off.
 * Pick Play One to listen to
only one song sticker, over and
over again.
Speed Switch:
 * Pick the Rabbit to speed the
music up in the song sticker
that's playing right now.
 * Pick the Turtle to slow the
music down.
Play Next/Last Switch:
 * Pick Play Next to listen to
the next song sticker in the
stack.
 * Pick Play Last to listen
over again to the last song
sticker you played.
Musicians:
Four musicians are jammin'!
They're very talented. Each one
plays a different part of the
music--lead, bass, drums or
backup. You can make them show
their stuff.
For each musician...
 * Pick Play to have him play
the basic melody of the song
sticker in a normal kind of way.
 * Pick Riffing to turn him
into a wild man, playing the song
with lots of energy and steam,
what a show-off!
 * Pick Rest and he'll take a
break while the song sticker
plays.
When a musician plays, his tune
flows through a tube into the song
sticker. That way, the tunes from
all the musicians mix together and
come out as one song.
When you change what a musician is
doing, the color of his music tube
gets lighter or darker.
So does the tab where it connects
to the song sticker. That way, you
can tell right away what a
musician is doing.
Music Books and Bands:
The Music Machine has its own
trays. Open the top tray to see
the four music books. Each one is
for a different band. They are...
 * Reggae (blue).
 * Funk (purple).
 * House Music (green).
 * Music for Kings and Queens
(orange).
Each music book is full of song
stickers. Are you ready to make
some crazy music? Then...
 * Turn the pages to see all
the song stickers in the book
that's open.
 * Pick a different book. It's
full of song stickers, too.
 * You can pick any song
sticker and put it in the stack.
 * When that sticker plays,
watch the musicians change color.
For instance, if the sticker is
purple, the Funk band musicians
will play. If it's green, you'll
listen to the House Music band.
 * Try out musicians from
different bands. Move the Glove
over one of them and press a
button. The musician's color will
change.
You might put a Reggae bass player
with a Funk song sticker. Or have
a House Music drummer play Music
for Kings and Queens. You're
making Wacky Worlds of music!
 * When you change a musician,
the tube and the song sticker tab
change colors, too. That lets you
know right away what band he's
from.
Repeating a Change:
What was the last thing you did in
the Music Machine? Did you try a
musician from a different band?
Make the drummer riff? Slow down
the music?
If it sounds good, you can make
the same change in every song
sticker--all at once. Open the
bottom tray in the Music Machine
and pick the Radio. Whatever you
did last will be repeated in every
song sticker in the stack.
Erasing:
Suppose you want to take some of
the song stickers away. Open the
bottom tray in the Music Machine
and pick one of these...
 * The dark Eraser Glove makes
song stickers vanish.
 * The Bomb blows up all the
song stickers in the stack.
 * The World Tied Up in Ribbon
puts the Music Machine back the
way it was when you first got your
Wacky Worlds game.
Leaving the Music Machine:
Are you ready to leave the Music
Machine? Open the bottom tray and
pick the TV. Now you're back in
your Wacky World. Just listen to
that wonderful music!
 Wacky Worlds
 Hints and Tips
 
 Use Up/Down to scroll text
Worlds of Wacky Fun:
Stuck on Stickers
Mixing stickers from different
picture books is cool! It's fun to
scramble them up to make things
like castles and gardens. For
instance, build an undersea
fortress, or plant a seaweed
garden in outer space!
Don't forget to add some action
with animated stickers. They
usually wiggle when you pick them
up, so you'll know which ones can
move.
Use them to make plays or puppet
shows, or act out stories. See
where your imagination can take
you!
Music Fun
In the Music Machine, you can get
neat effects by composing the song
in special ways.
For example, make a thrilling
"build up" by repeating the same
song sticker, adding in one more
musician each time. Get another
fun effect by "morphing" the same
sticker from one band to another!
Stuffed with Stickers
You can only put a certain number
of animated stickers in a picture.
When you reach the limit, some of
the stickers in the picture book
will turn into "outlines."
You can get them back to normal by
erasing some of the other animated
stickers in your picture.
There's also a limit to the total
number of stickers you can use at
one time.
If you reach this limit (it's
fairly high), the handles for the
top tray will disappear until you
erase some of the stickers already
in your picture.
The Mischievous Glove
If you don't move the Glove for
awhile, it will start fooling
around, doing tricks, even taking
a walk!
Don't worry. It will come right
back, ready for fun, as soon as
you move the mouse again.
Clearing the Screen
The Bomb and the World Tied Up in
Ribbon do similar jobs, but not
exactly the same. The Bomb clears
away all stickers from the screen,
leaving only the background.
That way, you can start your next
picture of musical composition
from scratch.
The World Tied Up in Ribbon
returns the screen to the way it
was when you first got your Wacky
Worlds game.
A playful scene or musical
composition will be set up, and
you can start creating your own
masterpiece from there.
Saving
Wacky Worlds automatically saves
and remembers your creations,
every time you play.
When you end a session, you'll
know your artwork will be waiting
for you the next time you're ready
to work on it.
Sharing your Wacky Worlds
Your creations are special, so why
not share them with the world?
Make pictures and trade them with
friends for double fun.
Create musical video greeting
cards and send them to people you
love. Who knows--you may get a
funny card back, made just for
you!
<a name="Warsong.o">WARSONG.O</a>
 Warsong
 Treco
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Wcsoccr1.o">WCSOCCR1.O</a>
 World Championship Soccer
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 TAKE CONTROL
 HINTS AND TIPS
 BROWSE HELP FILES
 World Championship Soccer
 Game Description
 
 Use Up/Down to scroll text
Here it is! The ultimate soccer
game. One grand stadium,
twenty-four international teams
and enough fierce competition to
make your blood boil.
That is, if you've got any
interest in beating the odds and
grabbing the World Championship as
your very own prize.
Winning won't be easy since
qualifying is a must before you're
allowed to take on the best of the
bunch for spirited soccer play.
But to prepare yourself, try a few
practice games to master your
weaknesses and improve your
strengths.
Then you'll be ready to qualify
against the six separate groups of
teams, all vying for a spot in the
Final Tournament.
Sixteen players are registered on
each team, and before a match
begins, the starting eleven are
selected.
To help you select the team of
your choice, each team's offensive
and defensive strengths are
represented in numerical value.
Naturally, your offensive and
defensive strengths will help you
decide. If you're quick to
dribble, but slow to tackle,
you'll probably want a team that's
stronger on defense.
It's up to you, so go for the
gusto and earn the right to carry
the Cup!
 World Championship Soccer
 Controller Functions
 
 Use Up/Down to scroll text
D-Button:
 * Operates selection arrow
during Mode Selection.
 * Dribble.
 * Guides direction of the
ball.
Start Button:
 * Selects Mode Selection
Screen: World Championship or Test
Match 1P.
 * Pause during game.
 * Resumes play.
 * Begins play.
Button A:
 * Shoot.
 * Slide tackle.
 * Goalie: Jump and catch the
ball.
 * Operates during Mode
Selection Screen.
Button B:
 * High pass.
 * Cancel selection during Mode
Selection Screen.
Button C:
 * Ground Pass.
 * Operates during Mode
Selection Screen.
 World Championship Soccer
 Playing the Game
 
 Use Up/Down to scroll text
Locate Mode Selection Screen:
During the Title Screen, you'll be
offered three modes of play. Use
the D-Button to move the arrow to
either World Championship or Test
Match 1P during the Title Screen.
When you're playing with an
opponent, and Control Pad 2 is
engaged, Test Match 2P will be
offered as a selection. When
you're ready, press Button A or C
to view the game screens.
Select From World Championship or
Test Match Screens:
Whether you choose to play World
Championship competition from the
onset against the computer or
against another player or play a
Test Match first, the same screen
and choices will be offered to you
regardless. Here's how you get
ready.
Special instructions for Test
Match 1P, Test Match 2P and a
2-Player game will follow this
section.
Team Selection Screen:
Following your mode selection, the
Team Selection Screen will
automatically appear.
Before you is a map of the world.
Use the D-Button to move the arrow
to the country of your choice.
Once the arrow's settled on the
country, it will begin to flash.
Now press Button A or C to review
the team's numerical
qualifications. The data is
displayed from numbers 1 to 5, the
highest representing the best and
vice versa.
Depending on their given
strengths, you may use the
D-Button to move the arrow to
either "YES" or "NO" and then
press either Button A or C to
enter your selection.
If you wish to choose another
team, choose "NO" and repeat the
procedure or press Button B to
cancel your selection. If you
cancel, you may choose another
team from the map.
Member Select Screens:
After you've entered your team
selection, the Member Select
Screens will automatically start
to appear.
You'll have to select a starting
lineup of eleven players from a
group of sixteen.
You will have to choose from four
different screens which will
automatically appear one after the
other once you've completed your
selection from each one.
The first Member Select Screen is
the Goalkeeper Screen. On the
miniature field opposite the
players' names, you'll notice a
blinking position.
Match the number of players with
the blinking position or
positions.
Choose one goalie by using your
D-Button to move the arrow to the
player of your choice. Now press
Button A or C to enter your
selection. To cancel your
selection, press Button B.
When you press Button B during any
Member Select Screen, you will
automatically return to the
Goalkeeper Screen.
The Member Select Screens will
follow in this order: Defenders,
choose four; Midfielders, choose
four; and Forwards, choose two.
To help you choose, the players'
statistics are listed opposite
their names. These statistics are
based on speed, kicking strength,
tackling strength and accuracy.
They are numbered from 1 to 5, 5
being the best. A player's
numerical value is based on a
comparison with other players on
the same team.
So if a player on a different team
is awarded the same stats, both
players' abilities may vary based
on their team's total data.
Elimination League Screen:
After you've selected your team
and starting players, six groups
will be displayed. Your team will
be highlighted in a different
color.
These teams represent your
qualifying opponents. While you're
playing, the computer is busy
playing the other groups against
themselves so the victors will
emerge for the Final Tournament.
The 1st and 2nd placed teams of
each group will qualify for the
Final Tournament. In addition,
four of the remaining 3rd place
teams will also qualify based on
their record of play.
During the qualifying round, if
your team's record satisfies the
requirements to take part in the
Final Tournament, your team may
advance, however; if your team
does not satisfy the requirements,
the game is over at the end of the
match.
After sizing up your competition,
press Button A or C to view the
Qualifying Screen.
Elimination League: 1st Day
The Elimination League: 1st Day
screen will display your team and
the name of the opposing team.
Press Button A or C to start play.
Special Instructions For Test
Match and 2-Player Games:
When you play a Test Match, only
one match is held, During Test
Match 1P, you'll compete against
the computer although you're
allowed to choose its team.
During Test Match 2P, you'll play
against your opponent. Game will
kick off immediately following the
selection of the opponent's team.
When two people play, each player
selects a team and competes
against each other. If you end in
a tie, the winner is selected by a
penalty kickoff.
When the match is over, the names
of up to three players who score
and their times will be
displayed.
 World Championship Soccer
 Take Control
 
 Use Up/Down to scroll text
TAKE CONTROL
In Soccer, the attacking team and
defending team frequently change.
The team that is controlling the
ball or nearest the opponent's
goal is the attacking team.
The instant the opponent takes the
ball, attacking and defending
roles switch.
Attacking
Kickoff: At the start of the
match, Player 1 kicks off. At the
start of the second half, player 2
kicks off.
When a goal is scored, the side
that has scored, kicks off to
resume play.
Dribble: During game play, you
can only control the moves of the
player with an arrow overhead at
any given time.
The computer will control the
rest. To move a player in contact
with the ball, press the D-Button
in your desired direction and the
player and ball will advance.
Kicking: To pass the ball,
Buttons A-C each execute a
different style of kick. When
using Button A, the ball will
always advance in the direction of
the opposing goal until you're in
sight of the goal.
Then use your D-Button to guide
the ball accurately into the goal.
When using Button B, the direction
of the pass is established with
the D-Button. Use this pass for
long overhead passes.
When using Button C, the direction
of the pass is established.
Shooting: When the opponent's
goal appears on the screen, using
Button A and the D-Button will
allow you to aim and shoot.
Depending on the height of the
ball's shot and its timing, the
shot can be a header, overhead,
volley or diving shot.
Throw-In: When a ball touches a
player's body and goes over the
sideline, a player from the
opposing team is allowed a
throw-in from the place where the
ball went out.
Control the direction of the
throw-in, by using the D-Button.
Corner Kick: When the ball goes
over the defending team's end line
after being last touched by one of
the defending team's players, the
attacking team is awarded a corner
kick.
Select the point where the ball is
to hit the ground by pressing the
D-Button in that direction. Use
Button A or B to kick the ball.
Defense
Tackling: When you approach a
player in contact with the ball,
you can slide tackle by pressing
Button A. Now you can steal the
ball.
Operating the Goalkeeper: When
your goalkeeper is indicated by
the arrow, you can stop the
opponent's shot by moving the
keeper with the D-Button.
Now push Button A to make the
keeper jump and catch the ball. If
you push Button A while pushing
the D-Button simultaneously, the
keeper will dive.
After a set time has elapsed while
the goalkeeper holds the ball, the
keeper will automatically kick the
ball even if no buttons are
pushed.
Goal Kick: If the ball goes over
the defending team's end line
after touching a player on the
attacking team last, the defending
team is awarded a goal kick.
Select the kicking direction with
your D-Button and kick with Button
A or B. If the D-Button is not
pushed, the ball will travel to
the center.
Penalty Kick Contest: 5 players
will come forward and the two
teams will face off by taking
alternate penalty kicks. The team
that scores the most goals wins.
If the 5 players finish shooting
and the number of goals is the
same, it becomes a sudden death
between the subsequent players
until a winning score is
established.
 World Championship Soccer
 Hints and Tips
 
 Use Up/Down to scroll text
When you're setting up for a goal,
passing the ball, or throwing the
ball in from the goal, line the
D-Button up with any one of the
coordinating numbers 1-5 on the
field and the ball will follow in
that exact direction.
When you contact opposing players
head-on, you can steal the ball
more easily.
<a name="Wcsoccr2.o">WCSOCCR2.O</a>
 World Championship
 Soccer II
 Sega
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 GAME TYPES
 HINTS AND TIPS
 BROWSE HELP FILES
 World Championship
 Soccer II
 Game Description
 Use Up/Down to scroll text
Designed in Europe, where Soccer
is King! World-caliber soccer with
teams from 32 countries lets you
experience the '94 World
Championship.
Championship Features:
 * Incredible gameplay based
upon realistic soccer model and
large player sprites. 8 formations
available.
 * 32 Teams Square-off,
representing all the top soccer
countries -- Germany, Italy,
Brazil, Mexico, the U.S. and more!
 * 3 Exciting Ways to Play:
Exhibition, Challenge Game, and
World Tournament. Replay the '86
and '90 World Championships.
 * 3 Levels of Difficulty:
Easy, Normal, Hard -- make it
great for beginners to experts.
 * It's all here -- Instant
Replays of goals, corner kicks,
headers, penalty kicks, and much
more!
 World Championship
 Soccer II
 Controller Functions
 Use Up/Down to scroll text
Start Button:
 * Pauses the game
 * When Start pauses the
action, UP/DOWN scrolls through
additional Options.
D-Pad:
 * Controls the selected
player.
A-Button:
 * Makes selected player shoot
toward goal, regardless of the
direction he is facing.
B-Button:
 * Makes selected player pass
toward the nearest teammate in the
direction the selected player is
facing.
If no teammate is in that
direction, a medium strength pass
will be made in the direction the
selected player is facing.
C-Button:
 * Makes selected player kick
the ball in the direction he is
facing.
 World Championship
 Soccer II
 Playing the Game
 Use Up/Down to scroll text
The Kickoff
A kickoff takes place at the
beginning of each half. According
to the rules of the game the ball
must travel forward.
For the sake of game play we allow
the ball to be passed sideways
along the midfield line to
simulate the slight nudge forward
used by the pros today.
Player Control
In World Championship Soccer II
you control one player
specifically and influence the
play of a second player.
The player under your control has
a colored number above his head
representing his usual position on
the field. Player control
automatically changes to put you
closer to the ball.
The player with the number above
his head is obvious, but you also
have some control over the player
who is closing toward the
attacker.
Pressing the slide button at the
correct time will cause the
closing player to execute a
perfect defensive slide.
Running
The D-Pad controls the running of
the player whom you control.
Ball control is automatic
(although it can be lost if sharp
turns are made). When on defense,
your defender can intercept the
ball both in the open and in a
tackle.
Passing
There are 3 forms of passing in
World Championship Soccer II. The
most obvious is the Passing mode.
The selected player will pass
toward the nearest teammate in the
direction the selected player is
facing.
If no teammate is in that
direction, a medium strength pass
will be made in the direction the
selected player is facing. The
default setting for this is the
B-Button.
The second form of passing uses
the Kick button. The selected
player will kick the ball in the
direction he is facing.
This strategy is perfect for
splitting the defense and
'leading' your intended receiver
with a ball played into him while
in full stride.
Finally the Shoot button can be
used as a quick means of passing
the ball upfield.
Here the selected player will
shoot toward goal, regardless of
the direction he is facing. While
useful in Easy mode, reliance on
this latter tactic will cause
defeat in Normal and Hard modes.
Heading The Ball
The ball can be headed when the
ball is in the air. Press the
A-Button to attempt to make
contact and deflect the ball in
the direction of the D-Pad .
Making A Slide Tackle
While playing defense, a slide
tackle can be made by pressing the
designated button (C-Button is the
default) and pressing the D-Pad in
the appropriate direction.
Any player sliding is effectively
taken out of the flow of play for
a couple of seconds and therefore
this defensive technique should be
used accordingly.
The Goalkeeper
World Championship Soccer II has
automatic goalkeepers for the save
and reaction part of their game.
The player is in control when the
ball is in the goalkeeper's hands
or he is about to take a goal
kick.
The Corner Kick
A corner kick is awarded when one
team kicks the ball out of play
over the end lines. The usual
kicking assignments are followed.
The Throw In
A throw in is awarded when one
team kicks the ball out of play
over the sidelines.
 * A-Button: The selected
player throwing the ball into play
will throw toward goal, regardless
of the direction he is facing.
 * B-Button: The selected
player throwing the ball into play
will throw toward the nearest
teammate in the direction the
selected player is facing.
If no teammate is in that
direction, a medium strength throw
will be made in the direction the
selected player is facing.
 * C-Button: The selected
player throwing the ball into play
will throw the ball in the
direction he is facing.
The Foul (Red Cards and Yellow
Cards)
A foul is committed when a player
tackles the opposing player first
rather than the ball first.
A particularly nasty foul can
result in a Yellow Card being
given to the tackling player
involved.
A free kick is awarded for this
infraction. A vicious foul can
result in the issuance of a Red
Card and the offending player is
sent off the field, causing his
team to play with one less man.
A player receiving two Yellow
Cards in the same game also is
sent off the field.
The Free Kick
When a foul is ruled by the
referee, a free kick is awarded.
The team whose player was fouled
gets to restart play from the
point of the infraction and the
opposing team must remain 10 yards
away until the ball is kicked.
If the free kick is awarded close
to the Penalty Area (and goal
mouth) the defense will
automatically set a protective
wall of players to defend their
goal.
The Penalty
A Penalty is awarded when a foul
is committed in the Penalty Area.
This is a kick from within the
Penalty Area (from the Penalty
Spot).
Use the style of kick (shot on
goal, pass or kick) that you think
gives you the most chance of
scoring. No other player, except
the Goalkeeper is allowed into the
Penalty Area until a shot has been
taken.
Extra Time
If the game ends in a tie, you'll
play two extra ten-minute periods.
If the game is still tied, the
outcome will be decided by each
team taking five penalty kicks.
The team that makes the most
penalty kicks wins!
 World Championship
 Soccer II
 Game Types
 Use Up/Down to scroll text
At the game select screen, choose
from the following games:
Exhibition Game: Choose your
favorite national soccer team and
play against the computer or
another player.
Challenge Game: Defeat 16
progressively more difficult
teams, one after another.
World Championship Game: Play
any game and any team from the
1994, 1990 or 1986 World
Championship. Construct your own
World Championship from 32 of the
top teams in the world.
THE EXHIBITION GAME
If you select Exhibition from the
initial menu, first press the
D-Pad up or down to select the
national soccer team that you wish
to play for.
As the highlighter moves over each
team, the country name and the
national soccer uniform colors are
displayed. Press any button once
to choose the team.
Then choose your opponent by
similarly pressing any button.
Alternatively, sit back and watch
a few games of computer versus
computer. Once the two teams have
been selected, move the
highlighter down and select Play.
Press any button to start the
game.
Once the Exhibition game is
completed, you will return to the
Main Menu.
THE CHALLENGE GAME
The Challenge Game allows you to
learn as you play by presenting 16
different team challenges in an
ascending order of difficulty.
The first few games, regardless of
difficulty setting, are relatively
easy, but you will need to learn
the appropriate tactics of soccer
to move past the middle teams.
If you select Challenge from the
initial menu, first press the
D-Pad left, right, up or down to
select the national soccer team
that you wish to play.
As the highlighter moves over each
team, the country name and the
national soccer uniform colors are
displayed. Press any button once
to choose the team.
At the beginning of each Challenge
Match, you may access a password.
This allows you to rejoin the
action without starting over.
Depending on the team you choose,
the 16 challenge rounds are as
follows:
 * Round 1 Australia
 * Round 2 South Korea
 * Round 3 Morocco
 * Round 4 Nigeria
 * Round 5 USA
 * Round 6 Scotland
 * Round 7 Mexico
 * Round 8 Sweden
 * Round 9 Cameroon
 * Round 10 Russia
 * Round 11 Spain
 * Round 12 Colombia
 * Round 13 England
 * Round 14 Holland
 * Round 15 Brazil
 * Round 16 Germany
THE WORLD CHAMPIONSHIP GAME
The Select Player Team Screen
shows the 24 teams that have
qualified for the 1994 World
Championship.
There are 8 additional teams that
can be substituted (from 0-8
teams) for these teams. This is
done via the Customize Option
Screen.
To customize the 24 teams within
the World Championship, move the
arrow to the word Customize and
press any button.
By pushing the D-Pad, move the
highlighter to any team you wish
to exclude from playing in the
1994 World Championship.
Press any button and a red cross
will appear. The message 'Select 1
More Team' will be displayed. You
may exclude up to 8 teams if you
wish.
Next move the highlighter over one
of the 8 originally excluded
National Teams. Press any button
to include the team in the 1994
Championship.
On exiting the Customize Option
Screen, the player returns to the
Select Player Team Screen, where a
team may now be selected.
To play a single team throughout
the tournament, move the
highlighter to the appropriate
national flag and press any
button.
The type of control will change
from Computer to Player. The
default team formation is also
shown at this time.
The World Championship Screen has
5 options.
The first three - Championship
'86, Championship '90 and
Championship '94 - allow you to
play the teams and schedule of the
World Championships held in
Mexico, Italy and the US
respectively.
To play the correct 1986 schedule,
exclude Cameroon, Republic of
Ireland, Saudi Arabia, Sweden and
Switzerland. Then include Denmark,
England, France, Northern Ireland
and Scotland.
To play the correct 1990 schedule,
exclude Nigeria and Greece. Then
include England and Scotland.
The Designer Championship allows
you to place the 24 teams into any
group set up. These can be based
on any factor you wish, such as
geographical location, team
uniform color or even
alphabetically.
The Designer Championship Screen
allows you to move from group to
group, adding or subtracting as
you wish. Move the highlighter to
the national flag of your choice
and press to add the team to the
group.
A flashing letter signifies that
the team is in the group. To
remove the team, just press on the
national flag a second time.
Once the 6 groups are finalized,
press OK and the World
Championship will begin. The
Designer Championship only takes
place in the USA.
The Randomizing Option Screen
allows the Championship teams to
be shuffled into potentially more
interesting groups.
This is included as a short cut
method for those who want a change
in the game without having to use
the Designer.
Each World Championship is split
into a number of rounds. In the
first round, the 24 teams are
divided into 6 groups of 4 teams.
Each team plays all the others in
their own group, playing a total
of 3 games. In 1994 3 points are
awarded for a win, 1 point for a
draw and 0 points for a loss.
Whether you win or lose is
unimportant, only the total number
of points collected in the 3
games.
Teams with the same number of
points in the standings use a stat
called Goal Difference (Goals
Scored - Goals Allowed) to decide
these ties in the standings.
All World Championships prior to
1994 award 2 points for a victory.
Each game in the World
Championship is available to be
played by you. Click on OK to
start the World Championship.
The first game will now be listed.
Press any button again and the
appropriate host country (Mexico -
86, Italy - 90, USA - 94) appears
with the location and date of the
first game.
If both teams are listed as being
controlled by the CPU, you may
allow the computer to play the
game instantly, by clicking on
Play.
However you may also use the D-Pad
to move up to CPU and toggle it to
the word Player allowing you to
play that team in the game. In
this way any of the World
Championship Games can be played.
If one of the teams is human
controlled, then pressing Play
will take you into the soccer game
play itself.
However if both are CPU
controlled, then the game returns
to the World Championship
Standings Screen and displays the
result and new table standings.
Repeat the process until Stage 1
is completed .
If you have selected a team at the
Select Player Team Menu, the team
will automatically be set to
Player control rather than CPU.
At the completion of Stage 1, the
two top teams in each group, plus
the 4 best 3rd place teams,
advance to the next round.
Now the Tournament becomes a
single elimination affair with all
games played to a conclusion, by
penalty shoot-out if necessary. As
before, you may take control of
any game you wish.
Note: To quit at any point
outside of an actual game, select
the password option and either get
the new password or quit the
Championship.
 World Championship
 Soccer II
 Hints and Tips
 Use Up/Down to scroll text
 * You should pass the ball to
your teammates as often as
possible. It'll keep your
opponents on the run!
 * Watch out for foul plays.
You don't want to lose any of your
teammates!
 * When shooting at the goal,
come in at an angle for a higher
scoring percentage.
 * Make leading passes up the
middle with the kick button, and
regular passes with the pass
button on the outside.
<a name="Whertime.o">WHERTIME.O</a>
 Where is Carmen Sandiego?
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE CHRONOSKIMMER
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Whiprush.o">WHIPRUSH.O</a>
 Whip Rush
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 STAGES
 BROWSE HELP FILES
 Whip Rush
 Game Description
 
 Use Up/Down to scroll text
It is the 22nd century, and
mankind has drained every planet
in the solar system of its natural
resources.
A team of three Alpha-type robot
spaceships was sent to the nearest
neighboring system to seek out new
sources, mine them, and send the
scarce materials back to Earth.
One day, while the team was
investigating the planet called
Voltegeus, it suddenly ceased to
transmit and could not be
contacted.
Many years passed without a sign,
and the ships were given up for
lost.
Then, Earth Defense Headquarters
received word from Pluto Base of a
huge unidentified object
approaching our system. An
infra-scan probe revealed the
three Alpha ships at its core.
In the hands of a hostile alien
intelligence, the ships had been
transformed into a gigantic,
heavily-armed, flying
fortress-bent on destroying Earth!
The defenses of Earth have all
failed to halt the juggernaut of
destruction, and it now threatens
to obliterate the planet.
In a final desperate bid for
survival, all resources have been
expended to create one mighty jet
fighter: Whip Rush.
You must pilot Whip Rush on a
noble mission to deliver mankind
from certain doom!
 Whip Rush
 Controller Functions
 
 Use Up/Down to scroll text
TAKE CONTROL
Start:
 * Press to pause/resume game
D-Pad:
 * Move Whip Rush
A Button:
 * Change speed of Whip Rush
B Button:
 * Press to shoot
C Button:
 * Press to rotate Power
Claw(s)
 * Pressing A and B Buttons at
the same time changes distance of
Power Claw(s) from Whip Rush.
 Whip Rush
 Playing the Game
 
 Use Up/Down to scroll text
OPTIONS SCREEN
Press the D-Pad to move the marker
up or down to the option you want.
Then press left and right on the
D-Pad to change the setting.
Level: Change the level of
difficulty of the game.
Control: Change functions of
each button on control pad.
Speed: Change speed of Whip
Rush.
Shot: Shoot bullets.
Claw: Rotate the Power Claw(s).
Sound Test: Listen to music in
the game.
BONUS SCREEN
After clearing each stage, a Bonus
Screen will appear, in which bonus
points will be added to your
score.
POWER UP
Power Up unit appears by shooting
a capsule. You can equip Whip Rush
with one of four Power Up
units(weapons) by touching the one
you want.
Power Up units show four upper
case characters in this order:
L-M-F-P. Touch one of these to
take as you choose.
There are three optional weapons
other than standard equipped
bullets. You can take the same
weapons up to three times and the
power of the weapon can be
reinforced accordingly.
Also, there is defense equipment
called Power Claw(s), which can be
taken up to two units.
LASER- You can shoot forward
only, but rapid firing is very
effective when facing strong
enemies in front.
MISSILE- You can shoot both back
and forth. Missiles from Power
Claw even chase enemies as they
go.
FIREBALL- Bullets go in the
opposite directions as you move
Whip Rush.
POWER CLAW- You can equip Power
Claw(s) with up to two units.
Power Claw(s) also shoot bullets.
 Whip Rush
 Stages
 
 Use Up/Down to scroll text
STAGES
The attack of the intruders is now
even threatening residential areas
of mankind, as well as the space
around the earth.
We have no means of knowing the
whole picture of the intruders
yet; however, let us show you the
battle scenes up to stage four.
Stage 1: Drive Out the Intruders
Intruders are now attacking vital
defense territories of the earth.
Mankind will have no future unless
they drive the intruders back
here. Go, Whip Rush!
Stage 1 Enemies
JABA- Intruders' unattended
reconnaissance. Some of them may
dash against Whip Rush.
DOMEL- Slow in maneuverability,
yet have multi-directional guns
and shoot laser guns.
SANDWICH MAN- Moves upper and
lower platforms by strong magnetic
force to narrow Whip Rush's
traveling area, and shoots laser.
BUCCUS- Floating mines
approaching to bomb Whip Rush.
GOMES- Direct corps of an
advance command module shooting
ring laser.
VASCUS- An advance command
module of intruders equipped with
solid armor plates and powerful
weapons. The missiles are so
destructive that even a single
blast may destroy Whip Rush.
Stage 2: Seek Out the Enemy Base
Whip Rush has successfully driven
them away from metropolitan areas
of the earth; however, there are
still many units on the ground.
It is said that an advance base of
intruders is located in this
swampland.
Stage 2 Enemies
PHOTON- Transports carrying
large bombs. They drop bombs when
you approach closer.
BOOMERANG YARO- Fires sharp
magnetic boomerang-type cutters.
DEGREE- Unattended defensive
equipment floating under the
surface. Barriers in their
foreheads are invincible.
Whip Rush is far inferior in
maneuverability in the water,
because it has been designed to
fight in space.
To conquer enemies in the water,
you must catch their movement as
quickly as you can.
TANBA- Shoots missiles in three
directions simultaneously.
ACTFENDER- A defensive system
securing the entrance of the base.
The system fires laser barriers
from both ground and top, and
shoots bullets from the center
multi-directionally.
Stage 3: Destroy the Base
After destroying Actfender, you'll
find a huge opening of a cave
where an advanced command base of
intruders is built.
Stage 3 Enemies
VIVIRIANTE- Unattended storming
bombers hiding in the cave. They
rotate and plunge toward Whip
Rush.
DEVELOPER- Floating batteries to
defend the base. A pair of
rotating batteries fly in the cave
and fire cannons when mounted on
the wall.
WALKER- A member of the Infantry
corps which shoots countless
homing-missiles from its head.
SPECTLAM- Fires widespread
cross-laser and has solid armor
plates. Slow in maneuverability.
MASTER-BLASTER- Consists of
upper(Master) and lower(Blaster)
portions. Can be destroyed by
blasting Master.
DEFENDER CORE- A central unit of
the defensive system of the base.
Destroying DEFENDER CORE freezes a
whole operation of the base and
all enemies on the ground will get
out.
Stage 4: Engage Incoming Aliens
Whip Rush has destroyed the
advanced base on the ground and
launched into space, to encounter
a storm of meteorites-and you will
see...
Stage 4 Enemies
UNSOCIABLE- Covered with the
strongest armor plates. Whip Rush
must attack the core somehow to
conquer.
BEEKY- Moves inside pipes and
fires from openings.
SILKWORM- Moves on pipes
installed in various directions
and attacks Whip Rush.
KRITCH- Fires wave-cannons from
its arms.
INPELITELI- Attack fighters
having solid armor plates and
laser cannons.
JABA III- Reinforced version of
JABA destroyed in Stage 1.
VANGUARD- Protected by four
pieces of defensive equipment. It
fires huge spherical
energy-bullets in all directions.
Whip Rush will find a heavily
armed Alpha Fortress soon after
destroying VANGUARD.
<a name="Wimbtenn.o">WIMBTENN.O</a>
 Wimbledon
 Championship Tennis
 Sega
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SCORING
 HINTS AND TIPS
 BROWSE HELP FILES
 Wimbledon
 Championship Tennis
 Game Description
 Use Up/Down to scroll text
Tension on the terraces. Action on
the courts. London explodes in a
historic fortnight of midsummer
melodrama! Wimbledon-the highlight
of the tennis world's calendar.
You're down there on the center
court. Facing the top seeds in
tennis. The tension mounts.
Adjust your sweaty palm on the
grip of your racket. A hush falls
over the crowd. You can pick out
the famous faces...
All eyes left. A lightning service
launches the ball at you across
the net. Eyes right.
Body reels, racket lashes out and
back the ball bounces. Eyes left.
Up to the net to put on the
pressure or fall back to the
baseline for a battle of strategy.
Serve, forehand, backhand, lob,
smash, volley. Every weapon in the
tennis master's arsenal.
Singles or doubles, with friends
or against the computer. There's a
pool of 24 hot-shot tennis stars
to match yourself against, at
different levels and in various
types of match.
Tailor your game for optimal
thrills and savor the ultimate
Wimbledon experience.
 Wimbledon
 Championship Tennis
 Controller Functions
 Use Up/Down to scroll text
Take Control
It's no good running amok and
lashing around in the air with
that racket. To climb your way to
the top you've got to make every
stroke count.
And that means transmitting your
skills from fingertips to ball
through familiarity with your
control buttons.
Start Button:
 * Takes you to Exit and End in
Options and Password screens.
 * Enters selections in other
menus.
 * Pauses games when the ball
is not in play; restarts paused
games.
D-Pad:
 * Moves the cursor up and down
between categories in selection
screens; left and right cycle
through choices. 
 * Controls the player's
movement during play.
 * Adjusts the direction of a
stroke or serve.
Button A:
 * Enters selections in menus.
 * Triggers a toss by the
server.
 * Delivers a slice service or
a lob.
Button B:
 * Enters selections in menus.
 * Triggers a toss by the
server.
 * Delivers a top-spin serve or
a slow looping shot.
Button C:
 * Enters selections in menus.
 * Triggers a toss by the
server.
 * Delivers a flat, hard
service or a stroke.
 Wimbledon
 Championship Tennis
 Playing the Game
 Use Up/Down to scroll text
Exacting Exhibition...
If you select Exhibition from the
initial menu, first press the
D-Pad up or down to opt for
singles or doubles and to choose
the number of players.
The computer is ready and willing
to step in and play if there are
not enough of you. Alternatively,
sit back and watch a few games of
computer versus computer.
Move the D-Pad left or right to
select a one-, three- or five-set
match.
When you are sure about the type
of game you want to play, press
Button A, B, or C or the Start
Button to exit the Exhibition
screen.
If you chose a game for more than
one player, you will be advised on
connection Control Pad 2 or the
Team Player.
Press Button A, B, or C or the
Start Button to move on to the
Select Players screen.
Here you can study statistics on
24 players before assigning one to
each role.
Data for each player includes
power and control for forehand,
backhand and service strokes as
well as info on style and
specialties.
Press the D-Pad up or down to scan
between players. Press left and
right to assign a skill level from
zero to nine, so you can always be
sure to match your current
standards.
When you are satisfied with your
selection, press Button A, B, or C
or the Start Button to confirm.
Next, you have to choose whether
your player will operate in Manual
or Semi-Auto mode.
The latter gives you some computer
guidance in his or her movement-a
tremendous help while getting used
to playing. (All computer-operated
players function in Full-Auto
mode.)
Use the D-Pad to toggle between
modes and then press Button A, B,
or C or the Start Button to move
to the next player assignment.
With the whole line-up picked, you
have another chance to confirm
your decision.
Choose Yes by pressing Button A,
B, or C or the Start Button to
proceed to the Select Court
screens, or No to make further
alterations.
There are three types of surfaces
available. Lawn courts feature
high speed and low bounce.
Clay courts have high bounce and
low speed. Hard courts are
somewhere between the two, with
high bounce and medium speed.
Use the D-Pad left and right to
view the courts available and
press Button A, B, or C or the
Start Button to make your decision
and begin the action.
When an Exhibition match is over,
you are shown Winner and Loser
screens. These give you the names
of the players and their
performance summaries in terms of
points, errors and service aces.
You are offered the chance to
Change Player and continue from
the Select Players screen, or to
Exit.
Sharing the Racket
If you choose a game for two
players, you will be shown a
diagram of how to connect the
Control Pads.
Player One chooses the type of
game, selects a player, picks the
type of court, and assigns roles
for the computer. Player Two then
chooses a player.
It is up to Player One to confirm
selections and begin the game by
leading the service.
For three- and four- player games,
you need to hook up the Team
Player to Control Port 2 on the
Genesis.
The assignment of game conditions
and players is the same as for
two- player games, with second,
third and fourth participants
making player selections in turn.
Playing the Taxing Tournament
The Tournament mode offers you an
opportunity to experience the last
three steps toward the coveted
Wimbledon title.
As one of the remaining eight
contestants in the singles, you
challenge the computer in a
knockout competition through the
quarterfinals, semifinals and
final.
From the initial menu, select New
Game and go directly to the Select
Player screen. Choose your player
and opt for Manual or Semi-Auto
using the same data as in
Exhibition mode.
However, each match is fixed at
three sets on a grass court and
you start at level zero.
Before the first game begins, you
will see the Quarter Final screen,
showing the competition and your
path to possible victory. Press
Button A, B, or C or the Start
Button to move down onto the
court.
After each game, you will be given
a score update. Press Button A, B,
or C or the Start Button to go on
to the next game.
After a match, you are shown the
results of the quarterfinals. If
you lose a match, you are given a
few words of encouragement and
offered another shot at the title.
When you win, the Semi Final
screen shows you how far you and
the other victors have climbed
toward victory, and who your
opponent will be for the next leg.
But the going gets tougher- the
player's skills improve as yours
do. If you win your third
tournament match, you will be
crowned with the Wimbledon title.
But this is just the first in a
succession of four Tournaments,
with escalating standards of play.
No matter how good you think
you're getting, the opposition is
getting tougher too!
 Wimbledon
 Championship Tennis
 Scoring
 Use Up/Down to scroll text
Scoring
Each match is divided into games
and sets.
Game
The scoring for a tennis game
proceeds from love (0), 15, 30, 40
to game. The score is shown after
each point. However if the score
reaches 40-40, the referee calls
"Deuce."
Here, players must gain a
two-point advantage over their
opponents to win the game.
Set
The first player or team to take
six games wins the set. But the
victor must have won at least two
more games than their opponent or
a tiebreaker begins at six games
all.
Each point won counts as one
point. The tiebreaker starts with
Player One serving once, then the
other players serving twice each
in rotation.
The winner is the first player up
to seven points, providing they
have a lead of two points. After
that, victory goes to the first to
break the opposition's service to
gain a two-point lead.
And Match
A Tournament match is the best of
three sets. However, in Exhibition
mode, you can select from one,
three or five sets.
In a three-set match, the first
player to win two sets takes the
match. Likewise, the first to
three wins a five-set match.
After each game, the scoreboard
comes onto the screen. The left
side shows the number of games won
by each player in previous sets.
The progress of the match is
indicated on the right side,
including the number of sets won,
the number of games each in the
current set, and the score in the
game that is in progress or has
just finished.
There are two indicators at the
top of the screen. The one on the
left shows the time elapsed since
the Wimbledon cartridge was
switched on. The indicator on the
right displays how long the
current match has been in play.
Fault
Fault services occur when the
served ball does not successfully
connect with an opponent's service
box. In this event, the server can
try again without conceding the
point.
However, if this happens twice-a
double fault-the server loses the
point. A let service occurs when
the serve strikes the net but
still falls within the
opposition's service box.
This is not penalized, and the
server still has two chances to
make a successful serve.
 Wimbledon
 Championship Tennis
 Hints and Tips
 Use Up/Down to scroll text
Helping Hands
 * Semi-Auto mode gives you a
feel for the flow of the game and
gives you confidence in
manipulating the players.
Try it as a first step before the
full freedom of Manual mode.
 * You'll find that a hard
oblique service from the corner of
the court to the center is usually
good enough to baffle weaker
players.
But it's not something to rely on
when the going gets tougher.
 * Try not to let a tough
competitor get control of the net.
If this happens, you might as well
be playing against a brick wall.
 * Don't give up on your first
stroke. There can be plenty of
time for a second try if you're
quick on your buttons.
<a name="Wiznliz.o">WIZNLIZ.O</a>
 Wiz 'N Liz
 Psygnosis
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 BROWSE HELP FILES
<a name="Wrldhero.o">WRLDHERO.O</a>
 World Heroes
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 World Heroes
 Game Description
 
 Use Up/Down to scroll text
TIME'S GREATEST WARRIORS
Dr. Linus Fracas is a brilliant
scientist with a bizarre taste for
hand-to-hand combat. He is curious
to discover the answer to the
important question: Who is the
greatest fighter of all time?
Dr. Fracas invented the world's
only time machine. He now uses it
to transport the greatest warriors
from the past into the present for
battle with the champions of
today.
The winner of these bouts will be
crowned the greatest fighter Earth
has ever known.
But Earth is not a lone planet.
Alien beings have a taste for war,
too. One of them is coming....
 World Heroes
 Controller Functions
 
 Use Up/Down to scroll text
BASIC COMBAT MOVES
 * Move in: D-Pad TOWARD
opponent
 * Retreat: D-Pad AWAY FROM
opponent
 * Forward somersault: D-Pad UP
+ TOWARD opponent
 * Backward somersault: D-Pad
UP + AWAY FROM opponent
 * Jump: D-Pad UP
 * Crouch: D-Pad DOWN
 * Punch: Button A
 * Kick: Button B
 * Throw: Button C
 * Pause/resume game: Start
NOTE: Punches and kicks increase
in intensity the longer you hold
down their buttons.
6-Button Arcade Pad
With the Sega 6-Button Arcade Pad,
the moves for Button A(punch) and
Button B(kick) are low-intensity
attacks. Use these buttons for
high-intensity attacks:
 * Hard punch 
Button X
 * Hard Kick 
Button Y
SPECIAL ATTACKS
Each warrior has his or her own
awesome style. Watch the opening
game demos to see some of them.
 World Heroes
 Playing the Game
 
 Use Up/Down to scroll text
COMBAT!
Rules
 * A match consists of three
fights lasting 99 seconds each, or
until one fighter is defeated. Win
two out of three fights to win the
match.
 * If neither opponent has
fallen in 99 seconds, the fighter
who inflicted the most damage is
the victor.
 * Defeat all seven opponents
to win entry into the most intense
battle of your life against a
mysterious, unknown warrior.
Judging and Scoring
Points are awarded for destroying
an opponent and for the quality of
your fighting skill.
Time Bonus-Wipe out an opponent
quickly and earn 100 points for
every second left on the clock.
Life Bonus-Rack up 1000s of
bonus points for each victory,
based on how much energy you have
left.
Perfect Fight-Defeat an opponent
without getting a scratch and earn
80,000 bonus points.
Draw-A draw is called when a
fight ends with both heroes having
the same energy level.
BONUS ROUND
Defeat two opponents in a row to
enter a special test of power
where you can rack up bonus
points.
CONTINUES
The Post Fight screen at the end
of every match lets the victor
hurl one last insult at the
vanquished player.
If you won, you can press Start to
return to the Fighter Select
screen. If you lost, a nine-second
countdown begins. Press Start
within that time to return to the
Fighter Select screen.
HALL OF FAME
If you've earned enough points,
you'll be able to enter your name
in the Heroes Hall of Fame.
 * On the Name Entry screen,
press the D-Pad right or left to
select a letter.
 * Press Start to move to the
next position.
 * You can select up to three
letters or initials.
 * Press Start again to see the
Hall of Fame.
TOTAL VICTORY
If you defeat all seven fighters
plus the awesome unknown warrior,
you'll be rewarded with a Victory
screen. Then watch the credits
roll. When the Name Entry screen
appears, you can add your initials
to the Heroes Hall of Fame.
THE HEROES
This section has the down and
dirty lowdown on eight of the
toughest characters in world
history.
Each fighter is a terrifying
adversary with special skills and
attacks. Some carry weapons, some
don't.
Study their fighting styles and
lethal moves. Then fight!
 World Heroes
 Hints and Tips
 
 Use Up/Down to scroll text
 * Learn the D-Pad directions
and practice making smooth,
rolling transitions from one D-Pad
point to the next.
 * A great way to learn the
moves is by setting up a 2 Player
Game and leaving one of the
controllers idle. You can practice
your character's moves on your
unprotected opponent without
having to defend yourself.
 * There are many more moves to
discover. The best way to be a
WORLD HERO is to keep trying!
<a name="Wrldofil.o">WRLDOFIL.O</a>
 World of Illusion
 Sega
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 ITEMS
 TEAMWORK
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Wsbase.o">WSBASE.O</a>
 World Series Baseball
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 World Series Baseball
 Game Description
 
 Use Up/Down to scroll text
It's World Series Baseball from
Sega Sports-the most realistic
baseball action you can find! With
all the real players-complete with
real player attributes-from all 28
major league teams. 
Plus many off-season trades and
free agent moves. All 28 home
ballparks. The new 6-division
major league alignment. 
Complete season, playoff and World
Series intensity. Play-by-play
commentary. Player stats. 
And everything else you'd expect
from a major league baseball game!
 World Series Baseball
 Controller Functions
 
 Use Up/Down to scroll text
GAME SETUP
D-Pad:
 * Up/Down moves highlighter on
Game Select and Options screens.
 * Left/Right scrolls through
options on Options Screens for
Season, Exhibition, Home Run Derby
and batting Practice.
Button A:
 * Changes highlighted settings
on Options Screens
GAME ACTION FOR LEAGUE PLAY AND
EXHIBITION GAMES
Start:
 * Advances from Scoreboard
Screen to game.
 * Activates Timeout Screen for
choosing relief pitchers, making
player changes, replaying the last
at-bat, changing the defensive
strategy and viewing the
Scoreboard Screen.
D-Pad:
 * On offense, controls
position of batter's contact zone.
 * On defense, controls pitch
placement.
 * On defense, overrides Auto
Fielding and moves controlled
fielder.
 * On defense, controls
direction of fielder's throw.
 * Scrolls through Options on
timeout Screen.
Button A:
 * On offense, chooses Contact
as Hitting Option.
 * On offense, after you select
the Hitting Option, squares batter
around for sacrifice bunt.
 * Chooses highlighted
selections on Timeout Screen.
Button B:
 * On offense, chooses Normal as
the Hitting option.
 * Chooses highlighted
selections on Timeout Screen.
Button C:
 * On offense, chooses Power as
the Hitting Option.
 * Chooses highlighted
selections on Timeout Screen.
GAME SETUP FOR HOME RUN DERBY AND
BATTING PRACTICE
Start:
 * Advances to Scoreboard
Screen from the Game Select
Screen.
D-Pad:
 * In Batting Practice, changes
selected option.
 * In Home Run Derby, scrolls
through player, stadium, pitch
speed, rules and records options.
Button A:
 * In Batting Practice, changes
selected option.
 * In Home run Derby, changes
selected options, except for Rules
and Record.
 * Selects teams and players.
GAME ACTION OR HOME RUN DERBY AND
BATTING PRACTICE
Start:
 * Advances from Scoreboard
Screen to game.
D-Pad:
 * Adjusts the hitter's contact
zone.
Button C:
 * Makes batter swing.
 World Series Baseball
 Playing the Game
 
 Use Up/Down to scroll text
GAME SELECT SCREEN
Exhibition Game
Choose your favorite Major League
team and play against the computer
or another player.
League
Select a major league team and get
ready for full season action.
Home Run Derby
Each batter gets 10 outs to prove
himself as home run king. For
every home run, you pocket a $1000
cash prize. 
But every hit that doesn't clear
the fence counts as an out.
Batting Practice
Get ready for the big leagues by
taking some practice cuts.
HOME RUN DERBY
Scoreboard
The Derby Scoreboard Screen lets
you know which player is up, the
number of home runs he's hit, the
number of outs left, the longest
home run, and the at-bat status. 
Press any button to advance to the
Batting Screen.
Batter's Box
You'll see the batter's view of
the field when you're waiting for
the pitch. After every pitch
you'll see a Radar Gun readout of
the pitch speed.
As the baseball approaches the
plate, press Button C to swing the
bat. Then watch the flight of the
ball and hear the commentator's
play-by-play. 
If you top the ball you'll hit a
low line drive, if you get under
the pitch, you'll pop it up.
When the batter has recorded 10
outs, the Results Screen will
appear, showing the player, his
total earnings for the Derby, and
the distance of his longest home
run.
BATTING PRACTICE
Choose Batting Practice on the
Game Select Screen. Then press
Start to advance to the Batting
Practice Scoreboard Screen. Press
Start again to begin batting
practice. 
The D-Pad controls your hitters
contact zone. Button C swings the
bat.
LEAGUE ACTION
Choose League on the Game Select
Screen to begin or resume a full
season. Use the D-Pad to highlight
the Team Emblem. 
Scroll through the teams by
pressing the D-Pad left/right, or
by pressing the A and C Buttons.
Press Start to enter your team
selection.
Press Start again to get to the
League Setup Screen, where you'll
choose to start a new season or
continue a season in progress.
SEASON SCHEDULE
Press Start to advance to the Team
Schedule Screen. There you'll see
the teams you'll be facing in the
current month. 
Dates outlined in yellow are
homestands and dates outlined in
red are road games. 
If you've chosen a season longer
than 26 games, press Button B to
look at the next month's schedule.
As your season progresses, use the
A Button to look at previous
months, where your past wins and
losses will be displayed.
SET YOUR LINEUP
Press Start to advance to the
Lineup Screen. Use the Lineup
Screen to choose your starting
lineup, including the batting
order and defensive positioning.
Batting Order
To adjust your batting order
before the game, use the D-pad to
highlight a player on the team
roster. 
Press the A or B Button twice to
highlight his name on the Offense
portion of the screen. then press
the D-pad up/down to change his
position in the batting order. 
To return to the Roster portion of
the screen, press the A or B
Button.
Defensive Positioning
To change a payer's position, use
the D-pad to select him on the
Lineup portion of the screen. 
Press the A or B button to
highlight the player's number on
the Defense portion of the screen.
Then use the D-Pad to move the
player to a different defensive
position. 
To return to the Roster portion of
the screen, press the A or B
Button.
Making Substitutions
To make a substitution in the
field, select a player from your
team roster by scrolling with the
D-Pad, then pressing the A or B
Button. 
The player will automatically
appear in his designated position
on the Defense Screen. 
To move the player to a different
position, use the D-Pad. Press the
A or B Button again to place your
new player in the batting order.
then press the D-pad up/down to
position him in the order.
Additional Lineup Screen options:
 * Press the C Button to see
the opposing team's lineup.
 * Press the D-Pad left/right
to scroll through each player's
individual career statistics.
CHOOSE YOUR PITCHERS
Press Start to advance to the
Bullpen Screen. Use the D-Pad to
select the Starting Pitcher. 
Check each pitcher's stats to
determine his performance. Then
highlight the pitcher and press
the B Button to place him on the
pitcher's mound. 
When the pitcher is listed on the
Mound portion of your screen,
press Start and you're ready to
play!
Going to the Bullpen
To go to the bullpen, select
Bullpen on the Timeout Screen.
Press the D-Pad up/down to scroll
through your relievers. 
Press the D-Pad left/right to
scroll through the pitcher's
stats. Press the A Button to
select a reliever. 
Next to each reliever, you'll see
his number, his current stamina
and his maximum stamina. Starting
pitchers have greater stamina than
relievers.
You can have two relievers warm up
in the bullpen at a time. Below
each pitcher, you'll see his
number, stamina and readiness,
either COLD, WARM, or READY. 
When your reliever's ready, press
the B Button to put him on the
mound. Make sure you give your
reliever time to get ready, or he
won't be at peak performance.
PLAYING A LEAGUE GAME
On Offense
Press Start at the Scoreboard
Screen to advance to the
In-the-Batter's-Box view of the
playing field.
If you've activated the strike
zone on the Options Screen, you'll
see the bracketed strike zone in
white. 
At the bottom left, you'll see the
batter's name, his lifetime
batting average, his at-bat record
for the game and the bat speed
options.
On the right side of the screen,
you'll see the pitcher's name and
his lifetime earned run average. 
At the bottom right, you'll see
the count, the number of outs and
a blimp view of runners on base,
indicated by dots.
Before the pitch, determine how
will you swing:
Button A = Contact-Make contact to
get the ball in play
Button B = Normal-Swing normally
Button C = Power-Swing for the
fence
Hitting
To swing the bat: Press the C
Button
To bunt: Press the D-pad and the A
Button
RUNNING THE BASES
To control base runners, use the
D-Pad and A, B, and C Buttons. The
D-Pad controls the base the runner
is coming from(not the base he's
running to). Press the D-Pad:
 * RIGHT to control the runner
on first base
 * UP to control the runner on
second base
 * LEFT to control the runner
on third base
 * DOWN to control all base
runners at once
At the same time, press:
 * the A Button to return to
the base
 * the B Button to run to the
next base
 * the C Button to slide
Stealing
You can attempt to steal a base at
any time. 
After you've selected the style of
batting(CONTACT, NORMAL, or POWER)
and while the pitcher's choosing
his pitch, you can lead the runner
by holding down the B Button and
tapping the D-Pad:
 * RIGHT to lead the runner off
first base
 * UP to lead the runner off
second base
 * LEFT to lead the runner off
third base
After leading off, to make the
runner steal, hold down the B
Button and press the D-Pad:
 * RIGHT to make the runner on
first attempt to steal second.
 * UP to make the runner on
second attempt to steal third
 * LEFT to make the runner on
third attempt to steal home
You'll see your runners lead and
steal on the blimp view at the
bottom of the screen. 
To make sure the runners return to
base, hold down the A Button and
use the same D-Pad commands.
Double and Triple Steals
To make all your runners lead
simultaneously, hold down the B
Button and tap the D-Pad down. 
To execute a double or triple
steal, hold down the B Button and
press the D-Pad down.
Man on First and Third
Hold down the B Button and tap the
D-Pad left to lead the runner off
third. Tap the D-Pad RIGHT to lead
the runner from first. 
By doing this, you can force the
opposing team to change their
defensive strategy to prepare for
a squeeze or sacrifice bunt. 
You can send the runner from first
or third by using the base
stealing commands described above.
Rundowns
If you get caught in a rundown,
you can run back and forth by
tapping the D-Pad for the desired
base while you hold down the B
Button to advance and the A Button
to return.
Defense
Pitching: On defense, in the
center of the screen you'll see
the white bracketed strike zone
and a ball indicator. 
On the screen you'll see the name
of the pitcher, his earned run
average and your pitch selection. 
You'll also see the name of the
batter you're facing, the number
of balls, strikes and outs, and a
blimp view of the field and base
runners.
Each pitcher throws three of the
following eight pitches, depending
on his repertoire:
 * Fastball
 * Curveball
 * Knuckleball
 * Slider
 * Changeup
 * Split Finger
 * Screwball
 * Sinker
Move the baseball indicator with
the D-Pad to position your pitch.
Then use the A, B and C Buttons to
select a pitch. 
After you select a pitch, choose
from three pitch speeds:
Button A = Slow
Button B = Medium
Button C = Fast
After you select a pitch speed,
the pitcher will make his
delivery.
Pickoff Moves
Use your pickoff moves to keep
base runners close to the bag. To
throw to a base, wait until you've
selected a pitch and the pitcher
has come to the set position. Then
press the D-Pad:
 * RIGHT to throw to first base
 * UP to throw to second base
 * DOWN to throw to third base
To throw a pitchout, press the
D-Pad DOWN after you've selected
your pitch. 
The catcher will receive the ball
high and outside. Then hold down
the C Button and press the D-Pad:
 * RIGHT to throw to first base
 * UP to throw to second base
 * DOWN to throw to third base
Fielding
When you take the mound, if you've
activated Auto Fielding on the
Options Screen, your players will
automatically field any ball hit
towards them. 
If you've turned Auto Fielding
OFF, you control the motions of
the player closest to the ball. 
To make the fielder dive for a
ball, press the B Button while
moving the fielder with the D-Pad.
To make the fielder jump, press
the B Button while the fielder is
standing still.
To throw the ball, press the D-Pad
in the direction of the base you
want to throw to. Then press the C
Button to throw the ball. 
If you don't press the D-Pad, the
player will throw the ball to the
cut-off man or to the pitcher.
THE TIMEOUT SCREEN
As player/manager for your team,
you can call a timeout by pressing
Start. This brings up the Timeout
Screen.
On the Timeout Screen, you'll see
the earned run average, total
innings pitched and total pitches
thrown, including the number of
strikes and balls. You'll also see
how much stamina the pitcher has
left.
Use the D-Pad and the A, B or C
Button to select.
Bullpen-Warm up a reliever, or
make a pitching change
Bench-Bring in a new fielder
Strategy-Change your defensive
alignment
Scoreboard-See the scoreboard,
with the current batter's game and
lifetime stats
SETTING YOUR DEFENSIVE STRATEGY
Use the Defensive Strategy to
align your infielders and
outfielders. Use the D-Pad to
scroll through defensive options. 
Then press the A, B, or C Button
to enter your selection.
Outfield Depth: Normal, Deep or
Shallow
Outfield Shift: Straightaway, Left
or Right
Infield Depth: Normal, Double
Play, Shallow, Corners-In, Bunt
Infield Shift: Normal, Guard
Lines, Overshift Left, Overshift
Right
POST-SEASON ACTION
If you excel during the regular
season, you'll earn a shot at the
playoffs. After the final game of
the season, you'll see a breakdown
of the post-season matchups. 
Press Start to advance to your
first playoff game.
In 6-Division Play:
The winners of each of the 6
divisions go to the playoffs, plus
one "wild card" from each league.
the first round of playoffs is
Best of 5. 
The league championship is Best of
7. And the World Series is Best of
7. Take your best shot!
In 4-Division Play:
The winners of each of the four
divisions advance to the playoffs.
The NL and AL Championship Series
are Best of 7. The World Series is
Best of 7.
 World Series Baseball
 Hints and Tips
 
 Use Up/Down to scroll text
 * If your outfielder goes back
to the wall trying to stop a
potential home run, try pressing
the B Button to jump and catch it.
 * You can check your swing at
the last second by pressing the C
Button during the initial swing
motion.
 * Don't keep your runner in a
rundown too long, or you'll tire
him out.
 * Always use the Strategy
Screen to prepare for bunt
situations.
<a name="Wsbase95.o">WSBASE95.O</a>
 World Series Baseball '95
 Sega
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 ON THE FIELD
 BROWSE HELP FILES
 World Series Baseball '95
 Game Description
 
 Use Up/Down to scroll text
World Series Baseball '95 is far
away the most realistic and
all-inclusive video baseball game
ever created. 
It not only allows you to play
entire league seasons and playoffs
at three skill levels, but it
gives you two Homerun Derby modes
and a Batting Practice option.
In Rookie Mode(default), you'll
easily get a feel for pitching and
batting. 
When you master the Rookie Mode,
you can move on to the more
challenging levels. 
The wide variety will provide
players of all abilities with
endless hours of exciting and
challenging play.
 World Series Baseball '95
 Controller Functions
 
 Use Up/Down to scroll text
MENUS
D-Pad:
 * Toggle option
Button A:
 * Highlight
Button B:
 * Highlight
Start:
 * Go to
PITCHING
D-Pad:
 * Aim Pitch
Buttons A, B, & C:
 * Select Pitch & Speed
Start:
 * Game options
BATTING
D-Pad:
 * Move Bat Bar
Buttons A, B, & C:
 * Select Swing
Button A:
 * Bunt
Button C:
 * Swing Bat
BASERUNNING
D-Pad:
 * Select Base
Button A:
 * Select Swing
Button B:
 * Advance Runner
Button C:
 * Slide
FIELDING
D-Pad:
 * Move Fielder
Button B:
 * Dive/Jump
Button C:
 * (w/D-Pad) Throw Ball
World Series Baseball '95 offers a
wide variety of game formats, each
of which offers different set-up
options. The following section
outlines the various formats ad
options.
The following button controls
function on all the different game
set-up screens.
The A Button moves the menu
highlight down the list of
options.
The B Button moves the menu
highlight up the list of
options.
D-Pad left/right toggles through
the options under the highlighted
selection.
The Start button advances to the
next screen.
 World Series Baseball '95
 Playing the Game
 
 Use Up/Down to scroll text
EXHIBITION
Exhibition games do not count in
league standings and do not
influence the stats. The visiting
team appears on the left side of
the screen.
 * To select teams, press A
until the team box flashes, then
D-Pad left/right until the desired
team appears.
 * To go to the Player Control
screen, press Start.
Player Control
The Player Control screen allows
you to assign controllers to the
teams. The first player to emerge
from the locker room is Player 1;
the second is Player 2.
 * To select a team, D-Pad
left/right.
Teams not assigned a controller
are controlled by the Genesis.
 * To begin the game, press
Start.
NEW PLAYOFFS
In order to begin a new playoff
tournament, you have to erase any
existing playoffs.
When you press Start to begin New
Playoffs, a confirmation window
appears to verify that you wish to
erase the existing playoffs.
 * To erase the existing
playoffs, first D-Pad left/right
to choose ERASE, and then press
Start.
Playoff Set-Up
The Playoff Set-Up screen allows
you to customize the playoff tree
before the opening round of play.
To customize the tree, you need to
select which teams represent which
divisions(including Wildcard) and
to assign a player name to those
teams which you wish to control.
Teams not assigned a player name
are automatically controlled by
the CPU.
Team Selection
 * To have the Genesis assign
the divisional and wildcard
representatives at random, press
Start.
Note that you do not have to
accept the teams chosen by the
Genesis. This feature simply saves
you from having to do is yourself
where you don't have a preference.
Initially, the highlight box
appears around the Central
Division slot.
 * To move the highlight box to
a different slot, D-Pad
left/right/up/down.
 * To select the team in the
highlighted slot, first press A
and then D-Pad up/down to cycle
through the list of teams in that
division.
Note that for the Wildcard slot,
you can cycle through the three
divisions in that league with
D-Pad left/right.
 * To confirm your selection,
press A again.
Player Selection
Each slot defaults to CPU control
unless you assign a player to
control the team in that slot.
 * To assign a player to the
team in the highlights slot, press
B.
A cursor appears on the line
beneath the team name to allow you
to write in a player name.
 * To cycle through the letters
in the cursor, D-Pad up/down.
 * To move the cursor, D-Pad
left/right.
 * To confirm the name, press B
again.
Roster Type
There are two different Roster
Types: MLBPA(Major League Baseball
Players Association) and Draft
Roster.
The MLBPA Roster consists of the
1994 Major League team rosters and
allows you to execute trades
within those rosters.
The Draft Roster setting allows
you to draft your own rosters from
the MLBPA list of players.
Trade
Trades are made on a man-for-man
basis, according to position.
 * To select the team, D-Pad
left/right to highlight the team,
and then press A.
 * To highlight the player to
be traded, D-Pad down to the
desired player, and then press A.
All the players at the highlighted
player's position appear in the
trade pool.
 * To select the player to be
traded for, D-Pad up/down to
highlight the desired player, and
then press A.
Draft Roster
When you select Draft Roster, the
Genesis displays the Draft Order
screen before you begin play. The
first team you select gets the
first round pick in each round,
the second team gets the second
pick, and so on.
Draft Order
 * To select a team, D-Pad
up/down to highlight the team and
then press A.
 * To remove the team at the
bottom of the list(the last team
entered), press B.
 * If you wish to have the
Genesis select a random draft
order, press Start.
 * When you've set the Draft
Order and wish to begin the draft,
press Start.
THE DRAFT
In the Draft, each team chooses
twenty-five players from the MLBPA
roster. Players are drafted
according to position.
After you have filled all of these
positions(including a full
pitching staff and a second
catcher), the six utility slots
become available.
C = Catcher
1B = First Base
2B = Second Base
3B = Third Base
SS = Shortstop
LF = Left Field
RF = Right Field
CF = Center Field
SP = Starting Pitcher
RP = Relief Pitcher
CP = Closing Pitcher
UI = Utility Infielder
UO = Utility Outfielder
 * To select the position you
wish to fill, D-Pad up/down to
highlight the position and then
press A.
The list of all the available
players at that position appears
in the Position Box.
 * To select a player, D-Pad
up/down to highlight the player
and then press A.
 * To return to the Draft Box
without selecting a player from
the Position Box, press B.
 * To go to the next team in
the draft order after a player is
selected, press Start.
Once you draft a player, he's
yours. You can't return him to the
pool of available players, so make
sure you really want him before
you press the A Button.
AUTO DRAFT
When the next team in the Draft
Order is controlled by the CPU,
the Auto Draft function is used.
In this mode, the Genesis looks
over all the players available at
all the unfilled positions in the
current team's lineup and selects
the strongest player according to
the statistical data.
In addition, you can use the Auto
Draft function to select a player
for your team(s) in any given
round. This is particularly useful
in the latter rounds of the draft
when all the starting positions
are filled.
 * To make an Auto Draft
selection, press Start.
NEW LEAGUE
League Mode functions just like
Playoff Mode, except that you play
a full season before progressing
to the playoffs.
STATISTICS
That Statistical database keeps
track of 27 important stats(apart
from the win/loss record) in
League and Playoff games. 
There are four books of
statistics: League Leaders, Team
Leaders, Team Stats and Team
Standings.
 * To select a Stats book,
press A and then D-Pad left/right.
 * To view the statistics,
press Start.
LEAGUE LEADERS shows player stats
by league, including the combined
stats for both leagues.
TEAM LEADERS shows player stats by
team.
TEAM STATS shows team stats by
league, including combined stats
for both leagues.
TEAM STANDINGS recaps the
divisional standings screen, which
appears also after every day of
play.
The League/Team selection box
flashes when you enter the Stats
screen.
 * To select the League/Team,
D-Pad left/right and then press A.
The batting/running stats for that
League/Team appear, ranked in
order of highest batting average.
 * To switch to the pitching
stats(or back to batting/running
stats) for that League/Team, press
A.
 * To page through the stats,
D-Pad up/down.
 * To select a different
statistical category, D-Pad
left/right to highlight the
desired category and then press C.
The list changes, now with the
leaders in the highlighted
category listed first.
 * To return to the League/Team
selection box, press B.
 * To return to the Main Menu
at any time, press Start.
HOMERUN DERBY
The Homerun Derby allows you to
compete in a slugging contest
alone or with up to seven other
players. 
Before you begin the Derby, you
need to select the number of
players, and then D-Pad left/right
to cycle through the available
options.
The Rules of Homerun Derby are
explained under the Rules option.
 * To read the rules, D-Pad
up/down to highlight Rules and
then press A.
 * To begin the game, press
Start.
The Options screen appears.
 * To select options and toggle
settings, D-Pad up/down to
highlight the desired option, and
then D-Pad left/right to choose a
setting.
User Records
When User Records are ON, you can
save the records of individual
users.
 * To enter a name on the User
Records line, first D-Pad up/down
to highlight the line and then
press B.
 * To spell the name, D-Pad
up/down to find the desired
letter/number, and then D-Pad
right to move to the next letter.
 * To go back and change a
letter/number, D-Pad left to
highlight the character and then
D-Pad up/down to change it.
 * To confirm the name entry,
press B.
 * To delete an existing name,
highlight the name, press B, and
then confirm your decision when
the Erase/Don't Erase prompt
appears.
Next, each user has to select a
batter from the team rosters.
 * To select a batter,
highlight the User name and press
Start. The Player Select screen
appears.
 * To select a player, first
D-Pad up/down to highlight the
line where you want that player to
appear, and then press A.
The Team Selection box appears.
Find the team the desired player
plays for.
 * To select a team, D-Pad
left/right and then press A.
 * To choose a player from the
team roster, D-Pad down to the
desired player and then press A.
That player is inserted on the
line previously selected, and
begins to flash.
 * To assign another batter to
a different user, press Start.
Follow the above steps until all
the lines are filled. If you want
to remove a player and replace him
with another, simply highlight
that line and insert another
player.
 * To begin the Homerun Derby,
press Start.
CLASSIC HOMERUN DERBY
The Classic Homerun Derby is a
head-to-head competition. You can
play against the CPU or another
opponent. Select the setting from
the Set-up menu just as in the
Homerun Derby.
 * To go to the Options menu,
press Start.
Select options and toggle settings
just as described in Homerun
Derby.
 * To exit the Options menu,
press Start.
The Champ
If you choose Use Champ on the
Options menu, you can bat as the
current Homerun Derby Champ or
against the Champ.
 * To select which player will
use the Champ, D-Pad up/down.
 * To exit the Champ selection
screen, press Start.
User Records
If you select User Records from
the option menu, the User Records
screen appears. Follow the
instructions outlined in Homerun
Derby to enter users on the User
Records screen.
 * To exit the User Records
screen, press Start. The Player
Select screen appears.
If you are playing as the Champ or
against the Champ, the Champ
automatically appears as one of
the batters, and the other batter
is highlighted.
 * To select a batter for the
highlighted batter, first D-Pad
left/right to select the team
roster from which that batter is
to be chosen, and then press A.
 * To select a player from the
roster, D-Pad up/down to highlight
the desired player and then press
A.
BATTING PRACTICE
Batting practice mode allows you
to practice in any stadium against
each of the different pitches from
either side of the plate. After
you've mastered the Rookie batting
level, it's a good idea to
practice batting at the Veteran
and All-Star levels to get a feel
for the bat bar.
 * To set up batting practice,
D-Pad up/down to highlight the
settings, and left/right to change
settings.
 * To begin batting practice,
press Start.
 World Series Baseball '95
 On The Field
 
 Use Up/Down to scroll text
The Game screen shows the relevant
stats for the pitcher and batter
as well as a miniature picture of
the field.
Pitching
Every pitcher has three pitches,
including a Fast Ball. You need to
learn the behavior of each pitch
to use it effectively.
There are three steps in pitching:
aiming the pitch, selecting the
type of pitch, and selecting the
speed of the pitch.
 * To aim the pitch, D-Pad
left/right/up/down.
The ball icon in the middle of the
screen moves to show your aim.
 * To select the desired pitch,
the aim and the pitch are set, and
the speed menu appears.
Hide Pitch Location
In two player mode, you can hide
the pitch location. After you
select your pitch, hold down the
button. This allows you to
continue to move the ball icon
without changing the pitch
location. Your pitch location is
set to the spot where you pressed
the button. All ball icon movement
after that is diversionary.
If you change your mind and want
to change the aim or the pitch,
D-Pad left/right/up to attempt a
pick off or to step off the mound.
 * To pitch the ball, press A,
B, or C to select the pitch speed.
THROWING STRIKES
It's easy to throw strikes with
the fast ball, especially when you
have the Strike Zone window turned
ON. The fast ball moves more or
less on a straight line to the
spot where you positioned the
aiming cursor.
The seven other pitches(Change Up,
Curve, Slider, Sinker, Knuckle
Ball, Screw Ball, and Split
Finger) behave in their own
individual ways, depending on the
throwing arm of the pitcher.
For example, the Slider of a
right-hander moves from left to
right from the catcher's point of
view; and the Slider from a
left-hander moves form right to
left.
You need to find the strike zone
for each pitch and adjust your
aiming accordingly. Positioning
the aiming cursor in the Strike
Zone window does not guarantee a
strike for most of the pitches.
Pick-Off Move
You can attempt a pick-off after
you select the pitch and before
you select the speed.
 * To attempt a pick-off, D-Pad
in the direction of the desired
base.
Pitch-Out
You can pitch out after you select
the pitch.
 * To pitch out, D-Pad down.
Batting
World Series Baseball '95 makes
batting an easy operation, but
even so it takes some practice to
get good at it. Keep in mind that
some pitchers are much tougher
than others.
Before you swing the bat you need
to select your swing from the
three available options, which are
described below.
The CONTACT swing protects the
plate, increasing your chance of
putting some wood on the ball if
only to put it in play.
The NORMAL swing tries for a
hit-nothing too ambitious.
The POWER swing aims for the
fences, but the greater bat speed
increases the chances of a foul,
strike, or pop-up.
The pitcher won't begin his
delivery until you select your
swing.
 * To select the desired swing,
press A, B, or C.
 * To swing the bat, press C.
 * To check the swing, press C
again before the batter completes
his swing.
Bunting
You can bunt on any pitch. The
swing you select does not effect
your bunt.
 * To bunt, press A.
 * To pull the bat back, press
A again before the pitch reaches
the plate.
Batting(Veteran and All-Star)
The Play Options menu offers three
levels of batting: Rookie,
Veteran, and All-Star.
The Veteran and All-Star levels
offer a batting bar to help you
aim your swing. The batting bar
for the Veteran level remains
constant, while the batting bar at
the All-Star level varies
according to the ability of the
batter.
The two vertical lines in the
batting bar indicate the "sweet
spot" on the bat.
 * To aim the swing, D-Pad
up/down/left/right as the pitch
approaches.
 * To swing the bat, press C.
If the batting bar does not meet
the pitch, you won't hit the pitch
when you swing. If the "sweet
spot" meets the pitch when you
swing the bat, you'll strike the
ball very hard.
Fielding and Throwing
With the Auto Fielding(default)
option ON, your players
automatically field any balls hit
toward them. The active fielder
appears over a yellow circle.
You can override automatic control
by pressing the D-Pad. For
example, on a bunt you might want
to use the D-Pad to charge the
ball.
 * To jump for a ball, press B.
 * To dive for a ball, press B
with the D-Pad.
 * To throw the ball to a base,
press the D-Pad to select the
base, and then press C.
D-Pad Right = 1st Base
D-Pad Up = 2nd Base
D-Pad Left = 3rd Base
D-Pad Down = Home Plate
When you have Auto Fielding off,
it's up to you to track all the
balls, The player nearest to the
ball is automatically activated
with the yellow circle.
Base-Running
If you choose not to control the
runners, the computer
automatically advances any runners
who are forced. For more
competitive base-running, use the
controls explained below.
 * To advance a runner, press B
with the D-Pad.
 * To send a runner back, press
A with the D-Pad.
 * To slide, press C with the
D-Pad.
Runner Control Options
The Game Options menu offers the
two Runner Control options, shown
on the Runner Control Options
screen.
The top (default) option sets the
D-Pad to select the base where you
want the runner to run from.
The bottom option sets the D-Pad
to select the base where you want
the runner to run to.
Stealing
The key to stealing is timing.
Don't lead off too far. Don't take
off too early. Don't take off too
late.
 * To lead off, after the
pitcher selects his pitch press B
with the D-Pad.
 * To steal, when the pitcher
starts his wind-up, press B with
the D-Pad.
Tagging Up
If you want to take a base on a
caught fly ball, make sure you
send the runner back to his base
while the ball is in the
air.(Button A + D-Pad)
As soon as the ball is caught,
send the runner.(Button B + D-Pad)
GAME OPTIONS
The Game Options Screen pauses the
action and displays the
scoreboard. Beneath the scoreboard
is a list of important options and
the current batter's hitting
tendency chart. The following
section explains the hitting
tendency chart and all the
options.
HITTING TENDENCIES
On the right side of the Game
Options screen is the current
batter's hitting tendencies chart.
Each player has two charts: one
against lefties and one against
righties. On the chart, the field
is divided into thirds. The number
in each part indicates the
batter's percentage tendency to
hit to that part of the field. So,
if 50 appears in the center
portion of the chart, that batter
hits toward center field 50% of
the time.
 * To select an item on the
Game Options screen, D-Pad up/down
and then press A/B/C.
 * To return to the game,
highlight Resume Game and then
press Start. or press Start twice.
Instant Replay
The Instant Replay feature shows
you the last play in the field.
Pitches are not subject to instant
replay.
 * To slow down the replay,
press A/B/C.
 * To stop the replay, press
Start.
Lineup
The Lineup screen allows you to
move players in and out of your
lineup. Once you remove a player
from the lineup, he's out for the
game. Players available for
substitution appear in white
letters on the roster list.
 * To remove a player from the
batting order, D-Pad up/down to
highlight the player, and then
press A.
 * To insert a player in the
empty slot, D-Pad up/down to
highlight the desired player on
the roster list, and then press A.
Change Batting Order
 * To have two players switch
positions in the batting order,
highlight one of the other players
and press C again.
Player Stats
Before you make substitutions to
your lineup, you might want to
take a look at the player stats.
 * To check a player's stats,
highlight the player and press B.
 * To page through all the
players' stats, D-Pad up/down.
 * To view the players' current
season stats, press A.
 * To return to the Lineup
screen, press Start.
The player attributes appear on
the left side of the stats window.
Ratings range from 0-9, with nine
being the best.
Bullpen
Once you remove a pitcher, he's
out for the game. Before you
remove him, it's a good idea to
warm up a reliever.
 * To warm up a pitcher,
highlight the pitcher and press C.
There are three warm-up
conditions: cold, warm, and ready.
It's best substitute a pitcher
when he is ready.
 * To substitute a pitcher,
highlight the pitcher and press A.
Pitcher Stats
Before you substitute a pitcher,
you might want to take a look at
his stats and ratings. Ratings
range from 0-9, with nine being
best.
 * To view the stats, highlight
the pitcher and press B.
 * To page through all the
pitchers' stats, D-Pad up/down.
 * To view the pitchers'
current season stats, press A.
Strategy
The Strategy screen allows you to
position your outfielders and
infielders to suit particular game
situations. Adjustments made on
the Strategy last only for the
current batter.
There are four boxes on the
Strategy screen. The option at the
top of each box is the default
option.
 * To select an option, D-Pad
up/down to the desired option and
then press A.
The flashing highlight
automatically moves to the next
box, while the selected option
remains highlighted.
 * To return to a box, press A
repeatedly until the flashing
highlight appears in that box.
 * To return to the Game
Options menu, press Start.
(Play) Options
 * To select a play option,
D-Pad up/down to the desired
option and then press A to cycle
through the available settings.
Runner Controls
The top option programs the D-Pad
to select the base where the
runner is coming from.
The bottom selection programs the
D-Pad to select the base where the
runner is going.
 * To move the selection arrow,
D-Pad up/down.
<a name="Wwcarmen.o">WWCARMEN.O</a>
 Where is Carmen Sandiego?
 Electronic Arts
 
 To return to Now Playing,
 reset your adapter.
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 THE ACME CRIME COMPUTER
 HINTS AND TIPS
 BROWSE HELP FILES
 Where is Carmen Sandiego?
 Game Description
 
 Use Up/Down to scroll text
The Chase is on
Monday, 5 a.m. A ringing sound
jars you awake. You grope for the
phone and drop the receiver on the
floor. Out of the darkness comes
the voice of the chief: "Wake up,
kid. Got an assignment for you."
You stumble out of bed, turn on
the light and grab your brand new
detective's notebook.
"Just got a call from Interpol,"
says the chief. "Looks like
Carmen's gang has pulled another
caper."
"Any leads?" you ask.
"Not with this bunch. They're too
slick. Can't give you any more
details on the phone. Better get
down to the office double quick.
It's going to be a rough one."
"Right chief."
As your trembling hand replaces
the phone on its cradle, you
wonder why you ever got into this
line of work.
Before this morning, Carmen
Sandiego and her Villains'
International League of Evil
(V.I.L.E.) were just sensational
headlines in the newspaper.
For more than five years, Carmen
and her gang of felons had managed
to stockpile the world's most
valuable treasures while
outwitting every so-called crime
expert from New York to Sydney.
Now they've struck again. And you,
the newest employee of the Acme
Detective Agency, have been given
the near-impossible assignment of
tracking them down.
 Where is Carmen Sandiego?
 Controller Functions
 
 Use Up\Down to scroll text
Start Button:
 * Starts game
D-Pad:
 * Moves highlight up-screen,
right, left, down-screen
 * Moves highlight on travel
map
Buttons A, B & C:
 * Selects highlighted key or
option
 Where is Carmen Sandiego?
 Playing the Game
 
 Use Up\Down to scroll text
Get on the case fast!
On all screens, use the D-Pad to
move the on-screen highlight to
your selection, then press A, B or
C to select.
First choose a language, then
press A, B or C to access the Acme
Comlink Computer.
When you are asked to log in:
 * To enter your name, D-Pad
up/down/left/right to select the
first letter of your name, then
press A, B or C to select. When
you have entered your full name,
press START.
 * Choose your sex, then press
A, B or C to select.
 * Press START to begin a new
game or
 * D-Pad up/down/left/right to
enter your three-letter password
and press START to restore your
rank.
THE ASSIGNMENT
Your starting point is the scene
of the crime -- the city where the
thief swiped the treasure.
The thief is heading for a hideout
in one of 30 locations. To win the
game and advance your career, you
must accomplish two tasks before
your deadline:
1. Track the criminal's
movements to his or her final
destination.
2. Identify the criminal and get
a warrant for his or her arrest.
Promotions are based on the number
of cases you solve. You start as a
Rookie and move up through the
ranks.
Warrants are issued based on
information you've entered in the
Database.
Clues to the identity of the thief
will be given to you as you pursue
the villain from city to city.
You'll log these clues into the
crime computer.
When the identity of the suspect
has been established the computer
will issue an arrest warrant.
There are 10 possible suspects,
any one of whom could be the
thief. Carmen Sandiego is the most
elusive of the lot.
During your search, the Dossiers
menu allows you to select the
individual crime file for any of
the suspects. This gives you a
chance to see who you're up
against.
 Where is Carmen Sandiego?
 The ACME Crime Computer
 
 Use Up\Down to scroll text
With the state-of-the-art Acme
Comlink, you can travel, gather
and process clues, and review
dossiers.
The left screen displays your
location and the date and time so
you can keep track of your
progress.
The keys on the lower right panel
of the screen control the crime
computer. They are the Options,
Travel, Search, and Data keys.
When you select the Options,
Search and Data keys, you are
presented with a list of secondary
options.
To select a secondary option,
D-Pad up/down to move the green
highlight over the option of your
choice and press any button.
To return to the main screen,
highlight EXIT MENU and press A, B
or C.
Options Key
The Options feature lets you
review and, in some cases, change
the game setup. You can read the
credit screen, view your password
and the current case brief, change
the language, or quit the game.
Travel Key
The Travel feature lets you pursue
the suspect to another location.
You can also check out the
possible destinations before you
SEARCH to assist you in evaluating
clues.
When you select the Travel key, a
map of the world appears, and
possible cities of destination are
shown.
To Travel: D-Pad
up/down/left/right until the red
box is over the city of your
choice, then press any button.
If you decide you don't want to
travel just yet, make sure the red
box is over the city where you
are, then press any button.
Search Key
The Search feature lets you
unearth clues regarding both the
identity and whereabouts of the
suspect. Clues may include
physical features, hobbies and
habits.
You may want to enter clues about
physical features directly into
the Acme Comlink. That way you
won't forget any of the important
grit you dig up!
To search for clues: Select one of
the locations you are given and
press any button. Interview as
many informants as you wish.
Data Key
The Data feature lets you view
Interpol criminal files on
V.I.L.E. henchmen and to enter
data you've gathered from your
interviews.
It also puts all of the data
together, identifies a suspect,
and issues a warrant for his or
her arrest.
To obtain data: Select DOSSIER. A
list of suspects appears. Select
the name of the file you wish to
review, then press any button.
When you've finished with the
file, press any button to return
to the previous screen. Select
EXIT MENU to return to the main
screen.
To enter data: Select WARRANT. A
character list appears. D-Pad
up/down/left/right to the
characteristic you wish to
identify, then press any button to
cycle through the possible
choices.
When the character trait you want
appears, select another
characteristic or EXIT MENU to
return to the main screen, or
COMPUTE to run a "make".
To issue a warrant: Select
COMPUTE. The crime computer
searches through all known facts
about each possible suspect.
If the characteristics you entered
into the crime computer match the
profile of one and only one
suspect, a warrant will be issued.
If the characteristics fit more
than one suspect, the names of all
possible suspects will be
displayed. In this case, you'll
have to gather more clues before a
warrant is issued.
 Where is Carmen Sandiego?
 Hints and Tips
 
 Use Up\Down to scroll text
The main screen always gives your
present location and tells you the
time and day of the week. As you
arrive in each new city, be sure
to read the descriptions that
appear on screen. 
he descriptions contain
information that will be useful in
pursuing Carmen and her gang. The
pictures themselves -- notable
landmarks or typical scenes from
that country -- may also come in
handy.
The thief cleverly stays in
hiding, but he orders a crony to
check you out. When you see a
suspicious person run across the
screen, you know you're on the
right track.
If you've traveled to the wrong
destination (you'll know if you
don't find any information or
henchmen), travel back to the city
where you last obtained
information.
Then look over the facts again and
try a different location.
No thief worth his or her salt
gives up without a fight. The
closer you get, the more dangerous
your situation becomes.
Use the Crime Computer sparingly
or you'll use up valuable hours
and may miss your deadline. And
don't waste time playing tourist
or aimlessly crisscrossing the
globe.
Be sure you've been issued an
arrest warrant by the Crime
Computer before you catch up with
the thief.
If you don't have a warrant issued
for the correct suspect, you can't
make an arrest, and the thief will
slip through your fingers. 
If you're close to capturing a
thief but you have NOT been issued
an arrest warrant, you'll want to
go through the dossiers and take a
guess at which suspect you think
is guilty.
Enter the data on the WARRANT
screen and select COMPUTE to issue
a warrant.
<a name="Wwf.o">WWF.O</a>
 WWF Royal Rumble
 Acclaim
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 SPECIAL MOVES
 HINTS AND TIPS
 BROWSE HELP FILES
<a name="Xmen.o">XMEN.O</a>
 X-Men
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 COMBAT X-PERTISE
 HINTS AND TIPS
 BROWSE HELP FILES
 X-Men
 Game Description
 
 Use Up/Down to scroll text
The evil mutant Magneto has
devised the world's deadliest
computer virus. Its sole purpose:
To destroy the Uncanny X-Men.
Now Wolverine, Gambit, Cyclops and
Nightcrawler join Storm, Iceman,
Archangel, Jean Grey and Rogue to
stop Magneto from carrying out his
diabolical plan.
Their target is Magneto's secret
base on Asteroid M. But lying in
ambush are the murderous arch
villans Juggernaut, Sabretooth,
Mojo and Deathbird.
Will Wolverine's adamantium claws
and Gambit's energy-charged
playing cards be enough to defeat
the forces of Magneto? That's up
to you.
 X-Men
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Starts the game
 * Activate your selection on
any menu
D-Button:
 * Highlights the options on
any menu
 * Move your X-Men Left and
Right
 * Crouch by pressing Down
Button A:
 * Use your mutant power
 * Call in other X-Men
Button B:
 * Attack
Button C:
 * Jump. Hold down button for
higher jumps
 * Press Button C + D-Button
Left or Right to jump in those
directions.
 * For Gambit and Cyclops,
press twice for a spin jump. For
Nightcrawler, press twice for a
super high somersault jump.
Buttons C+B:
 * Use your special attack.
 X-Men
 Playing the Game
 
 Use Up/Down to scroll text
Choosing your X-Men:
Use the Danger Room to set up your
X-Men front line:
1. Press the D-Button Right or
Left to move your selection box.
2. Press Start to see a short
biography of the highlighted
superhero. Press the D-Button Down
to scroll through the complete
bio.
3. Use the D-Button again to move
the selection box and see a
different bio.
4. Press Start to choose the
highlighted hero.
Note: You can switch X-Men any
time you're in the Danger Room.
Crouch in front of the switch and
punch it (D-Button Down and Button
B) to start the selection process.
Using the Danger Room:
The Danger Room is your
headquarters. Use it to enter the
next combat zone and re-energize
between zones.
 * After choosing your X-Men,
test out your jumps and moves on
the Danger Room platforms. In a
few moments, you'll be transported
automatically to a combat zone.
 * If you don't want to wait,
climb to the control room in the
upper left of the Danger Room.
Once inside, you'll transport
immediately to the next combat
zone.
 * You return to the Danger
Room when you clear a zone. Punch
at the orbs that hang in the air
to restore your health and mutant
power.
(In the later zones, these
energizing orbs will whip through
the air and be harder to catch.)
 * Use the Danger Room switch
to choose other X-Men, and restore
their health and powers with the
orbs before starting the next
level.
 * You return to the Danger
Room when your superhero is
destroyed. After choosing a
different combatant, you'll
re-enter your last zone for
another try.
(Once a hero is destroyed, you
cannot choose him again.)
 * Professor X appears between
zones to update you on what's
happening and what to expect next!
X-Treme Action!
Magneto's malignant virus is
rapidly corrupting the Danger
Room's computer. You must defeat
the program before it destroys
you. Keep these facts in mind:
 * Your health decreases with
every hit you take. If your health
bar disappears, your hero is
destroyed and you return to the
Danger Room. If all four X-Men are
overcome this way, Magneto
triumphs!
 * When two X-Men stand
together and overlap, they share
health. This is a great last-ditch
survival tatic when a teammate's
health is dangerously low.
 * Wolverine alone has the
power to heal himself. His health
bar refills automatically if he
remains unhurt.
 *Your mutant power decreases
each time you use it. But it also
slowly regenerates between uses.
Take care how you use this unique
ability. If the bar zeroes out,
your power disappears with it.
 * Danger lurks in every
corner. Your assailants fight
dirty and attack from all
directions.
 * Every combat zone is a maze.
You must find hidden passages,
punch switchs to control doors,
and push levers to shift
impassable obstacles. Test
everything, including wall panels,
to see what they do.
Switching X-Men and Calling In
Reinforcements:
You can change superheroes during
combat, so the teammate with the
best ability for the job can get
it done. For example, call on
Nightcrawler's teleportation
powers to infiltrate lethal
obstacles.
You can switch X-Men a different
number of times in each combat
zone. You can also call in five
other X-Men for backup assists.
1. Press Start during combat to
see the X-Men menu.
2. Use the D-Button to move the
selection box to the superhero you
want.
3. Press Start to select that hero
and return to battle. The
combatant you chose appears next
to your strength bar in a flashing
box.
4. Press Button A to call that
superhero into battle.
 * Gambit, Nightcrawler,
Wolverine or Cyclops will replace
your current combatant.
 * Rogue, Archangle, Iceman,
Storm and Jean Grey provide
immediate backup help.
 X-Men
 Combat X-Pertise
 
 Use Up/Down to scroll text
Gambit
 * Button A: Hurl a lethal
burst of energy-charged cards.
 * Button B: Punch.
 * D-Button Down + Button B:
Slash with his staff from a
crouched position.
 * Button C + Button B: Slash
while jumping.
 * Button C twice: Spin jump.
 * Button C twice, very
rapidly: Super high jump.
 * Button C twice + Button B:
Spin slash attack.
Nightcrawler
 * Button A: Teleport through
obstacles. Before pressing, use
the D-Button to aim his
teleportation.
 * Button B: Punch.
 * D-Button Down + Button B:
Kick from a crouch.
 * Button c + Button B: Diving
jump.
 * Button C: Somersault jump.
 * Button C twice: Super high
somersault jump.
Wolverine
 * Button A: Extend his lethal
claws. Press Button B to attack;
press Button A again to withdraw
the claws.
 * Button B: Punch
 * D-Button Down + Button B:
Punch from a crouch.
 * Button C + Button B: Lunging
slash. Press Button A first to
extend his claws.
 * Button C twice: Spin slash
with his deadly claws. Press
Button A first to extend his
claws.
 * Button C twice, very
rapidly: Super high jump.
Note: If you try to use
Wolverine's claws when he has no
mutant ability left, he slashes
wildly in a Berserk rage. If he
has very little health left, his
fury could be fatal!
Cyclops
 * Button A: Flattens enemies
with his deadly eye-beam.
 * Button B: Punch.
 * D-Button Down + Button B:
Punch from a crouched position.
 * Button C + Button B: Flying
kick.
 * Button C twice: Spin jump.
 * Button C twice, very
rapidly: Super high jump.
 * Button C twice + Button A:
Optic blast spin attack.
 X-Men
 Hints and Tips
 Use Up/Down to scroll text
 * Watch for Power-Ups and grab
all you can. They might be out in
the open, disguised as something
else, or locked in secret rooms.
 * When a teammate's health is
low, stand two X-Men together and
overlap. They'll share health!
<a name="Xmen2.o">XMEN2.O</a>
 X-Men 2: The Clone Wars
 Sega
 
 To return to Now Playing,
 reset your adapter.
 
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 CHARACTERS
 HINTS AND TIPS
 BROWSE HELP FILES
 X-Men 2: The Clone Wars
 Game Description
 
 Use Up/Down to scroll text
THE FACE OF DOOM!
The Phalanx, an evil alien
consciousness, has invaded Earth,
bent on world domination. It has
unleashed a virus so deadly that
it infects any Earth being it
contacts.
Slowly but surely, the living
being becomes one with the alien
mind...and must obey!
Worse yet, the Phalanx is also
reactivating the Sentinels, huge
mechas created to destroy mutants.
Even Magneto, a sworn X-men
arch-enemy, will become a target.
Once the Phalanx annihilates the
X-Men, the rest of the world will
be ripe for enslavement!
The mutant X-Men are impervious to
the virus's power. But the Phalanx
has another bio-horror in store.
With the merest touch, any Phalanx
being can extract DNA from any
mutant.
Once an X-Men's genetic blueprint
falls into the Phalanx's control,
it can be copied...and copied
again. The result: X-Men clones!
The X-Men could charge into
combat, only to perish at the
hands of their own mirror images!
Psylocke could fall by the psionic
sword while staring into her own
enraged face!
The Beast could be crushed by his
own sledgehammer fists. Wolverine
could be slashed to ribbons by his
own lethal adamantium claws!
The X-Men are about to square off
with their worst
enemies-themselves. They must
destroy the Phalanx, or face their
doom!
 X-Men 2: The Clone Wars
 Controller Functions
 
 Use Up/Down to scroll text
PLAY CONTROLS
Start: Pause game, skip text
screens
D-Pad: Move X-Men
Button A: High-powered Attack;
for certain X-Men, press and hold
to activate the Change Meter, then
release for supercharged mutant
power
Button B: Normal Attack
Button C: Jump
 X-Men 2: The Clone Wars
 Playing the Game
 
 Use Up/Down to scroll text
X-MEN POWER
Health Meter
The Health Meter uses lighted
bars to show the X-Men's
condition. When all the bars,
including the top two bars, are
lit, an X-Men is in peak health.
In this state, his or her attacks
are extremely powerful.
When an X-Men is injured, one or
more of the bars in the Health
Meter dims. At the danger level,
with only two bars left, the meter
will flash a warning.
When all nine bars are dimmed, the
X-Men loses a life.
X-Men DNA
Collect floating double strands
of DNA to improve your hero's
health. Small double strands light
up one bar in the Health Meter;
large double strands light up
three bars at a time; sparkling
DNA strands restore ALL an X-Men's
health at once!
Charge Meter
Some X-Men have a Charge Meter to
supercharge their mutant
abilities. To use the meter, press
and hold Button A until the red
line goes over the top.
Then release the button for a full
blast of mutant power!
 X-Men 2: The Clone Wars
 Characters
 
 Use Up/Down to scroll text
X-MEN TEAM
Beast
Earthquake fist smash: Button A
Punch: Button B
Low slap: D-Pad Down + Button B
Vertical mule kick: D-Pad Up +
Button B
Somersault spin kick: Button C +
Button A
Flying punch: Button C + Button B
Wall stick: Button C + D-Pad in
direction of wall or ceiling +
Button B
Dive & roll: D-Pad Down/Right or
Down/Left + Button C
Cyclops
Optic blast: Button A + D-Pad to
aim
Supercharged optic blast: Hold
button A to charge(watch Charge
Meter), release to fire + D-Pad to
aim
Punch: Button B
Combo punches: Button B twice
Jump: Button C
Flying death kick: Button B +
Button C
Gambit
Charged card attack: Button A +
D-Pad to aim
Supercharged card attack: Hold
Button A to charge(watch Charge
Meter), release to fire + D-Pad to
aim
Staff swing: Button B
Double staff swing: Button B
twice fast
Flying death kick: Button B +
Button C
Nightcrawler
Teleport: Button A + D-Pad to
aim
Supercharged teleport: Hold
Button A to charge(watch Charge
Meter), release to fire + D-Pad to
aim
Punch: Button B
Jump: Button C
Somersault spin jump: Button C
twice fast
Flying death kick: Button C +
Button B + D-Pad to aim
Wall stick: Button C + D-Pad in
direction of wall or ceiling +
Button B
Wall crawl: D-Pad while on wall
or ceiling; Button C to dismount
Psylocke
Psionic blade: Button A
Sword slash: Button B
Double sword slash: Button B
twice fast
Jump: Button C
Double jump: Button C twice fast
Flying circle slash: Button C +
Button B
Wall stick: Button C + D-Pad in
direction of wall or ceiling +
Button B
Floor sweep: D-Pad Down/Right or
Down/Left + Button C
Wolverine
Power slash: Button A
Slash: Button B
Double slash: Button B twice fast
Jump: Button C
Somersault spin jump: Button C +
D-Pad in direction of wall or
ceiling + Button B
Hand-over-hand wall swing/crawl:
D-Pad while on wall or ceiling;
Button C to dismount
Magneto
Magnetic destruct orb: Button A
+ D-Pad to aim; hold down Button A
to extend the orb's casting
distance
Energy shot: Button B + D-Pad to
aim
Jump: Button C
Hover: Button C + Button A; press
Button A again to release
 X-Men 2: The Clone Wars
 Hints and Tips
 
 Use Up/Down to scroll text
 * When playing against
Apocalypse, use Magneto to fly
above obstacles and destroy
anything that comes your way.
<a name="Zombies.o">ZOMBIES.O</a>
 Zombies Ate My Neighbors
 Konami
 
 To return to Now Playing,
 reset your adapter.
 
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Zombies Ate My Neighbors
 Game Description
 
 Use Up/Down to scroll text
See... zombies hunting humans!
See... aliens kidnapping
cheerleaders! See...mummies
maiming tourists!
And see it all right on your
television screen in Zombies Ate
My Neighbors! There are monsters,
werewolves, slimy blobs and a
bushel of other hideous creatures
out to capture innocent people.
They're attacking your neighbors,
your neighbors' kids, their dog,
and any other human they can find.
It is up to you to use any means
possible to save the victims
before the bad guys get them.
You'll start with just a squirt
gun and a first aid kit, but there
are lots of weapons lying around
that can help you win this battle.
You'll find bazookas,
"weed-eaters," Martian bubble
guns, and the dreaded, powerful,
blob-destroying ice pops!
But wait, there's more! There are
secret potions that can
transmogrify you! Become a super
beast and give the zombies a taste
of their own medicine.
Find the mystical Pandora's Box
that releases smart-bomb energy
blasts. Take inflatable clowns to
use as decoys and collect keys to
open doors to discover more
valuable items.
 Zombies Ate My Neighbors
 Controller Functions
 
 Use Up/Down to scroll text
Control your destiny!
The control pad is used to walk
and aim your weapons. Press it in
the direction you want to throw,
shoot or walk. The default
settings for a 3-button control
pad are:
 * Press and hold the A
button and tap the C button to
change your special item.
 * Press the C button to use
the special item.
 * Press and hold the A
button and tap the B button to
change your weapon.
 * Press the B button to use
your readied weapon.
 * Press the Start button to
pause the game during play. You
cannot pause on the scoring
screens between levels.
 Zombies Ate My Neighbors
 Playing the Game
 
 Use Up/Down to scroll text
How to save the world
You will play the game as one of
two brave kids: Zeke or Julie. If
you're playing the two player
game, one player can pick each
kid, but you can't have two Zekes
or two Julies!
If you don't like the names Zeke
and Julie, you can call them by
other names: Nick and Beth, Spike
and Sarah, Trice and James,
whatever.
We won't tell you what to do, but
we know their names are really
Zeke and Julie.
There are ten victims at the start
of the game. You must rescue them
before the monsters destroy them.
Once all the victims are gone
(either rescued by you or caught
by the monsters), an "exit" door
appears to let you leave that
level-unless the monsters got them
all, then the game is over.
You can then leave the level right
away or continue to search for
treasures and weapons.
When you exit a level, your points
are displayed, and bonus points
are added for the victims you have
saved. Saving all ten victims
earns an extra bonus.
There are other ways to earn bonus
points as well-for example, you
get a weed-eating bonus on level
11 if you chop all of the killer
weeds.
You will continue to progress
through the game as long as you
have victims remaining and "lives"
for yourself.
The Victims
You start with ten victims. The
body count goes down every time
the monsters claim one of the
victims.
The game will continue only as
long as you have at least one
victim remaining (and "lives" as
described below).
You can earn bonus victims by
earning points, but you may never
have more than ten victims at one
time. If you have ten victims at
bonus time, you will earn an extra
life instead.
Your Lives
Each player starts with three
"lives." When your "life bar" runs
out you lose a life. There are
hidden "1-up" bonuses in the game.
You may also earn bonus lives if
you earn points as mentioned
above.
The Game Screen
The screen is divided into two
parts. On the left part of the
screen is the neighborhood map.
This is where all of the action
takes place. The right side is the
information area.
It displays the life bar, points,
weapons and special items for both
players. Player 1 is on the top
and Player 2 is on the bottom. In
the middle is the radar.
It will tell you how many victims
are left for you to save and where
they are located.
If you picture your character in
the middle of the radar, then the
little white blips that you see
represent the victims. Move toward
the blips to save them, and they
will soon appear on the big area
map on the left.
Weapons
Your readied weapon will be
displayed below the life bar.
Press and hold the A button and
tap the B button to switch
weapons.
Below the weapon is a number which
shows how many shots/uses of that
weapon you have remaining. When
you run out of shots or uses, the
weapon will be dropped from your
inventory.
Squirt gun-Your starting weapon
is good for beating the average
ghoul. Refills are easy to find.
Soda pop cans-These work like
hand grenades; they explode on
impact and eliminate most
low-powered monsters in one shot.
Great against Evil Dolls!
Bazooka-Very powerful! Use it to
blow holes through cracked walls
and weak spots in hedges. Good
against Chainsaw Maniacs.
Fire extinguisher-Freeze
monsters. A long blast for a long
freeze or a short blast for a
quick freeze. This is one of only
two weapons that are effective
against the Jelly Blobs (ice pops
also work).
Weed-eater-Cuts through weeds
and monsters!
Ancient artifact-This talisman
will produce a spinning fire that
protects you and destroys the
monsters it touches.
Silverware An excellent weapon
when you come across a werewolf or
two!
Plates-Effective if you have
nothing else to use.
Martian bubble gun- Captures the
target in a temporary bubble. Try
it on ants!
Tomatoes-Not as good as plates,
but Martians hate them.
Ice pops-These can kill the
Jelly Blobs when you toss them
from a short distance.
Football-Throw it deep to get
the football players off your
back.
Special Items
Scroll through these items by
pressing and holding the A button
and tapping the C button. Some
items destroy monsters, some give
you special powers, and some are
unpredictable!
Keys-You need them to open
doors.
Skeleton keys Opens the skull
doors.
Monster Potion (red bottle)
-Become a purple beast with an
attitude and bash through walls,
doors and monsters. You are
invincible until the potion wears
off.
Ghost Kid Potion (blue bottle)
-Turn into a spectre and roam
freely. You can't be hurt, but you
can't shoot any monsters, either!
Random Potion (question mark
bottle) -There is no way to know
what effect the potion will have.
It could restore your health, give
you a speed boost, cause damage or
turn you into the purple beast.
There are other effects that you
will have to discover on your own,
but we'll warn you that if you
turn green, you turn mean!
Speed Shoes -The T.K.
(Transylvania Knights) 3000
Cross-Trainers are great for
sprinting around the 'hood. The
effect is temporary, but cool!
Decoys-These inflatable punching
clowns attract monsters and draw
the attention away from you.
Pandora's box-The golden chest
releases energy blasts when used.
They seek and destroy those
nocturnal terrors chasing you.
First aid kit-Use it to restore
your life bar to full force.
 Zombies Ate My Neighbors
 Hints and Tips
 Use Up/Down to scroll text
 * Your squirt gun is the best
all-around weapon, but it's pretty
worthless against tough monsters.
The weed eater is awesome against
mummies.
 * Zombies At My Neighbors has
many secret passageways. You
should explore your surroundings
even after you've rescued all the
victims. Don't worry, you're not
under a timer.
 * Save your silverware for use
against werewolves.
 * Martians hate tomatoes.
 * On level 41,there's a "1-Up"
on the far right side of the
level. Walk into the building in
the lower right corner. Go into
the bathroom and blow through the
crack in the wall, then walk
upward to find the "1-Up".
 * On level 3, be sure to pick
up every possible item, especially
the boxes with the clown's face on
it. This is a useful item in the
next level to keep the chainsawing
maniacs busy.
<a name="Zool.o">ZOOL.O</a>
 Zool
 Gametek
 
 To return to Now Playing,
 reset your adapter.
 GAME DESCRIPTION
 CONTROLLER FUNCTIONS
 PLAYING THE GAME
 HINTS AND TIPS
 BROWSE HELP FILES
 Zool
 Game Description
 
 Use Up/Down to scroll text
In Zool you play the part of the
Interstellar Cosmos Dweller from
the Nth dimension.
You must take Zool to the edges of
the known universe and beyond,
guiding our hero through seven
worlds, back to his home, the Nth
dimension.
Explore the levels, dispatch as
many of Krool's Legionaries as you
can, pick up the bonuses, find the
exit and defeat the end of level
beastie.
This is going to be one journey
you'll never forget. It's going to
be, well ... WEIRD!
 Zool
 Controller Functions
 
 Use Up/Down to scroll text
Start Button:
 * Start/Pause the game
Directional Button:
 * Up: Climb up walls.
 * Right + Button B: Jump
diagonally right.
 * Right: Run right.
 * Right + Down: Slide
right/Kick.
 * Down: Climb down
walls/Crouch.
 * Left + Down: Slide left/Kick
 * Left: Run left
 * Left + Button B: Jump
diagonally left.
Button A:
 * Fire; With Down, Crouch,
Kick and fire.
Button B:
 * Jump; With direction, allows
Zool to jump off walls.
Button C:
 * Punch when on the ground;
when in the air, allows Zool to
spin, destroying airborne enemies.
 Zool
 Playing the Game
 
 Use Up/Down to scroll text
RESTART POINTS: On each level
there are a number of restart
points to find. If you hit these,
you will begin your next life from
that spot.
On each of the levels, you will
find a Light and Buttons on a
sign. Punch it and the Light will
flash.
BONUS HEARTS: Occasionally, when
you destroy an enemy, a small
heart will appear and start to fly
skywards.
If Zool can grab it, he will
restore part of his health.
WEAPONS: There are a number of
weapons in the seven worlds that
will enhance Zool's powers or
enable him to destroy Krool's
armies.
 * Bomb: This smart bomb will
blitz all enemies on the screen.
 * Jumping Zool: Just the thing
to scale the heights, when normal
Zooling's not enough.
 * Shield: Invincible Zool!
 * 1 Up: An extra life.
 * Two Zool: Splits Zool in
two, creating a shadow Zool. Now
Zool is more agile and can fire
twice as many shots.
 Zool
 Hints and Tips
 Use Up/Down to scroll text
 * Remeber to hit the halfway
marks so you can continue there if
you die.
 * Jumping off the wall can be
very useful because it will keep
your enemies guessing.
</html>