Sega Channel (January 1996 dev disc)/Game guides

From Hidden Palace
Jump to navigation Jump to search

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.

Clickable list of game guides: Adbatman.o, Addams.o, Addamsfv.o, Aeroacro.o, Aerobiz.o, Aftburn2.o, Airdiver.o, Aladdin.o, Aladfin.o, Alexkidd.o, Alien3.o, Alienstm.o, Alisiadr.o, Altbeast.o, Andr.o, Anmaniac.o, Arcus.o, Ariel.o, Arrwflsh.o, Artalive.o, Artfight.o, Asterix.o, Atacksub.o, Atennis.o, Atptenis.o, Awesomep.o, Ballz.o, Barbie.o, Barkley.o, Barkley2.o, Barney.o, Bassmast.o, Batdoubd.o, Batlfren.o, Batltank.o, Batltech.o, Batman2.o, Battoads.o, Bbearpco.o, Bellesqu.o, Bernbear.o, Bestbest.o, Beyondoa.o, Biohzbat.o, Bladeven.o, Bob.o, Bodycont.o, Bonabro.o, Boxngleg.o, Bretthoc.o, Bubbastx.o, Bubbstix.o, Bubnsqek.o, Bubsy.o, Bubsy2.o, Busytown.o, Cadash.o, Caesars.o, Calgames.o, Captamer.o, Carmenw.o, Castlev.o, Castle_i.o, Chakan.o, Champool.o, Champroa.o, Chasehq2.o, Chikiboy.o, Clue.o, Cmbatcar.o, Coachkbb.o, Collgfb1.o, Collgfb2.o, Columns.o, Columns3.o, Comixzne.o, Contrahc.o, Coolspot.o, Counting.o, Cpool.o, Crackdwn.o, Cryspony.o, Cyborgju.o, Cybrball.o, C_ripkin.o, Dashdesp.o, Dd_warrs.o, Decpattk.o, Desrtdmo.o, Dheaddy.o, Dickvita.o, Dinohire.o, Dinoland.o, Doubldrb.o, Drobotnk.o, Drobsupc.o, Dyheaddy.o, D_robins.o, D_strike.o, Earthj2.o, Earthjim.o, Ecco.o, Ecco2.o, Eccojr.o, Elemastr.o, Elviento.o, Eswat.o, Eternal.o, Ewj2.o, Ewj2spec.o, Ewjhint1.o, Ewjhint2.o, Exile.o, Exmutant.o, Exosquad.o, F15eagle.o, Fantasia.o, Fatal.o, Fatalf2.o, Fatl_lab.o, Fg_world.o, Fifasc95.o, Fifasc96.o, Fifasocc.o, Finlzone.o, Flicky.o, Flintstn.o, Flshback.o, Fungames.o, Gaiares.o, Galforc2.o, Gameguid.o, Gamename.o, Garf1220.o, Garfield.o, Gargoyle.o, Gauntlt4.o, Gemfire.o, Genchaos.o, Genrlost.o, Ghoul.o, Gldnaxe1.o, Gldnaxe2.o, Globglad.o, Gnrlchao.o, Gods.o, Goldaxe1.o, Goofy.o, Granadax.o, Greathvw.o, Greendog.o, Grindstm.o, Grndstrm.o, Growl.o, Grtwaldo.o, Gunstar.o, G_axe2.o, G_loc.o, Hardbal3.o, Hbarkley.o, Headonsc.o, Herzogzw.o, Hespn.o, Hmikultc.o, Homealn1.o, Homealn2.o, Hpirdark.o, Hprincep.o, Hsub_ter.o, Hulk.o, Humans.o, Hurrican.o, Hzool.o, Icdummy.o, Immortal.o, Incrhulk.o, Intennis.o, Intrugby.o, Izzyques.o, Jbdboxng.o, Jbook.o, Jbook3.o, Jencapte.o, Jeopardy.o, Jepsport.o, Jewlmstr.o, Jmontan1.o, Jmontan2.o, Jrscpark.o, Jurassic.o, Jwlmstr.o, Kawasaki.o, Kid_cham.o, Klax.o, Landstlk.o, Lastbatl.o, Ldnstlkr.o, Leadgolf.o, Legends.o, Lethlnf1.o, Lethlnf2.o, Lgndring.o, Lightcru.o, Lightfrc.o, Lndstlkr.o, Lotustur.o, Madden93.o, Magsbspc.o, Magscbus.o, Main.o, Marblmad.o, Markomag.o, Maroandr.o, Mathblst.o, Maz_saga.o, Mcdonal.o, Mcdonald.o, Megabomb.o, Megaman.o, Megaturr.o, Mercs.o, Midrest.o, Mig29.o, Mightypr.o, Mikultch.o, Mk3parta.o, Mk3spec.o, Mk3_td.o, Mkombat.o, Monopoly.o, Montana2.o, Moonwalk.o, Musha.o, Mutchsp3.o, Muthocky.o, Mystdefn.o, M_hockey.o, Ncaafbal.o, Ncaafin4.o, Nfl93.o, Nfl_95.o, Nhl94.o, Nhlhocky.o, Nicklaus.o, Normysbb.o, Olympic.o, Ooze.o, Out.o, Outofthw.o, Outr2019.o, Outrun.o, Outrun20.o, Paprboy2.o, Patrbask.o, Pebblebg.o, Pele.o, Pgaeurop.o, Pgaglf96.o, Pgatour.o, Pgatour2.o, Pgatour3.o, Phstar2.o, Phstar3.o, Phstar4.o, Ph_star3.o, Pink2hlw.o, Piratesg.o, Pitfight.o, Pony.o, Ponyfin.o, Popu.o, Powermov.o, Powrdriv.o, Powrmngr.o, Primalcn.o, Primalrg.o, Primaltd.o, Promoves.o, Pstar2.o, Pto.o, Punisher.o, P_star2.o, Qix.o, Quakshot.o, Racedriv.o, Rage2.o, Raidentr.o, Rambo3.o, Rampart.o, Rangerx.o, Redzone.o, Revshin1.o, Ringspow.o, Risk.o, Ristar.o, Roadrsh1.o, Roadrsh2.o, Roadrsh3.o, Roarbst.o, Rocketkn.o, Roloresc.o, Rolthun3.o, Rtk3.o, Rugby95.o, Rvt.o, Scinst.o, Scnstjef.o, Seaquest.o, Shadbst2.o, Shadwrun.o, Shaqfu.o, Shdwdncr.o, Shindark.o, Shinforc.o, Shinfrc2.o, Shinobi1.o, Shinobi3.o, Sidepock.o, Sixinone.o, Skelkrew.o, Skitchin.o, Soldfort.o, Sonic1.o, Sonic2.o, Sonic3.o, Sonicspn.o, Sonknuck.o, Spaceinv.o, Spachar2.o, Sparkstr.o, Spcharr2.o, Startkng.o, Sthblade.o, Strage1.o, Strage2.o, Strage3.o, Strfght2.o, Strider.o, Strtkds9.o, St_tng.o, Subteran.o, Sunsetrd.o, Suphngon.o, Supmnco1.o, Supsf2le.o, Sword_ve.o, Syndicat.o, S_hangon.o, S_monaco.o, Talespin.o, Taz2fin.o, Tazmania.o, Techclsh.o, Thempark.o, Theooze.o, Thomtank.o, Thundfox.o, Tinystar.o, Tinytoon.o, Tomjerry.o, Tomybase.o, Toystory.o, Traysia.o, Tripspc1.o, Ultimqix.o, Ultqix.o, Unnecess.o, Urbanstr.o, Valis.o, Vectrman.o, Vrtroopr.o, Wackywld.o, Warsong.o, Wcsoccr1.o, Wcsoccr2.o, Whertime.o, Whiprush.o, Wimbtenn.o, Wiznliz.o, Wrldhero.o, Wrldofil.o, Wsbase.o, Wsbase95.o, Wwcarmen.o, Wwf.o, Xmen.o, Xmen2.o, Zombies.o, Zool.o

ADBATMAN.O

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.

ADDAMS.O

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!

ADDAMSFV.O

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.

AEROACRO.O

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

AEROBIZ.O

Aerobiz Koei To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME MAIN SCREEN COMMANDS BROWSE HELP FILES

AFTBURN2.O

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.

AIRDIVER.O

Air Diver Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

ALADDIN.O

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.

ALADFIN.O

Aladdin Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

ALEXKIDD.O

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.

ALIEN3.O

Alien 3 Arena To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME THE ARSENAL HINTS AND TIPS BROWSE HELP FILES

ALIENSTM.O

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!

ALISIADR.O

Alisia Dragoon Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

ALTBEAST.O

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.

ANDR.O

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

ANMANIAC.O

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.

ARCUS.O

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!

ARIEL.O

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

ARRWFLSH.O

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).

ARTALIVE.O

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.

ARTFIGHT.O

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).

ASTERIX.O

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!

ATACKSUB.O

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.

ATENNIS.O

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

ATPTENIS.O

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.

AWESOMEP.O

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.

BALLZ.O

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!

BARBIE.O

Barbie Super Model Hi Tech Entertainment To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

BARKLEY.O

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!

BARKLEY2.O

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.

BARNEY.O

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!!!

BASSMAST.O

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.

BATDOUBD.O

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

BATLFREN.O

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.

BATLTANK.O

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

BATLTECH.O

Battletech Extreme To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME MECH SYSTEMS HINTS AND TIPS BROWSE HELP FILES

BATMAN2.O

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.

BATTOADS.O

Battletoads Tradewest To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME OBSTACLES BROWSE HELP FILES

BBEARPCO.O

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!

BELLESQU.O

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

BERNBEAR.O

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.

BESTBEST.O

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.

BEYONDOA.O

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.

BIOHZBAT.O

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."

BLADEVEN.O

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.

BOB.O

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.

BODYCONT.O

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.

BONABRO.O

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.

BOXNGLEG.O

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!

BRETTHOC.O

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

BUBBASTX.O

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.

BUBBSTIX.O

Bubba 'N' Stix Core Designs To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS GOODIES BROWSE HELP FILES

BUBNSQEK.O

Bubble & Squeak Sunsoft To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME BROWSE HELP FILES

BUBSY.O

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.

BUBSY2.O

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.

BUSYTOWN.O

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.

CADASH.O

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.

CAESARS.O

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

CALGAMES.O

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.

CAPTAMER.O

Captain America Data East To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS BROWSE HELP FILES

CARMENW.O

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.

CASTLEV.O

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

CASTLE_I.O

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

CHAKAN.O

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.

CHAMPOOL.O

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.

CHAMPROA.O

Championship PRO-AM Tradewest To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS ITEMS BROWSE HELP FILES

CHASEHQ2.O

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.

CHIKIBOY.O

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!

CLUE.O

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.

CMBATCAR.O

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!

COACHKBB.O

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.

COLLGFB1.O

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.

COLLGFB2.O

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.

COLUMNS.O

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.

COLUMNS3.O

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

COMIXZNE.O

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.

CONTRAHC.O

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.

COOLSPOT.O

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

COUNTING.O

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.

CPOOL.O

Championship Pool Data East To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME SPECIAL FEATURES BROWSE HELP FILES

CRACKDWN.O

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.

CRYSPONY.O

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

CYBORGJU.O

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!

CYBRBALL.O

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

C_RIPKIN.O

Cal Ripkin Baseball Software Toolworks To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS HINTS AND TIPS BROWSE HELP FILES

DASHDESP.O

Dashin' Desperadoes Data East To return to Now Playing, reset your adapter. CONTROLLER FUNCTIONS PLAYING THE GAME ITEMS HINTS AND TIPS BROWSE HELP FILES

DD_WARRS.O

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!

DECPATTK.O

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.

DESRTDMO.O

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.

DHEADDY.O

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

DICKVITA.O

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

DINOHIRE.O

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.

DINOLAND.O

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.

DOUBLDRB.O

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.

DROBOTNK.O

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

DROBSUPC.O

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.

DYHEADDY.O

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.

D_ROBINS.O

Supreme Court Basketball Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS TEAMS HINTS AND TIPS BROWSE HELP FILES

D_STRIKE.O

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.

EARTHJ2.O

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.

EARTHJIM.O

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.

ECCO.O

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!

ECCO2.O

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.

ECCOJR.O

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.

ELEMASTR.O

Elemental Master Renovation To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME ELEMENTS BROWSE HELP FILES

ELVIENTO.O

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.

ESWAT.O

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!

ETERNAL.O

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!!

EWJ2.O

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.

EWJ2SPEC.O

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.

EWJHINT1.O

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.

EWJHINT2.O

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.

EXILE.O

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.

EXMUTANT.O

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.

EXOSQUAD.O

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!

F15EAGLE.O

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

FANTASIA.O

Fantasia Sega To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS PLAYING THE GAME HINTS AND TIPS BROWSE HELP FILES

FATAL.O

Fatal Fury Takara To return to Now Playing, reset your adapter. GAME DESCRIPTION CONTROLLER FUNCTIONS HINTS AND TIPS BROWSE HELP FILES

FATALF2.O

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

FATL_LAB.O

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.

FG_WORLD.O

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 th